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Wicpar

Alpha Tester
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Posts posted by Wicpar

  1. this is a good idea, but it isn't too complicated to integrate, any decent sound libaray already integrates all these tools, and some more would be used for the modulation, wich are simple mathemetical functions, FFT -> shifting of frequencies -> recomposition into sound waves

  2. i see. but i fail to see the difference between having 20 people and 20 DACs. yes there is the social POV, but well, you can still pay people to come if you really want... my point was to be able to keep scripts running at a high cost, for instance on a massive mining operation.

     

    this could be balanced anyways as a game mechanic, so i fail to see how it's on the cheating level.

     

    for the part of scripts lagging out the server... no. tiny icky bitty scripts are like a fruit fly compared to the physics the servers would have to compute, and even then the computation could be deferred to other's PCs.

    Since you could use your off-time to act as one of those online keepers, there is no too big advantage unless you have really big operations, like really big ones, and at that point you could as well have a corp, why not allow people to do a fully 1 vs all play?

    and the DACs bought for those would be bought with in game money thus inflating the DAC price thus auto-regulating itself.

  3. Hello,

     

    As you may know, it has been "decided" that scripts are only gonna run in the presence of people, and not otherwise.

    Trying to comprehend that choice was easy: it is a question of performance, because every loaded area uses quite a lot of server power.

     

    But i have an alternative:

    you may have a personal anchor that simulates your presence to be able to run your mining operations, this would allow too to avoid doing afk shenanigans.

     

    but, what if you want more?

     

    you could use DACs to enable a use of one more of them for one month, thus keeping the performance use compensated for.

     

    I hope i am not besides the point...

  4. having multiple cores would actually be a benefit: imagine a ship that is cut in half, how do you detect the breach efficiently? you cant, except if you have reference points, like the cores. You could find the face normals of the mesh pointing towards it and differentiate that with the faces moving in the opposite direction and you got the location of the breach, now you just gotta migrate the tree to another reference and you got yourself 2 fully functional ship halves!

     

    But dude, how do you merge them together? do you repair them into two ships?

    well no, you can choose, either you spend resources to create two or you "relative anchor" them for repair so there only has a gap to be filled in. This would allow for cool separating ships like the prometheus to be built.

  5. I can only suggest to consider this for the roadmap at one point that is perhaps not too long after release.

     

    The advantages can be seen in games with local VOIP and where you can meet random players. I like to think it's the same topic with the logos - there is room for potential abuse or annoyance but bottom line, more people benefit from this I like to think.

     

    You could add mechanics that allow "quick muting" - for example by local VOIP you can see who is talking and mute individual players.

     

    kill'em to mute'em

  6. I suppose game mechanics wise that might work out fine. I just don't think it would add much fun to the game. And it would totally break both immersion and the spirit of the game:

    We are supposed to build up a new society by our own imagination, the way we see fit. The developers are giving us all the tools for that, e.g. minecraft like capabilities to make the architecture we want, and generic "Organisations" which we can sculpt from anything from democracy to dictatorship, and into other stuff we don't even have names for yet.

    Why the hell should there be a game mechanic which enforces a patent office? Which physical law keeps me from rediscovering something another guy or gal figured out before me!?

     

    I am sorry, but very strongly opposed.

    Yes i see, the patent thing would be a way to make it worth while... but isn't necessary, there is a simple alternative: do nothing. Keep it a company secret or sell it once to a big corp or give it openly to everyone, i think you will agree with that mechanic instead of the % thing, as you said: it isn't in the spirit of the game.

  7. What wicpar essentially means is a meta puzzle game with unknown rules so that the players actually have to try stuff (you know like experiments in real science)

     

    I'm in favor of this but I dunno about the patent part.

    Very quickly a wiki will be established for something like this which could dampen the fun.

    with the patent thing i was just saying that the person would get a % of the buy price of the recipe resulting item, in every transaction, this would allow to get a lot of money if you have a heavily traded and produced recipe result. one can only discover a recipe once, others that find it won't have that bonus.

     

    The progression formulas wouldn't be lust like one best, and then tend to a single best value, it would be a random value map more like, that has no limit but the bigger a stat is the rarer it is. This would prevent from ever finding the best one, just finding a best one. The recipe would be the seed of the results random stats.

  8. @Heisach my point was there is no fixed recipe, you can make a gun with x material but you have to find the optimal one for damage, accuracy, ammo contained, or a balanced one, those middle points would be hidden, and would have to be researched. but if you already know them, you can make them again.

