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PauMS0418

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  1. Like
    PauMS0418 got a reaction from bleakcon in Overall Synthetic Diagram of the Industry (OSDI)   
    New lil upgrade to make the names more readable...
    Lemme know what's wrong or if u like !

  2. Like
    PauMS0418 reacted to MIKEFROMSPACE in Realistic water, weather, and air effects   
    Okay, been playing since early beta Oct20 almost non-stop! There are many other suggestions I'd like to post but this is paramount;
    Water should be far more than just something you see below 0 and what you hear. It should be interacting with  ground voxels, build voxels, and elements. 
    1: Water in puddles should have waves independent of waves on larger bodies of water, so waves aren't moving through voxels which is totally unrealistic.
    2: Waves should work with air currents and water currents, thereby allowing larger waves to form in larger bodies of water, which will come and go depending on weather.
    3: Air and water should kinetically react to passing ships, so water sprays up, even makes fog in the sunlight or from heat of engines on the water. Vert boosters or hovers will begin boiling water making steam.
    4: Air underwater... when in any cave, the cave should slowly build up air pockets if vertically trapped. This would allow people to build bases underwater yet have characteristics of a real cave, where methane gas and micro-organism decay will fill caves with air.
     
    That said, we could have additional water interaction with elements. Even have water creatures, flowing creeks, rivers, waterfalls, all naturally forming, working with the terrain you edit. Sure, it would require an algorithm and hope if they do this, water from such things will even wear away at the terrain from high water waves and flowing water. New types of rocks can form around water, so granite around flowing water that's something you can mine like an ore, limestone in caves, etc....
  3. Like
    PauMS0418 reacted to Lethys in More core construction grid shape   
    Has been asked years ago too. No response. Guess NQ doesn't want that 
  4. Like
    PauMS0418 got a reaction from NQ-Naunet in (Long-term) Community goals   
    Hi y'all, DU players, NQ staff, visitors...
     
    Did you ever think to cooperate with your worst rivals ?
    A strange idea nah ?
     
    What if there was something far more important
    than grabbing a few kilo-tons of resources
    or playing the one with the biggest (ship) ?
    Something like, for example,
    the construction of stellar gates to travel from galaxies to galaxies, or the annihilation of a meteorite that would threaten to destroy Alioth, or again, the development of a terraforming technology (not the tool every player can already enjoy) to create new planets ...  
    Of course, accomplishing these goals should be proportionately more difficult* and complex *
    than what the game already offers or will offer when released, in single player gameplay, or within an organization ...
    and should take several months or even years to be set up (which should give developers time to work calmly?).
     
    * Difficult due to the amount of resources that it would require and the investment at all levels of its implementation
    and complex due to the logistical resources to be implemented, the possibility of specific parts and elements to be produced, specific buildings to be constructed ...
     
    ... There could be so many reasons to create long- or medium-term accomplishments
    and to stimulate massive cooperation between DU players...
     
    I imagine that to ensure the sustainability of such MEGA objectives, 
    it would have to consist of almost obligatory civilizational steps
    and unlockers of new functionalities, in-game contents or even territories to explore ...
     
    In addition, to avoid the multiplication of disparate initiatives,
    it would have to be managed by the NQ team
    or, at least an in-game representative, such as the Alephia organization.
     
    Morover, to motivate the players all the more, they should be regularly rewarded for their investment
    and offer them in-game services as far as possible and reasonable (protection for example?).
     
    Finally, I think it's a very good idea because it would put the player at the heart of the game
    by making him responsible for its sustainability and its posibilities.
     
    It remains to be seen whether this is as interesting for other players and dev team as it sounds to me ;
    Sufficient to make new players want or to motivate former players to continue playing ?
    and therefore to pay a subscription and therefore to make this game live economically ...
     
    Well, thanks for reading !
    Whish you all to have fun on DU !
     
    ---
    P.S. : If your r interested into the industry in DU, u coul be interested by my overall synthetic diagram of the inDUstry : 
     
  5. Like
    PauMS0418 reacted to fiddlybits in Overall Synthetic Diagram of the Industry (OSDI)   
    Thanks for the quick response. The diagram does a good job of highlighting the links between categories. I agree that adding the machine icons used in each step would be a useful addition. 
  6. Like
    PauMS0418 got a reaction from fiddlybits in Overall Synthetic Diagram of the Industry (OSDI)   
    New lil upgrade to make the names more readable...
    Lemme know what's wrong or if u like !

