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Blacksythe

Alpha Tester
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  1. Like
    Blacksythe got a reaction from Bernarr in Piracy != Griefing   
    Way i like too see it is if a player comes at you and dies many times trying to revenge kill you thats their problem.
     
    If you repeatedly hunt that specific player for no significant reason and make their game a misery then thats griefing it has nothing to do with piracy and calling yourself one is an insult to piracy.
     
    But targetting a specific organisation due to war or whatever and happening to kill the same player repeatadly is not griefing theres a fine line.
  2. Like
    Blacksythe got a reaction from Lord_Void in BOO, CSYN, Solar Secure, Humanity ; Outlandish Days   
    A great sadness has come over the community today, Long Live the Meme, Outlandish Rep and always Long Live Dual Universe
     
    Queue 3 Cannon Salute.
  3. Like
    Blacksythe got a reaction from Gojo_Ryu in The Great DAC Compromise Poll [Please Read Before Voting]   
    Copy and paste from other thread i propose this as option D
     
    Players who buy DAC's off NQ will hold them in a digital wallet until they choose to use or to sell them. Selling them converts to a protected item until they are picked up. (I somewhat disagree with this one, once they are converted they should be lootable (seller took the risk to market them) Digital DAC's can be used directly from the digital wallet a player may choose to never take them out of there. DAC's in the inventory cannot be converted back to digital Kickstarter DAC's are protected regardless (this may give them a higher value later on and potentially cause people to hoard them so a time limit should be applied) According to the devs market items have to be picked up so the buyer must travel to collect his DAC but can choose to use it immediately adding to his game time (If he chooses not to use it immediately he must pick it up) This rule is here so he doesn't get kicked out of the game at the end of the month but also makes them fair game for large corporations moving DAC's Regarding a time limit i suggest the number of months equal to the number of DAC's you actually received giving more value to higher packs while keeping it balanced still (might help the kickstarter cause) or a set timelimit of between 6-24 months after that time they are no longer protected
     
    Edit apparently this is option C XD i was corrected by some eve players.
  4. Like
    Blacksythe got a reaction from Kurock in Terrain/water editing   
    The short answer is no. The long answer is maybe in a future expansion editing water will be possible.
     
    I look forward to building an underwater base and have starships rise out of the ocean.
  5. Like
    Blacksythe got a reaction from Gojo_Ryu in Long-Term Resource Availability and New Player Conundrums   
    I know Boo was mentioned in this somewhere I recently joined boo myself, One of the reasons for that was there single rule of no griefing, We are all here to have fun so dont go out to ruin someone elses. Building a wall around someones base and charging him to get out if done once is somewhat funny doing it multiple times to the same player well i guess that might constitute griefing.
  6. Like
    Blacksythe got a reaction from Deadfire in Technology research   
    Not to mention tier 3 throwing skills to throw said brick at someones head.
  7. Like
    Blacksythe got a reaction from Drakor in Poll : DACs are not physical objects and cannot be stolen or dropped upon death.   
    I'd like to be able to steal them but kickstarter ones should be protected.
  8. Like
    Blacksythe reacted to devu in Limiting Script Automation will Hinder Economic Growth   
    Indeed, as I understand reasoning behind this decision, lack of automation having a LUA in-game at the same time, is kind of contradiction.  I am sure this could be balanced if allowed. Many of you had some ideas already. Slower mining, lower yield, no skill progress when using it etc. 
     
    What really concerns me is, that I came across  dev blog (don't quite remember what subject exactly) and over there authors were trying to convince us this game will be balanced for players that play around 2-3h per day without a need to be attached to the screen 24/7. 
     
    Surely automation could actually help to achieve that goal, by not giving advantage to kids or students that have plenty of spare time on their hands
    This is a first time I feel a bit disappointed there is no more thought put into this area other just cut it out because it's easier.
     
    The fact you need to be present for scripts to run is good enough to prevent some mass mining operations anyway. 
     
