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Lethys

Alpha Tester
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Posts posted by Lethys

  1. I seen this thread has been quiet for a while but I was wondering if anyone had heard about the specifications for this game, like with all games I bet its a save say on release there will be a minimum and recommended spec, however, I would really like to try and play this game at its best and am therefore looking to upgrade around release date, so any info as to the current spec of the dev's machines that are used to run the game smoothly so that we know a ball park figure for awesome smooth gameplay would be great to know :D

    Afaik they run the pre alpha with a gtx970. High end systems today will most likely be mid range when the game releases

  2. You can do whatever you want - and you choose to copy others. As I said multiple times: IMHO it's better in DU to be creative and build something unique instead of copying some other vessel. I get that some fanbois will build SW ships and I get why they do this. But to me this is just weak, not creative and against the true nature of DU. But that's just me, so please move on

  3. If Devs will take position "their fault", project will fail with 100% guarantee. Clever players do not make massive income, I bet majority of active forumers will use DACs mostly. "Stupid" players (not learn a lot about games) make massive part of income. So Devs must care about these "Stupid" players more than about us, actually.

     

    By the RDMS, I don't know how exactly it will work, but (example):

     

    I have 3 own spawns modules, I want to make 1 open for half organizations, 1 for clan, 1 for everyone. So I need to set every module. This mean "RDMS" need to be learned by every single player (who join org), not just by "to run a successful org".

     

    And we come back to the beginning. If system overcomplicated, it will push players away from learning. As it won't be learned very well, it will be abused by others a lot. As soon players become abused, they leave the game. Players leave the game, project loses money. And this could be the way to a failure of the whole game.

     

     

     

    So what I see (as bad o even worst scenario). You can learn RDMS well and control a piece of land under your control. But you have not a lot to control within the organization. I mean, you can't control other players activities in org. You can't force somebody not to join 100500 organizations and very carefully check RDMS all the time. If you make a project with few players together (and we speak about random players), you always under risk from these players (how well they manage RDMS and their fan clubs).

     

    I don't know how well RDMS will work, I don't know what will be with these abuses in the game, but I would like to discuss any possible problem (as for gameplay, as for game success) before it happens, than to run like "headless chicken" later (not to be ready to problem).

     

    Thanks,

    Archonious

    Hum, no. Everyone has to pay (=income for NQ), except the lifetime subs. It doesn't matter if someone uses DACs or pays, if there are 658000 players, NQ will get every month those 658000 * sub as income. Even more than that - DACs are more expensive.

     

    No need to adress those special snowflakes. They can use a predefined org setup to get going fast. No need for the members to learn the rdms because they just can't open a door or a chest if they don't have the rights to do so.

     

    You only set up rdms once, then you just give a new player the role you want. Just like in eve only better.

  4. And that is exactly what I wrote. This is a mess. Thousands of organizations, all in one category, all-in-one. Who is who? Where religions? Where alliances? Where political structures? Where fan clubs? MESS!

     

    Or maybe you find fan club, join it because you like something. But in next day this fan club (some members) raid your base because they can use your data and spawn on your base freely. We can speak about RDMS, yeah, but if (! if !) that system will cover a lot, it will be extremely complicated, which mean many players will ignore it.

    Yes, this could be accidently done or sabotaged (which is fine for gameplay). But then your defense just ignore targets, because they are "Fan Club" which is equal to alliance or clan. Simple example, there could be many different cases of abuse of the system.

     

    More than 95% (yes, forum members are a very very very very small minority) of players won't read forums and deeply learn this system. For the majority, it always will be "Clans", not any forum fantasy structures.

    Open lists of "Religions", "Political Structures", "Fan Clubs" and other will open doors for these majority because it will be easier to understand what is what. If I'm a new player and want to join to any political system, I can easy to find all open political systems and join them. Player friendly system.

     

    Limited opportunities are way to reduce the amount of abuse (and this is very important for new players). Want to create political structure, you create it. You get all tools necessary for that activity. Sorry, but I find really silly if "Clan" has same opportunities as random "Fan Club" or "Religion" (like in the example above, especially since anyone can join these last groups).