  7. Like
    PauMS0418 reacted to fourteen in Overall Synthetic Diagram of the Industry (OSDI)   
    text is way too small, cant read
  8. Like
    PauMS0418 got a reaction from admsve in Overall Synthetic Diagram of the Industry (OSDI)   
    Small upgrade to improve the visibility of the production links between the different categories of items.

  9. Like
    PauMS0418 reacted to NQ-Nyzaltar in [Guidelines] Public Test Server Feedback   
    Dear Noveans,
     
    With the opening of the Public Test Server (PTS) available to all DU players come a few guidelines, if you want to give some feedback.
    We wanted - for a long time - to give the opportunity to anyone among you to give your opinion on features before they hit the Live Server.
    However, as the time window to give feedback on new features deployed on the PTS will be usually limited, it's important to get structured feedback to be taken into account by the Devs, in order to make possible changes before deploying the said features on the Live Server. Note: having a new or modified feature deployed on the PTS doesn't necessarily mean that the same will be deployed on the Live Server. Community feedback may change the Dev Team course of action.
     
    In order to facilitate the follow-up of your feedback by the Dev Team, it's really important to talk about one topic/feature per forum thread.
    Additionally it's highly advised to follow the template below when giving feedback on a specific topic/feature deployed on the PTS:
     
    Naming clearly the feature / game mechanics involved. Your feedback on the deployed feature (what you like / what you don't like about it (in this case, please give an explanation why you don't like it)). What kind of improvement you would see for such feature.  
    If your feedback is about a bug report, please follow this template:
     
    Subject: [BUG] <Issue name here> Current Version Number: <Can be seen when closing the client> Impact: <Game breaking / Crash / Corruption / Item/Data loss / Inconvenience / Cosmetic> Summary: <Short outline of the issue> Description: <Description of the issue> Reproduction: <Steps taken to make this bug happen>  
    Reminder: there will be no official support for the PTS.
    This means you can report bugs you found/experienced on the PTS (preferably in this forum section).
    It's encouraged to report bugs found on the PTS, to make sure they won't be replicated once the involved feature will be deployed on the Live Server.
    However, do not send tickets to the Customer Support to fix issues you encountered on the PTS.
    Why no support? The reason is quite simple: in their experimental state, things may be broken.
    The Novaquark Team prefer to allocate 100% of the Customer Support resources to the Live Server, where the "real game" happens.
     
    We hope you'll understand our stance on the matter.
     
    Best Regards,
    The Novaquark Team.
     
  10. Like
    PauMS0418 reacted to vylqun in [Guidelines] Public Test Server Feedback   
    Very important, give the players who join a full inventory with stuff. Not many will be able to afford the time to grind up to endgame content for pure testing purposes.
  11. Like
    PauMS0418 reacted to iNFiDeL in [Guidelines] Public Test Server Feedback   
    ❤️ Glad to hear it very much appreciated NQ! Will the PTS be a duplicate of the current server? If not how will we get stuff to test with?
  12. Like
    PauMS0418 reacted to yamamushi in Back Dual Universe Today!   
    Just messing around with iMovie before I shell out for Final Cut this week. 
  13. Like
    PauMS0418 reacted to Shynras in Guide to HTML & CSS for the ui   
    In the last video JC said that we'll be able to customize our own widgets for constructs in HTML & CSS. If you want a quick, interactive (and fun?) way to learn at least the basics, i suggest you to try this: https://www.codecademy.com/ , it does have some well done tutorials, easy to understand even for someone with no experience. I'm not related to that website, i'm not even sure i can post it so feel free to remove this post if it's the case, but it has been helpful to me so i'll share that with you. 
  14. Like
    PauMS0418 reacted to NyS in FR ?   
    Bonjour,
    Un jeux crée avec des devs français et aucune informations disponible en français sur le forum ?
    Possible d'avoir les informations aussi en français sur le jeux car nous somme aussi la nous.
  15. Like
    PauMS0418 reacted to yamamushi in Any French language speakers willing to translate JC's talk?   
    Are there any French language speakers who are willing to translate/transcribe this talk from JC to English?
     

