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FrozenFace

Alpha Tester
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  1. Like
    FrozenFace reacted to Lethys in PIRATES!   
    Give this man a medal
     
    To a pirate, everyone is a victim.....or bling loot
     
  2. Like
    FrozenFace reacted to ATMLVE in July 2017 Devdiary   
    The July 2017 devdiary is here! Huge focus on Lua for this one. Some crazy cool stuff has been shown! I think the biggest overall announcement is that it has been shown we can add in our own images now onto screen elements. Edit: appears someone already posted it in the Arkship pub. With all these forum updates you think there'd be a delete button 
  3. Like
    FrozenFace reacted to NQ-Nyzaltar in Community Portal Rules   
    Hi everyone,
     
    Just a short message here to emphasis/remind the fact that using fake accounts on a big scale to inflate artificially the size (hence the visibility) of an Organization, especially when the Organization founder(s) is/are aware of this and let it go (or is a part of the problem), this can lead to the Organization deletion. This won't prevent the involved people to recreate their organization, but if this abuse (use of fake accounts) is done by the same person(s) again, the sanction will escalate.
     
    Best Regards
    Nyzaltar.
     
  4. Like
    FrozenFace got a reaction from SpeakerfortheDead in Hey Everyone!   
    Welcome to our universe 
  5. Like
    FrozenFace reacted to NQ-Nyzaltar in Obscured Stretch Goal Guessing   
    Hi everyone!
     
    To end (sadly) this mystery, the obscured stretch goal was something we planned to have before deciding to stop the stretch goals at the bounty system.
    The reason behind this decision: we want to avoid the feature creep trap, which generally delays a lot the official release of crowdfunded games.
    That doesn't mean we are going to cancel the obscured stretch goal. It's just it won't be implemented for the Official release, and it will just be part of one of the free expansions we will work on after the Official Release. We have a lot of unrevealed stretch goals in the pipeline so you can expect, if all goes well, many expansions in the coming years after the Official Release!  
     
    Sidenote: the obscured stretch goal is going to disappear with the updated picture of the stretch goals (coming today) on the Crowdfunding Portal.
     
    Best Regards,
    Nyzaltar.
  6. Like
    FrozenFace reacted to NQ-Nyzaltar in Devblog - Organizations: Purpose & Management   
    (Posted Friday 31th of March 2017 on the DevBlog)   
      Hi everyone!  
    Today we are going to talk about the organizations in a more detailed way!
     
    As usual, keep in mind this is how the organizations are planned to be implemented for the official release of Dual Universe, not for the Alpha. As it is still work in progress, some mechanics might change based on community feedback and/or for technical reasons.  
    For the Alpha (currently planned for September), we will most likely have a basic version similar to what we currently have on the Community Portal*. Veteran MMORPG players will undoubtedly be familiar with the basic concepts of guilds and clans from other games so some of this information might feel like a review to you. However, we wanted to give a complete overview of Organizations so that even players new to Massively Multiplayer games would understand what Organizations are, the benefits of joining one, and why you might choose to create one. If you have friends who like building games but haven’t ventured into MMORPGs yet, then they might be interested in this Blog post.  
    (*we are talking here of the current version on the Community Portal + an update scheduled to add a Super-Legate rank and many changes for Members and Legates rights)
     
     
    What exactly is an Organization in Dual Universe?  
    It’s a Moral Entity able to:
    - accumulate “Quanta” (the in-game currency)
    - own Assets (Items and Constructs)
    - gather Player Characters under the same flag for a common goal.
    - create a hierarchy, with ranks and roles for all Player Characters gathered in it.
    - be a member of another Organization, just like a Player Character.
     
     
    What are the purpose and benefits of an Organization?  
    - It enables players to accomplish greater goals than what a player could do alone: 
    The ability to pool resources and in-game currency will help a lot.
     
    - It consolidates the continuity of a long-term project:
    Players can enter and leave an organization without heavily impacting long-term projects supported by the group.
     
    - It gives a political dimension to the game:
    Rights & Duties can be transferred from one Player to another, and Powers are decided by the Legates through a vote (if the Organization is a democratic one).
     
    - It legitimizes conflicts between several group of Players: This will enable members of different Organizations to fight between themselves and kill each other, without being the target of reprisal mechanics (like bounty hunting) if a war has been declared between the said Organizations.
     
