Jump to content

Pelorios

Member
  • Posts

    12
  • Joined

  • Last visited

Everything posted by Pelorios

  1. Personally I prefer the written word. But lets not jump ahead of ourselves. I had seen this before you posted it here, its fairly high up in what pops in the searches on google about DU (enough for me to grab it and find out about it anyway) This little one-pager you wrote is probably one of the best concise short and sweet guides I have seen yet for DU, so you can be a little proud of yourself, its ok. As for youtube, its a challenge. Not to say I do not appreciate youtube guides, I do, but the problem is that if something is mention in it and you forget it and you wanna go back and search what the person said/showed and when... the hunt begins. Which wastes a lot of time. Youtrube tried to put markers but people that make videos have to use these like contents/chapters guide. Anyway don't get me wrong. I do not mind people doing them on the fly and failing I do not mind the funny accents, its just that the written word is far more efficient for indexing if done properly of course, which in your case you did better than most. Kudos CodeInfused! PS: at some point I considered the written word as a form of time travel. Knowledge travels instantly through time, when you read something written by someone. Makes you appreciate how Socrates sure had tied himself in a bind when he campaigned against textbooks and wanted classrooms, i.e. live session free-form teaching, instead. There was a reason of course for it. It is an important one, but beyond the topic of this discussion.
  2. Ok so we like to get into things. So today while heading up to a rudimentary space station I made... [Deployed an M space core and added some voxels just a surface - do try to set it up away from the warp point, fairly off the planet, as people launch from all over the place, you don't want them to fly through an "asteroid field" to fly away from the planet (or don't worry about that and call it CCP/EvE-style "emerging behavior"? No thank you), and try to put some lights on it, so people see it from a decent distance - avoid accidents - just my advice] So having mostly flown third person up to now (it suits), seeing the ship from behind and above, today I thought, hold on, this is not how its in reality. Astronauts don't have a camera following them form behind and above, to understand where the ship is going. So I challenged my self to make it realistic. And the fun began Issue no 1 : there is no marker to where the ship is going. That's fine, but it does help when you design the ship, to put some structure in front of the cockpit, or command seat, not too much to block all the view, so that you can relate to this fixture around you regarding the direction you would travel if you just pump the volume erhmm gib gas, erhmm hit the gas petal, erhmm whatever. I got it!! When you use the force! (lower case f to avoid misunderstandings) [Obviously you can use the thrust/direction markers that the cycle-my-thrust/direction-viewing-options-thing gives you and it just shows you an arrow of where you are going and the thrusts of engines airfoils, adjustors etc, so don't worry about it too much, I was just playing around.] Now what I wanted to do was dock with another ship in space, that was ECU-parked just above me space station. Never-mind that I think its not possible if the ship is unoccupied, even if you own it, to dock with it, but still how would you see where you are going when you dock. The early game/small ships just have cockpit, so most of the view of what you see is above you, its not easy to gauge what's underneath. So I rolled the ship over and tried to dock upside down. Which is kinda how and why and the whole science and engineering of where they place windows on spaceships etc. It was fun. I was glad I was able to use autopilot to get back. Do try the 'Albatross' "Add-on" to start with, it has no auto pilot, but you get a feel of what these add/help with, then get 'ArchHud', needs a bit of reading but there are videos in Youtube too about it, Its not perfect, but to me its nothing short of brilliant and hats off and kudos to the people that gave this to us and maintain it. This is nopt worth a buy-me-a-coffee folks. If you can and I will when i can I'll give 50 to these guys that did ArchHud. [its also