     
     
  16. Like
    PauMS0418 reacted to NQ-Nyzaltar in DevBlog: Scanning & Mining   
    (Posted Friday 4th of November 2016 on the DevBlog)
     
     

     
    Some progress on the mining game mechanics
     
     
    In this Devblog, we aim to shed some light on a very important part of the future gameplay of Dual Universe: scanning & mining. What follows is our current thinking on these features, as we are currently implementing them. This may still evolve in the future, in particular thanks to your feedback! So, let’s have a look.   Scanning is the activity of prospecting to find new resources in the ground on planets. Resources are physically geographically located, they have a span and a size, and they are generated via our procedural algorithms together with the planet as voxel blobs. They will be spread on the planets based on rarity and how important they actually are in crafting recipes. Some rare resources will not be found on Alioth, the starting planet, so you will have to journey out into the universe to locate them.. Each biome will have a set of typical resources associated with it, so prospecting starts by “knowing your biomes” The table below presents a simple rough description of how we plan to stage the levels of difficulty for materials:           Our current plans for prospecting are focused on two scanning techniques: radial scanning and directional scanning.   Radial scanning will allow you to probe for a given class of material in a given radius: the scanner will be able to show you what percentage of the area you’re scanning is made up of the class of material you are seeking. It’s only partial information. You won’t know where it is exactly, just that 1.6% of the volume of your scanning sphere is filled with metal, for example. A scan “operation” will take some time. Longer scans will yield more precise measurements. There will be a level of imprecision in the exact size of the radius, which you will be able to improve via skills.   How does it work? Well, most of the time, the thing you are looking for will not be in the sphere you are probing. So, you’ll see a 0% signal reading. You will then move and suddenly, a signal will show up. You know that your sphere has just “hit” a vein of what you are searching for. At this moment, you will be able to deploy a sphere marker, that will basically help you to visualize the volume where your target material is likely located.. The marker will stay there while you move to another location and start again. By intersecting markers you will start to be able to pinpoint more precisely where your precious material is located. This is the general idea.   Now, the exact technique you will use will also depend on the type of veins that correspond to the material you are looking for and what kind scanner you have. Consider these two schema that illustrate different strategies depending on the relative size of the average vein compared to the radius of the scanner (the double circling of the spheres illustrate the imprecision on the radius):                 These strategies will be important to master, because mining randomly will just exhaust your time and resources and will usually return only very common and not very worthwhile materials. Mining gear will have fixed scanning ranges that correspond to their levels. You won’t be able to adjust these ranges or change the scanning radius. They’re fixed. So, no choice: you need to move!   Now, once you start to have a better idea where you material is, you might start to use the directional scanner. This is much more straightforward. The directional scanner will give you the amount of the 4 or 5  most significant materials within a cone of a few degrees in the direction you’ve pointed your scanner.. The max distance will be a level dependent parameter, but will remain relatively small so you need to use radial scanning first to narrow your search area. The signal received for a given piece of material will decrease with distance, which should give you precious “gradient” information to follow. This is roughly how this could look:           In some future expansion we will probably add some more advanced tools for prospectors as well as planetary scale global information to help you judge the potential of newly discovered planets.   Our vision for this gameplay (as well as most of the gameplay of Dual) is to make it deep. We want players to be able to develop their own very real expertise on best practice, specializations, etc. We want the activity of prospectors to remain challenging even when you master it, so that a good prospector will have a very high value as part of a team. Now, for easy and abundant materials, it will be possible to find resources much more easily (we are considering a simple local highlight of what is there, so you just “see” it). But for the more rare and uncommon materials, we want it to be rewarding and feel like a real achievement. We provide the tools, but players will have to come up with the best strategies to get to the most precious material. The way you dig for gold as a beginner, and the way you will approach it after 100 hours of being a prospector are totally different. Sure there is a skill tree, but the actual trial and error experience also makes a difference. For a MMO game that is supposed to be played for hundreds of hours, anything not challenging quickly becomes a chore. We want to prevent that.   Now, about mining: it will be done via your Nanoformer. The harder the material and the larger the volume collected, the longer it will take. We have chosen an energy-based model where each material is capable of absorbing a certain level of energy before being “mined”. So, you will be able to upgrade your Nanoformer energy throughput to improve your mining as well as various mining skills. For more advanced mining, and possibly some rare materials, dedicated tools will enter the scene, but this might not be available at release, but rather in a future expansion. We are considering the possibility of Mining Units inside your constructs, but this will be in an expansion after release and it will require some careful balancing to make sure standard mining is still an option, in particular for beginners.   Interestingly, we imagine that the “profession” of prospector/scanner and the “profession” of miner could very well be separate. Some people will specialize in finding large veins of important materials (and possibly sell the intel about the location), while some others will specialize in mining it, focusing on a mining site for several weeks or months. When you exploit a deep vein, you will need to install things like lifts, vehicles, containers, and clean wide shafts to ease material and dirt evacuation. Maybe even factories close to the vein to transform the ore into pure material. This differs from most other games where scanning and mining are usually very similar and the activity of mining and scanning alternate frequently as you jump from one asteroid to another, or one mining spot to the other.   We hope you enjoyed this short intro and, as usual, we are very excited to hear your feedback and ideas! We are developing this at the moment, so it’s a good time for the community to share your thoughts and influence what is going on!     JC Baillie, Project Lead.  
  17. Like
    PauMS0418 reacted to HaidenFR in Dual universe - Visite chez Novaquark   
    Dual universe
    invitation à visiter les locaux

