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Vorengard

Alpha Tester
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  1. Like
    Vorengard got a reaction from Holylifton in Stargate Technology   
    To quote Nyzaltar's response to a similar question in the AMA from way back in July of 2016"
     
     
    Who knows if this is still the plan for how stargates will work, but this was what they were thinking previously. It's also important to note that JC has said on multiple occasions that stargates are not something players will be able to build until years after launch.
     
    I'm as excited for them as the next guy, but let's not get ahead of ourselves here
  2. Like
    Vorengard got a reaction from DragonShadow in consequences of non-regenerating planets and ressources   
    I wouldn't necessarily be worried about this, as vertical building is not only possible, but encouraged. I imagine the Ark-Zone quickly turning into a virtual favella of small houses, shacks, and factories all built on top of each other. That might not be everyone's cup of tea, but I think it would be very cool to see happen.
     
    Or maybe there will be an incentive to build cheap skyscrapers newbros can rent out for their starter homes? I imagine if you need any kind of Item storage then having your own space close to the central market of the Arkship will be very valuable indeed. That seems like one of the best ways to encourage the large skyscrapers the Devs clearly want to see happen in this game. And I hope they manage it, because an actual player built city in an MMO would be such a cool thing to see.
  3. Like
    Vorengard reacted to NQ-Nyzaltar in Building Contest & AMA Event   
    Dear Pre-Alpha testers,
    Two things are coming for the playtest, Saturday February 3rd!
     
    Outpost Building Contest

    Now that we have implemented a (basic) version of the Blueprint feature, we are planning to organize a few contests in the coming months. To celebrate the implementation of new Elements (decorative for the time being), the first contest will start on Saturday, February 3rd. Show your builder skills by creating an outpost! It can be underground or in the sky, but the construct shouldn’t be a vehicle.
     
    The goal:

    Building the most kickass outpost during the next playtests.
     
    The time frame:

    The event starts at 2.00 pm UTC on Saturday, February 3rd. 
    It ends at 11.00 pm UTC on Saturday, March 10th.
    (You will have 2 Saturdays and 4 Fridays of playtests to make it)
     
    The prizes:

    1st place:
    - The outpost will be showcased in an upcoming Blog post
    - 3 Beta Keys (to share with your friends)
    - 3 DACs
     
    2nd place:
    - The outpost will be showcased in an upcoming Blog post
    - 2 Beta Keys (to share with your friends)
    - 2 DACs
     
    3rd place:
    - The outpost will be showcased in an upcoming Blog post
    - 1 Beta Key (to share with a friend)
    - 1 DAC
     
    Criteria selection list:
     
    The winners will be selected by a jury formed with the Novaquark staff.
    We will take into account the following criteria:
    The outpost must be a static construct. The outpost must be made with only one construct. The outpost must have a (serious) Sci-Fi vibe. The outpost should be good looking and creative. The outpost shouldn’t represent a copyrighted asset from another Sci-Fi universe.  
    AMA (Ask Me Anything) In-game Event

    On Saturday, February 3rd, JC Baillie will be connected in-game and will answer your questions! 
    We will give your further information on the topic in the coming days.
     
    Best Regards,
    The Novaquark team.
  4. Like
    Vorengard got a reaction from CoreVamore in Types of Colonization ships   
    Until we know more about the types of resources found in certain biomes, and the extent to which important elements can only be made with rare resources, we can't really judge how complicated colonization will be. However, given that players are capable of constructing most things themselves (or the elements needed to do those things they can't do themselves) then you don't really need much to colonize a planet besides yourself. Just fly there and start scanning down the basic resources necessary to building up a basic infrastructure, just like Minecraft. Major colonization pushes don't seem like a thing that will happen much in DU.
     
