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ATMLVE

Alpha Team Vanguard
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  1. Like
    ATMLVE got a reaction from TheBlender in I have one HUGE concern.   
    While out of context this statement is a good one, we're talking about trolling and I think it's a bad idea to make that a bannable offense. The game is shaped and built by the players. Players that want to destroy for fun can do that, it shouldn't be against the rules; it should be up us, the players, to police that.
     
    If you build a house on a hill then log off for a week, it's should be a no brainer that when you get back your house will have been ransacked.
     
    I can see though how there might be some doubts though, like how civilization will work around the Arkship when no one has a TCU yet. That, I don't know...
  2. Like
    ATMLVE reacted to Lethys in I have one HUGE concern.   
    Well as discussed already in length a year ago or so: ,this is a sandbox mmo. Get people together, make a police force and do it yourself. This game is about emergent gameplay where people do stuff and not just get everything handed to them. Want something done? Do it! That's what makes such games so thrilling
  3. Like
    ATMLVE reacted to Kurock in What could you do on a multi-crew ship?   
    There are other topics about whether a single crew-member should be able to fly a large ship here and here. This is not about that. This topic is more about what actions a crew could make to benefit a ship over what a single person could do.  These are... 
     
    Things You Could Do On A Large Multi-Crew Ship
     
    The design idea is as follows: Players can "do actions" on specific elements to improve the effectiveness of a large ship. A single person would *not* have penalties to flying the large ship, but neither will that single person be able to activate all the different actions at the same time nor with the same effectiveness as a crewman skilled in a specific area. Let us assume that for a small single-seater ship, the option to activate these bonuses do not exist due to their complexity i.e. the extra manned bonus only comes from a bigger guns/engines/power source/scanner etc.
     
    Character Roles
    I will split the different actions by crew-member roles. Any crew-member can fulfill any role, though having certain skills will make that crew-member much more effective at that specific job.  In smaller ships, some roles could be combined while in larger ships, multiple crew-members could fulfill the same role. 
     
    Pilot
    The helm of a ship is one of the few mandatory parts every ship needs. A pilot already has a very active role simply steering the vessel, which could easily require both in game skill investiture as well as player skill.  So what "extra" actions could a pilot make? Specific maneuvers comes to mind (barrel roll anyone?). But rather than dictating specific maneuvers, the turning speed (roll, yaw and pitch etc) could be reduced allowing for the pilots to come up with their own maneuvers (of course the effectiveness also depends on the ships design).
     
    Engineer
    This role has more options to tinker with the inner workings of the ship or repair the ship directly.  For example routing more power to shields, guns or thrusters giving them a small boost in effectiveness, recharge time or speed. Perhaps the Engineer could push a reactor past its normal limits to provide an extra boost, but at a chance of shutdown if not managed correctly (like the extra power is not used within a specific timeframe). This topic gives quite a few more suggestions.
     
    Gunner
    This role is no surprise.  A turret just works better with a player actively aiming and firing it. What about when the weapon is not being used during combat, such as when the ship is facing the wrong way? How about a preparation load action that allows a second shot to be fired a little sooner than it otherwise would?  If the game had large fixed weapons that could only be aimed by the pilot by pointing the ship in the correct direction, then the gunner could man one of these to allow a bit more leeway in its aiming. 
     
    Navigator
    Keeper of the star-maps, maker of navigation way-points (how else will the pilot know where to point the ship to).  A navigator would not only plot a course but also actively update the course as new information becomes available from scanning.
     
    Scientist
    Scanning and analysis is the scientists role.  Detecting something (like a large amount of iron on a nearby asteroid) needs to be analyzed by the player (with skills giving valuable clues) to discover if that iron is just an iron deposit or if it is actually a potential enemy ship made of iron.  Actively scanning opponent ships to pinpoint weaknesses as well as jamming opposing scans could be an interesting interplay all on its own.  The scientist could decide to do targeted or general scans with the targeted one covering a smaller area but delivering more accurate information. A large ship could even have multiple scientists, one monitoring deep space scans and another running close space scans.
     
