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Wicpar

Alpha Tester
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  1. Like
    Wicpar got a reaction from SneakySnake in Text-To-Speech api for AI (LUA)   
    Hello Dualiers,
     
    You are building your new starbase, with a magnificent hangar, and other amazing things, and you decide to let an AI manage it, yet it is all bland and lifeless, but you just remember there is the Text to speech api!!! so you give life and activity to your starbase, hearing the resonant control tower voices in the main hangar (note it is pressurized ofc) 
     
    I think it would be great to add it, there is an open source cpp lib for it: http://www.speech.cs.cmu.edu/flite/index.html
     
    it would be great if you added these sounds to the echo features for great spaces.
     
    api bindings would be like:
     
    (if user not specified, everyone can hear it)
    speak('hello world' [, user]); 
    shout('stop'[, user]);
    whisper('come in'[, user]);
     
    and
     
    aimanager.setVoice(voice);
    (or anything equivalent)
     
    voices could be cosmetic goodies, with generic male and female available by default.
     
    Hope you like it!
  2. Like
    Wicpar got a reaction from Sekmeth in The Great DAC Compromise Poll [Please Read Before Voting]   
    I agree, but there should be a limit:
     
    you buy a DAC, it goes in your premium inventory: an inventory where all you stuff you bought irl goes into.
    You cannot get robbed in it, but you can only withdraw from it.
    you can activate the DAC from it.
    So: if you sell the DAC, it gets on the open marketplace and then it is not worth money, but in game cash, and thus becomes a normal good, since the value bought with irl money has been taken.
     
    on this point, you would go on a trade station, buy a DAC and use it immediately. you should be able to accumulate DACs play time when used, thus ensuring a stable play time.
     
    BUT: there would be a need to transport the DACs as once they are used by the buyer they become an in game item, and can be stolen/destroyed/protected and must be transported by safe convoys to bring to big trade stations.
     
    i think this is the best system as it keeps all the games mechanics intact while guaranteeing the original buyers value, without fearing to be stolen cash value.
  3. Like
    Wicpar got a reaction from Father in In-game voice.   
    kill'em to mute'em
  4. Like
    Wicpar got a reaction from elDunco in In-game voice.   
    kill'em to mute'em
  5. Like
    Wicpar got a reaction from Gojo_Ryu in arkship user experience   
    Hello,
    I cannot help but notice controversy about the starting zone. I would like to give my input.
     
    I have noticed there is a lack of planned tutorial, the arkship is ideal for that. You could create faked interactions that cancel out after a certain time allowing you to make npc quests and thus gather enough material and money to get a decent newbie ship and go away onto another planet.
     
    nstead of letting the NQ team design the starting area, it would be beneficial to let the alpha players make it and build it organically, with the premise it will be deallocated from their property once in beta to implement npcs and their quests according to the past happenings in the alpha. It would be wise to make a small no edit zone around the arkship itself to make it look like a memorial once things have been built around.
     
    I hope you like that proposition.
  6. Like
    Wicpar got a reaction from Gojo_Ryu in Long-Term Resource Availability and New Player Conundrums   
    I would concurr on half. each ore has a different random chemical composition. after that you can extract all different materials in pure form and then synthesize the molecules to generate the materials you need to build the ships. this would not only be quite a depthening experience, but could also tech people about chemistry and even help researchers discover new molecules if the system takes in account actual physics. (like eve did with the cell thing, but in a useful in game way.)
     
    But we can go further, instead of requiring one precise molecule, you could need a family of molecules that have different stats depending on the variations, and thus let you the ability to min max it to make the best products you can, imagine a game where there is actual scientific-ish research involved as a game mechanic!
  7. Like
    Wicpar reacted to Phroshy in In-game voice.   
    I imagine it would be possible to make it a peer2peer network, maybe with an extra check with the server about who's in hearing range in local chat. This would probably reduce audio quality, but then NQ's monthly server costs wouldn't be so heavily dependent on how chatty people are feeling.
  8. Like
    Wicpar got a reaction from elDunco in Use things built in the beta/alpha and turn it into "Ancient relics"   
    what should happen, is that weapons fire doesn't make particles disappear, they make particles compact into a new material: scrap.
    This scrap would then combine the materials inside and could be retrieved to get back the original material quantity.
    The more compact a scrap voxel is, the harder and longer it will take to be refined.
    This would allow for battles to leave nearly 100 % of their original material, but in an unusable form, and with a wreckage shape similar to the one of the ship. assuming only the planet gen would be reset (refill the ores and regenerate the non artificial undergrounds, compacting all artificial constructs into scrap ruins) this would leave a nice amount of wreckage and scrap to work with.
    Scrap would need some amount of resources to refine, since you need to separate all the metals. base metals could be combines into alloys, and any failed alloy would be scrap with the composition used to make it. To separate the metals a chemical process would need to be used, like in reality.
     