     

    The whole system requires massive global control.

     

    Thanks,

    Archonious

    Well that's EXACTLY what the rdms system does: certain people get access to certain things within that org. You don't want the fan club of the alliance have critical data access? Don't give it to them.

     

    Yes people are lazy and yes people will probably won't dig in deep in the rdms when it's too complicated. But that's THEIR fault, can't blame the system. If they want Tu run a successful org, alliance or whatever they HAVE to look into that rdms. That's part of running a big org or alliance. There will be predefined settings for the Edna you can choose if you just want to start quick.

     

    I don't think such a distinction is something we need badly on the community website, though it would be nice to maintain some kind of order

  5. Simple question : Is dual universe going to be translated to spanish ?

     

    I can understand english but these high complexity games are very hard to play in a second language, this problem is the main reason why can't play eve online. I really hope this game will be translated.

     

    As already answered, yes maybe later.

     

    BUT

     

    Like in EVE there are translations to all kinds of languages, but many don't use it anyway.

    There are three aspects to consider:

    - either the translation is bad (misunderstandings ftw, getting a wrong impression of a weapon or element, no translation at all because there is no word, ...)

    - many orgs will have members from all around the world, so they will most likely speak english anyway

    - even if your org is solely spanish or whatever, you will use commands in english, because it's convenient and a habit. Your allies will include english speakers. (in EVE all use "jump" - no one in their right mind would scream "SPRING", "SAUTEZ" or "BRINCAR").

     

    It's MUCH easier for newbros to learn the game when everyone's client is the same language in order to find that menu more quickly because it's written there and you don't have to translate the word first and then find it.

  6. Since the americans want to be for themselves (JK)...

     

    If you're looking for the american way of life...erm...Fan-fest:

    https://board.dualthegame.com/index.php?/topic/10708-gathering-feedback-for-an-unofficial-community-organized-fanfest/

     

    This is only a poll to gather information IF people are interested. I'm not saying I will organize something for sure ;)

     

    As the american: it's unofficial, so don't expect any NQ staff to be around.

     

    Suggestions welcomed

     

    Thank Yama for it, will ya? :)

  7. Well, thing is you have to not be AFK to mine in DU. It's a tedious and hard work to be a miner when you have to be active to do it.

     

    Kinda throws a wrench on the multiboxing miner's gears. :P

     

    But on the plus side, you could build a ship with a refinery on it, so, yeah, mining ops can still happen, just not in a multiboxing way.

     

    The second M in MMO stands for Multiplayer after all, not Multibox (like in EVE).

     

    Plus its first-person so multiboxing won't be a thing - not like in eve. There will be many people with 2 or more accounts though

  8. Hey and thanks for the welcome, who are the alts that I need to make fun of then? and not too worry.... 99% of the time I'm nice and reputable :ph34r:

     

    I'm sure a limited amount of grow back will be needed at least around the start area as a I personally guarantee you will have some bright spark who will try and dig the arkship lol

    It'll just float in air then.

     

    But I can imagine a certain radius around the ship where you just can't do anything

     

    Oh and welcome to the community

  9. I see the mining industry as the following process: Surveying and scanning for minerals -> extracting minerals from the ground -> refining minerals into usable materials -> selling and/or using the materials. Each step is an opportunity for profit. A land owner may be an amazing builder, but without the skills in this process, they will need to hire someone or an organisation with the expertise to do it right.

     

    I foresee plenty of mining vessels that are essentially scanners and cargo holds with a couple of engines strapped on. They might need protection, but if they're working for the land owner, this would be less of an issue. I'm not sure if mining without permission would be possible, but if it is, a security detail would be very handy.

     

    If acting manually will produce much greater rewards than automating a process, then some people will need skills in those areas. If an automated system works just as well as manual control, automating would be the better option in the long term, thus allowing builders to come into their own.