    Anyway, I am sure people creativity will not stop here and where is an opportunity to take advantage people will try to exploit the system with given tools anyway.
    Put few crew members in front of the ship with drills on auto click and program the ship via LUA and you have a semi-automatic drill. Your colleagues can go to work while you take a shift
  9. Like
    Blacksythe got a reaction from Benitius in I propose: The Free Democratic Republic (recruiting, and in search of founders and leaders)   
    In reading your thread i wish you the best of luck, For me though it sounds far to much like the European union.
     
    Are you going to have 10000 different regulations governing milk?
    I joke of course.
     
    Plenty of people like that kind of stuff.
  10. Like
    Blacksythe got a reaction from Kurock in Additional Renewable Resources and Power   
    I can see some uses for renewable power, charging a capacitor for defense. Downside is it runs out of power and the renewable would not compensate well.
     
    Attack forces may use solar to power low end systems on a ship. Or charge up a capacitor. although It would be far less efficient than using the main ships reactor.
     
    Point is i guess is with renewable's  they always have to be superseded by none renewable.
  11. Like
    Blacksythe got a reaction from StarChild91 in BOO - Band of Outlaws   
    Visit us at our website

    and sign up today

  12. Like
    Blacksythe got a reaction from Anaximander in Removal of monthly fee with a solution.   
    Unfortunately in the current market p2p is one of the only reliable ways they can fund a single shard universe where potentially hundreds of thousands of players can gather in a single place. I would go as far as saying that it simply hasn't been done before. Not without multiple servers and instances. Take games like guildwars 2 even with their huge mega servers they still have regions and instances of maps and a limit of how many players can be in the same instance of that map at one time.
  13. Like
    Blacksythe got a reaction from Lethys in BOO - Band of Outlaws   
    Visit us at our website

    and sign up today

  14. Like
    Blacksythe reacted to Anaximander in How hard (or easy) will it be to earn DAC?   
    @NQ-Nyzaltar


    My problem is not with if the Real-Money buyer of the DACs does a pay-to-win. That person should be protected.

    What I really wanted, was for people reselling the DAC to have a risk, the kind of people that don't need the DAC and want to resell it at an opportune moment. If that kind of player was to be protected by a fully unlootable DAC, that would break the game's economic warfare.

    I can see the reasoning for money to be unlootable, either lore-wise or gameplay-wise. Money in the game symbolise "progress" by the player, they farm, they sell their farmed items, they "Save" it as their in-game currency. Now, if DACs were to be completely and totally not EVE Online's PLEX, that would make them a Premium Currency, AKA , progress you can buy, ergo, Pay-to-Win. Thank Cthulu, that ain't the case though. 

    Since you cleared that up, I have no issue anymore. Making a fail-proof system for redeeming DACs and even more importantly, making said DAC redemption system idiot-proof, is a harder task than it sounds code-wise, that people understand.


    But the REAL questino I have now is...


    Is the "ban" process going to be an automated system or a manual, amount of reports to priority, task, when it it comes to griefing?


    Cause if during two fleets fighting, one pilot gets blown up 15 tiems in a row, they may report the pilot that blew them up, 15 times in a row and the actually NOT guilty player may be banned.

    Or, a famous Redditer or Twerking Motor, decides that he had enough for X player and througgh Discord he coordinates a dump of reports on the same person repeatedly. How will NovaQuark hinder that? Will you allow for griefing through reports? Cause THAT will surely drive people away from the game.

    Will we have to wage space war by politely asking and begging the losing side not to report us? Can you guarantee the adminsitrators, when it comes to the banning process of "Griefers", won't be playing heads & tails on people's accounts?

    And if the game has an auto-ban process, can you guarantee the algorithm can read the location of the player being reported and if the algorithm can detect that the "griefing" happenend during an uneven fight and / or massive engagement of two fleets?

    What I'm saying is, you want to protect people from being "Griefed" in-game, but you nullify blockades that way. You can't blockade a planet from resupllying for X, Y, Z reason, if the blockade was to be massively reported by Lil' Timmy who came at their battleship division that enacts the blockade, expecting to get through the 11th time.

