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RightBigToe

Alpha Tester
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Posts posted by RightBigToe

  1. 1 hour ago, RadFallout100 said:

    Will the open beta be monthly payments too? Or will it be like a trial period where they collect feedback and bugs to fix before final release?

    Its been stated that the subscriptions only begin at release.  An open beta with monthly payments is not an open beta, its just a game.

     

  2. I wouldnt say it's a sign of desperation necessarily.  EVE has always had a problem with bringing in new players who haven't played before because of the harsh nature of the game at times, and the relatively steep learning curve.  To me it's them trying different strategies to bring in new blood.

     

    As far as I'm aware EVE is not in danger of failing but bringing in new players to a 10+ year old persistent universe is difficult to begin with and people quit over time.

  3. 24 minutes ago, yamisniper said:

    Well they said they might have shipped based mining but after release and might they said

     

    When did they say that?  I don't remember seeing anything

     

    22 minutes ago, NanoDot said:

    Basic refining will be done in the inventory (e.g. iron + coal = steel), but more advanced processes will need to be run in external elements (e.g. refineries, smelters, etc), which will be constructed from the basic materials you refined in your inventory.

    Good point, that's the way it currently works for the devs, not sure if it will stay that way or not and what the options are in your inventory

  4. First things first, you should take a look at the Builder Guide on the wiki, we've spent considerable time refining it from the information we know now.

    Link to Wiki

     

    I wouldn't think of it as being given creative mode, but rather that to make testing things simpler, you will be skipping the mining and refining steps of the gameplay for the Pre-Alpha.

     

    As far as how collecting resources will work, it seems that it will be more of a simple sphere, and maybe other shapes to dig into the ground, but you will have some tools like smoothing to round off edges and such while terraforming.  There is another whole type of voxel interaction which is building.  This involves editing a construct as defined by a construct.  This is where you will have a grid (if you want), and more precise tools.  

     

    As far as the tools involved, it seems to just be this detached style of mining where you are shown the area that will be mined and click a button to mine it.  There is no implementation of a personal drill to directly mine out the ground/resources at this time.  

     

    There will not be ship-based mining for balancing reasons.

     

    How much mining for a small ship?  It depends on what materials you want to use to construct it.  There will be many options to use as the body (voxels) of a ship and that's not to mention the materials necessary for all of the elements involved.  In theory each of those resources would need to be scanned down, dug out, and refined into usable materials.  How long all of that takes is really yet to be truly determined as they refine the mechanics.

     

    For a death star, remember that the entire volume of something you build has to be mined, and JC previously gave us a value of something like 52 m^3/s (check Twitter for actual number, not that it's final anyways).  Doing the math, it would take a rediculous amount of time for even hundreds of players to mine, refine, transport to orbit, and construct such a structure.  Imagine years most likely (for a 1:1 scale).

     

    For refining of my materials, as I've mentioned above you absolutely have to refine the materials you mine out of the ground into something useable in a construct.  This mechanic has not been really defined, but imagine that it will involve inputting resources into a container that a refining element pulls from and dumps into another container.  This whole process would require power to run, and may only be possible on a static construct (TBD).  We created a list of known ores and refined materials here: https://dualuniverse.gamepedia.com/Resources

     

    For questions about inventory stuff, check out this post: 

     

  5. 55 minutes ago, StarfordRaffles said:

    Thanks. Where did you hear that, do you remember

    Also, any word on what inventory limits would be? In regards to mining... it seems you can fill up an inventory pretty quickly mining through dirt just to get to the ore below. 

    I appreciate the help. 

    I do not think that they have really delved into the topic in the details you are looking for unfortunately.  From what we've filled in on the wiki (dualuniverse.gamepedia.com), I would say that what you should look for is to have a reasonable amount of space to keep items mined (or whatever) in your inventory as it has special compression technology.  There is definitely special cargo elements that you will deposit items into as a separate inventory, rather than a physical location.  

