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Kurock

Alpha Team Vanguard
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  1. Like
    Kurock reacted to Kongou in What does your clan have to offer me ?   
    Hello welcome to the community. Please dont feel pressured into joining anyone right away.
     
    I'm from Cinderfall myself, we promote many positive organisations working together, as such I can also recommend checking out some other organisations.
     
    https://community.dualthegame.com/organization/cinderfall-syndicate


    Diverse Unified Alliance : https://community.dualthegame.com/organization/diverse-unified-alliancedua
     
    The DUA are some good guys that could use a few good people looking for a nice place. Im sure they would love some additional help with management or even if you just want to chill. The DUA has other orgs within it you can check out, they offer a wide variety of playstyles and tasks within their alliance.

    Objective Driveyards : https://community.dualthegame.com/organization/objective-driveyards

    ODY a reasonable and level headed place operating as a sort of corporate state.

    There many more, thanks for joining dual universe. check out all the orgs on the community portal, this links specifically to the org list, but clicking the dual universe in the upper left will route you to the community portal home. https://community.dualthegame.com/organizations
  2. Like
    Kurock got a reaction from Limyaael in Death and all its consequences, food for thought? (Continued with latest info)   
    Death is already bad:
    1) loss of ship
    2) loss of some maybe all items and equipment
    3) locational disadvantage: it will take time to return to the location the death occurred at which may be many systems away. To get back a player would need to first get a replacement ship, and equipment and then spend the time traveling. Time is money. So this alone is a large setback.
     
    Why the above are a good design is that they can be mitigated in some way e.g. Insurance on a ship, or a large org that sponsors your ships. Same for equipment. Or your good equipment is stowed while entering dangerous territory.
    The location setback is potentially the largest penalty. If you need to go from A to B, getting killed before reaching B means the journey needs to start all over again. A large org could have closer rez nodes but they will be expensive so not everyone can afford it. But this is also not always a setback since if you are returning from B to A, being killed teleports you to were you want to be.
     
    There is nothing situational or interesting about skill loss. Since everything is only slightly less efficient with lower skills, large orgs will recruit hordes of new players that have nothing to lose, equip them and ship them to war zones. Pirates will have to do the same. Gone are the ace pilots. There is no incentive to be an ace since the horde can get the job done better. Any that try will find their skills resetting to that of the horde.
     
    Let there be ace pilots, say no to skill loss on death.
  3. Like
    Kurock reacted to Hotwingz in Animal Hunting & Taming   
    Well, JC said that there will be limited fauna to make the world feel more alive.
    Some animals might attack you. But they wont drop resources.
     
    But a full on PvE experience is not planned at the moment. NQ only wants to add systems that are polished and meaningful.
     
    So perhaps a future expansion might include hunting for resources or animal husbandry but for now it will be very basic.
  4. Like
    Kurock reacted to ostris in If you could prioritize DU features...   
    1) CvC (really glad this is on the top of so many peoples lists)
    2) Doors and hinges
    3) Stargates
  5. Like
    Kurock reacted to Kongou in Aeonian Federation [Now Recruiting]   
    Just remember who the people are that would unify for a coordinated cyber bully attack. and who the people are that protect civil liberty.
     
    Will you stand idly by while sinister forces plot to take this game away from the people? These sinister forces which would seek any level of harassment all with a goal of putting themselves on top, driven by greed they will watch you suffer while they line their pockets.
     
    Remember when Democracy and Anarchy fail you, we're still here fighting for justice and righteousness, liberty and freedom, respect and honor.
     
    Elevate yourself to new heights, we're not asking you to submit and join us, we're asking you to let us join together for a better tomorrow.
  6. Like
    Kurock got a reaction from Gojo_Ryu in Death and all its consequences, food for thought? (Continued with latest info)   
    I have no problem with injuries. That would be thematic as all hell. Injuries could be sustained before death and carry over through death.  This very much adds a medic/healer element. Also an attacker could just leave the person they just attacked broken and injured in the corner.  Rez node spammers without proper medical attention will also be severely hampered.
     
    You say sloppy. I say valiant last stand against the evil empire.  They are having their last stronghold wiped off the face of the planet, nullifying their org AND you want to take away their skill points.
     