     
    RDMS (Rights & Duties Management System) in an Organization:  
    - Different actions can be done on each Asset: each possible action is defined as a Power.
    - Access to a Power on an Asset is given by a Tag.
    - Each Power has a list of Tags associated to it.
    - Each Player Character has a “wallet” of Tags.
     
    Here is a quick example illustrating the system:  
     
     
     
    Here we have an Asset having 3 Powers: Use, Sell and Edit. The Organization is composed of 3 Player Characters: Alice, Bob and Warren.
     
    In this situation:
    - Only Bob can edit the Asset.
    - Only Warren can sell the Asset.
    - All three can use the Asset:
     
    1) Alice can use the Asset through the Tag “alice”
    2) Bob can use the Asset through the Tag “bob” and “squad1”
    3) Warren can use the Asset through the Tag “squad2”
     
    But that’s not all: you will be able to create more complex administration rights by creating a hierarchy between Tags!  
     
     
     
    Let’s say “stock_management” is the parent Tag of “ammo_management” and “raw_materials_management”. If a player has the Tag “stock_management” in his wallet of Tags, he will be able to use or manage any of the Organization’s Assets having the Tag “ammo_management” or “raw_materials_management” depending on which powers are associated with those tags.  
     
    The Rights and Duties Management System is also used to create the Functions. A Function will contain various Tags defining an assignment. Let’s say that Warren gets the Function “President” in the Organization “MyOrg”. Now his Tag Wallet in “MyOrg” looks like as follow:  
     
     
     
     
    As the President, Warren will have the ability to declare war to another Organization. A Treasurer will manage the Organization bank account , a Gunman will be able to use some (or even all) weapons and military Elements to defend the Organization, etc. Of course, we will provide standard, ready-to-use Functions such as President, Treasurer, Miner, Industrialist, Gunman, and Military Officer to save time and allow players to quickly get their Organization operational.  
     
    Acting in your name or in the name of an Organization:  
    A Player Character can be a member of several Organizations.
     
    Therefore knowing whether they are acting on their own behalf or on behalf of an Organization (and which one) is very important. We call “Role” the state where a Player Character represents an Organisation (or just himself). By default, a Player Character has at least the Role where he can represent himself. Under each role, the Player Character has a Tag Wallet. When a Player Character is accepted into an Organization, the Player Character automatically gets an additional Role where he can represent the Organization. While under the Role representing the Organization, all the actions can affect the Organization. For example:  
    - Receive Quanta on behalf of the Organization: Quanta are transferred to the Organization - Craft an Element: the Element is owned by the Organization (not the Player) as a result.
    - Harvesting resources: The resources are owned by the Organization (not the Player) as a result.
     
    Example: After declaring a war that displeased most of the members in “MyOrg” (which has a democratic system), Warren has been demoted from his function of President and kicked out (Warren, what have you done? You should have consulted your guildmates before doing that!). He has now joined a new organization, “Corpo1”, as a miner and has just discovered he can act in the name of “Corpo1” or act just for himself. In the windows where he could choose his active Role for the time being, it will look a bit like this:
     
     
     
     
    However, keep in mind this is a simplified view of the Tags: as it will probably become quite common to have the same name for a Tag in different Organizations, the Tags will be “scoped” to avoid conflicts. Let’s say Warren is accepted again in “MyOrg” and gets the Tag “miner”, just like in “Corpo1”. To avoid conflicts, the Tags will be scoped as follow:  
     
     
     
    Political Action (Vote) in an Organization:  
    Only Legates will be able to vote.
     
    Votes could be used for administrative decisions like:
    - Accepting a new Member in the Organization
    - Excluding a Member from the Organization.
    - Giving a Function to a Member
    - Changing of the Vote rules
     
    Of course, the list of administrative decisions above is far from exhaustive. A Legate can also give his/her ability to vote to a representative (another Legate)
     
     
     
     
    Above, the Organization “MyOrg” has 5 Legates: Kim, Bob, Alice, John, Steve. John and Steve give their right to vote to Alice. Alice now counts as 3 votes. However, she will be absent for the next vote so she delegates her right to vote to Kim. Bob also gives his right to vote to Kim as he trusts her completely. In the end Kim will have all the votes so she will be able to make important decisions for the Organization without involving the other Legates. Big responsibility for Kim!  
    We hope this has given you a better grasp of how an Organization will work in Dual Universe. Not all related game mechanics have been explained as it’s still currently in development, so there will be probably a second part later. As always we can’t wait to read your feedback of what we’ve discussed so far!
     