    Dual universe a actuellement une réputation erronée de “space engineers mixé à du no man’s sky” qui ne l’aide pas du tout.
    J’en ai parlé avec l’équipe...
    ...ca n’est pas qu’un jeu de construction qui est envisagé, loin de là. C’est un jeu complet, avec tout ce que l’on est en droit d’en attendre, fait par des joueurs de jeux du genre qui veulent créer leur version ultime sur des concepts qui leur sont propres. Ils jouent aux mêmes choses que vous et ne partent pas dans ce projet avec optique de faire les mêmes erreurs, rassurez vous.
    Ils vous ont juste montré leur technologie et envisagent un jeu de la dimension d’un eve online auquel on a greffé des mécaniques comme un minecraft et tout cela en version ++

    Je tiens à dire que je suis du camp des sceptiques à propos du projet et basé sur mon expérience riche dans le domaine du jeu vidéo j’avais beaucoup de questions et pas forcément là pour ménager l’équipe.

    Voici mon compte rendu d’interview de l’équipe de novaquark. (c’est une retranscription et non l’interview mot pour mot) :

    TECHNIQUEMENT
    - Pour dual universe, comme les ambitions ont l’air vastes, techniquement parlant ca va tenir la route ? Avec combien de joueurs visibles au maximum ?
    Pour l’instant c’est une démo technique principalement. Lorsque le projet initial a été pensé, c’était sur une base d’un jeu multi-joueurs et pas un jeu solo auquel on va greffer des éléments.
    c’est + l’effet inverse. On part d’une base fraiche et maitrisée, on en met un maximum et on ajuste le tout.

    - A quelle distance, vous comptez afficher des éléments ? Quand ca ne s’affiche pas, ca n’affiche rien ? Du “low-poly” ?
    Ca affiche du low-poly. On l’améliore au fur et à mesure de la progression du projet.

    - Y aura t’il des différences entre le vol orbital et spatial ?
    La vitesse tout d’abord, peut être les vibrations, des moteurs différents seront probablement nécessaires pour contrôler la progression du joueur. Ca sera un luxe d'avoir un vaisseau à la fois spatial et atmosphérique. Notre but est plutôt de faire un vaisseau et un shuttle embarqué pour aller sur les planètes. Egalement nous allons probablement empêcher les trop grosses structures d'aller sur les planètes pour éviter que quelqu’un écrase un vaisseau immense sur votre cabane fraichement construite sans prévenir.

    - Y aura t'il des véhicules à roues et une physique + planétaire du coup ?
    Ca pourrait engendrer beaucoup de calculs et ca réduirait la taille des planètes donc non. Mais on aura des hovercrafts qui suivent le terrain entre autres.

    - Y aura t'il des véhicules aquatiques ?
    C’est très complexe à réaliser dans les voxels, mais on veut innover sur le sujet du dit voxel.