reassuring that "The Man on the High Castle" in DU is a professional automator and AI aficionado [aficionado to say the least, but imo its still early days for AI]. Good chance it will take a lot of the fear out about what should be allowed to be automated and what not] So overall it was a great experience today, I no longer feel so dismissive of how real spaceships are quite automated these days, you can still fly it, if designed properly around the idea of control but also how pilots would want it made (yeah the airline industry had a bit of trouble/teething problems with planes and if you hear what percentage of automation planes had before and how much was added in the new ones, you will freak out, its very small compared to what you think and it was already a big enough number, above 50% I believe - not sure whose fault it all was really but I am glad its better now) So in closing, if you ask me if it bothers me that come game launch time, the DU solar system is going to be modeled as the Sun revolving around the planets, vothered really. Even in real space flight, they sometimes use this "old" model anyway, not in all situations ofc, but for some things, you can, so I hear. And anyway it was very reassuring to hear that space companies have a meme or whatever you call it, that just because it works in Kerbal Space Program, it doesn't mean it really works, i.e. in that respect too, we are getting back to reality in real space. That is also good news . Still, imo, KSP was a milestone in gaming, and it will forever remain such. I can assure Dual Universe has won me over fairly fast over Kerbal Space program 2 that is coming up. But I would recommend the experience of KSP 1 and hopefully 2 to anyone that does have the time for it. With KSP I got certain things fairly fast. Why docking is the most difficult thing to do manually in space, landing on a planet at a specific place probably also, but other simple beautiful things like in space, the natural, given, direction, is not the line, there are no lines really (oh you can and we will make them) but as far as au naturel is concerned, everything moves in circles, arcs, curves. Even by a tiny fraction infinitesimal amount (of movement), you can always orbit something in space. Even a galaxy. Even if Lagrange is your uncle, its just two orbits canceling out. 25 years I waited for this. Oh I played the early space games Like Privateer etc, but there was one game, to me, that at that time was the best of them all, that never made it past beta (the word beta didn't exist back then). I believe it was called Planetary Raiders, but I might be mixing it up coz the company who eventually bought it kinda messed it up (called it something similar). It did have a funny thing called a cockpit shot. Only time I ever lived as David and survived to tell the tale of killing Goliath. Rare. Lucky. Just aimed for where I thought the cockpit was and fired everything I had. So yeah I am rather anxious. Will DU make it? Tune in in a couple of weeks! Steam is a good choice in my opinion. Are we encouraged to switch to subscribing through Steam? We probably should. Start strong with our big player number? "Invade" Steam and knock Counterstrike off the top of the list of how many play what at any given time? Yeah right. I am not aiming that high. There is hope, expectation and then there is hubris. Anyway good choice, Steam is. Personally it suits me. You upgrade to a new PC and you have to go to a gazillion game sites to download all your games again? Steam for the win!
  3. I've never seen lending in an MMO before. Usually the collateral is paid upfront and the fee at the end. So you would need a borrowing facility. Sure you can do it, and a player could borrow quanta and pay interest against it, but at some point a person may borrow so much that just the interest is so big that is forced to quit the character and restart. In the end it will not change much. In a game. In the real world borrowing/lending is a way to facilitate growth. You can do that in other ways in a game, but sure you could add borrowing and lending in it.
  4. Good stuff, I haven't even fitted a gun but I will try it, or ride shotgun. Do we get extra end-of-beta points if we do both? Do PvP and also take the tour? Seriously I am up for the tour as well, seen some amazing stuff already, I am sure there is more.