     

    In theory, there is also nothing stopping you from dropping a bunch of resources voxels on the floor of a ship that a large room you could call a cargohold.  I've heard different things about what you can and cannot redeploy and how from your inventory into the world outside of a construct. 

     

    What you could also do in theory is somehow build a small refining plant where you are mining, refine the resources, and then add them to your ship as voxels.

     

    From a pruely opinion standpoint, I would imagine your inventory would go from empty to full in 10-20 minutes of mining.  While you cannot directly mine using constructs (ie ships), that wouldnt stop anyone from parking a ship behind you and filling it's cargohold up as you go along.  Alternatively you can also imagine a basic EVE-style mining op where you have multiple miners, and one or more haulers taking the resources back and forth between the mine and a base of operations.

  6. On 9/14/2017 at 3:36 PM, Shockeray said:

    Would be nice. I wonder if there are reasons why they wouldn't want to do this other that the time.

     I would think it would take a good deal of time to determine a method for compiling and storing all of this information, as it would be fairly extensive.  It is certainly possible unless there is something weird with the procedural generation, just not simple.

  7. I think that my answer revolves around the hypothesized contracting/quest system to be implemented by NQ in coordination with the Rights & Duties Management System (RDMS).  With the contracting system you should be able to set up a contract that provides for a structured interaction between players to complete tasks and provide services, allows for rewards, and offers a basic insurance policy.

     

    For example Player A offers a contract/quest to Player B who has to deliver a Ship to a specific location within a specific timeframe and without any damage.  This contract offered by Player A gives Player B the right to enter and fly the specific ship during the duration of the contract, and includes a $50,000 security deposit that Player A would receive if the conditions of the contract are not met (time expires, ship damaged, Player B cancels contract, etc).  However if Player B completes the contract they receive a $200,000 reward.  Either way Player B would lose any right to enter or fly the ship, as it is owned by Player A, once the contract expires (cancelled, invalidated, completed).

  8. On 8/29/2017 at 7:18 PM, Ceepert said:

    The biggest factor for me to preorder befor the 7th of september is the question of wipes.

    Does anyone know if wipes of the world/progress will happen during alpha/beta,

    because as I see you will need to put countless hours into this game and it would suck to have it all removed.

     

    If anyone can shed some light on that, that would be great.

     

    One key thing that has not been mentioned is that NQ is seriously looking at the ability to take with you blueprints of constructs you have made across wipes, either local or otherwise.  Still a work in progress, but they understand that people are going to spend considerable time designing things in the alpha and beta.  

     

    They are trying to balance an unfair advantage come release for those in Alpha/Beta if there was no wipe against not completely disregarding the many hours and days people will be putting into creating things during these periods.   

     

    Also as mentioned above, have to reiterate that the nature of the Alpha and Beta require wipes in some situations to make changes to how the mechanics, servers, etc function.

     

    Expect to hear more as we approach the change over to Alpha from the Pre-Alpha (or maybe even in the upcoming devdiary, as wipes should be expected in the Pre-Alpha).

  9. 2 hours ago, Kurock said:

    How many partners are you looking for?  It seems like many like this idea :)

     

    A certain construction guild would also be interested in helping out.

     

    We are always looking for customers to serve & contractors to work with to help us offer a wide range of services.

     

    This specific advertisement is to help find individuals who are interested in working with me one-on-one in developing ideas, and testing concepts, BUT if you are interested in working on an organization-to-organization basis, feel free to contact me about arranging an agreement or other understanding for the future!

  10. Novark Power Corporation

    https://community.dualthegame.com/organization/novark-power-corporation

     

    In my capacity as the owner of the Novark Power Corporation (NPC), I am posting this solicitation for a partner to help plan, design, and construct a utility network throughout the Novark Safe Zone (NSZ).   

     

    The expectation is to collaborate on:

    • Developing conceptual sketches and drawings.
    • Constructing test scenarios and trials in-game during Pre-Alpha & beyond.
    • Planning a system of underground connections, wireless substations, and connected networks.
    • Designing & Constructing a series of standard components for the above system.

