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Kurock

Alpha Team Vanguard
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  1. Like
    Kurock got a reaction from Alsan Teamaro in DU Discover DU   
    Found something strange in your neighbourhood?
    If it's something weird, not quite understood.
    Weigh the anchor and measure the gurgle.
    The game is afoot. Come enter the circle.
     
    Discord: https://discord.gg/mRzveVU
    Community Site: https://community.dualthegame.com/organization/dual-universe-wayfarers
  2. Like
    Kurock reacted to yamamushi in Can you (not pilot) move freely inside ships mid flight and craft, build as well?   
    Yes, you can. While a ship is in motion people can move around freely inside of it and build and do various other ship related tasks. 
     
    Here's an example of this (albeit a small example):
     
     
  3. Like
    Kurock got a reaction from Demonneo in Question on losing inventory upon death   
    When you die in DU you lose your inventory (half disappears and half is lootable) but keep your quanta and your master blueprints. (At least that was the original plan from NQ)
     
    Lootablilty of DACs is a sticky topic. Originally NQ said they would *not* be lootable and there was a loud disproportional stink about it. So this has been discussed before...at length. You can wade though that topic here:
     
    A point that was raised is that someone paid real money for the DAC and then it got stolen. Let's repeat that: A player paid for something and got no return for it. NQ is ethically and morally bound not to allow that. And no, crying "git good noob" does not somehow make that OK.
     
    Solutions: 
    The EvE system to bank PLEX is one solution but will take precious dev time. Another that was suggested is that DACs are unlootable until they are sold for the first time. The effect of this is that hoarding in-game bought DACs carry an inherent risk which I have no issue with. A player can pop them immediately for time or accept the risk of keeping them.
  4. Like
    Kurock got a reaction from NanakotheNarcface in When will silver founders get access?   
    At least two generations fewer than Star Citizen
     
    Silver Founders get access during Alpha 2 now. When that will happen is unknown, though we may get a better idea when the roadmap is provided this summer (Paris summer that is)
  5. Like
    Kurock got a reaction from AzureSkye in Sandbox vs Themepark MMOs - What do you think?   
    Who says we can't create a themepark in the sandbox? Let's DU it.
  6. Like
    Kurock got a reaction from Mod-Meldrik in Sandbox vs Themepark MMOs - What do you think?   
    Who says we can't create a themepark in the sandbox? Let's DU it.
  7. Like
    Kurock reacted to Ben Fargo in Sandbox vs Themepark MMOs - What do you think?   
    Every game does not need to appeal to the vast majority of gamers.  There are a huge number of games that do try to attract them.  It makes more sense to appeal to those who are not finding what they want, instead of another game for the majority with nothing to make it stand out.
  8. Like
    Kurock got a reaction from GraXXoR in Question on losing inventory upon death   
    When you die in DU you lose your inventory (half disappears and half is lootable) but keep your quanta and your master blueprints. (At least that was the original plan from NQ)
     
    Lootablilty of DACs is a sticky topic. Originally NQ said they would *not* be lootable and there was a loud disproportional stink about it. So this has been discussed before...at length. You can wade though that topic here:
     
    A point that was raised is that someone paid real money for the DAC and then it got stolen. Let's repeat that: A player paid for something and got no return for it. NQ is ethically and morally bound not to allow that. And no, crying "git good noob" does not somehow make that OK.
     
    Solutions: 
    The EvE system to bank PLEX is one solution but will take precious dev time. Another that was suggested is that DACs are unlootable until they are sold for the first time. The effect of this is that hoarding in-game bought DACs carry an inherent risk which I have no issue with. A player can pop them immediately for time or accept the risk of keeping them.
  9. Like
    Kurock got a reaction from huschhusch in Question on losing inventory upon death   
    When you die in DU you lose your inventory (half disappears and half is lootable) but keep your quanta and your master blueprints. (At least that was the original plan from NQ)
     
    Lootablilty of DACs is a sticky topic. Originally NQ said they would *not* be lootable and there was a loud disproportional stink about it. So this has been discussed before...at length. You can wade though that topic here:
     
    A point that was raised is that someone paid real money for the DAC and then it got stolen. Let's repeat that: A player paid for something and got no return for it. NQ is ethically and morally bound not to allow that. And no, crying "git good noob" does not somehow make that OK.
     
    Solutions: 
    The EvE system to bank PLEX is one solution but will take precious dev time. Another that was suggested is that DACs are unlootable until they are sold for the first time. The effect of this is that hoarding in-game bought DACs carry an inherent risk which I have no issue with. A player can pop them immediately for time or accept the risk of keeping them.
  10. Like
    Kurock reacted to Vyz Ejstu in Heimera Trade Xchange   
    "
    Congratulations to @Falstaf for the second Community Spotlight: https://www.dualthegame.com/en/news/2018/04/10/community-spotlight-2/
     
    You deserve this one Falstaf, and we're as happy as you could possibly be with the interview and the spotlight. It's great to see your hard work with Oz getting limelight too!
     