    Maybe there will be haulers. There will be a lot of people involved in a big mining op (some mine, some haul, some scan, some overseer who knows what to mine next). There will be protection, ships and people. There will be pirates trying to rob them all or destroy the vessels. But there will not be an automated mining rif at all. NQ wants it to be manual and they want people to be involved in it, so that newbros get something to do.

  10. Why is this an ultimatum?

    Because you can't check every second, every constructs for holes in it. Too much load. Besides the fact that I would just run around and punch holes in every ship/station I see just to annoy people. They have to search for the leak and seal it. Then I start again. Adds no interesting gameplay for the most part. Sure it would be cool and all but the drawbacks are much worse

  11. Plus, it would be cool to have all the little ships flying next to the big ship at the same speed after they jump through a stargate or something.

    A jump is different than flying around because those ships exit at the same time (if that's even allowed).

     

    In free space however you can kick your ftl engine wherever you want, fast ships which are built for speed will be faster than fat ass capitals (inertia). To me it makes perfect sense that the fat cats need longer than fighters.

     

    DU is meant to be easy to learn but very hard to master. Following that, only very good and experienced pilots who want to fly as a mob will be able to stay in formation

  12. If they're serious about territories, then territories could become breathable with the right prefabs (triangulation?) and upgrades. It could be visible from a distance, as a blue dome above the territory, to indicate that it has a breathable atmosphere.

     

    Then again, I'm thinking in terms of pressurization, which last time I heard they said they would stay away from because of performance issues, which is a shame.

    Better to have a sandbox mmo with voxel building than pressure in a ship. Which is nice and dandy but in the end adds stupid and boring gameplay

  13. An extremely useful feature would be the ability to damp your velocity relative to another moving body or construct in order to dock or land more easily. I don't know if this is already implemented or planned, but if not I would really like to have something like this. It would be very useful if there was a huge starship, for example, and little fighters flying around with it, but it was moving. Landing on a runway, for instance, becomes quite tricky if you are moving at different speeds.

    There are no orbits and escape velocities like in KSP, so no need for that. A pilot has to learn the most simple maneuvers and to me, matching a speed is something very easy.

  14. Well the reason jumping is hard is the opposite of what you were saying. Magnets that stick you to the ground might not be strong enough to pull you back when you jump. Plus some surfaces are not made of magnetically attractable metal, which includes aluminum and copper which will probably be used a lot (if it exists in the game, that is!), as well as any non-metal.

    There is an element for ships which tells the automatic LUA script where the front is. Use that to get down direction too and you don't need to worry about other non-magnetic elements

  15. The Excel spreadsheets do not lie.

     

    If the projected revenue of an asset your base defends is 100 bil monthly, and you lose a base of 1 bil, for taking down a Capital ship worthy 5 bi, you clearly lost the assets, thus the battle :P

     

    In such a case, screwing the attacker by totalling your entire base, processing arrays and storage, would SINGFICANLY harm the attacker, as they now need to build infrastructure of their own, so the cost definitely pile up and unti lthey have set up infrastrucutre, they can't benefit off of the assets your base was making money out of :P

     

     

    Well i was more talking about a base of operations with no resource gathering / refining / revenue going on. Just a forward base with some fuel, ammo, weapons and ships to raid people.

     

    If you lose your "real" base where you make money and store all your stuff (I wouldn't do that) - then you have to add those revenue losses ofc. In THAT case, the defender lost.

     

    But I'm completly with you there:

     

     

     

    I guess some people would say, that since the attacker will cry over the destroyed assets they couldn't secure before the defenders destroyed them, that means the Defenders who lost against a superior force should be reported for griefing. How dare they do the smart thing?

     

    That's the kind of vibe I'm getting off of this thread at this point :P People will just report things they don't want to blame on their own headstrong attitude, actions and / or naivety (I'm talking scams here :P ).