    Does the Dev team have an answer to that?
  15. Like
    Blacksythe got a reaction from Anaximander in How hard (or easy) will it be to earn DAC?   
    Agreed once original owner (real money) is no longer in possession of that DAC it is no longer protected.
     
    Buyer can use DAC on purchase or it becomes lootable.
     
    If the DAC is sold on again, the next buyer has the option to use the DAC immediately the lootable status however does not change it remains lootable.
  16. Like
    Blacksythe reacted to Leonis in The Generalization Of Organizations :: Learn From It   
    @Blacksythe that's a war declaration there.
     
    Yeah I got the point CSYN which is a group of orgs. But yeah here's another point: orgs of orgs have the same visibility, that maybe should change, even though I don't really care, they have a visibility they shouldn't have maybe? We the Empire might want to create something like CSYN then...
  17. Like
    Blacksythe got a reaction from SimonVolcanov in Use things built in the beta/alpha and turn it into "Ancient relics"   
    Structures around the arkship are a good idea for release as it will give a new player a place to explore and get their bearings. But onlt if they are quality buildings and not the great phallic church of Dr Hugh Jazz
  18. Like
    Blacksythe got a reaction from Kuritho in The Infestation   
    Arms heavy tranquilizer gun
    Come on boys lets get a few of these for the arena shoot them from the drop ship.
  19. Like
    Blacksythe reacted to Ripper in Organization / Faction Reputation   
    Piggy Backing off the "Reputation System/Curriculum Vitae" thread...  Thanks Blacksythe... 
     
    It would also be nice to have a reputation for organizations.
     
    Essentially a database with factions and their relationship to other factions.  Any unprovoked attack by any member of the organization would increment the value towards hostile, while a standard timer would increment the value back towards friendly.  (or some other method.  This needs to be fleshed out, due to the different sizes of the Organizations.)
     
    This could be extended to sensors and provide a basic "Friend or Foe" mechanism.
  20. Like
    Blacksythe reacted to Vyz Ejstu in BOO - Band of Outlaws   
    "My, my. It is pretty."
  21. Like
    Blacksythe got a reaction from Kuritho in Reputation system/Curriculum Vitae   
    Firstly i want to link to the thread where i got this idea as it could go hand in hand with this system or simply be a stand alone system that replaces this system I thought it deserved it's own thread for discussion.
     
    Yes it looks like a wall of text so I have bullet pointed it for you
     
    Link
     
    I would like to see in the game a reputation system allow me to explain 2 versions of this;
     
    +1/-1 System
    Player accepts job, Player completes job, Contractor +1 for player  
    Advantages
    Simple, Easy to implement, Higher rep means more likely to get employment on bigger jobs, Lower rep may represent a noob that you may not want to employ Negative rep may represent a scammer, or a lazy half job Disadvantages
    Easily abused Employers cannot see the scale of jobs that this player was involved with  
     
    Curriculum Vitae
     
    This system requires some features being discussed in the other thread to work and would mean employers can see previous jobs that the player had been involved with and successfully or unsuccessfully completed. It could also include the +1/-1 system but employers again would be able to see if their score is legitimate or not.
     
    Advantages
    Higher rep means more likely to get employment on bigger jobs, Lower rep may represent a noob that you may not want to employ Negative rep may represent a scammer, or a lazy half job Less open to abuse as players can assess if the rep is genuine or not Previous employers could add comments on their performance and timekeeping Employers can see what kind of jobs the player has been doing Disadvantages
    Can still be abused but would require extra work to abuse it. Would potentially significantly slow down game play due to employers reviewing past histories
  22. Like
    Blacksythe reacted to HaidenFR in Dual universe - Visit at Novaquark headquarters   
    DUAL UNIVERSE
    Invitation at Novarquark

    Dual universe has actually a false reputation of being a mix between Space engineers and No man’s sky. It doesn’t helps.
    I’ve talk about that with the team...
    ...They’re not only doing a building game, at all. It’s a complete game, with everything you may expect from it, made by players who play games alike and who want to create their ultimate version with their own concepts. They’re playing the same games as you and they’re not willing to make the same mistakes.
    For now they’ve just shown their technology and they want to make a game as the same dimension as EVE online on which you’ve put some Minecraft mecanics in a ++ version

    I need to tell you that I was sceptical before going to Novaquark. I've a huge videogames experience so I hade a lot of questions.