     
    The Novaquark team  
  7. Like
    FrozenFace reacted to ATMLVE in The February 28th Q&A with JC   
    I have “transcribed” the Q&A from the video of the conference that was held on February 28th. This is not a direct transcription; I have cut out general conversation, anything that was repeated, and just put in an overall format change to make the discussion that occurred more appropriate for reading. The idea was to isolate information. It was often difficult to hear exactly what was being said, so this was further reason not to quote the conference verbatim. I have not added anything that was not said (there were times when I was tempted to add in some of the things I know about the game, but I didn’t!). If you feel that anything is left out, or that something should be changed, then please let me know!
     
    Something else that I have added in is ‘extra info’. This is stuff which was not directly asked about, but which came up in discussion and I thought appropriate to add.
     
    This documentation begins around the 30 minute mark of the video (which can currently be found on their Facebook page), when the Q&A started.
     
     
    How in depth will the mechanics of refining resources and creating alloys be?
    There will be some pretty deep recipe networks, which will make building complex or high-end elements quite complicated, to the point where the specializations required will be so varied that some of the components will most likely have to be purchased from the market. There will be different alloys which can be created by combining different resources and materials, which can be used to create interesting materials and properties. Alloys may be something that the player can research, to allow for them to find new ways of combining different resources to achieve different properties.
     
    Can you transport hover vehicles inside of larger ships; in other words, transport small ships inside of larger ships?
    Definitely yes, this is the whole architecture of the game. The technology of the servers are all made for that, so yes.
     
    How is in-game currency generated? Do you do missions, sell stuff, buy orders?
    It is unlikely there will be missions, but this is not completely ruled out. They may be added later, but the main source will be from NPCs/bots on the market, where you can spend your money or sell your stuff. One of the issues with bots however is that they have to be designed such that they do not disrupt the economy; the economy is intended to be shaped by players. The intent is that market bots will amplify or emulate transactions that are occurring between players.
     
    Will market bots be permanent, or will they come and go away after a while?
    The idea is that, if there is a lot of activity by players, they should go away, but this is not final. They may be used later in the game's life to make changes to the amount of money in circulation to regulate the economy. The main thing is that the amount of money in the game should be proportional to the number of players, as well as the type of activity taking place and the amount of the respective activity.
     
    Extra Info:
    The name of the currency in the game will be quanta. Quanta, the plural of quantum, is a unit of energy; since the currency will sort of be the “energy” of a lot of the game, the name quanta is appropriate.
     
    Does having things in your inventory increase your mass, and does that influence construct physics?
    Definitely yes. If a player has a lot of things in their inventory, and they step into a ship, they might push the ship down. A ship with lots of containers may fly well with no cargo, but if the containers are filled up then the ship may not be able to fly anymore.
     
    Will there be chat systems? Global, regional, planetary?
    There will be some sort of local regional chat. However, regional is not easily defined in the game; for example, a planet could have hundreds of thousands of people on it, so regional is not something that is precisely defined yet. But there needs to be something at least that allows players to talk to other nearby players.
     
    Will there be such a thing as ship linking; will there be docking ports?
    Small ships docking inside of larger ships is definitely a planned feature. However, docking two ships of the same size together gets a little bit more messy. With that feature, large layers and chains of ships could be created. At this point, which player is controlling the physics?
     
    How will construct repair work?  Will there be repair units, or will it all have to be done by hand?
    It will always be possible to repair by hand, but there will be repair units that will be able to restore a ship back to what it initially was before it was damaged, provided the unit has the required resources, energy, and time. The repair unit will know what the construct it is a part of is supposed to look like, and it will have the capability of restoring a construct back to that original image if the construct is damaged.
     
    How does the production of ships from blueprints work? Is it an instantaneous process, does it happen after a specific time, part by part?
    It is not going to be instantaneous, it is going to take time. It will take resources and energy, and probably if it is significant then it will need to be defended in some way, unless it’s happening in the safe zone. The required time will be proportional to the size of what is being built, so mass producing battle cruisers is not something that will be able to be done overnight.
     