    Captain
    The captain of the ship already has a massive job to make all the best decisions based on information given to him by his crew. And who doesn't want a large fancy captains chair? A captain sitting in his chair might be able to boost a single action of another crew-member a little as chosen by the captain. Of course only one such boost could function on a ship at a time, because there can only be one captain. This is a great way to have the captain contribute mechanically (even if only a little bit) and to shore up a role that the ship might otherwise be lacking.
     
     
    What other things do you think would be beneficial to do on a multi-crew ship?
     
    Edit: This post inspired by Starfinder which I played over the weekend.
  4. Like
    ATMLVE reacted to devu in Gamescom insights   
    It all sounds like more reasons for more cores
  5. Like
    ATMLVE reacted to RightBigToe in LF Partner - Novark Power Corporation   
    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).
  6. Like
    ATMLVE reacted to FD3242 in Reduce mining/building radius   
  7. Like
    ATMLVE reacted to vylqun in Reduce mining/building radius   
    i'm pretty sure its just the dev tool for digging thats so fast, even tho i wouldn't mind it being ingame that way, gathering a massive amount of ressoures is always the most boring part^^
  8. Like
    ATMLVE reacted to Sharknoon in Gamescom insights   
    I had the pleasure to talk to JC for about one hour at gamescom. Here are some hopefully new informations I can remember:
    JC dont know when the Alpha is ready but it is going to happen in 2018 The Market-Feature is going to be implemented in the first update for the alpha (some weeks after the alpha launch) They havent done much yet to prevent hackers To prevent glitching when standing on moving objects (like space engineers or GTA) they give every construct their own relative coordinate system, called Local-Frame, which the player is bounded to. To detect which Frame is the right one (e.g. jumping from a ship to a planet) they send a ray downwards and the ray detects the Frame underneath the player. Right now only the skybox is rotating, but planet rotation is planned for the future On Tuesday, August 22, Novaquark has implemented a sitting function for the couch (not a joke!) They are hiring several new people starting in september, including a webdeveloper, who is going to work for the first 4 month on the community portal full-time JC itself has written the LUA-Scripting, flight-mechanics, logical-gates and the HTML/SVG Screenunit The Community Managers are really happy seeing such a growing community and that much interest in the game Most of the people at novaquark are playing the game mosty at work, not very often at home You can freely reskin the entire UI of the game, the whole UI is made up of HTML and CSS, NQ wont prevent making changes to the ui Right now, you can embed any HTML-content, except for Javascripts, in the Screen-Unit, e.g. embedding a Youtube-Video works right now, they arent sure, if they continue to allow that The client and the server are written in C++. The client needs C++ for the performance, the server is also written in C++ due to the high amount of the same code with the client. They wished, they could make it in a safer language like Java, but htey simply doesnt have the time to write a lot of code twice. Traveling to other planets takes in average 2 days, to other solar systems 2 weeks When the player has a limited internet-connection, they lower the refresh-rate of constructs and players When the player has a slow computer, they are limiting the viewing distance and also lowering the refresh-rate of constructs and players The goal is to reach 30fps on every mid-sized pc Thats all for now, sorry for my bad english and some typing errors
  9. Like
    ATMLVE reacted to CyberCrunch in Gamescom insights   
    @_devu_  Well to mine something would be a bit pointless because we had unlimited resources. (i did not try out the resource sensor either)
    But I did build a couple of constructs, which was actually most bugy part of the game, (EDIT2: Wrong wording! It's actually working fine, I just meant that it's not that intuitive to learn for the first time!)
    but lets first describe how the system woks:
     
    All constructs start from a core unit (blue = dynamic ; yellow = static), which creates a cube shaped building area around it (e.g. 64x64 meters). In this area you can place any components you want... you can even place sth. into the ground, which will still count as part of the construct.
    (Edit: I forgot to mention that it was kind of hard place some componets were you wanted (e.g. for building sth. underneath it), but JC told me they plan to implement some feature, that allows you to move the spaceship around while designing it!)
    I actually build a whole spaceship using a static core unit, but when trying to testfly it didn't move...
    All in all I'd say their current building UI is the biggest weak-spot of DU!
    It's not responsive at all, and its hard to figure out how to turn sth. the way you want it. (e.g. I placed a programming unit upside down, and a screen unit in the wrong direction without noticing it)
     
    Also you get a bunch of numbers and information when building a spaceship, but it feels like you have to study a manual to figure out what they actually mean, or why your first spaceship just did a nosedive into the ground... xD
    ...ok, might also have had to do with some problems they had with the server. But the building has to become much more intuitive! Nyz also told me they are working on tutorial videos prevent the frustration that you get when you just don't get why your construct doesn't work!
     