    However, I'm sure that after a few years there will be big colonization or assault ships stocked full of resources, constructs, and pre-made bases for invading enemy planets, or for colony races to newly opened systems. 
  5. Like
    Vorengard got a reaction from MookMcMook in Types of Colonization ships   
    Until we know more about the types of resources found in certain biomes, and the extent to which important elements can only be made with rare resources, we can't really judge how complicated colonization will be. However, given that players are capable of constructing most things themselves (or the elements needed to do those things they can't do themselves) then you don't really need much to colonize a planet besides yourself. Just fly there and start scanning down the basic resources necessary to building up a basic infrastructure, just like Minecraft. Major colonization pushes don't seem like a thing that will happen much in DU.
     
    However, I'm sure that after a few years there will be big colonization or assault ships stocked full of resources, constructs, and pre-made bases for invading enemy planets, or for colony races to newly opened systems. 
  6. Like
    Vorengard got a reaction from Anaximander in Types of Colonization ships   
    Until we know more about the types of resources found in certain biomes, and the extent to which important elements can only be made with rare resources, we can't really judge how complicated colonization will be. However, given that players are capable of constructing most things themselves (or the elements needed to do those things they can't do themselves) then you don't really need much to colonize a planet besides yourself. Just fly there and start scanning down the basic resources necessary to building up a basic infrastructure, just like Minecraft. Major colonization pushes don't seem like a thing that will happen much in DU.
     
    However, I'm sure that after a few years there will be big colonization or assault ships stocked full of resources, constructs, and pre-made bases for invading enemy planets, or for colony races to newly opened systems. 
  7. Like
    Vorengard got a reaction from Shockeray in Types of Colonization ships   
    Until we know more about the types of resources found in certain biomes, and the extent to which important elements can only be made with rare resources, we can't really judge how complicated colonization will be. However, given that players are capable of constructing most things themselves (or the elements needed to do those things they can't do themselves) then you don't really need much to colonize a planet besides yourself. Just fly there and start scanning down the basic resources necessary to building up a basic infrastructure, just like Minecraft. Major colonization pushes don't seem like a thing that will happen much in DU.
     
    However, I'm sure that after a few years there will be big colonization or assault ships stocked full of resources, constructs, and pre-made bases for invading enemy planets, or for colony races to newly opened systems. 
  8. Like
    Vorengard reacted to Costanius in Types of Colonization ships   
    I don't know if a colony ship like in SC will make any sense in DU. When the new planet has the ressources, You can just go there with a small ship and build there. Probably bring pre-made blueprints and construction schematics with You. It'll only be necessary to bring the needed ressources if the planet You want to build on doesn't have any or the wrong ones.
  9. Like
    Vorengard got a reaction from gyurka66 in The "Holy Trinity fleet"   
    It's actually a little impressive how many times you're completely and utterly wrong in just this one paragraph. ECM ships tanky? You clearly never actually played EVE. Don't add complexity? You must not have read my post because that's the opposite of what I said. 
     
    If you primary the command ships then you're a moron or you have so much DPS it doesn't even matter, which brings me back to the simplicity of EVE's warfare. Furthermore, you do love your Bhalgorn example, but it's a very rare ship that only comes out in meta compositions. So, as I said, unless you want actual tactics to be really rare in DU (like the Bhalgorn is in EVE) then you need a better system. 
     
    Ok, now I KNOW you never actually played EVE. Or maybe you were just a lifetime carebear, because this scenario you describe literally never happens for a thousand different reasons. Any PvPer with enough sense to fit a Drake knows how silly this is. 
     
    Once again, you clearly didn't read, because I specifically asked for more tactical complexity. But I guess words are hard, right? Congrats on agreeing with me so thoroughly and consistently. Also, everyone doing the exact same thing is the opposite of tactical depth.
     
    Have you ever watched an football game (American or European)? Do all of the players on the team do the exact same thing at the exact same time, in the exact same place (like an EVE battle)? No, they don't, they each have their own jobs and roles that are essential to success. That's what real teamwork is. Not F1 monkeying. But, then again, perhaps to you pressing F1 is a complicated and brainpower-intensive act.
     