    CONTRAINTES
    - Sera t'on limité par joueurs au niveau des constructions ? Quelles sont ces limites ? Que ce passe t’il si je construit des pénis géants ou encore des insultes écrites visibles depuis l’espace ?
    Toute modification est tagguée du nom de la personne avec “report” possible. Si ca n'entre pas dans la charte, la matière et les constructions seront détruites jusqu'au possible ban. Accessoirement ce que l’on construit peut être vendu sur le marché, on pense qu’à terme les gens voudront + utiliser du contenu qui a du style que des choses qui n’ont aucun rapport avec l’univers du jeu.

    - Implémenter des morceaux pre-faits pour les vaisseaux (comme les cockpits) et bâtiments pour moi est la meilleure idée car ca permet de garder une cohérence et que ca ne fasse pas l'effet de : "y'a que des cubes dans ce truc." a mon sens vous devriez surtout développer cet aspect dans la construction. Que ca garde la personnalité du jeu, tout en ayant une partie customisation.
    On implémente aussi ces éléments pour donner de l’inspiration aux joueurs. Certains ne savent pas trop comment construire leur vaisseau par exemple, ca leur donne des clés pour y arriver.

    - Et si je veux détruire une planète entière ?
    Ca ne sera pas possible il y aura toujours un noyau dur qui ne pourra être détruit.
    egalement miner en profondeur sera un vrai métier ingame pour éviter des zones de magma sous la terre de + en + nombreuses à mesure qu’on s’approche du centre

    - Je suis un joueur pénible. Je décide avec un groupe de 60 personnes de créer un grillage géant autour d'une planète pour empêcher les autres d'y aller. Comment contrez vous ca ?
    Un joueur gentil viendra le casser

    - Comment comptez vous gérer les groupes de gens que l'on trouve sur les survival et qui "raid" ou encore "grief" tout ce qu'ils trouvent sans respect et sans même s'en poser la question à la limite. Ne cherchant qu'à obtenir ce qui est à l'intérieur. Comment se passe la sécurité pour mes constructions ?
    On ne veut pas artificiellement influencer telle ou telle balance de l'univers. Le début sera sécurisé pour permettre de se développer.

    CONCURRENCE
    - Vous avez conscience que bien d'autres jeux du genre sont sortis, sans abonnement ? Leur problème numéro 1 est que le monde est tellement vaste qu'au final on ne croise personne. Comment compter vous dynamiser ca ?
    On veut créer un jeu à jouer pendant plusieurs années, donc l'abonnement sert à avoir les fond pour faire du contenu et assurer la pérennité. Nous voulons mettre de + en + de moyens et de contenu aux joueurs. dual universe ne se veut pas être un énième jeu comme ceux sortis ces dernières années, mais une innovation. Le bac à sable ultime. On a joué aux autres jeux du genre et on a toujours trouvé qu’il manquait des fonctionnalités, c’est pourquoi on a décidé de faire notre propre projet avec une vraie finition à la fin, et selon notre vision.
    Pour ce qui est des occupations, on pense que la communauté va contribuer pour beaucoup au contenu de dual universe.

    GAMEPLAY
    - Les planètes vont avoir quoi pour favoriser l'intérêt de s'y promener et d'explorer ? Aujourd'hui les jeux qui ressemblent à votre projet proposent des planètes vides avec parfois une grotte. Ca n'a que peu d'intérêt. Vous voyez l'exploration comment ?
    L’exploration pour nous doit être méritée et méritante. Il est difficile de quitter une planète pour aller sur une autre mais il y aura plusieurs moyens pour le faire et ce à plusieurs. Il va falloir tel matériaux, tel skill, du carburant, faire des essais etc...
    a côté de cela nous mettons beaucoup d’efforts dans la création des biomes pour qu’ils aient tous un sens et un but. Ca ne sont pas que des skins de terrains. Il ont chacun leurs matériaux, leur vie aquatique spécifique, les animaux, etc...
    on pourra également tomber sur des constructions abandonnées et surtout ce qu’auront fait les joueurs.
    dans l’espace on ira dans un champs d’astéroïdes pour y chercher du minerais + on risque de tomber sur une base créer par un ou plusieurs joueurs au détour d’un de ceux-ci

    - Un univers fini ne serait-il pas + pertinent ? Ne vaut il pas mieux 30 planètes avec du monde que 250 où on ne croise personne et où il n'y a à faire ou que les mêmes choses génériques de l'une à l'autre ?
    L’univers sera en expansion à mesure qu’il y aura des joueurs. + il y aura de joueurs + nous l’agrandirons pour donner par la suite accès à des stargates qui emmèneront aux confins de l’espace.
    nous auront également différentes zones protégées pour inciter les joueurs à se regrouper.