    What happens to a flying ship when I destroy its engine in space? Does it just come to a stop or does it continue at the last known speed?
    Engines are physical. So if there are two engines, one on each side of a ship, and one of the engines is destroyed, then the ship is going to spin. The core idea is that engines are physical, so if they are destroyed then that can impact how the ship moves. There is a very good chance that, given that there is no friction in space, a ship will continue to move if its engines are shut off. However, if a player were to be in a moving ship, log off, and come back three weeks later, they would find themselves in the middle of nowhere; this is not desirable.
     
    Will there be cloaking?
    There will be cloaking. It will probably not be around at release, but it is one of the features that seems obvious for a game like Dual Universe. This is desirable for a player than may want to log off for a while; they can cloak and lock a ship to keep it safe.
     
    What methods will be available to detect constructs, and to avoid being detected?
    There needs to be a way to detect others in the game. There will be ways to scan for players, whether on or below ground; and similarly there will be something like a distortion field that allows you to be hidden from sensors. But, there should never be a totally foolproof way to hide without some weakness. It will also be possible to put trackers on ships, and a corresponding countermeasure to that.
     
    Extra info:
    The nanoformer will be able to 3D print basic and fundamental parts and components for the player to use.
    Ships can be stolen and reverse engineered; Lua scripts can be read by those who steal a ship with a script on it.
     
    How are scripts shared between players; a script runs client side, but is it shared with players?
    Scripts are always running on the players machine, but the text of the script is synchronized, so everybody can see it. So if there are different control units with different scripts in them, one player can start one of them and another can start the other script, and they will run in parallel. Similarly, whatever the scripts do is synchronized by the server for all players. Scripts are run on the clients computer, but several players can be simultaneously running and using different scripts which are all made by a single player (and thus running on that players computer), and all players can see the effects of the scripts. One exception is that you cannot have two players controlling the same element at the same time.
     
    Can scripts be hacked?
    Hacking will be a skill within the game which will allow a player to bypass RDMS systems. It will require time, and is a planned feature, but may not be present at release.
     
    Extra Info:
    Locations are something that can be itemized; as an example, the coordinates of a vein of ore within a planet can be “itemized” whereby it can be sold on the market.
    Reputation will be a mechanic within the game, but exactly how it will work is not completely finalized.
     
    Will armors for players be modular (i.e. heavy armor chestpiece type-A with legpiece type- B ), or are we looking forward to a single-piece type of armor, and in an extent, will weapons be a part of an armor or are they separate customizable entities?
    Armor will be separate; that is for sure. It is likely, certainly at release and at least for a while, that player armor mechanics will remain simplified, but the concept has potential to expand.
     
    Can a solo player fly a warship with many weapons, or does each weapon need a player?
    There needs to be a player for every weapon; that is the requirement. This is for several reasons, one being that the game is an MMO intended to have players working together, another that it doesn’t make sense for one person to single-handedly control a huge warship.
     
    Have you considered how you are going to do the updates?
    There will be expansions every ~6-12 months. Updates with new features will come out at regular intervals.
     
    If you claim two territories next to each other, do they fuse together as one big one?
    There will be ways to link territory units. Players will also have the option of having lots of little territory units, or one big territory unit that links everything. This gives the option of having one large easily defended tile which covers a huge area, or lots of distributed and less easily defendable tiles which only allow access to the local territory. One mechanic which may be present is that a claimed territory tile cannot be attacked if it is surrounded by other claimed territory tiles, provided they all have the same owner.
     
    Will players ever need food?
    The question of food is linked to survival gameplay. There probably will not be survival gameplay at the beginning, because it requires so much work to be functional, but it is something that has the potential to be added later.
     
    Extra Info:
    A bowl of rice is 8 dollars in San Francisco.
  8. Like
    FrozenFace reacted to Zamarus in Non Lethal Training Weapons   
    I know something like this is far from priorities but wouldn't it be great to have some kind of dummy gun? You can fire it, it make sounds and simulates the impact without hurting anyone. You could use it in training facilities built by your faction, mock battles and military drills in general. Maybe even for play like paintball if players are creative enough. 
     