    In summary, not only are you wrong about virtually everything of consequence in this argument, but you manage to do so while agreeing with my overarching point: that we need more tactical complexity in DU than there is in EVE. The fact that you clearly intend to insult me with your argument is even more hilarious. You are hopelessly incompetent at reading, insulting people, understanding EVE, and making coherent arguments. 
  10. Like
    Vorengard reacted to yamamushi in Single Player?   
  11. Like
    Vorengard reacted to Myriad in BOts SCammers   
    Like every other game, I'm sure there will be a way to block and report players. No need for separate channels.
  12. Like
    Vorengard got a reaction from Supermega in The "Holy Trinity fleet"   
    It's actually a little impressive how many times you're completely and utterly wrong in just this one paragraph. ECM ships tanky? You clearly never actually played EVE. Don't add complexity? You must not have read my post because that's the opposite of what I said. 
     
    If you primary the command ships then you're a moron or you have so much DPS it doesn't even matter, which brings me back to the simplicity of EVE's warfare. Furthermore, you do love your Bhalgorn example, but it's a very rare ship that only comes out in meta compositions. So, as I said, unless you want actual tactics to be really rare in DU (like the Bhalgorn is in EVE) then you need a better system. 
     
    Ok, now I KNOW you never actually played EVE. Or maybe you were just a lifetime carebear, because this scenario you describe literally never happens for a thousand different reasons. Any PvPer with enough sense to fit a Drake knows how silly this is. 
     
    Once again, you clearly didn't read, because I specifically asked for more tactical complexity. But I guess words are hard, right? Congrats on agreeing with me so thoroughly and consistently. Also, everyone doing the exact same thing is the opposite of tactical depth.
     
    Have you ever watched an football game (American or European)? Do all of the players on the team do the exact same thing at the exact same time, in the exact same place (like an EVE battle)? No, they don't, they each have their own jobs and roles that are essential to success. That's what real teamwork is. Not F1 monkeying. But, then again, perhaps to you pressing F1 is a complicated and brainpower-intensive act.
     
    In summary, not only are you wrong about virtually everything of consequence in this argument, but you manage to do so while agreeing with my overarching point: that we need more tactical complexity in DU than there is in EVE. The fact that you clearly intend to insult me with your argument is even more hilarious. You are hopelessly incompetent at reading, insulting people, understanding EVE, and making coherent arguments. 
  13. Like
    Vorengard reacted to Lethys in The "Holy Trinity fleet"   
    Well, I never said that eves system was good.
     
    And no, that's something entirely different. As a possible bubble ship could be useless against small craft (they can enter for example), whereas the logistics could only be useful for large ships. 
    To some extent every ship is either of the 3, but DU has a chance to not make it obvious and even better: give them thean ability to use more tactics than just: I'm tank, ugh
  14. Like
    Vorengard reacted to NQ-Nyzaltar in Space-weather elements   
    Hi enjoyvirtuallife!
     
    Welcome on the official Dual Universe forum.
    What you have mentioned above is not planned for Dual Universe official release (except asteroid fields).
    Maybe in an expansion after the official release, but we can't guarantee anything at the moment.
     
    Best Regards, 
    Nyzaltar.
  15. Like
    Vorengard reacted to NQ-Nyzaltar in Raming ship   
    Hi everyone,

    @namco:
    As you are new to the forum, This is the first warning.
    As you are supposed to have read the forum rules before posting, please respect them.
    If you don't know where to find them, here is the topic.
    Insulting other community members is not ok. 
    In the case you would insist in this behavior, it could result in a ban.
    Thank you for your understanding.
     
    @gyurka66, @Aesir & @namco:
     
    Regarding "ramming ships", it's not planned to implement such mechanics, for two reasons (and not just one):
    1) This is not properly scalable (at least with current hardware tech & bandwith standards).
    2) This would cause game balance issues.
     
