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ATMLVE

Alpha Team Vanguard
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Everything posted by ATMLVE

  1. It seems here like you're grouping all resources into one big pool and referring to them as a single entity. You ask "should resources be expensive"; this is like me asking you if, in real life, gold and aluminum and platinum should be expensive. I think you're worried that the whole mining and trading mechanics in the game will be shallow or boring; I can tell you right now that we as players now have the opportunity to help shape the game as it progresses, giving input and suggestions as time goes on. This goes for the processes of scanning and mining, as well as rarity. So I would say don't worry about that stuff now. However, the players and their actions will determine some of the things that it seems you're trying to set in stone, or want set in stone. We cannot choose now what the most efficient way of doing things will be, and circumstances and location will absolutely have effects on how cost effective certain operations will be. You said it would be dumb if all resources were evenly spread out, and I absolutely agree. Luckily, a while ago it was said that many resources will be rarer than others, and some planets will have 0 of some resources. The developers want you to go out exploring, and they will give incentives for that, don't worry!
  2. Yes I am quite sure; I can't find the quote where JC talks about voxel to voxel damage, but as far as hitting the ground goes, in the July devdiary it was stated that impact damage only occurs on elements; voxels are unaffected. Later on, I imagine it will probably be that voxels are only destroyed when a moving object hits a static one, and even then the voxel damage only affects the moving one, to avoid the incentive of using them as weapons.
  3. If you're trying to find a real life star to put Alioth around, then as Alioths star is like ours, it might be difficult as the further you look into our Galaxy, the harder it is to find smaller objects, like our sun is. I'm a Star Trek fan, but all I can think of when reading Diplos is the dinosaur. I'd get used to it though.
  4. It doesn't seem like there's much your organization DOESN'T do. How many members do you currently have? It seems like with such a broad scope, you'd need quite a few people to maintain any real structure. Have any plans, goals, etc.?
  5. Welcome to posting! Unfortunately you can't back the game right now, though you probably already knew that. The forums right now are extremely active compared to what they were before. I have to say, I find your avatar a little unsettling.
  6. That would be closer though to things being docked. You could achieve what you said (kinda) with the mechanics already planned, except for the fact that torpedos aren't supposed to do any physical damage, as physical voxels won't destroy each other for server reasons. Aside from that, in this thread I think we're talking more so about literally merging two constructs into one, to basically add to the original construct, rather than just put on a temporary part.
  7. Yeah this would be awesone, and useful. I can think of a lot of uses. Issues arise however with things like ownership, piloting, etc.. JC did mention it in a Q&A once, about the potential for gameplay but also issues. So, merging ships would indeed have huge potentional, but I wouldn't count on it for a while. Edit: here's where JC spoke about it.
  8. ATMLVE