    Ok, I am over dramatizing it but you get the picture.
  7. Like
    Kurock reacted to NQ-Daleith in Please ... Say it isn't so ....   
    Hello guys,
     
    hi res version of the suit research here (accessories will be added later).
    The current character is a placeholder and does not meet our requirements for the final product.
     

     
    cheers 
  8. Like
    Kurock reacted to Shynras in If you could prioritize DU features...   
    1-CvC
    2-Salvage
    3-Rotors/Pistons/Piping
    4-More elements (tech stuff)
    5-Even more elements (farming/logistic/other)
    6-Features that makes deep space exploration possible
    7-Large scale events that lasts for long periods of time and that let every player participate
  9. Like
    Kurock reacted to NQ-Nyzaltar in Changing pledge   
    This is something that have been answered in the Kickstarter Update #15. 
    You have also more details about our way to define the priority order in the comments of the same update
     
    Best regards,
    Nyzaltar.
  10. Like
    Kurock got a reaction from Gojo_Ryu in Death and all its consequences, food for thought? (Continued with latest info)   
    Like when a group is desperately trying to defend their town against invaders and they have working rez nodes in town that they are somehow managing to defend?  This kind of system would hurt defenders the most.
     
    So no. Still not a good idea.
  11. Like
    Kurock got a reaction from Gojo_Ryu in Death and all its consequences, food for thought? (Continued with latest info)   
    I am advocating no skill loss at all.  Quibbling over how much is lost is meaningless.
     
    An automatic system that attempts to divine intent is doomed to fail and be abused. How will such a system know the difference between a pirate mowing down miners and a security force preemptively destroying a group of pirates on the way to a juicy vessel?
  12. Like
    Kurock got a reaction from Gojo_Ryu in Death and all its consequences, food for thought? (Continued with latest info)   
    Sure.  You can steal a ship. You can steal equipment. But it does not give the same triple punch death does of losing ship AND equipment AND being rez'd somewhere far away without said stuff.
     
    Thing is, any automatic system that "punishes" a killer can be turned on its head and used to target "non-killers" by tricking the victim to do a killing and then hitting them with whatever system is in place. The bounty system is an example.  Nothing prevents a pirate from putting bounties on a victim they attacked but then the victim killed the pirate while defending themselves. I hope bounties have a time limit.
     
    I have played other MMOs that do have the skill loss on death built in.  It didn't add anything to the game. Players took the same risks and otherwise played the same.  Skill loss adds no value.
  13. Like
    Kurock got a reaction from Gojo_Ryu in Death and all its consequences, food for thought? (Continued with latest info)   
    Death is already bad:
    1) loss of ship
    2) loss of some maybe all items and equipment
    3) locational disadvantage: it will take time to return to the location the death occurred at which may be many systems away. To get back a player would need to first get a replacement ship, and equipment and then spend the time traveling. Time is money. So this alone is a large setback.
     
    Why the above are a good design is that they can be mitigated in some way e.g. Insurance on a ship, or a large org that sponsors your ships. Same for equipment. Or your good equipment is stowed while entering dangerous territory.
    The location setback is potentially the largest penalty. If you need to go from A to B, getting killed before reaching B means the journey needs to start all over again. A large org could have closer rez nodes but they will be expensive so not everyone can afford it. But this is also not always a setback since if you are returning from B to A, being killed teleports you to were you want to be.
     
    There is nothing situational or interesting about skill loss. Since everything is only slightly less efficient with lower skills, large orgs will recruit hordes of new players that have nothing to lose, equip them and ship them to war zones. Pirates will have to do the same. Gone are the ace pilots. There is no incentive to be an ace since the horde can get the job done better. Any that try will find their skills resetting to that of the horde.
     
    Let there be ace pilots, say no to skill loss on death.
  14. Like
    Kurock got a reaction from Halo381 in Aeonian Federation [Now Recruiting]   
    Thanks Warden. Are you sure you don't want to join CSYN in a more official capacity?  You certainly have the knack to be a Jedi Master  Magistrar Or as a member organisation? Even if not, I am sure we will have many happy dealings in the future.
     