    So, here's the interview. (It's my redaction, not exactly how they said it)

    TECHNICALLY
    - For Dual universe, you're seeking for a real big thing. Technically will it really be possible ? With how many maximum players visible ?
    For now it's a technical demo. When we've started the project it was on a multiplayer basis and not a solo one on which you add things.

    We're starting from a fresh new game, multiplayer in mind, we put the maximum and we adjust the things together.

    - At what distance you make elements of the game pop ? And when it's too far away, it doesn't pop ? It's showed but in low poly ?

    It will be in low poly. We're tweaking it as the project goes by.
     
    - Will there be differences between orbital flying and space flying ?

    For first the speed, maybe the vibrations, different motors will probably be necessary to control the player's progression. It will be luxury to have a ship who can do space AND planet flying. Our goal is more to have a ship carrying a shuttle to go on the planets. We'll also avoid big structures to go on the planets to don't see them crash on your little house without warning.
     
    - Will there be wheel vehicles and their physics ?

    It would make a lot of calculations so the size of the planets would be shrinked so no.
    But we'll have hovercrafts who follow the terrain.
     
    - What about aquatic vehicles ?

    It's hard to do in voxels but we want to make innovations with the voxels.

    CONSTRAINTS
    - Dual universe'll have limitations with the things we can build ? What happen if I build a giant penis ?

    Any building has a tag with the name of the person and you can report it. If it doesn't respect the rules of the game, the materials and buildings will be delete and the player may be banned.
    Next to that, what you can build, can be sold on the game market. I think the players
    will be more interessted to buy things with style, rather than the ones who don't match with the universe.
     
    - The pre made parts of the ships are a very good idea for me and when I see a ship it gives less the feeling of : "There are only cubes in this".

    We're putting these elements to inspire the players too. Some of them don't know how to build a ship, so we give some keys to them.
     
    - What if I wanna destroy a whole planet ?

    It won't be possible. The center can't be destroyed.
    Mining deeply will be a real career to avoid lava zones who'll be more and more numerous as long as you go deeper.
     
    - I'm a bad player so with 60 people I decide to build a giant cube around a planet, so no one can't go inside. How will you avoid that ?

    A good player will come destroy it.
     
    - How to control big groups of people that you can meet on games like survivals who are raiding or griefing anythings they find ?

    We don't want to break the game balance in any way.
    The start of the game will be safe to be able to develop yourself.
     
    COMPETITION
    - You know of course that there're others games who looks like yours in which I don't have to pay every month. Their first problem is their world is so big that we don't find any other player. How do you solve that ?

    We want to create a game to play for years, so the subscription is here to have everything to build new content. We wanna give more and more possibilities to the players.
    Dual universe isn't going to be another clone. We wanna do the ultimate sandbox game. We've played to the other games you're talking about and we allways thought that there is missing something, that's why we've decided to do our own project.
    For what you can do in the game, we believe that the community will do a big part for that in Dual universe.
     
    GAMEPLAY
    - What planets will have to give me the want to explore them ? Today the sandbox games are mostly with empty planets and sometimes a cave. This is not very interresting. What is exploration for you ?

    Exploration has to be not too easy and rewards you. It's hard to take off a planet to go to another one but there will be different ways to do it. You'll need players, materials, skills, fuel, make tests etc...
    Next to that we're putting a lot of work in the creation of the biomes so they all have a purpose and goals for the player. They're not just skins of the terrain, they all have their materials, aquatic lifeforms, animals, etc...
    You'll also can find wreaked ships, ruins and things that the players had built.
    In space you'll find minerals in asteroids or a secret base hidden by a player in one of them.

