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UnscriptedVert

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Everything posted by UnscriptedVert

  1. I did come up with an idea, hence, this post. Anyhow, the content I am speaking about allows players to build other content. Example : You can't make working functional motors and rotors in game. We need that kind of content added to the game.
  2. @aliensalmon I too played Second Life. I was even one of the official scripting teachers, with LL employees coming to my sessions. I still have my accounts from 2004. It's off topic, but just had to put that out there.
  3. I started playing this game back during NDR times. But quit, and am back with new account paid up for a year. My first thoughts of this game was not only the building, but the initial idea of solo play, taking on the galaxy. I invisioned a bridge of my own design and creation, fully interactive with screens that I programmed in LUA ( yes I love LUA ), and having a ship that I built from mining my own ores, to creating the factories to build it, with an end result that I could be proud of. And the different stations on the bridge be manned by other players. Anything beyond that is bonus.
  4. From a badnwidth point of view, and as a programmer myself, I can see why removing HTML is a good choice. The advantage of using the LUA API can take care of a lot of back end that the end user doesn't need to worry about with lower bandwith. This should also fix the WHITE SCREEN issues that keep happening do to the transparency. LUA scripts can get pretty large, but if you look at SVG combined with HTML, it's even larger. Bandwidth becomes the issue. One scripted language is not that much slower if the proper setup of the end result is refreshed at a much lower framerate then the actual game. A script should be "compiled", and only that binary be transmitted between clients. This is how games like Second Life has done it for over a decade without problems. And everyone can see the end result without bandwith being an issue. HTML with SVGA is a bandwidth hog, no doubt about that. So the only way that "LUA only" scripting would work though is if they add in the proper functions that everyone would need. Booleans, Arcs, Circles, Rectangles, Polygons, Beziers and Lines, filled and unfilled. These would be a must, otherwise it would take away the ability that SVG currently gives us. Also, sending a texture of a screen that was drawn with LUA as a one time send, unless it's updated, is a lot less Bandwidth then sending HTML / SVG constantly. And that one texture would just be rendered on the client side once it has been sent. And then any smaller portion of the screen that has been updated, only that section in compiled LUA binary form would be sent to the client, which could then render on their end. Then to sync player screens would only need some sort of verification between clients ( players ) and server. EDIT : For those who claim JIT for LUA, you CAN have any scripted language compiled down to binary. Even the Unity Viewer does this now. ( It didn't always do this in the past. ) Game companies like Linden Labs has been using this technique for over a decade with much success. EDIT 2 : By the way, for all of this to function smoothly and work correctly, it MUST be scalable. You can't send a 1080p texture to every person. It has to scale according to distance of the player.
  5. Why doesn't NQ implement a Drone Based Delivery System ? Picture it in your mind for a second. Look at Star Wars as an example. The sky is full of tiny ships, and most look like cargo shuttles. With that said, what if those were NPCs in DU and it took time to deliver what you ordered ? This solves several problems. 1. It's not instant buying, so you don't loose immersion. 2. You would see traffic everywhere, which gives to the overall "feel" of the game as being alive. 3. And less of a chance of something going wrong when you try to transport your cargo back to your place. This works best for new players. Now I'm not saying take away the ability of transporting your own cargo if you prefer it that way. But the added option of an NPC flying your stuff over, for a small fee based on weight times distance times fuel, that just adds to the overall "feel" of the game. NQ-FedEx anyone ? What can NQ do for you ? Another thing that could be added, player based Drones, that go pick up your stuff for free. If NQ adds BOTH player based and NQ based delivery systems, then the fee would be used for fuel costs vs distance vs weight if NQ implements their own. But player based is based on the item and their own fuel vs the distance. There are many ways this could be done. Another thing to consider about this is new players. It is easier for them to use a drone, then to run off trying to get it themselves in their ship they could end up destroying and making them feel like this game is too much to deal with. This would help with the keeping of the new players in the game. And as for the drones themselves and the weights they could carry, for now NQ could make a "one size fits all" for the BETA, and then impliment different variations and sizes later.
  6. Why doesn't NQ implement a Drone Based Delivery System ? Picture it in your mind for a second. Look at Star Wars as an example. The sky is full of tiny ships, and most look like cargo shuttles. I posted this in the IDEA section of the forum.
  7. Agreed .... Nothing wrong with subscription based. Du charges 20 dollars for 3 months, meanwhile games like EVE is 15 dollars a month, and WURM Online charges just under 10 dollars per month. USD ammounts of course. This makes DU as one of the cheapest out of all of them out there. Bottom line, an online game won't last if it doesn't have a subscription. Otherwise how would the servers get paid for ? Alhough, WoW was probably one of the best examples of a working DLC based MMO that was also subscription based that worked for years. Now days though, you can host your own server. I will say this though, games that allow your own server, do well, but it depends on the game. DU might actually do better if the players hosted their own servers with MODs.