    - Y aura t’il des aliens ? Vas t’on croiser des pnjs ?
    Le jeu est basé sur la race humaine qui cherche un nouvel endroit où s’établir. Le jeu a une histoire. Il n’y a donc de prévu que des humains et animaux. Néanmoins des vaisseaux et éléments de vaisseaux pourront avoir une allure + extra-terrestre.
    Pour ce qui est des pnjs, si vous parlez du magicien qui vous attend devant sa maison, non. Il n’y en aura pas.

    - Mais sans piétons une ville n’aura pas de vie ?
    Ce qui sera construit sera à la mesure des joueurs qui composent la colonie, donc comme dans la rue on ne croise pas forcément des gens à chaque coin de rue, on ne croisera pas de joueurs si la colonie n’est pas exploitée. De plus comme cela nécessite de l’investissement, si il y a colonie, il y aura des joueurs qui y circulent.

    - Les modèles de vaisseaux et bâtiments seront sauvegardés ? Echangeables ? Que se passe t'il quand mon vaisseau est détruit ? Je peu le refaire avec un plan sauvegardé ou je doit tout réinventer ? Sachant que si j'ai créé un croiseur interstellaire immense, c'est très chiant de tout refaire à la main.
    Oui vous aurez tout ca et moyen de refaire votre vaisseau si vous avez sauvegardé son modèle.

    - Au niveau de la création et de la personnalisation du personnage, quelles options aurons nous à disposition ? Est ce que l'on aura tous une apparence standard avec un scaphandre ? Sinon pourra on personnaliser l'apparence de son costume, la silhouette de son personnage ainsi que sa tête ?
    Il y aura une création de personnage : Homme, femme, détails du visage et coiffure, pseudo, logo, etc...

    - Comptez vous mettre du combat à distance à pieds ? Du combat de mêlée ? Si oui quelles sont vos références pour ca ? Les modèles que vous aimeriez adopter et vu dans d'autres jeux (tout ou partie) ?
    Le combat devrait être de type cibler et attaquer. (ndk : De l’attaque directe pas du tab + compétence. J’ai demandé.) dans le but d’avoir du combat + tactique que du combat de réflexes et aussi pour pallier aux contraintes technique de l’univers. Un combat + temporisé permet d’éviter les gros problèmes de latence. (ndk : Ca devrait donc s’apparenter à du star wars galaxies sur sa fin)

    - Comment compter vous orienter le combat spatial ? Simulation ? Arcade ? Bouclier / armure / puis dégâts direct sur tout ce qui compose le vaisseau comme dans la plupart des autres jeux spatiaux ?
    On vise un combat relativement réaliste à base de “lock and fire” (ndk : Comme à pieds donc en gros). du combat qui favorise + la stratégie : Frapper les bouclier, scanner et frapper les organes vitaux du vaisseau adverse etc...

    - Si vaisseaux multi équipage, les autres membres d'équipage chauffent juste un siège où auront des tâches à accomplir ?
    Un vaisseaux nécessitera pas mal de manipulations pour fonctionner. Il faudra fermer les portes avant de décoller, des gens pour utiliser les tourelles ou encore diriger les organes du vaisseau : Gestion des boucliers, puissance, etc...

    - Quelqu'un aborde mon vaisseau. A t'il + d'intérêt à faire sauter ou pirater (?) une porte ou de forer un trou et rentrer dedans ? La première solution serait meilleure je pense pour éviter que 1 ca ne soit trop simple 2 ca incite les gens à détruire systématiquement.
    Ca dépend de la construction du vaisseau. Le vaisseau définira les failles. Si vous avez mit une porte très solide, il optera pour le bouclier. Si c’est le bouclier qui est faible il optera pour la porte etc... En suivant cette logique. A vous après de faire en sorte d’éviter cela à l’avenir.