     
    To answer this, we are drawing up plans, but nothing is set in stone yet. Some of it depends on the uses and limitations of the RDMS (alpha and beta will give some idea of what is viable). What I can say is there will be residential areas, market areas and industrial areas, all of which we hope to hire/sell to those that are interested.  There will be some battle arenas, schools of learning and quest areas of which many of these will be aimed at newcomers, but there will also be something for more experienced players as well. Emberstone will be a neutral city, so anyone with anything to sell or quests to give can come and put them up.
     
    Will it be the Capital?  I never considered that. Time will tell.  All I can say is that it will be a massive undertaking that I hope to see to beautiful completion. Aided by some of the most awesome people in DU.
     
    Will you come build with me?
  15. Like
    Kurock reacted to Atmosph3rik in Additional Renewable Resources and Power   
    I don't understand why you're arguing against the idea of an unbalanced system, as if someone suggested one.  He mentions costs and power consumption more then once in the OP.   
  16. Like
    Kurock got a reaction from Atmosph3rik in Additional Renewable Resources and Power   
    Resources gathered from mining will deplete. Eventually, after enough people have scoured a planet, it will be devoid of its mineral bounty.
     
    One way to mitigate this is to have has some resources be renewable. The simplest example is trees. Having plantations of trees ensures that there will always be a supply of wood.
     
    When people think of farming, they think of crops and livestock. When people think of renewable power they think, solar and wind. Can we do better?
     
    What about mineral crystal farms? These might require the soil of a specific biome and through a process that requires quite a bit of time and power (with lazors!), constructs a mineral crystal which can be harvested. This mineral could be quite scarce if not rare to mine normally.
     
    Another renewable resource could come from collecting the atmosphere of a particular planet. This gas might be difficult to find otherwise. Creating the elements to collect the gas might be quite expensive to create and require power of their own to run.
     
    Renewable power could be thermal energy power collected by a specific element from heat deep inside a planet. Planets that do not have a hot core, will not be able to sustain these type of machines. Maybe a coolant would be required or the thermal power element overheats and shuts down.
     
    If these renewable resources/power are spread over different planet types, it encourages trade from those high density points to places where there is less.
     
    Can you think of more?
  17. Like
    Kurock got a reaction from Atmosph3rik in Additional Renewable Resources and Power   
    The more I read this response the more I think only the title was read and not the contents. Edit: added "additional" to the thread title to make this more obvious. 
    I am not advocating that mined resources should *not* deplete. I am not advocating that renewables cover all the non-renewable resources. I am advocating special renewables that require specific conditions to fulfill. Even trees need the proper planet to grow on. Some of these renewables might not even become available until a special factory/collector is built to collect it.
     
    Solar and wind *can* work. It is done by making the power obtained by these sources exceptionally small. Wind can only work on a planet with atmosphere so that is already limited. Solar only works in the rays of the sun. It is much more efficient and reliable using non-renewable resources for power. But having solar or wind available for a small relay tower makes more sense than wiring it to a nuclear reactor.
     
    TLDR: Read OP.
  18. Like
    Kurock got a reaction from guttertrash in Additional Renewable Resources and Power   
    Resources gathered from mining will deplete. Eventually, after enough people have scoured a planet, it will be devoid of its mineral bounty.
     
    One way to mitigate this is to have has some resources be renewable. The simplest example is trees. Having plantations of trees ensures that there will always be a supply of wood.
     
    When people think of farming, they think of crops and livestock. When people think of renewable power they think, solar and wind. Can we do better?
     
    What about mineral crystal farms? These might require the soil of a specific biome and through a process that requires quite a bit of time and power (with lazors!), constructs a mineral crystal which can be harvested. This mineral could be quite scarce if not rare to mine normally.
     
    Another renewable resource could come from collecting the atmosphere of a particular planet. This gas might be difficult to find otherwise. Creating the elements to collect the gas might be quite expensive to create and require power of their own to run.
     
    Renewable power could be thermal energy power collected by a specific element from heat deep inside a planet. Planets that do not have a hot core, will not be able to sustain these type of machines. Maybe a coolant would be required or the thermal power element overheats and shuts down.
     
    If these renewable resources/power are spread over different planet types, it encourages trade from those high density points to places where there is less.
     