    To keep it simple:
    We will only implement mechanics that are scalable and that can be balanced properly.
    We won't implement anything that couldn't be scalable when applied to thousands of constructs and/or people concentrated in a small area. Unfortunately, Physics applied to voxels are among the things that enter this category. So no ramming ships.
      We won't implement anything that could be abused for griefing or unbalanced gameplay. Even if the technical obstacle mentioned above is solved, it's already well known that some people will install some engines on some big rocks and will use it as cheap mass destruction weapons with little to no solution to protect against, with no risk taken for the aggressor. We won't implement game mechanics that unbalance the "risk vs reward" concept. So no ramming ships. About the "why cpu is used, why not gpu?".
    Yes a lot of things are calculated by gpus nowadays, physics included... when it's related to 3D meshes.
    However, everything related to voxels are still (mostly) calculated with the cpu, and this includes physics applied to voxels. That's why it's necessary to have a decent cpu, with AVX support. If new generations of gpus start to be more "voxel friendly" then it might change some aspects of the problem, but for now it's just wishful thinking.
     
    Also keep in mind that servers have a cost, and the servers we need are not cheap. 
    Some games can be hosted on servers that aren't really expensive. Unfortunately Dual Universe doesn't enter in this category.
    Even if adding gpus was a viable solution, the cost should remain reasonable if players don't want to see the monthly subscription rise accordingly. 
     
    As this idea has been discussed several times, with the same answer, this thread is going to be locked.
     
    Best Regards,
    Nyzaltar.
     
     
  16. Like
    Vorengard got a reaction from Evil_Porcupine in Raming ship   
    I can't properly refute your argument without breaking the NDA, so this conversation is over.
     
    Did you actually read the link I sent, or are you just being nasty for the sake of nastiness? Nyzaltar specifically said that they are avoiding making construct collision damage other constructs because the technology isn't good enough yet. I am absolutely certain that the Devs know more about what is possible with their own tech than you do, and to suggest otherwise is monumentally arrogant. Your argument simply doesn't have a leg to stand on. 
  17. Like
    Vorengard reacted to Lethys in Raming ship   
    Stop being so salty. 
     
    lol
     
    p.s.: it's 572 words. I counted them. gg on guessing
     
  18. Like
    Vorengard got a reaction from Lethys in Raming ship   
    Boom, proof. (Just in case you don't know how these work, you have to click on the link, which will take you to the relevant post, where you'll see the bold and underlined text that leads to the post by Nyz).
     
    Learn to read before you decide to talk about things you don't understand. 
     
    P.s. the appropriate response here isn't another 500 word post about how amazing you are.
  19. Like
    Vorengard got a reaction from gyurka66 in Raming ship   
    That's fair, but you'd still have to balance it so those Ramming elements are expensive, to prevent the same abuse of suicide mechanics by numerous and/or wealthy organizations. 
  20. Like
    Vorengard got a reaction from Ben Fargo in Sub-Organizations?   
    This is a fantastic idea. So fantastic, even, that NQ had already stated that they will be including this type of system in the game, as you can see in this devblog. Baring significant changes, this system will be in the game at some point, it simply has not been built yet. Just be patient. 
  21. Like
    Vorengard reacted to 0something0 in Raming ship   
    Collision as in bumping into other stuff, I mean, not necessarily causing destruction.
  22. Like
    Vorengard got a reaction from Lethys in Raming ship   
    Thank you, Namco, for that wonderfully condescending explanation. It's good to know that you're a better developer than the people over at NovaQuark. Maybe you should apply for one of their open positions so you'll be able to teach them how real game design is done. /s
     
    Ok, seriously, "the server load is too great" isn't our personal opinion, it's the official position of NovaQuark, as told to us by JC himself. He's the Founder and CEO by the way, in case you didn't know. Next time, how about you keep your self-righteous opinions to yourself until you've actually had time to read a thing or two about the game, like just about everyone else in this thread.
  23. Like
    Vorengard reacted to NanoDot in Raming ship   
    NQ are the ones who said they will not be allowing ship ramming as a game feature.
     