  5. This is interesting. And it makes sense. I've only been in the game less than a month but it does seem the most expensive and difficult to make/get item is a warp beacon. I have seen some YouTube videos of PvP and I appreciate the call from the developers to engage more in PvP activities. Again if it's easy to make money people will risk more. But besides that I have also noticed there is information regarding space travel lanes, or is it only on the custom Huds like ArchhHud. Which makes sense. There are natural lanes which are the shortest-paths, lines, connecting planets which someone could prey upon. At some stage we might even get warp disruptors although I am not sure it's needed. Fighting is more risky and exciting near a planet coz it is a sort obstacle . How low can you afford to go in atmosphere to escape, things like that maybe. But also as I have noticed that gunner seats are provided, again I would warn against forcing players to co-operate, although honestly I am eager to ride shotgun. [Was actually offered it but we never got around to it. Nice guy gave me a cool ship and helped me out experience the game, yeah got some quanta too, but didn't go too crazy, coz the point is to get some help getting there, not buy it all. So I did make the parts to make a ship, coz I wanted to know what's involved how long it takes, issues, etc. ] Again this is what happened in EvE with forcing co-operation. They made it so that e.g. you cannot have both a mining boost ship that can also mine. You cannot create a cynosual field (jump portal) and also be the one that uses it. End result: people create alts. In DU, especially in a game that offers such versatility with LUA, people will find a way around it. Let them work together because they want to, not because they are forced by the "rules" of the game. Working in teams is always better. No need to force it. If they want to solo it, let them. DU does generally seem ok in that, but at the end of the day putting limits will always create alts. Like if you limit territories that someone can own, you get a tendency for alts. And the objective is not to win the game. The objective is to experience it, have fun doing stuff. At the end of the day, it's a game. By definition a construct to help learn something about the world (e.g. coal+iron= steel), about other people, and about yourself at a lower cost than actually doing these things in real life. If you go for game that is real, like life-replacement, you fail. There is a difference between 'real' and 'realistic'. And it's such a dumb-fire reasoning, you would scratch your head how so many MMOs still don't get it: if dying is expensive people won't risk it, they won't play. Dying in a game is bad enough as it is. It's a failure. What more do you want out of a game death? Cash through subscriptions or cash for goods like how EvE swore it would never do but ended up doing?
  6. It's early days anyway. Hopefully DU will learn from EvEs mistakes. E.g. the ridicule of people having 10 alts to mine, which CCP frowned upon but was only too happy to receive the extra subscriptions. If you degrade ( to put it politely) the game like that, it's never going to amount to anything. EvE never really grew This was partly because of single shard limitations (at least at the time) but also because it wasn't really much of a game design in terms of gameplay but even design. [ Like, regardless of the clone and capsule abstraction, it is really hard to put a scale on things in EvE. Like ok it's a bigger ship but what is the scale? Where is the cockpit, how big is it? Things like that disengage you. Not to mention getting ganked in "safe-space" and CCP hiding behind "emerging" behaviour and concord response times. Bull-shit. ] Blizzards Wow broke all records and still going strong. In WoW you created an alt to try a different class, not to rule Azeroth or mine more or, be better at PvP. This is not the case in DU of course, there are no classes, but it does seem that DU has the most potential than any other space mmo.
  7. Well, I don't mind if this idea stays in safespace. Well this is exactly what I am aiming for. A way for new or broke veteran players to earn cash. The more you earn the more you spend. Making fighting costly ends up with no fighting at all. If I can make money hauling easily, I am more prone to risk it, i.e risk losing ships. [The opposite happened in EvE. Fighting is too costly. ] As you said there are generally other ways to tax or give money. But the way suggested, just frees everyone up from collateral need. It's disengaged from hauling and becomes optional. As for Eric the Pirate, indeed, I feel for him. it's not nice to eliminate the point of pirating. Off the top of my head, the contractor still wants his goods delivered, so Eric can easily extort the contractor. Call him up and say if you want the cargo delivered on time, it's now gonna cost you extra. Even without that extra, the original hauler that was supposed to deliver, will not get paid, as it's paid on delivery, so Eric can earn that as the original hauler failed. Sure, the owner/contractor could brush Eric off and say I don't care, I let Alice expire or destroy it which destroys Bob that Eric has, and I will make another one and try again. But the route has become more risky, coz Eric is around and the owner knows that, so he will not be able to find haulers to deliver his Bob's .For a hauler, it's always worse to lose the ship than the cargo collateral or not. And pirating always has organisation behind. It's the threat that makes u a formidable foe, not the action. And really it can be made that Eric can loot the ship for parts. If that is the case, it's free stuff anyway. You pirate, you win the ship, why get greedy? And since bigger cargoes require bigger ships, the bigger the contract the bigger your loot. Anyway as I said, what's on offer, is a way to disassociate collateral from hauling. What you would do with it, make entangling the cargo as expensive as collateral or tax something is entirely up to the blessed provider. ps: even in EvE parlance "the Veld must flow" (really ripped off Frank Herbert's Dune, but anyway) this no need for collateral does support this.