    - A universe with 30 planets and people rather than a universe with 250 planets with no one and allways the same things to do sounds more interesting for me. What do you think about that ?

    Our universe will expanse as players come in the game. The more player are in Dual Universe, the more we will add elements to, then we'll give access to stargates who'll bring you far away in the universe.
    We also want to implement safe zones to encourage people to regroup.
     
    - Will there be aliens ? NPCs ?

    The game is about the humans who're searching a new planet. The game has a story. So we're just thinking about humans and animals. But you'll have elements to make alien looking ships.
    For the NPC if by that you mean : The magician standing in front of his house, you won't have that.

    - But a city without NPCs walking by will make it look dead, no ?

    What will be constructed will be at the scale of the player population of it. So like in real life in the street, you're not allways seeing people, you'll not see players if they're not using their colony. But it will take time and investment to build these colonies so there will be players in.
     
    - The players' ships and buildings will be saved ? Tradable ? What happen if my ship is destroyed ? Can I make it again with a saved blueprint or will I have to do it again from scratch ?

    Yes, you'll have all of this and the ability to build back your ship if you've saved the blueprint.
     
    - What about the character creation. What will be the options ? Will we all have the same look ?

    There will be a character creation : man, woman, face details, haircut, nickname, logo, etc...
     
    - Will you put ranged combat on foot ? Melee combat ?

    The combat will be a lock and fire system. (Nok : Not a Tab + skill, I asked) The goal is to have a tactical combat more than a reflex combat and also because of the technical issues a too fast fighting system may create latency, etc... (Nok : So it would look like a Star wars galaxies system on its end)
     
    - How will be the space combat system ? Simulation ? Arcade ? Shields / Armor / Pilot (dead) like in most of others space games ?

    We're looking for somewhat of a realistic lock and fire space combat. A tactical combat. You'll have to hit the shields, scan to find where are the important parts of the ship to destroy them, etc...
     
    - In a multi crew ship, what are doing the other players ?

    A ship will need a lot of things to work. You'll have to close doors to take off, people in the turrets, others who'll make the power go to the speed or the shields, etc...
     
    - Someone is boarding my ship. Is it more interesting for him to destroy or hack a door or make a hole in my ship ?

    It depends of your ship construction. The ship will define its weaknesses. If you've put a strong door, they'll hit the shields. If you've strong shields, they'll hit the door, etc... Following that idea. It's up to you to enhance your ship structural after that.
     
    - Will there be any fuel ? Will I have to eat, drink or sleep ?

    Let's take an example. A player wanna explore a cold and far away zone. He'll have to equip himself with clothes to go there and have the supplies for that kind of expedition.
    In that way the more you're prepared, the more you'll be rewarded.
     
    - What happen when I die ?

    For now it's a respawn, after there'll be penalties, but it's still in the works
     
    - How will be the economy ?

    We're looking for something close to EVE online for that with markets that players can make. There can be different markets next to anothers and who compete.
    In these markets you'll be able to sell materials, objects, constructions, DAC (Subscription tokens).
    At the beginning we'll put bots, as it was on EVE online, to have a working market since the start. When it'll be working, we'll delete bots as more as players will come in.
    We have knowledge about the economic systems, so we'll make sure it's never blocked.
     
    - What are the careers planned ?

    You can see that on the Kickstarter
     
    - Will there be a criminal system ?

    We want the community to control that. For example if this group is know to be agressive, the communty will see if it has to be stopped or not. It may create police players group to stop them.

     
    Other things to notice :
    - They'll put free extensions to add specify content like : Stargates or Weather system (I mean tempests, etc...) and so on.
    - When you're in the cockpit, you can see your body in full 3D. It will be improved.
    - You'll be able to tweak your ship. With the LUA system. So it will really be your ship and with that you can expand his value on the market
     
    Now it's up to you to decide.
     