    Whether it's possible or not is irrelevant, they mainly don't want it in the game because of the disruptive "cheese" tactics it will allow.
     
    I agree with NQ in this regard...
  24. Like
    Vorengard reacted to DragonShadow in A better Arkship position(PLEASE MOVE TO AGORA)   
    How exactly would this improve (or even change) the balance of the game?
  25. Like
    Vorengard reacted to hdparm in New Youtube interview with J.C.   
    Thanks for the link to the interview!
     
    Since the interview is one hour long and there's no transcript, I've tried to make some notes. Mostly it's things we have already heard before. Note that English is not my first language and I may have misheard something.
    J.C. really likes EVE Online. There will be multiple wipes before the release. Construct blueprints will be preserved. "Information is sacred". If your ship gets destroyed and you had no blueprint, you still get a snapshot. Everything is in first-person (for immersion). Third-person view may be introduced later. There will be mysteries in the world to discover. Everyone starts at the arkship. 20 km (minimum, may be expanded) safe-zone around the starship. No artificial content (bosses or pre-built challenges). Emergent gameplay, meaningful experiences. No quests. Organizations are expected to provide player-built quest/job boards. NPC life (to hunt, etc) is challenging to do right. Will start with something simple. Tech can handle 100 people on one ship. They can move and do things while the ship is moving. The goal is that one person can't run a 500 m long ship alone. 20 cannons = 20 people. Pre-alpha has one system with 12 planets. Will expand that later on with more systems and unlock technologies to build stargates. Exploration won't be easy ("a journey"). Planets are real (giant balls, not flat). 65 km in radius at the moment. Everything is editable. If you have several months, you can dig out a mountain and see that it's not there from space. The game client downloads parts that are modified. Estimate: 1000 players, 8 hours/day, 19 years to dig out 1% of the planet. There will be prospecting gameplay (scanning to locate minerals). It will be possible for players to organize and defend themselves. Biggest overcome challenges: server tech, recruiting people and building the dream team, financing. Often can't use off-the-shelf tech. Started with Unreal engine but couldn't do what they wanted. Switched to another engine. Building not just a game, but a whole set of game technologies. Marketing is important and they'll work on that in the coming months. There's lots of great games out there and no one knows about them. They're trying to revolutionize the MMO genre. You can "paint" by changing voxel materials. Elements (engines, fuel tanks) are static, but there may be multiple varieties later on. Construct and avatar weapons are preset (not customizable), but come in many varieties. Maybe in a few years they'll think about customizing. There will be a skill system like EVE Online (offline training). Still working on that. No offline mining, but some industrial jobs will be running offline. Anything that requires interaction with the world will require you to be connected. Mining will not be automatic so that beginners can have something to do and be competitive. If you are touching the ship when it is destroyed, you die. In principle, you could escape in a smaller ship before that or just float in space with proper equipment. Bases will require power (power generators) for certain parts. Not for lights. Food is intended to be added later. Everything is scriptable in Lua (for advanced players). Can automate a lot of things. You can play games inside the game. For the moment, no underwater bases. Would like to add a bubble that creates a water-free area. Just a matter of time until they find a way to make underwater bases happen. No boats ("water ships"), hovercrafts instead. Territory units will be expensive and there will be lots of gameplay to regulate how often you can claim territory. 1 km in diameter. The only way to get anything is to craft it or to buy/get someone to craft for you. Subscription allows you to get and enjoy the whole game (10-15 €/$ per month). There will be a free trial period. There will be a PLEX-like system.   Microtransactions: no pay-to-win, maybe cosmetic items only. In-game money is called "quanta". One aspect of the game that's not talked about enough: interactive elements (pressure plates, lasers, detection areas, force fields) allow you to make puzzle games (like Portal). You can invite friends or make a business out of it. Puzzle game are expected to be co-op (since there's no cube you can drop).
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