    Raming ship

    I thought there specifically wasn't going to be collision damage? JC said that if there was, then people would be inclined to make projectile constructs, which would put too much stress on the servers.
  9. Welcome to Dual Universe, hope you have a great time today!
  10. Rails could be really cool, though I imagine it work better like a set track. Using the term rails brings up an image of train wheels running along two parallel rails; in game, this could still cause complications, like how it would operate after getting derailed. In the end, it's not much different then wheels. I imagine things could work by having a more or less vaguely defined "track", whereby you have a set of voxels travel along a set path, where the path is less about a physical connection between two objects, and more so set by a special tool specifically for laying out paths. I'm having trouble describing it; what I'm thinking of is analagous to the moving platforms in a game like Super Mario Bros.. Straight, defined, 90 degree angles and lines that cannot be physically interacted with.
  11. Actually, it is fundamentally and inarguably true, by logic. Limiting users in their ability to make ships can only possibly make the process more complicated. The more tools you give to people to help them make ships, the easier the process becomes. Whether or not it is a good motive for not allowing players a free creative environment to design ships, that is up for debate. That it would make the process more difficult, and thus make there be fewer good ship builders, is not an opinion however, it is a fact.
  12. I don't know if it's been mentioned, but my favorite argument against creative mode is that it makes ship building harder. If you want a good ship, you have to pay for it, or work for it. It makes the entire ship economy more interesting, deeper, and profitable for those that are good at building ships. If anyone could easily design a ship to perfection, there would be no need for good ship builders, except for unimaginative replicas like x-wings or the Enterprise. Without depth, to building, the ship market becomes worthless.
  13. What the point is of that, is with remote control you have manual control over the construct, allowing you to fly it around and test it, as shown in the devdiaries. With Lua, you are scripting the behavior, so it is limited to being able to do only what you have programmed. This is like asking what the point is of operating a plane, when you can just program the plane to fly itself. Remote control needs only user input.
  14. Pre-alpha window is this Saturday, the 30th, from 9am to 6pm US EST. As for redacted, well Novaquark didn't think ATV could keep their mouths shut I guess, so they created an AI that automatically removes all info and details about the game from posts.
  15. What everyone is saying is 100% [REDACTED]. Anyway, I'll try and give something substantial. Regardless of how the test went on the 23rd, it really couldn't be used as a measure of how things will go on the 30th. It is no secret that there are supposed to be more players, from what is publicly available. Plus, it's common knowledge and sense that the first test was to prepare for the larger one, so the game should be a different version as well. As such, no one knows what game experience everyone will have on the 30th. You have to decide for yourself how worth it it is to you. Are you the type of person that would be really disappointed if you slept through it, then found out later it was amazing? Or are you indifferent? What about if you stayed up, and you hate it; how much would you regret that? Think about your options, measure them up, and decide for yourself.
  16. Megastructures are awesome, but I'm seeing a few flaws in your reasoning and thinking here. The first is that you disregard some projects because they wouldn't be profitable, like a space elevator or a ringworld. You should absolutely consider that people may do things because they can or want to, not because they'll be profitable. It is a game, after all. You also dismissed several construction projects that would rely on construction mechanics alone, like space elevators and ringworlds, which are already possible in DU because all they need to exist are building mechanics. You then say that projects people do would actually involve other things, like Dyson spheres and black hole farming, which require completely unconfirmed mechanics to actually be profitable. Nevertheless, I think you're too closely comparing EVE macroengineering projects (which are predesigned with specific benefits) to what people can and might create in Dual Universe, which could be anything, for any reason. Players could continuously add on to a construction in space for years, it doesn't have to be a specific dead set project with blueprints, just something vague that it's a "thing" to go and build whatever on. The ideas and everything you have here are cool. Nothing against you at all, I don't mean to come off as hostile, I just think you're trying a fit Dual Universe mechanics into a specific EVE economy, which is inappropriate. People in DU can build whatever they want, and as such many people will be driven less by profit and efficiency, and more so by the ability to be artistic, creative, imaginative, and simply to say "because we could".
  17. I like this project, it looks like fun! I'll be happy to participate. Because of all the organizations, and the benefits if team play, I feel that players in general will be prone to huddle up with their orgs and work on their own projects, which can end up having negative consequences; I could be wrong of course. Nevertheless, having a neutral and mutually beneficial community like this is just the thing a game like Dual Universe needs in a populated area. Looking forward to it, I hope it becomes a success!
  18. What would they spam, or bot? Nothing worthwhile can really be automated in the game, the devs are making sure of that. As for spamming, not sure what would be spammed, but everything either breaks the rules, or doesn't and is therefore probably not going to harm many people. I'd say, for now, in regards to letting people trial the game for free, that you shouldn't be worried right now.
  19. I'm sure that storage capacity is something that will change over time. That's what alpha and beta are for, to find bugs but also help to balance out the game a bit, especially beta. Storage capacities for containers may be set, and then it turns out it's just super unbalanced... So, they'll be altered. Mule accounts would be kind of cheap, but if you're transporting tons of items it may just end up being logistically easier in the end anyway to use tons of cargo space. Or not, and it will instead either be treated as a good workaround that will be encouraged, or it will be fixed. Nevertheless, this issue will arise again on its own if it becomes a problem.
  20. There is collision damage in the game right now, but it's not on the level of something like in Space Engineers. When a ship collides with the ground, the voxels aren't damaged, just the elements, which means no deformation. No physical entities are lost, it is merely "digital" damage, if you will, to the elements. This is to prevent players from making physical impact weapons, which would cause a lot of server strain. As time goes on they do want to add in voxel damage, although I feel it will be limited to a dynamic construct deforming when impacting something static, again to avoid the issue of people making voxel-based impact weapons. From the July DevDiary: Giant interrupting embedded video says what...
  21. Wait a second here though... By this logic, this means that if you dig down to the center of a completely uninhabited planet, and place a TCU at the center, it would be residing in thousands of territories at the same time. What happens then? Instant world domination?
  22. The reason wheels are not on the near horizon is because of server stress. The constant physics of bouncing and conformity with the ground of a vehicle would be a lot to handle. Imagine someone making a platform with 1000 wheels, running over some rocky terrain. It would be a huge amount of unnecessary physics calculations.
  23. At the risk of sounding like a denying blind sheep, I will say what I said back when they pushed the alpha off from the "first half of 2017". I think that their vision of what they want the alpha to be has changed; yes they may be behind their original schedule, but as they have made the game I think they realized that what they wanted to put out (and what they should be putting our for public perception) has changed over time. It looks like they're making big development advancements every month. Each week they push the alpha off means another week they can make the game just a little bit better. Theres no good stopping point (or perhaps there is which is the pre-alpha that they are giving us now), so they just have to pick a point and go with it. I could be totally wrong of course.
  24. What exactly would the extent of this be? I'm not familiar with GIS by that name. You're saying we would make topographical maps of the planet, with location data marking places people have made, outside of the game?
  25. The TL;DR of what everyone else said: No. DU will be kinda like space engineers, but with a speed limit like 20x greater, no impact damage, much tinier "blocks", and thousands of players on the same server, which (generally) doesn't reset.
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