    Thank you to Alexandre Moufarek, Ludovic Serny, Jean Christophe Baillie, Berjamin Berteau and all the persons who've answered my questions. They were passionate players and very easy to speak with.
    In case you forgot, link to the Kickstarter : https://www.kickstarter.com/projects/1949863330/dual-universe-civilization-building-sci-fi-mmorpg

    Thank to all. It was Kendan for whyshouldiplay
     
  23. Like
    Blacksythe got a reaction from Underhand Aerial in Reputation system/Curriculum Vitae   
    Firstly i want to link to the thread where i got this idea as it could go hand in hand with this system or simply be a stand alone system that replaces this system I thought it deserved it's own thread for discussion.
     
    Yes it looks like a wall of text so I have bullet pointed it for you
     
    Link
     
    I would like to see in the game a reputation system allow me to explain 2 versions of this;
     
    +1/-1 System
    Player accepts job, Player completes job, Contractor +1 for player  
    Advantages
    Simple, Easy to implement, Higher rep means more likely to get employment on bigger jobs, Lower rep may represent a noob that you may not want to employ Negative rep may represent a scammer, or a lazy half job Disadvantages
    Easily abused Employers cannot see the scale of jobs that this player was involved with  
     
    Curriculum Vitae
     
    This system requires some features being discussed in the other thread to work and would mean employers can see previous jobs that the player had been involved with and successfully or unsuccessfully completed. It could also include the +1/-1 system but employers again would be able to see if their score is legitimate or not.
     
    Advantages
    Higher rep means more likely to get employment on bigger jobs, Lower rep may represent a noob that you may not want to employ Negative rep may represent a scammer, or a lazy half job Less open to abuse as players can assess if the rep is genuine or not Previous employers could add comments on their performance and timekeeping Employers can see what kind of jobs the player has been doing Disadvantages
    Can still be abused but would require extra work to abuse it. Would potentially significantly slow down game play due to employers reviewing past histories
  24. Like
    Blacksythe got a reaction from Cybrex in BOO - Band of Outlaws   
    How I see this logo;
    The honey badger just doesn't care and represents our right to freedom In a double turn of events the honey badger also fights for that right with tooth and claw. Representative of that we will fight for that right. The cog represents progress and adaptability fighting for freedom creates many enemies and without being to grow, move and adapt to our situation our enemies will come for us.
  25. Like
    Blacksythe got a reaction from Hunter in Reputation system/Curriculum Vitae   
    Firstly i want to link to the thread where i got this idea as it could go hand in hand with this system or simply be a stand alone system that replaces this system I thought it deserved it's own thread for discussion.
     
    Yes it looks like a wall of text so I have bullet pointed it for you
     
    Link
     
    I would like to see in the game a reputation system allow me to explain 2 versions of this;
     
    +1/-1 System
    Player accepts job, Player completes job, Contractor +1 for player  
    Advantages
    Simple, Easy to implement, Higher rep means more likely to get employment on bigger jobs, Lower rep may represent a noob that you may not want to employ Negative rep may represent a scammer, or a lazy half job Disadvantages
    Easily abused Employers cannot see the scale of jobs that this player was involved with  
     
    Curriculum Vitae
     
    This system requires some features being discussed in the other thread to work and would mean employers can see previous jobs that the player had been involved with and successfully or unsuccessfully completed. It could also include the +1/-1 system but employers again would be able to see if their score is legitimate or not.
     
    Advantages
    Higher rep means more likely to get employment on bigger jobs, Lower rep may represent a noob that you may not want to employ Negative rep may represent a scammer, or a lazy half job Less open to abuse as players can assess if the rep is genuine or not Previous employers could add comments on their performance and timekeeping Employers can see what kind of jobs the player has been doing Disadvantages
    Can still be abused but would require extra work to abuse it. Would potentially significantly slow down game play due to employers reviewing past histories
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