    Can you think of more?
  19. Like
    Kurock reacted to Xplosiv in The IHRC (Regulators, Alpha Testers, Voters wanted!!)   
    **Update : The IHRC is looking for representatives from organizations who would like to be a part of the racing. Individuals who want a say can also join. The representatives will have a say in what the rules and regulations are. Each rep. will be able to cast a vote on each individual rule and reg, once the ballots have been created. I would like to have at least 10 members before creating a ballot. We have 4 members right now.  Remember this organization is more of a hobby for you in the universe, you can still be part of your regular organization. So if you are a legate of a org and want to be a part of this please send a rep to us. I don't want to be a dictator who controls every part of this. **
     
    **Also looking for players who will be in the alpha to help with testing, to see what is possible.**
     
     
    About The Interstellar Hovercraft Racing Committee
    This Organization consists of dedicated members. These members are tasked with creating the rules and regulations, for the hovercraft racing league. Voting by these members will determine the rules. 

     This is not the organization for the racers. Remember we are still creating the "game" we are not looking for the "players" right now. 
    We will advertise when we are ready for racer requests.
     
    Hovercraft Racing will be a series of races governed by a set of rules. Open to anyone able to meet the standards. 
    Proposed Rules for the races are as follows and open to discussion
    --Size of craft to be limited. Limited by a minimum and maximum size.  This may include a voxel count and  a physical size. 
    --Qualifying Rounds leading to a final ( depending on track size and racer participation)
    --No weapons allowed
    --No outside help
    -- 1 person in control of 1 craft. 
    --Tracks will be large , with obstacles in the way, with natural segments(if flat enough). 
    --Referees will be tasked with player management. 
    --Going out of bounds will result in immediate disqualification. (this will be changed, as opposition is growing against this suggestion)
    --Like the Olympics, the event to take place in multiple locations. Locations approved by the Committee. 
    --If possible the entire track will be constructed in safe zones.  (Not sure how safe zones work. Can others come in and just not damage anything or access certain things. Or does a safe zone not allow somebody to enter all together. Or is this changeable?)
    - Pilots, technicians and sponsors will form teams
    - Leagues will build circuits (or choose from independent owners), enrol teams, organize racing seasons, schedule races, keep ranking, advertise, etc.
    - On the long run, with civilization expanding, there will be multiple leagues (maybe 1 planetary per planet, 1 stellar per system and 1 interstellar)
    - Qualifying to a larger league would be achieved by competing in smaller ones
    Leagues should have the same rules, and stating this rules shouldn't be the responsibility of one of them.
    That's where the committee steps in, as an unique structure.
    The objectives are then clearly given: committee decides the rules, leagues do competitions following these rules.
    To have the required authority and stay connected with "reality", I think the committee should have a body of voters made of leagues representatives.
     
    Community page
    https://community.dualthegame.com/organization/interstellar-hovercraft-racing-committee#tab-description
  20. Like
    Kurock reacted to Astrophil in The IHRC (Regulators, Alpha Testers, Voters wanted!!)   
    The IHRC is always welcome to host Racing Competitions at the Emberstone Colosseum and Racing Track on Alioth!
  21. Like
    Kurock reacted to Lord_Void in Additional Renewable Resources and Power   
    I like the idea, and I have been promoting something similar myself. This would help keep depleted areas "active" and prevent them from just falling into disuse and desolation. I especially support renewables that require a decent amount of set up and infrastructure which will make them valuable, and allow them to compete with/trade on equal terms with the non-depleted regions.
  22. Like
    Kurock reacted to Blacksythe 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.
  23. Like
    Kurock reacted to Code24 in If you could prioritize DU features...   
    0. Alpha (please come soon)
    1.CvC
    2.Docking (Functional landing gear/docking ports)
    3.Territory in Space / Stargates
    4. Advanced Comms and Maps
    5. In-game Voice chat
    6. Cosmetics
    7. Construct oxygen generators
  24. Like
    Kurock reacted to Dinkledash in If you could prioritize DU features...   
    1) CvC
    2) Survival - colonization without a survival element seems rather less of a desperate situation than it should be
    3) Alien/hostile biomes which require life support/terraforming
    4) Animals - livestock, alien and bioengineering
    5) Weather - very difficult but would greatly enhance immersion
    6) Moving parts in elements
    7) Player customization
    8) In game voice
    9) Emotes and gestures
  25. Like
    Kurock reacted to Cybrex in If you could prioritize DU features...   
    1 - CvC
    2 - Salvage
     
    Rest is just "whenever" for me.
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