    This would require a chemical synthesis mechanic, and an advanced metallurgy mechanic, that would give you an advanced degree of freedom to work with alloys and their recycling. for containers, a good idea would be to require certain alloys that to not react with the contained compound to build and use a container for some materials. for instance a plutonium container made out of neutron reflecting materials would trigger a nuclear blast. (i am pro nuclear weapons as we wand absolute freedom even if it means having massive craters in the ground of planets and even then it could be awesome to see a crater from space )
  9. Like
    Wicpar got a reaction from Lord_Void in Make Everything Difficult   
    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:

  10. Like
    Wicpar got a reaction from Semproser in Let's get some silly ideas going? :P   
    the funniest thing we could add is forced perspective: you think yyoou go towards a big planet, then it gets squished on your windshield XD
     
    on a more serious note, there should be a way to mod the game UI, materials, meshes etc.. this could allow for a hello-kitty mod, making everything 50 shades of pink.
  11. Like
    Wicpar reacted to Anaximander in The Great DAC Compromise Poll [Please Read Before Voting]   
    So, let's assume I am in PvP and I win against a guy. But what'd you know, he paid money to resurrect on the spot with full health.

    Now that kind of feature is Pay-2-Win I guess... right? The other guy utilised a game-mechanic, that has no real counter-play to it and it only needs something physical OFF of the game that is breaking the game's balance.

    Now, for all you peasants, what do you think the market-place free economy is? Exactly, economic warfare.  Calculated risks and rewards to go along.

    If someone in the game loses all of their assets, they can buy one , two or thirty DACs, sell them, without ANY risk involved on their end. Which, for the ORIGINAL BUYER OF THE DAC, I'm fine with, as he paid the subscription of 1, 2 or 30 players.

    The problem some economics' peasants in here do not understand, is that DACs can be hoarded by some players and be dumped in the market in a VERY HIGH PRICE. 

    THOSE guys who want to hoard DACs and sell them at 100 times the price value in the market just by sheer market-share dominance? Those guys you are protecting by making DACs completetely unlootable.

    What will you do against a group of 100 players who have 99% of the DACs in the market hoarded and put them in the game at an opportune moment and inflate the price 100 times of the 1% in the maket?

    That's called "fixing the price" and NovaQuark WON'T protect you from that. They will say "Uh, Emergent Gmeplay, Realistic Economy, We can't help you there, it's not in the EULA players can't fix prices on DACs" and I will be laughing like mad on you fools as I enjoy the hate-mail of people cussing me for fixing the prices on DACs. Why? BEcause I like taking advantage of economics' peasants who cannot understand how values like inflation, deflation and suppy / demand work.

    Now, why would I give away my master-plan? It's simple. I like a good challenge. I want to play hide n' seek in DUAL with all of the bounty hunters and with pirates on the location I hid my DACs at, and I cannot feel the thrill of that if my DACs are not lootable and my assets are not on the line.

    Unlike some carebears in the forums in general, I do NOT shy away from challenges and difficulties.

    Make DACs lootable WHEN the Original Buyer liquidates the DAC. Save the economy. Vote for Option C.
  12. Like
    Wicpar got a reaction from Bluestorm in self replicating robots   
    they wanted to make resource prospecting a social thing wich is good and should be, but there is no point in making mining one, as it will be quite boring with huge ore veins.
     
    resource prospecting is you go on a planet, take samples analyze them and detect what ores lye beneath the surface, and then sell the location to a mining corp.
     
    mining is, remove voxels, deposit: repeat.
  13. Like
    Wicpar got a reaction from Demonneo in The Great DAC Compromise Poll [Please Read Before Voting]   
    I agree, but there should be a limit:
     
    you buy a DAC, it goes in your premium inventory: an inventory where all you stuff you bought irl goes into.
    You cannot get robbed in it, but you can only withdraw from it.
    you can activate the DAC from it.
    So: if you sell the DAC, it gets on the open marketplace and then it is not worth money, but in game cash, and thus becomes a normal good, since the value bought with irl money has been taken.
     
    on this point, you would go on a trade station, buy a DAC and use it immediately. you should be able to accumulate DACs play time when used, thus ensuring a stable play time.
     