     

    Feel free to ask questions below, or message me here or on Discord (Right Big Toe#4567).

  11. 6 hours ago, Lord_Void said:

     

    yeah I know about the stargates and systems and such, and 2 weeks actually seems short for a blind first jump. It's the time between planets that has me surprised

     

    It has sounded in the past as if they think that intra-system stargates are desirable, so you would just have to (presumably) leave the gravitational pull of the planet to travel to another, once the stargate is built.  Remember, the spread of civilization is built in to be slow, and preventing the immediate colonization of the solar system leaves time for the development of inter-system mechanics and is more realistic.

  12. 18 hours ago, CyberCrunch said:

    @RightBigToe unfortunately construct shadows are limited to a few 100 meters, and will probably not be visible from orbit.

     

    But if I remember correctly at Gamescom planetoids do obscure the sunlight on a global scale.

    I think I actually saw an eclipse where the moon of Alioth was shaded by the planet while the sun passed behind Alioth!

     

    However since all planetoids are static, eclipses should happen at exactly the same time every day! It would be actually a very unique and pretty feature to have on a planet. xD

     

    Would be pretty cool if the arkship was eclipsed daily

  13. Assuming that lighting and shadows works perfectly, noting ATMLVE's comments...

     

    My understanding was that there will be no orbital mechanics for the solar systems (ie no planetary movement around other bodies like planets around the sun).

     

    Therefore, all you would have to do is build a station that's as wide or wider than the width of the sun's rays that affect a specific point on the planet.  Now if the planets don't move around the sun this becomes a very simple calculation, even if the planet itself rotates, you could specifically target a location to place in a partial or total solar eclipse.

     

    eclipse-diagram.jpg

  14. 6 hours ago, Falstaf said:

    Sounds like an interesting dynamic but how would you find the location of the damaged section?  It wouldn't always be clear where exactly the power is being interrupted. 

     

    It's the same as air mechanics, with no real size limit plugging the problem becomes a fine line between fun and tedious. 

     

    I like the idea though. 

    Perhaps locating the problem could be done with logic gates? Then some script to send back a state message? 

     

    Yea I would think you could script something to find where the problem was 

  15. 4 hours ago, SimonVolcanov said:

    While wiring up a huge ship might create many jobs for engineers (or rather electricians at that point), it also makes ships insanely more vulnerable. Because now you don't only have to protect your modules, but also every inch of wiring and fuel tubes to keep this shit running. Plus wire repairs on the run might be a bit complicated... I dunno, I'm split on this.

     

    I think that should be part of the calculation of designing, manning, and using large ships.  There could probably be a way to make simplistic repairs, but, and this is assuming that wires and/or fuel lines are a feature, you should not be able to run a fuel line on the outside of your ship and not have it shot at and blown up immediately.  It should be a calculation of, "I can put my fuel next to my engines and have virtually no transfer tubes needed, OR I can place it on the other end of my ship, but have a vulnerable fuel line running the length of it which would become dysfunctional if it ruptures".

     

    It doesn't necessarily need to be on the extra end of everything meticulously connected, but I shouldn't be able to stash all the power and fuel in the deep heart of my ship (thinking of a larger one with this example), with it magically connected to the engines and critical systems on the exterior of the ship.  Mind you, I'm sure that's how the Alpha will play out, but I'm thinking long term.

  16. Anyone have recent thoughts about this? I personally think that only things in very close proximity (maybe 1m) should have a wireless power connection, and everything else should have to be wired together if they are not near a power source.

     

    Same thing goes for fuel for engines.  I'd like to see even a Lua-esque ghost connection tube that connects a power relay to an element

  17. I was wondering if anyone had found/seen any information about the ability to transfer power/data between constructs using any sort of mechanism.

     

    Whether it is ethereal like the connections between a programming board and programmable elements, or if there is a sort of docking mechanism or wire/pipe connection that will allow the transfer of power/data between constructs?

     

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