    - Y'aura t'il une gestion de carburant et / ou de nécessités à pieds comme manger, boire ou encore dormir ?
    Imaginons que le joueur veuille explorer une zone lointaine glaciale. Il devra s’équiper d’habits qui conviennent au climat et avoir de quoi pallier aux nécessités de son périple pour faire en sorte que ceux qui font ce genre d’expédition, préparés, soient récompensés.

    - Que se passe t'il quand on meurt ?
    Pour l’instant c’est du respawn. Il y aura probablement des pénalités ensuite, ca n’a pas encore été fixé.

    - Comment comptez vous gérer l'économie ?
    On vise une économie proche d'eve online avec des marchés que les joueurs peuvent fabriquer. Il peut y avoir plusieurs marchés côte à côte en compétition. Via ces marchés vous pourrez vendre des matières premières, objets, construction, dac (token d’abonnement).
    au début il y aura des bots, comme ca a été le cas sur eve online, pour faire en sorte qu’il y ai un marché fonctionnel d’entrée. Une fois le marché économique mit en place, les bots seront retirés en fonction de la quantité de joueurs.
    Nous avons conscience des fluctuations économiques possibles donc nous feront en sorte qu'il y ai toujours de l'argent qui circule pour que l'économie ne soit pas vraiment bloquée.

    - Quelles sont les carrières, s'il y en a que vous comptez implémenter ?
    Vous pouvez voir ca sur notre kickstarter

    - Y a t'il des statuts de hors la loi ou assimilé et comment c'est géré ?
    On veut plutôt que ca émerge via des conversations de la communauté. Tel groupe sera déclaré comme agressif. A la communauté de voir si elle veut réagir en conséquence. (ndk : Par exemple des groupes de police spatiale ou autre pourraient se former pour contrer cela.)


    Des choses notables encore à dire :
    - Ils ont envisagé des extensions ultérieures gratuites qui ajouteraient des fonctionnalités ciblées. Par exemple : Une extension qui ajoute les stargates ou encore une pour des phénomènes météo, etc...
    - Lorsque l’on est dans le vaisseau on peut voir son corps entièrement modélisé en 3d. Ca sera amélioré par la suite.
    - A terme des réglages précis seront possibles sur les vaisseaux pour en définir un usage personnel précis ou encore pour définir leur valeur

    Maintenant à vous de voir si ca en vaut la peine.

    Je voudrais remercier particulièrement Alexandre Moufarek, Ludovic Serny, Jean Christophe Baillie, Berjamin Berteau ainsi que tous les gens qui ont répondu à mes questions. Joueurs avant tout et passionnés par ce qu’ils font. Ils ont été très communicatifs, avenants et disponibles.

    Lien vers le kickstarter : https://www.kickstarter.com/projects...-sci-fi-mmorpg

    Merci à vous !

    KendanFR pour whyshouldiplay
  18. Like
    PauMS0418 reacted to Semproser in Use things built in the beta/alpha and turn it into "Ancient relics"   
    My suggestion is, that when the open alpha comes out, after people have spent a while frantically running around, building ships, cities, houses, mining stations etc. when the game is actually released, convert all of these creations into "discarded ruins from a long forgotten race" by changing all of the blocks used. Like all metal becomes corroded metal, all turrets become broken turrets or removed, power cores become depleted power cores that are useless (if there are such things) and giant space ships become 40k-esque space hulks... dead, broken and discarded. Cities built during the time become abandoned wilds, buildings above a certain height have their top halves removed, random holes in them everywhere, environmental recapture so vines everywhere, bushes and trees breaking through blocks in the roofs and flooring. 
    These things could be made to either make them a valuable resource, or have no value at all depending on what the devs want. 
    I would be fine with all of this being purely decorative, part of an integrated sub-lore, but something that cant just be rebuilt in the game as they would be exclusive (yet useless) blocks. Something to preserve, as part of this world's legacy. Hell the resources might even have value simply because of their rarity, after all "party hats" were one of the more expensive things in Runescape at one point - not because they are good or useful, just because they are rare. 
     