    BUT: there would be a need to transport the DACs as once they are used by the buyer they become an in game item, and can be stolen/destroyed/protected and must be transported by safe convoys to bring to big trade stations.
     
    i think this is the best system as it keeps all the games mechanics intact while guaranteeing the original buyers value, without fearing to be stolen cash value.
  14. Like
    Wicpar reacted to Archonious in The Great DAC Compromise Poll [Please Read Before Voting]   
    Lootable DACs will hurt reputation of company and force some players to leave. As result income of company drops down. Strongly against any loot of DACs.
     
    Thanks,
    Archonious
  15. Like
    Wicpar got a reaction from Bluestorm in Being online for lua scripts to run. The alternative.   
    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...
  16. Like
    Wicpar got a reaction from Anonymous in In-game voice.   
    kill'em to mute'em
  17. Like
    Wicpar reacted to KlatuSatori in Physics   
    Funny you say that I've been thinking about this lately.  Maybe not the timey-wimey stuff, that's just too trippy, but the cosmic speed limit.  So instead of F=ma, use E=mc^2/(sqrt(1-(v^2/c^2)).  i.e. as speed increases and gets closer to c it's gets harder and harder to increase speed more.  This is all nicely self balancing and doesn't require weird speed limits like in Eve and Elite.  Also, just imagine massive space battles if you've got engines good enough to propel little fighters up to 80% of c, hundreds of them zooming around the solar system...
  18. Like
    Wicpar reacted to vylqun in Physics   
    newtonian? pls, we are in space and can build objects as big as planets (theoretically), we need relativity
  19. Like
    Wicpar reacted to DaSchiz in Let's get some silly ideas going? :P   
  20. Like
    Wicpar reacted to Cybrex in Let's get some silly ideas going? :P   
    A mini-game to propel your ship, but in the theme of Dance Dance Revolution. Be sure to stretch before piloting!
  21. Like
    Wicpar got a reaction from Kuritho in Scientific Research   
    @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))
  22. Like
    Wicpar got a reaction from BliitzTheFox in Scientific Research   
    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
  23. Like
    Wicpar reacted to Neosphaler in Ship Copyright Infringement?   
    I love this idea. 
    But we need some rules to this; ofc we can't punish a players who just take inspiration, and maybe, to judge this, we can vote for players and create a court to judge these infringement. 
    At least we don't need the help of the dev, it can be a player's choice. We just have to compare the blueprints
  24. Like
    Wicpar reacted to Anaximander in Item Loss Occurence Ratio   
    Tie the item loss upon death with the distance of the player's "dead" avatar to the nearest Resurrection Node.


    You die near a Resurrection Node? Very small chance of dropping an item, or possibly none. This will negate spawn camping. This also makes carrier ships carrying Resurrection Nodes a thing, as you don't want your fighter pilots losing their equipment in a battle. Ergo, the distance determined as "near", should be in the collective clusters of a star system.


    You die very very far from a Resurrection Node? High chance of losing all your items. Will make even small, single-seater couriers careful, as even they will lose items they carry on their person upon death.


    The boundaries should be the nearest possible distance to a Resurrection Node and the Maximum Distance the equation takes into account. Everything between, is a statistical adaptation between those boundaries.

    The equation, may look something like this :


    ( iV / MIV ) x ( R / MR )


    iV = item Volume.
    MIV = Maximum Inventory Volume.
    R = Distance from Resurrection Node
    MR = Maximum Distance (Point of 100% chance of losing an item at its full chance to drop)

    The formula above, tells us a few things. The bigger the item, the higher the chance of it being lost, BUT, the closer you are to the Resurrection Node, the smaller the inherit chance of losing said item.


    Example :

    DISCLAIMER :

    (Numbers are speculatory and kept round for simplicity's sake, if you can't understand the nature of an example, please, feel free to look it up in the dictionary. If you can't understand how percentages are derived, please, feel free to go back to first grade.)

    Item Volume = 25 Volume Units.
    Maximum Inventory Volume = 50 Volume Units (size of your personal inventory)
    R = 10,000 Km from the Resurrection Node.
    MR = 100,000 Km from the Resurrection Node.


    Given the formula of ( iV / MIV ) x [ ( R / MR ) + 100% ], we get :


    (25 / 50 ) x [ ( 10,000 / 100,000)

    (50%) x ( 1/10) = 5% chance to lose the item.