    Also that is what he replied to me regarding the UI:
     
     
     
    This might sound like bad news, but I'm sure NQ really thought through this complex building system... in such an early (bugy) stage it’s just normal that it can cause some frustration when you see it for the first time.
  10. Like
    ATMLVE reacted to Dhalren in Hello, new pilot here!   
    Hey all,
     
    I'm Dhalren. I'm a long time MMO and Pen-and-Paper gaming veteran. I've followed DU since the kickstarter days, but with the announcement of actual Pre-Alpha testing I've decided it was time to introduce myself to the community. I think Novaquark is building something pretty amazing here. It's about time for it to become a reality, right?
     
    I look forward to flying with you all.
     
    ~ Dhal
     
     
  11. Like
    ATMLVE reacted to Hotwingz in Hello, new pilot here!   
    Hi, welcome to the forum. 
    You'll find many people here who think DU is the best thing since sliced bread. 
     
    Me included. 
  12. Like
    ATMLVE reacted to CyberCrunch in Gamescom insights   
    The DU gameplay at Gamescom was really amazing. I learned so many new things from talking to JC and actually playing the game that I would like to share them with you.
    I’m very surprised no one else started a topic about the Gamescom jet, as there were people who spend much more time at the NQ booth then me…
     
    Disclamer: None of this information is official! It’s just my interpretation of the conversation I had with JC. Also none of the features are final! I got the impression that a lot of details are not fully thought out and will be changed during development.

    I hope we can freely discuss features “as seen in the Gamescom” without violating any pre-alpha NDA… I just think this will be interesting for those who were not there.
     
    Orbital mechanics:
    In space there are actual physics calculations like in Kerbal Space Program! I managed to catapult my ship into orbit with atmospheric engines, but it was pulled back in a parabolic curve by the gravity.
    JC said that atmospheric engines are actually a bit overpowered, as you could reach escape velocity with them and fly straight into space… without any control… because the engines only work in atmosphere… xD
    I have to say that I really liked the atmospheric flight mechanics; they felt very realistic just like a real airplane.
     
    Damaging system:
    Functional parts get damaged on impact and are supposed to lose their function until they get repaired by hand. (currently tweaked as it’s a little bugy)
     
    Lua Scripting:
    We already know about the minigames you can create in DU, but what about the multiplayer capabilities? Interestingly enough it’s already possible to connect multiple programming units together by just using global variables, which are shared inside one core unit.
    Thereby multiple sup-components on a big ship can be interconnected and exchange information between each other.
    In theory it could also be possible to communicate to another construct using the same mechanic, but with a growing distance the update rate of the data would be decrease…
    They are thinking about creating a component that can be accessed “globally” by any programming unit in range… but the whole topic about distributed systems will be another milestone that has not been considered jet.
    Another thing I asked was if we could use an external IDE for programming, as the ingame one was kind of limited… JC said in theory you could import an external library in the ingame interface, which should access the Lua scripts directly from your PCs hard drive.(not sure about the Lua limitations inside DU though)
    Or you just copy the code over to the game for testing.
    The Lua development is also tied to the ingame IDE as each connected component actually provides predefined event-function-blocks that are triggered by certain events (e.g. a switch has an on, and an off block) and you have to place Lua code in the corresponding function blocks.
    I’m sure in the long run NQ will develop a fully fledged IDE for the game, so this will become no issue at all….
    The breakout minigame was also simply some code executed in the “start” function that was able to receive keyboard inputs and generated svgs that were displayed on the screen-unit.
     