    Many cheers and good wishes from all of us at the HTX!
    "
  11. Like
    Kurock reacted to z0Kng in Dev Tracker   
    Hello,
    we are  providing a dev tracker for Dual Universe until Novaquark may provides their own. It tracks the Twitter accounts (@dualuniverse, @jcbaillie and @Novaquark), Forum accounts(of course not pre-alpha posts) and the news page (https://dualthegame.com/en/news/). Maybe we will implement other channels later, e.g. reddit.
     
    You can find it here: https://hyperion-corporation.de/tracker.php
     
    It supports notifications for new posts (you must select the "Notify" checkbox) and automatically loads new posts (no refresh required).
    If you find any errors, feel free to contact me. I hope you will like it.
     
    With kind regards
    z0Kng from Hyperion Corporation
  12. Like
    Kurock reacted to CalenLoki in Question on losing inventory upon death   
    If DACs are lootable, I'll simply keep one of my three available chars near Ark, and trade/use/store them just there. After all i doesn't matter which of my chars use it to extend my subscription. Probably the prices will be best there too, due to competition.
    And because it's so simple, thus a lot of people will do that, it'll mean DAC trading outside safe zones will be just nonexistent.
     
    Emergent gameplay gain = 0
    Additional nuance for players = 1
     
     
    Exactly.
    I think both master BP (unsafe) and slave BP (unsafe) will be both created out of snapshot (safe) BP. So you don't need to create master blueprint at all, unless you want to give/sell someone rights to copy it.
     
    Otherwise I'll just create master blueprint, then create copies, then destroy master blueprint. Thus again leading to:
    Emergent gameplay gain = 0
    Additional nuance for players = 1
  13. Like
    Kurock got a reaction from DarkTemplar in Question on losing inventory upon death   
    When you die in DU you lose your inventory (half disappears and half is lootable) but keep your quanta and your master blueprints. (At least that was the original plan from NQ)
     
    Lootablilty of DACs is a sticky topic. Originally NQ said they would *not* be lootable and there was a loud disproportional stink about it. So this has been discussed before...at length. You can wade though that topic here:
     
    A point that was raised is that someone paid real money for the DAC and then it got stolen. Let's repeat that: A player paid for something and got no return for it. NQ is ethically and morally bound not to allow that. And no, crying "git good noob" does not somehow make that OK.
     
    Solutions: 
    The EvE system to bank PLEX is one solution but will take precious dev time. Another that was suggested is that DACs are unlootable until they are sold for the first time. The effect of this is that hoarding in-game bought DACs carry an inherent risk which I have no issue with. A player can pop them immediately for time or accept the risk of keeping them.
  14. Like
    Kurock reacted to Peregrin in Dual Universe Lexikon   
    Building the wall-of-text, one daily brick at a time.
     
    Also: stars and #314f55.
  15. Like
    Kurock got a reaction from GunDeva in Question on losing inventory upon death   
    When you die in DU you lose your inventory (half disappears and half is lootable) but keep your quanta and your master blueprints. (At least that was the original plan from NQ)
     
    Lootablilty of DACs is a sticky topic. Originally NQ said they would *not* be lootable and there was a loud disproportional stink about it. So this has been discussed before...at length. You can wade though that topic here:
     
    A point that was raised is that someone paid real money for the DAC and then it got stolen. Let's repeat that: A player paid for something and got no return for it. NQ is ethically and morally bound not to allow that. And no, crying "git good noob" does not somehow make that OK.
     
    Solutions: 
    The EvE system to bank PLEX is one solution but will take precious dev time. Another that was suggested is that DACs are unlootable until they are sold for the first time. The effect of this is that hoarding in-game bought DACs carry an inherent risk which I have no issue with. A player can pop them immediately for time or accept the risk of keeping them.
  16. Like
    Kurock got a reaction from ShioriStein in Question on losing inventory upon death   
    When you die in DU you lose your inventory (half disappears and half is lootable) but keep your quanta and your master blueprints. (At least that was the original plan from NQ)
     
    Lootablilty of DACs is a sticky topic. Originally NQ said they would *not* be lootable and there was a loud disproportional stink about it. So this has been discussed before...at length. You can wade though that topic here:
     
    A point that was raised is that someone paid real money for the DAC and then it got stolen. Let's repeat that: A player paid for something and got no return for it. NQ is ethically and morally bound not to allow that. And no, crying "git good noob" does not somehow make that OK.
     