  8. This whole thread goes to show yet another reason why I posted a thread about content.. Adding rotors, motors and pistons. Thanks for posting. Loved the videos.
  9. During BETA, keeping blueprints is a good idea if there is a server wipe. For full release though, once we get there, then it should be a clean slate across the board. It's just my opinion though. EDIT : Also I posted this idea with regards to hauling items across the verse....
  10. Cool video, and thanks for showing that you CAN launch out of the water with your ship. ?
  11. I agree, the tech may not be there yet. However, at least if they are aware of the needs / wants of the playerbase, they can slowly integrate it in. So the sooner we mention this stuff, the better. EDIT : As for people not using wheels, there are those who made cars, and even trucks of various forms. Same with airplanes and helicopters. There are even youtubers who show these creations in their videos.
  12. Just to give feedback on this, I have made stuff in SVG that is impossible to recreate with the little options you have with LUA API calls only. If you do plan on replacing SVG / HTML, to help improve performance, at least give more API calls. Like lines, rectangles, beziers, cropping / boolean, circles, arcs and polygons. Filled and non Filled. That at least could give us most of what we use in SVG.
  13. Thanks for posting this, I have been trying to get an answer / reply as to this for weeks now. And here you are with a working link. Again, thanks.
  14. Good to know. I will have to try that next time I crash in the water. Thanks for the info.
  15. As far as I am aware, for the time being.. yes. Again, anything could change though.
  16. I have been wondering about this very thing myself. Glad someone brought it up. Thought it was just me. EDIT : Thanks to someone posting it, there is a working link for PTS now. It never would show up for me in the past. Now it works. Thanks to those posting this. I'll post it here in case others didn't see it. https://board.dualthegame.com/index.php?/forum/50-public-test-server-feedback/
  17. As far as I am aware of, no limit. That could change in the future. However there IS a limit to how many core units you can use. That is decided based on your Talents.
  18. What I have seen a lot of players do is put the Territory Unit on the ground below the water. And then build up a platform that is just barely above the water. EDIT : I believe they put the landing platform above the water line, because if I recall correctly, ships cannot fly under water. I could be wrong on that. But every time I have crashed under water, I have not been able to fly out.
  19. I played WURM Online for years and then played EVE online for a few years, but eventually burnt out on both games. So here I am with DU, looking for more grind. lol "The grind is real" o7
  20. I read earlier that some would like to see new content in the game. I personally agree with this. So I started this thread to see what others would like to see in the game. Here is what I would like to see personally. In star trek and star wars you have buttons and switches for the bridge panels and such. I have seen a lot of Star Trek and Star Wars ships in the game, but they all lack proper bridges, do to the lack of buttons and switches. Sure we have a "button" and a switch, but they are huge bulky items that you can't really make a bridge look good with. So what I am proposing is more of a veriety of toggleable buttons and switches ( smaller realistic looking ). Think old school star trek, with the bridge full of buttons and switches. Another thing I would like to see is Rotors and Motors and Pistons. Example, a Rotor to rotate objects or items. Motors so that we can make, for example, helicoptors and planes, so we can see props moving. And pistons for things like an X-Wing Star Wars ship which has wings that can fold up. These are just examples, but hopefully gets the point across. The ability to add sound to our objects, like to buttons for example. Right now, the world is lifeless with Static ships and Cities. These little "additions" could make a city / ship come alive. How about the ability to make roads in the game, not just voxels ABOVE the ground. But actual asphalt in the ground, like a normal road should be. This leads to actual wheels that rotate when your vehical drives on those roads. ( Ground vehicals is what I'm getting at. ) Tractors and other vehicals would be a nice addition. This also means to add a visible distinction between the voxel ground that we can dig up, and the ability to show that we made a dirt road as well. Farms. Why not ? Of course, all of this is just brain storming ideas, and I don't expect to see any of it in the game, but hopefully it gets the ball rolling as to what players might like to see, so that this universe comes alive.
  21. As I mentioned in another post, as have others in this forum, the current state of the ticket system doesn't work. It needs a revamp. And from what I was told by NQ staff, you guys have no control over the tickets. That needs to be seriously looked at. EDIT : Just to give an update, I have had tickets that have been ignored completely. And the NQ staff told me they come in the order that they get them, which was completely false. EDIT 2: Also there needs to be a CLEAR distinction between bug sumissions and tickets. Bugs should be submitable through the game client as well. Tickets should be something for players if they need help for something, like billing etc etc. Bug submission should be separated and have a different / easier accessable way.
  22. I totally agree with this. Their ticket system needs a revamp. They need another company to run it, instead of the one they have now. Most tickets get unanswered. That is a good place for NQ to begin to fix things.
  23. My friend, you seem bitter. And for as long as you have been here, it is understandable. However, now that there is a new CEO, give this new CEO a chance is all we are saying.
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