    Rendering/Performance:
    Ok, the game is not the prettiest rendering wise.
    All vegetation and functional components get only rendered up to a certain distance (few 100 meters) than they get de-spawned. Also all lighting and shadows are only active up to this distance.
    Further away voxels also get simplified a lot… I honestly don’t care about the visuals that much, but I’ll admit the space station looked kind of squashed from far away.  But JC said they are working hard on improving the rendering.
    On the flip side flying around was very smooth! In god-mode I flew to the moon of Alioth in 2 seconds without any noticeable frame drops!
     
     
    So, that’s all that was new/interesting about the game for me. Maybe most of this was already known, but it wouldn’t hurt to share it here…
    I actually did not have enough time to cover all my questions. But others are probably able to share a lot more insights from Gamescom, so feel free to post them to the rest of the community!
  13. Like
    ATMLVE got a reaction from MinerMax555 in DU Memes   
    TFW you realize you're backing the wrong game
     
     

     
    (no offense meant to this guy, actually super jealous of him right now!)
  14. Like
    ATMLVE got a reaction from ShinyMagnemite in DU Memes   
    TFW you realize you're backing the wrong game
     
     

     
    (no offense meant to this guy, actually super jealous of him right now!)
  15. Like
    ATMLVE got a reaction from Lord_Void in DU Memes   
    TFW you realize you're backing the wrong game
     
     

     
    (no offense meant to this guy, actually super jealous of him right now!)
  16. Like
    ATMLVE reacted to Cybrex in DU Memes   
    Gold.
  17. Like
    ATMLVE got a reaction from Code24 in DU Memes   
    TFW you realize you're backing the wrong game
     
     

     
    (no offense meant to this guy, actually super jealous of him right now!)
  18. Like
    ATMLVE got a reaction from Warden in DU Memes   
    TFW you realize you're backing the wrong game
     
     

     
    (no offense meant to this guy, actually super jealous of him right now!)
  19. Like
    ATMLVE got a reaction from Cybrex in DU Memes   
    TFW you realize you're backing the wrong game
     
     

     
    (no offense meant to this guy, actually super jealous of him right now!)
  20. Like
    ATMLVE reacted to FD3242 in DU Memes   
    What do we do again?
  21. Like
    ATMLVE reacted to Lau2356 in DU Memes   
  22. Like
    ATMLVE reacted to RightBigToe in Artificial Eclipses   
    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.
     

  23. Like
    ATMLVE got a reaction from 0something0 in Artificial Eclipses   
    While we of course don't know details of things like lighting and shadows in the game, its probably inherent that an object in front of a planets light source would cast a shadow on the planet. So I would think it would cast shadows, yes..
     
    Now, it may not work perfectly like this; some flaws could be shadows having a max distance, texture errors, or the world just doesn't really get any darker, i.e. the sun isn't really creating all the light but rather the game renders the world light when there is a sun in the sky. 
     
    Also, the concept youre talking about, building an object at the L1 point between a planet and it's star, would in real life be a quite efficient way to wipe out most life on Earth, one way I thought of after watching yet another movie where an advanced alien race feels that the best way to kill everyone is to resort to WWII dog fights. 
  24. Like
    ATMLVE reacted to Wilks Checkov in Anyone else taking time off work for Pre-Alpha?   
    Guys can we simply just stop flaming at each other and just go back to awaiting the DU alpha... Come on, some of us can take time off from work and want to do so to enjoy the alpha. There is nothing wrong with that, some people simply care enough about it, to do such things. Then there are those of us who can not take off time for the alpha, sadly I am one of the latter in this instance, but guaranteed a lot of us who can not play due to work/school time constraints will do what we can to be online as we are able. 
     
    What is not proper however is to flame at individuals due to the fact that they are taking time off from work to enjoy the alpha, or that a group does not care enough to take time off for the alpha. 
     
    What I do suggest, is that we just go back to our quiet little corners, and just continue to wait for more information from NQ about the coming alpha.
  25. Like
    ATMLVE reacted to Lethys in Simple but detailed Questions   
    refer to the AMA, pt 2:
     
     
    IIRC jc said in some interview too, that they want to put a fee on each of those tiles per month (with ingame money - very expensive) to prevent people from just taking the best spots and not using them.
     
    EDIT: oh it was in AMA pt 3 lol
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