    Solutions: 
    The EvE system to bank PLEX is one solution but will take precious dev time. Another that was suggested is that DACs are unlootable until they are sold for the first time. The effect of this is that hoarding in-game bought DACs carry an inherent risk which I have no issue with. A player can pop them immediately for time or accept the risk of keeping them.
  17. Like
    Kurock got a reaction from LittleJoe in old subscribers treated worse   
    What founders generously received when the supporter packs were announced are mostly cosmetic in-game items and not entire "packs". What those cosmetics are, are listed in the post where that image comes from:
     
    https://www.dualthegame.com/en/news/2018/03/07/supporter-rewards-for-founder-backers/
     
    Besides cosmetic in-game goodies:
    Silver Founders now get access to Alpha 2 (not beta like the would have previously)
    Gold Founders gets a name reservation
    (Sapphire Founders and up get a few more cosmetics.)
     
    NQ have stated that they are looking into allowing upgrading from Founder packs to Supporter packs as there are quite a few people asking for this.
     
    Are NQ really treating Founders worse by handing out free stuff?
  18. Like
    Kurock got a reaction from GunDeva in old subscribers treated worse   
    What founders generously received when the supporter packs were announced are mostly cosmetic in-game items and not entire "packs". What those cosmetics are, are listed in the post where that image comes from:
     
    https://www.dualthegame.com/en/news/2018/03/07/supporter-rewards-for-founder-backers/
     
    Besides cosmetic in-game goodies:
    Silver Founders now get access to Alpha 2 (not beta like the would have previously)
    Gold Founders gets a name reservation
    (Sapphire Founders and up get a few more cosmetics.)
     
    NQ have stated that they are looking into allowing upgrading from Founder packs to Supporter packs as there are quite a few people asking for this.
     
    Are NQ really treating Founders worse by handing out free stuff?
  19. Like
    Kurock reacted to Lethys in Sugar, Spice, and everything worth killing for: Food   
    I would love to see some kind of Drug/food mechanic (if it's not too OP, not needed to play and not broken ofc).
    One small addition: every food should have a bonus AND a malus . I actually quite enjoyed eves approach there: increase armor repair bonus, but take a hit on armor hitpoints and a hit on capacitor capacity. If such mechanics only have a plain bonus without a malus, people won't ever use the bad food at all - because it doesn't make sense. If such a bad food gives you a huge hit on velocity but halves your reload timer on guns.....
     
  20. Like
    Kurock reacted to AzureSkye in Sugar, Spice, and everything worth killing for: Food   
    After the rather poor reception of my propose sleep mechanic and more research into combat, I feel I can offer a unique spin on the idea of Food.
     
    First and foremost: Food should not be required to survive. This is not a Hard Core survival sim (though I wish it were, sometimes).
     
    My proposal is thus:
    Food will give bonuses/maluses to stats. These bonuses/maluses will be in the single digit percentage ranges and will cover a few skills at a time, with one primary. (+5% shooting, +2% reload, +1% crafting, +1% dodge) Food items can be combined to improve their "taste" and the bonuses given. (For example: Raw Wheat will give a small malus, raw flour will give a malus, but a cake will give a bonus.) All food items will have "taste" profiles and modifiers. The profile determines what "taste" is added when combined, while the modifiers alter the "taste" of the other ingredients. (This will probably be best displayed as a radar plot) All players will have a randomly generated "palate" that slowly and randomly evolves over time. This "palate" determines how much of a bonus is gained from the food. "Tasty" foods give bigger bonuses, "nasty" foods give maluses. It will take years before a "palate" noticeably changes. This will be shown in the UI when a food is selected. (General Bonuses * Palate modifier = Actual bonuses) Bonuses will last for 3-4 hours, with a slight increase during the first hour and then a steady drop off afterwards. Maluses will only last for 30 minutes and quickly decrease. Every food has a "satiety" value. You can only eat so much before you are full. Once you are full, further eating adds Maluses, rather than stacking Bonuses. The more you eat, the longer the bonuses last. Spices will exist that have small "satiety" levels and limited "taste" profiles, but they will have large "taste" modifiers. (Don't like savory foods? Add cayenne pepper! Make it spicy!) Finally, all plants will take months to grow and harvest, however between planting and harvest, the plants will require minimal supervision. They'll require more supervisor the less friendly the climate is to that plant. Harvests will produce a great quantity of food. (Farmer's should be able to explore the universe too!)  
    The purpose here is many-fold:
    To encourage economic activity by creating an intuitive category of good. Most people understand food and how good eating is good for them. This idea is focused on organizations as the primary producers and consumers. A solo pilot isn't going to mind being a few percentages slower at mining, or reloading, or crafting. But on the industrial scale of large organizations, these foods will be very important to squeeze out every Quantum. Wars have been fought over spices and I see no reason DU can't be the same. I've always disliked games where plants grew very rapidly. To gather a large stockpile, you were constantly running from plot to plot, planting and then you only have a few hours before you need to go harvest everything. Plants take time and care. Insta-plants aren't fun. The random element to the food is because a) everyone likes different things, and b ) this way there will be no "best" plant. What's in demand will change with the seasons and the years.  
    (P.S: Wooo! 100th Post!)
  21. Like
    Kurock reacted to Durendal5150 in Wild Speculation: Approaches to Combat   
    @CalenLoki  I'm going to have to agree with @AzureSkye's assessment here. Much of the reason NQ has said they need to use a lock-on combat system is to avoid a lot of the server overhead. It, as Azure notes in his second edit, helps with lag compensation and to hid necessary interpolation. I think everything you've written about selective damage is cool as hell,  and seeing FTD-like damage mechanics in DU would be amazing. But It really is way too much overhead for the limitations they have to work with. At least to the best of my understanding.
     