    What do you guys think about a training gun in general? I'd like to hear everyone's reasoning for why it's good/bad/whatever. 
  9. Like
    FrozenFace reacted to Lord_Void in Building Atlantis   
    I would love to see this built
  10. Like
    FrozenFace reacted to CaptainPep in Building Atlantis   
    Would it be possible to build the city-ship Atlantis from Stargate atlantis? The thing would require a sufficiently powerful engine and a powerful force field which I am not sure are possible. Any ideas?
  11. Like
    FrozenFace reacted to ForlornFoe in Who else cant wait till the alpha release!   
    Welcome aboard, hopefully your interest keeps up for a couple of months more until we get to even test the game. 
     
    Seems like you made this topic in slightly wrong subforum, the Arkship Pub is the preferred meet & greet place. But that is an honest mistake and even easier to make when excited.
     
    Ask away if there is a need, thought I bet most questions already have an answer if you have the patience to look for them. Dual Universe FAQ/Sources and DU wiki are excellent starting points. 
  12. Like
    FrozenFace reacted to Lethys in Who else cant wait till the alpha release!   
    I don't want to destroy your dreams about playing but this won't be like "early access". Most likely you will only be able to do certain things, no progress is made because of wipes and servers are only up for 2-3 days a week.
     
    Nonetheless: good to see a new face and welcome to the community
  13. Like
    FrozenFace reacted to Atlas5 in Alioth Aerospace Expo   
    Just made this little AD for Alioth Aerospace Expo. Enjoy!
     
    https://youtu.be/RpA6hcT7TXQ
     


     
    see you all at the EXPO!
  14. Like
    FrozenFace reacted to Lights in Space music   
    https://m.youtube.com/watch?v=dK7h3HClJ14
  15. Like
    FrozenFace reacted to Archonious in The road to Alpha!   
    A little correction...
     

  16. Like
    FrozenFace reacted to Redrick in Russian speaking pilots / Топик русскоязычных пилотов   
    Поздравляю всех принявших участие и поддержавших проект! Кампания преодолела минимальную запрошенную сумму в €500,000.
     
    Перевод девблога - Кастомизация персонажа и развитие.
  17. Like
    FrozenFace reacted to Hotwingz in How much is the CvC stretch goal?   
    Yes 600 000 euro for CvC and 650 000 for the advanced character customization.
    Its on the KS page, scroll down on the campaign tab.
  18. Like
    FrozenFace reacted to KingNazar in New! Underground Base Building Video   
  19. Like
    FrozenFace reacted to guttertrash in Congrats NQ YOU DID IT!   
    Successfully funded with 3 days to spare! 
     
    so congratulations to everyone at NQ you can all breath a bit easier today
     
    so let us rejoice! please leave some positive messages for the NQ team*
     
    * please don't start bickering, in fact lets not talk to each other at all and just leave some congratulatory messages for NQ to enjoy over the weekend
     
     
  20. Like
    FrozenFace reacted to Wilks Checkov in My Community Has Withdrawn Our Pledges   
    The EvE plex system was never pay to win either, it allows people who did have money to buy plex for i state a higher value than the regular monthly rate and then place it onto the in game market for ISK. This allowed players that have the time to make the ISK but not the real world currency to pay, to have access to a 1 month extension on their account on use of said plex.
     
    This is not pay to win! It is simply an alternative service to those who can not afford or do not want to have to pay a monthly subscription with real world currency. 
  21. Like
    FrozenFace reacted to Phroshy in DevBlog: Monetization, player happiness and economic viability   
    That's not even a single year worth of subscription time.
    You can pledge 480 € on their Kickstarter page to get a lifetime subscription right now.
  22. Like
    FrozenFace reacted to Anonymous in Russian speaking pilots / Топик русскоязычных пилотов   
    И некоторые из нас просто есть русские друзья и используются для переключения языков в Интернете ????
  23. Like
    FrozenFace reacted to Redrick in Russian speaking pilots / Топик русскоязычных пилотов   
    6 тысяч бэкеров  \0/
  24. Like
    FrozenFace reacted to Redrick in Russian speaking pilots / Топик русскоязычных пилотов   
    Я бы отметил, что совсем неважно откуда человек. Общий у нас язык, сказки, которые рассказывала в детстве бабушка -)
  25. Like
    FrozenFace got a reaction from Redrick in Russian speaking pilots / Топик русскоязычных пилотов   
    Совершенно верно.
    Осталось 75к
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