    If you don't like the idea of all this coming from the alpha, I'm sure there's room for this kind of thing anyway that's put in the game by creative teams you might employ. I just think this sort of thing just gives a small bit of...atmosphere to a game that needs it. 
     
    Anyone agree?
  19. Like
    PauMS0418 reacted to adamdeacon1 in multiple biomes per planet and magmar cores in planets   
    would be great if they could introduce some sort of proceduraly generated biome systems that are different depending on the planet. multiple biomes per planet could bring good dimensions to the game as you could potentially build a base in a hazardouse area making other players not want to set up near you.
    also magmar cores in the planets would be interesting as it would serve as a good reminder not too mine too deep. it could also serve to feed volcanos which may or may not explode at any time. would have to be very rare for a volcano to explode tho.
  20. Like
    PauMS0418 reacted to gyurka66 in Penalty for death   
    Death without penalty is meaningless so it would be cool to get some long lasting effect on death. Ideas below.
     
    Resurrection timer: after 3 deaths you would have to wait 60 minutes or so. of course you could play an alt character until.
     
    Skill penalty: i think i dont have to explain this
     
    changed appearance: i mean scars and such things
  21. Like
    PauMS0418 reacted to MrFaul in Blueprint Editor for advanced building   
    Full blown Blueprint Editor
     
    OK there will be trade able BPs (BP=Blueprint) we knew that already and we will be able to "print" them.
    And JC mentioned somewhere there will be a "testing" mode.
    However I think there is much more potential in a good BP ecosystem.
     
    Since it is very very very annoying to build only in first person view for some people. (Like me, an engineer who loves good CAD software)
    I'd rather a have good editor which allows me easy access to all voxels, elements and tools like a x-ray view or a quick access to the elements for scripting.
    Don't get me wrong here, the FP building is vital too and also needs love :-)
     
     
    A little example to demonstrate what I'm bitching about, building a big box:
    First person:
    Select box tool adjust size, look at your starting point click move physically around until your view and the box size matches what you want to accomplish, click again.
    (I acknowledge that first person is better for polish and details but that is it)
    Editor:
    Click and hold on the grid, move mouse for x/y size, scroll the mouse-wheel for z and stop holding the mouse button, done.
     
     
    DU is a game where we will be able to build fairly complex constructs so we need good tools to make that enjoyable.
    If you want a bad example how it's not done look at SE, building constructing stuff in the survival mode is painstaking annoying,
    you can't make fast iterations or changes of your creation to find something that works or/and looks good.
    (The actual building mechanic is rather enjoyable and hope DU will have something similar)
    So to make live easy a good editor is a must. But since we have so many aspects already and to avoid a sensory overload of its users only "one" editor won't cut it and several "modes" should be available.
     
    What the editor should support:
    Voxel mode
    Element mode
    Painting mode
    (Prefab and)Planning mode
    Simulation mode
     
     
    Voxel mode:
    Well all the tools to shape the voxels to your hearts content.
    It would be nice if the simple forms had handles for manipulation similar to those found in vector programs.
     
    Element mode:
    Designed for easy clean access to the parts list and friction free placing of the elements.
     
    Painting mode:
    Yes a dedicated mode just to bring out the artistic side in you.
    No seriously, I personally, I don't care much about the paint job but a lot of people will do.
    DU is going to be a very social experience it is in my opinion vital to give people the option to develop color schemes for their fleets.
    (Feature wish: the option to load SVG files as decals, allows to put logos and such on your ships :-)
     
    (Prefab and)Planning mode:
    This mode is for managing and adding the brains to your construct.
    It allows you to access all scripts/elements, setup limits/properties of the moving parts,
    define areas/spaces for a use case, setup the access rights,
    manage and create prefabs/templates for easy use later on and
    allows you to select a area to move it around(cut, copy and paste).
     
    Simulation mode:
    Well a mode to test all the stuff you just made to confirm that it works before you put all the resources and effort into building it only to discover it is a total failure.
     
     
    A live version of a BP of each individual construct should be contained in the core block so you can easily access it, make modifications or copy it for sale.
    Once you made changes to the "live version" and hit apply you only need to grab your building tools to disassemble/reassemble your construct without the need to constantly fiddle with your tool bar for the right parts.
    This mechanic would also allow contractors/friends to build your construct since they won't need access to the BP only to the building site.
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