    It may be possible to give *some* realm of selective targeting against certain constructs. possibly by breaking them up into zones and directing the attack against one with the most visibility by LOS or something. To avoid the 'blowing up things that are mostly underground by shooting the antennas' problem. (Good call on that one!)
     
    So one thing I do want to address specifically is Calen's comment about skill over luck and Azure's suggestion that AvA should be free-aimed, kinda at the same time.
     
    A big part of the system I was proposing (extrapolating, guessing at.) is that it's simple and it specifically removes player skills with high ceilings from the equation. It retains the vital 'intelligent' skills of combat. Positioning, usage of cover, all that tactical stuff. But it explicitly removes the higher ceilinged twitch skill of aiming. Both because of the limits of the server architecture, and because ultimately, despite its presentation, DU is simply not a typical action game. It can use some of their conventions and presentation, because they're familiar and comfortable to most gamers. But ultimately, the twitch-shooter crowd just isn't the core audience, and there are no NPCs. If all combat is PVP, it shouldn't be skill gated off and made the realm of CS vets who can snap-shot you in a quarter second. I think you are right in the assertion that player skill is important and should be rewarded, but it's important to consider which skills should be and to what degree, to make sure the game remains accessible through all of its loops to its core audience.
     
    As a last note, I agree with Calen that shields are a questionable addition. Traditional 100% mitigative, 100% cover shields remove all economic risk from committing to battle with a lesser opponent, continuing to balloon existing advantages that larger craft and richer players will naturally have. I don't think the solution is, necessarily, "have no shields," but it's possible to implement them in ways that lessen those advantages. An example I've considered; have shields be pin-point affairs. A shield generator needs an operator, just like a weapon turret. It can be aimed at one enemy ship, and provides its protection against them for the duration of its operating cycle, at which point it has a short cooldown before being 'fired' again. This shifts a little advantage to smaller craft (Which we can assume there will be more of,) as well as reinforcing some of the multicrew gameplay NQ really wants to focus on.
  22. Like
    Kurock reacted to Ben Fargo in The AI Series   
    This is a series of stories I have written about artificial intelligences (AIs).
    Originally I posted each one in a separate topic, but I have gathered them together so I can list them in order.  (Thanks to @Kurock for suggesting this.)
     
    This story is about the early developers of sentient artificial intelligence.
     
    First Choice 
     
    These stories happen during the rebellion against AIs in 2145.
     
    1. MaybeNextWeek.pdf 
    2. TheBackdoor.pdf
    3. BerryPicking.pdf
    4. TheDialog.pdf
    5. LastDance.pdf
  23. Like
    Kurock reacted to NQ-Nomad in [Feedback] Newsletter Revamp   
    Hi guys, 
     
    Thanks for the feedback here.
    We put @Vyz Ejstu's suggestion in the latest emails sent to improve reading comfort. 
     
    Cheers, 
    Nomad
  24. Like
    Kurock got a reaction from Ben Fargo in The Dialog   
    This is growing into a bit of a series.
     
    Maybe another topic could be used to list them all so that newcomers don't miss one   
  25. Like
    Kurock reacted to Ben Fargo in Bounty Hunting System: A criminal deterrant or RP device?   
    I found this statement in a devblog.
    This is from  ORGANIZATIONS: PURPOSE & MANAGEMENT.  This is a year old ( posted March 31, 2017) and things may change,  but it gives me the impression Novaquark was planning for bounty hunting to be a mostly automated system, instead of one where players could place a bounty on whoever they chose.
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