  8. Ok, so finished products weigh less than materials, so that is one good reason why it makes sense to build in situ, which however makes hauling all the more important. For example if you had a secondary territory with decent T1 concentration, you would spend less fuel hauling locally-made Frames, to your main base, than hauling the raw ore to build them at main base. Coz the equivalent ore to build them weighs a lot more than the Frames. But player driven hauling market has always been hampered by collateral. Regardless of how generous you would be in rewarding a haul, if the haul involves 100 million quanta worth of product, you would need 100 mil quanta collateral from the hauler to make sure he doesn't keep it for himself, or just deny you of it regardless if he can use it (for those extra-evil inclined or even truthfully accidents do happen) Now a haul that takes 15 mins and rewards even 10mil, which is a good price (just making up numbers here), always seems not as great if you have to put up 100mil to earn the 10mil. It means new players, that might have the capability but not the cash, won't be able come up through the game, using such emergent-pve/mission stuff. Coz nobody has 100mil that early on. Which means more work for game designers, to make sure newbs earn some other way, i.e pre-worked/designed missions/ content. So what if there was a way to disengage collateral, so that it doesn't matter, it's not needed, while still, making it believable in how it's done? I.e. not lose from immersion. Enter quantum entanglement, which is, after all, accepted science "fiction" So the idea is, that spooky action at a distance basically instantly connects stuff that are far away. But you have to get them there to start with, both from the source. Therethree: instead of hauling actual cargo, the cargo is quantum entangled. It stays as it is, and also makes a pair. 'Alice' which stays at the source, and 'Bob' which is getting hauled. We don't eliminate the need for hauling mass/volume, Alice and Bob weigh and take up the same space as the actual cargo would. Once Bob arrives at the destination, we now have our entangled pair at a distance and then apply the actual cargo to it, so that it disappears from source and appears at destination. This is done by the owner and only the owner, once Bob is delivered. Therefour: if hauler runs away or loses Bob in transit, the cargo is still safe at source. Alice doesn't get used by the owner to insta-transfer the cargo. Therefive: Collateral becomes a matter of taste/ preference - can be associated with the cost of making Alice and Bob, but is no longer needed to insure against loss of goods. (It gets disentangled from the hauling process by using quantum entanglement ) Theresix : Game developers are happy coz they don't have to make up that much more made-up content for players to earn money. Thereseven: players are happy, coz even if you lose it all, you can always get back on the saddle quickly coz u no longer need to have collateral to earn from hauls. In terms of game mechanics we already have things like packages (not sure only done the two tutorial missions of hauling and they didn't have any) so there is not much tweeking needed. A 'package' becomes a quantised state. Let's not call it a 'quackage', maybe a questate, whatever. [ You can call it a quackage if you like, after all, a ducks call is kinda unique in the sense that it's resilient to echoes, practically gave rise to the myth that "a ducks call does not echo", so this lends to the unique pairing idea] Cargo remains at source. Owner creates the two quackages, Alice and Bob. Alice is 'tied' to cargo. Bob is 'tied' to Alice. Then, once contractor is happy Bob has arrived at destination by contractee/hauler, the owner activates Alice. Alice connects with Bob and cargo connected to Alice instantly gets transferred to Bob's location, in place of Bob. So in terms of storage we do need the extra stuff, albeit temporary, but we do need it. If you want to move 100 tons you need to be able to store another 200 tons, coz to start with you create Alice and Bob which are quantised states which look feel taste etc i.e. weigh and take up as much space as the offending erhmm desired to be hauled cargo. Thereeight: The end of the beginning:) Go forth and prosper! Disclaimer: Although this particular eyed deer is mine, all mine, my precious, if anyone wants to use it in this game or another, as is, in part, or modified, you can do so with no requirement of credit or recognition for me myself and I, therenine, this idea is herewith not mine anymore. WTCOOO
  9. I am dreading this a bit, i.e. doing it all over again, but we do, as a rule, get it done better the second time round. Ergo : " Chance favours the prepared (to mean, experienced) mind."