    That item was taking half your inventory's volume size, but given you died really close to the Resurrection Node, that chance went WAY down. It's still, a 5% chance, but let's see what happens for all those other items you carried on you.



    Let's say a Kadpack (or Nanopack or magic satchel of material compression from the Lore ) has 1 Volume unit as a size, but it also contains a metric heckton of materials in it. You may be thinking "so.... is it gonna be rarer to drop than the Untamed Blade was to drop in Vanilla World of Warcraft?"

    No, not really. KadPacks can follow the same ruleset, although, we add a modifier of their maximum capacity material-wise in the formula, as well as take into account the material in question (e.g. Gold is twice as dense as iron ,hence, gold may have twice the drop chance of iron).


     Item Drop Ratio Formula adapted for KadPacks 


    [ ( iV / MIV  ) ( ( MC / MMC ) + 100% ) MQF ] x [ ( R / MR ) + 100% ]

    MQF = Material Qualifty Factor ( for the sake of the example, assume Atomic Number as a factor).
    MMC = Maximum Material Capacity
    MC = Material Capacity
    iV = item Volume.
    MIV = Maximum Inventory Volume.
    R = Distance from Resurrection Node
    MR = Maximum Distance (Point of 100% chance of losing an item at its full chance to drop)


    Let's say that for some reason, you elected to be an intergalactic moisture farmer, ready to sell your spiffy hydrogen to the Intergalactic Bureaucracy (the faction formerly known as Prince-- I mean Cinderfal Syndicate).

    You are on your merry way, being stacked to the brim with so many hydrogen-full KadPacks to constitute as your very own star if one of them lit up.


    Suddenly, a Honey Badger appears ( he's probably a BOO zealot ). 


    Your hydrogen is on the line and you wage how much you much of it you may lose when the Honey Badger gets to you. With the aforementioned formula and my ceaseless quest in drinking more - thinking less, we may got the answer.


    You know your distance from the tntegalactic bureaucracy's trading hub ( the place known as Emberstone, until some german started a barbecue on the streets and the place got its actual, more concise name, Baconstone). The distance, it's 30,000 Km. KadPacks are 1 Volume unit worth, but they are full of hydrogen. The formula, is something like this :


    [ ( iV / MIV) ( ( MC / MMC ) + 100% ) MQF ] x [ ( R / MR ) + 100% ]

    [ ( 1 / 50 ) ( ( 10,000,000 / 10,000,000 ) + 100% ) 1 ] x [ ( 30,000 / 100,000 ) + 100%) ]

    [ ( 1 / 50 ) ( 200% ) 1 ) x ( 130% ) = 5.2 % of losing a KadPack worth of that sweet sweet Hydrogen.


    Don't worry though, you got a lot of of them after all. If the material was something actually rare like Rhenium, the aforementioned result would be.



    [ ( 2% ) ( 100% + 100% ) 75 ) x ( 130% ) = 400%


    That's exactly how screwed you are if you were to transfer Rhenium on your own. You are guaranteed to lose the KadPack with the Rhenium voxels in it and make Cybrex the most rich kid in all of Babylon.



    Tactical Advice : If a Honey Badger zealot stops you on your merry way to Baconstone, you may wager paying a toll to them. Pirates are lazy and will rather be collecting the easy cash rather than chase you, kill you, salvage your wreck and then sell them. Ain't nobody got time for spreadsheets, especially Honey Badgers. Unless you are a moisture farmer and are selling Hydrogen to mermaids. At that point you should DEFINITELY say something rude to the pirates. Trust me, it will work fiiiiiine. Say something like "fite me bro 1v1 irl".






    This way, the mentality of Risk/Reward is maintained. You wanna play safe and trade within your faction's borders? You are free to do so, but people won't pay you more for such jobs. You want to be a spiffy smuggler, trading between factions, having to take long journeys in deep space that are dangerous? You get paid more, as you run the risk of being intercepted and losing all your assets on your ship and person.



    P.S. : I will be expecting the hate-mail from mad carebears at the Dual Universe Discord channel, where you can flame me in alt accounts all you want.

     
  25. Like
    Wicpar got a reaction from BliitzTheFox in Blueprint Editor for advanced building   
    extremely good idea, yet i would like to object to your last paragraphs... It is quite destroying of the blueprint economy if you can duplicate original blueprints. the solution is to handle it like in eve, but you can modify the original, and make backup copies that become an original blueprint once the origin has been modified more than n%. You can hack a ship and get copies of the core blueprint, or sell any amount of copies you can make (at a cost of time/material)
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