     

    We are pirates, we accept the notoriety and bounties that come along with it. I won't cry if my bounty gets so high that a bounty hunter org makes it their livelihood of "Opean Season : Twerkmotor"-ing me for a month. I accept my actions, I'm fine. :P

  16. I think that this would be very useful and could inspire some epic designs including ships with gravity wheels like from the martian or using continuous acceleration ships, e.g. a ship that accelerates for half of the trip and decelerates for the other half to simulate gravity.

     

    The problem is that the only way this would work is if players being pushed onto a surface due to acceleration could stand on them. To accomplish this the code could run through these steps:

     

    Check whether the player is near a ship, as well as if the ship is moving

    If so, check if they are inside the ship

    If they are inside the ship:

        -if the ship they are inside is accelerating, then align the character to the acceleration force

    otherwise:

        -if the player is touching the front of the ship (the one in the direction it is accelerating) align them to the acceleration so they can stand (this would handle them being on platforms without a roof)

     

    So basically the server (or even the client could handle some of this) would check if the ship is moving relative to them, and if so then the player's feet would align to the direction of the force so that their feet were pointing down. Then they would be able to walk. This would definitely be a very cool feature to see in the game.

     

    Would like this idea - but at a later stage of the game

     

    I like magnet boots but it doesn't allow you to jump. This would provide a much easier way to walk around, in trade for a more complicated ship system. I just think that it would be cool to see gravity wheel ships flying around because they look cool. :P

     

    It's sci-fi. You want to jump - just switch them off for some time. Doesn't matter much to a player.

     

    But I agree - rotating habitation modules on a ship would look way better

  17. A lot of people are talking about the game as if they're going to go on and build a space-capable ship on the first day and fly to another solar system and build their own personal stargate and become known for their massive carrier ship that they designed.

     

    I'm not an expert on this game, but I don't think it will be like this.

     

    Most people understand what the game will be about, but in my very short time of being a forum member, I have already seen a lot of posts like this. Or maybe it's just me. I don't know.

     

    Plus all those people who call themselves "Admiral", "Commander" or "Captain". In my experience this will be sorted out real quickly when people under those guys realize that their leader isn't capable of ...well...leading in a fps-syle MMO.

  18. You didn't say that. Twerkmotor said it.

     

    1: Twerkmoter asserted that we lose everything when we resurrect, which isn't quite true. 

    "You respawn but your inventory will be randomly losing most items, as it is impossible to insure that the particular branch of the universe where you are now has the same past history as the one you come from."

    https://board.dualthegame.com/index.php?/topic/20-devblog-resurrection-node-mechanics/

     

    2: I said: "I don't care how expensive regaining inventory is - I would happily spend days regathering inventory or quit the game before paying a ransom to another player. There is nothing in a game worth supporting the concept of ransom to another player. Nothing."

     

    3: People who are unwilling to pay ransoms will either live with the consequences or quit playing. Of course.

     

    4: I agreed that attempting to ransom is a valid tactic. I just find acquiescing and supporting that tactic to be silly. It encourages players to continue bad behavior. 

     

    5: This tack basically started when people stated they would suicide to teleport away. Twerkmotor scoffed at the notion.

    But, really, it's just a matter of different priorities and playstyles. We don't all have the same values.

     

    Sounded like you meant my post about profits on markets

     

    Well, yes, the INVENTORY. But IF there are implants (in your head!) and whether you lose them or not, is not yet defined. But I can imagine that those are lost for sure when killed.

    Everyone can do whatever they want - be killed and lose 5bil or pay 2,5bil ransom. It's not a choice of stupidity or silliness - it's a choice of gain vs loss.

     

    Those enemy ships may be able to destroy your base and ships worth 1 bil but your defenses killed their capital ship worth 5 bil. IMHO that battle was won by the defender, but thats just me. I don't mind losing expensive stuff, because ingame currency doesn't matter at all to me, so I will happily make such trades.

     

    You simply CAN'T stop people from paying that ransom, you won't stop pirates asking for ransom - but calling all bears stupid or silly because they made a perfectly economic and reasonable choice could be interpreted as harrassment ;)

     

    Oh and btw: most of my ransom deals will be involving alcohol, a mic and the victim singing for me

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