  10. This is currently been sorted by Support (opened a ticket and their reply was prompt enough. Although I had to leave for work and can't login to help them help me, I am sure it's going to be fine when I get back. Side-note for those new to the game: Reason for building it space-only was mainly because the DSAT (Deep Space Asteroid Tracker) weighs a bunch, like 115 tons, so to lift that much added weight from surface would need a lot of power, so I figured, I save on the atmo stuff, i.e. atmo engines, atmo fuel tanks, airbrakes, wings, so I build it for space only, I track and mine asteroids in space, then return to space core construct platform, dump the ore in a container, then use another ship to haul it to surface (that doesn't need to be equipped with 115 tons of necessary (for tracking) weight. Challenges, Challenges...
  11. So I wanted to hunt for asteroids and I figured it could be better/faster (less weight, less elements) to build a space-only Small ship and launch it from a Small/Medium static space core. And so I designed it and build it on ground, made a blueprint, disassembled it, moved it in 3 trips up to a container in the space platform, and deployed it there. All good, I try to fly it and I needed to adjust a few Adjustors so that it rolled properly in one of the directions. So while away from the space platform, where I left my other ship "parked", I exit the ship, enter build mode. Apparently it started drifting and I crushed on planet, while I was deciding where to place the adjustors... Luckily I and it, crashed only 40km from my ground base, so since my inventory was empty, I resurrect, and take another ship to the crash site. I bring scrap to fix it, but how to tow it back? I has no atmo engines, only vertical boosters and adjustors and no airbrakes. So first I dock the small ship to the fixed big one. And I use the vertical booster and the adjustors to lean forward and travel this way. Not easy, but anyway crashed a couple of times, I managed bring it as close as under 20km from the base . All during nighttime, not easy even with gamma at 2.0. But then it crashed again, and probably water was there, not sure, everything went black, with the "back to the surface" message again. Waited a bit but nothing happened. So I stop the process from the Windows Task Manager, and try to log back in, and I am stuck slowly creping up the percentage to log in. Its already been half an hour and probably 10 mins from 93 to 96%. What do I do? I got a ship, ECU parked in space, another on surface somewhere, not sure if its above ground that also has another ship docked to it. Hopefully the space parked ship will be ok, but I am worried about the other two that "fell through". And what would 'fetch' do? Will it work on a ship that has another ship docked to it? And how far does fetch work? Can I use it 20k away? If I manage to log in. Do I clear cache, to log in, or do I lose everything if I clear it?
  12. It started with crash burning a ship in Alioth atmo coming from Haven. Woke up back at Haven, managed to travel to Alioth, find the ship and with a help of some unknown force, thank you, was informed how to retrieve and repair it. After that, trouble started, was trying to deploy a dynamic core to do some territory scanning, and was getting stuck at "construct loading" - the whole point of traveling to Alioth was to claim some territory, so once I retrieved and fixed the ship I figured why not, lets claim some. For some reason it didn't work. So I thought I'd head back to Haven, but the ship was too heavy (barely made it out of Alioth atmo again - also happened while leaving Haven) so I thought lets not risk entering atmo again in Haven, i'll go to Alioth Moon 4, it should be easier, so I went, but as soon as I landed and headed for a market, nothing seemed to be there, so I thought for some reason the game got messed up so I try to log out- couldn't - so I end the process - then try to log back in - stuck at waiting (while normally I was in like in less than 1 min). Waited 10 mins, tried to log back in, same thing, stuck at 76% currently. So I am now stuck somewhere on Alioth Moon 4 and can't log in ; any help from any GM who might see this would be appreciated
×
×
  • Create New...