    I would even go to the point where the recipe doesn't necessarily use one material but a family: for instance halogens, or radioactive isotopes, and each one adds complexity in the path to find the optimal one, and then you can sell the recipe on the market (patent wise or as is (equivalent to be able to generate a small % of sales or have a big price up-front))

  9. You mean kinda like how the skill system is projected to be? i.e. you learn the skill you selected kinda passively over time till it's complete. At least, that's my understanding of the skill system.

    No with metagame i mean the research is not like a tree where you do stuff to unlock features, you already have all features, you just have to discover them

  10. I don't think research should be a in game thing, it would make more sense as a metagame feature, like an alloy composition, molecule etc. Having a linear stat based crafting system would be required, as it would not be possible with a standard crafting system with fixed recipes.

  11. I hope dev will (post-release) create a system to create weapon, it can be the same than the ship's creator with some modules created and balanced by devs (Some barrels, some cros..) and the help of voxel.

     

    It's pretty logic that we can fight on earth with the same combat system than space i think.

     

    tiny voxels :D

  12. i agree with most of it except the in inventory containers:

     

    containers should not be dropped as is, but are treated as part of the inventory, so you won't have 5% chance to loose your cargo, but you will loose around 5% of it. but then... it is too predictable, so i still tend to your solution...

  13. I really dislike the "use to level" skill system.

     

    I still have nightmares of people running into walls to level up 'sprint'. Or people setting up elaborate macro's just to level up their skills.

     

    I feel the Eve style skill training is a good system. It removes the grind aspect of the level system. And in theory it doesnt take long for new players to be effective.

     

    Its not a perfect system but for a game like DU I think it is the best solution.

    Ofcourse there is also the Perpetuum way of doing things though I still prefer Eve's approach.

     

    what you observed in the use to level up system is a result of linear progression. If you look at clicker games like clicker hero or adventure capitalist is that the progression is logarithmic, but the bonuses you get after each tier are exponential thus making it linear as long as you upgrade your things, aka play the game normally.

    What DU would do is that the higher tier you use the more skill points you get but it progresses logarithmicly. this would render the grind skill points useless as it wouldn't be as efficient as playing the game itself.

  14. This is actually quite tricky to implement. If it's too hard and results in too much frustration, players quit. If it's too easy then once a player has done absolutely everything, they quit again. The trick is to lead the player along a learning curve, showing them the promise of the great rewards possible if they take the time and skill to slog through the basic stuff.

     

    The best way to do that, according to behavioral specialists, is by first feeding them constant stimulus to get them used to the idea that there WILL be a reward, and then changing it to variable stimulus - providing the reward only occasionally at an unpredictable rate. That's how you get them 100% hooked. Of course if you're providing the reward less often you can increase the actual size of the reward and STILL have it average out as the same or a smaller reward/time to prevent erosion of the value of the reward. How do you think slot machines in casinos work? :)

     

    there is another aspect you forgot to mention: difficulty that you cannot counteract becomes frustrating way faster than difficulty you can work around.

    aditionally, this:

  15. the point was not to copy that minecraft mod, but to use it as a template for the upgrade scheme, it would be nothing alike, except maybe those bare concepts.

     

    your ideas tho a quite interesting, but it is not a medieval setting. we would have tech. I proposed a molecular crafting scheme that would fit a little better in my opinion, while keeping that degree of complexity, with the possibility of being simple at the start. I don't think the tools should be the limit as it makes no sense in this futuristic setting, since the nanoformer is a hi-tech multitool. The limit makes more sense in the component transport scheme, where you need special equipment to transport massive components and hazardous materials.

     

    making ores look convincing will be easy: take the base rock texture and paste an ore vein decal on it with pseudo-random 3D patterns. Terrafirmacraft has an extensive ore system that could be used as a template.

  16. what use would have all those new matters ingame?

     

    texture pupose?

    unlocking new textures for voxels painting?

     

    property purpose?

    making lighter but weaker steels compositions, allowing speed increased on flying ships affected by planets gravity?

     

    ah yes forgot that part, adding it right now

  17. I like the idea of having different ores with different chemical compositions that are harder to refine but yeild better quantities of iron, I think maybe requiring players to solve chemical formulas might be a bit hard though.

     

    But having them have to grind the ore and combine it with limestone to produce pig iron + slag and then further steps to make steel sounds interesting.

     

    the point is not solving formulas, the formulas will be solved by the computer when a chemical reaction is done. You will just have to mix chemical compounds. like in a witch cauldron. (even tho you may want to achieve a certain molecule and then you will have to do the calculations if you want to get it first try)

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