Jump to content

Kurock

Alpha Team Vanguard
  • Posts

    848
  • Joined

  • Last visited

Reputation Activity

  1. Like
    Kurock reacted to guttertrash in If you could prioritize DU features...   
    CvC Salvage constructs Stargates Moving parts: joints, rotors and pistons Non Planet celestial bodies (asteroids, gas cloud, nebula etc) Different planet types (gas, ice, etc etc)  Edited because i thought of stuff i want more 
  2. Like
    Kurock got a reaction from Astrophil in Territory Tiles -- Topology   
    I will rephrase my question:  
     
    How many square kilometers is a territory tile?
    A ) 1 km2
    B ) 0.5 km2 (short diameter is 1 km)
    C ) 0.62 km2 (long diameter is 1 km)
    D ) 2.5 km2 (edge is 1 km)
  3. Like
    Kurock reacted to Warden in Aeonian Federation [Now Recruiting]   
    I'm not speaking in any official role here as I'm not even formally part of anything yet (but with good ties), thus Kurok can precisely reply to your questions.
     
    To give my input, however:
     
     
     
    As for the question whether it could be the "true capital": I would consider this possibility as emergent gameplay is the holy cow. To roughly quote the Necromongers: "You keep what you kill".
     
    And in that sense it would be "You keep what you earn". In many online environments players cannot fully or at least widely dictate the setting. Here it's very much likely and intended.
     
    They are among the largest organizations or alliances so far and are so far spearheading the largest city project - at least I don't know of any others yet in that area. Others may come up and perhaps challenge them or offer alternatives, but they are in a lucrative and advantageous starting position. In addition comes the manpower.
     
    To summarize for me it boils down to: If they can pull it off, they deserve it. If we assume other competition arises over time and they don't disband and change plans, they'll at least be able to create a notable city on Alioth that will attract people and perhaps exert influence on other areas to join up with that.
  4. Like
    Kurock got a reaction from GalloInfligo in Territory Tiles -- Topology   
    I will rephrase my question:  
     
    How many square kilometers is a territory tile?
    A ) 1 km2
    B ) 0.5 km2 (short diameter is 1 km)
    C ) 0.62 km2 (long diameter is 1 km)
    D ) 2.5 km2 (edge is 1 km)
  5. Like
    Kurock got a reaction from Alsan Teamaro in Aeonian Federation [Now Recruiting]   
    The plans for the neutral city of Emberstone are being drawn up. This will be a large project involving multiple organisations.  You don't have to be a CSYN member organisation to help build a city that will be a home for many and a first stop for those new to DU.  Drop me a PM if you are interested.
     
    Also we are looking for people to join CSYN directly.  We believe in fulfilling dreams. We all have them in DU.  Let us help you make your dream a reality.
     
    Kurock
    CSYN Chief of Development
  6. Like
    Kurock reacted to ChobitsCrazy in In-game voice.   
    I would like this for the simple fact of being able to hail other ships, a proximity chat would be interesting but unnecessary imo. Being able to have a group chat and being able to request to speak with other ships would be cool, and of course being able to deny all transmission hails. Maybe even having the hails be ranged base so spammers can't just create a character on the start planet and immediately be able to hail ships from anywhere.
  7. Like
    Kurock got a reaction from Violet in consequences of non-regenerating planets and ressources   
    And there will be organizations that will provide new players the information needed to make those first tough choices and to teach the basics with player made tutorials. This will happen. It won't happen immediately (sorry new players at launch) but it will happen as soon as possible.
     
    Kurock
    CSYN Chief of Development
  8. Like
    Kurock reacted to wizardoftrash in What the hell is this?   
    The trouble with a game company trying to be really transparent, is that sometimes the unfinished pre-alpha looks like an unfinished pre-alpha.
     
    This video is pretty much what I expected, except I wasn't expecting multi-player-construction to even be in their pre-alpha. It isn't pretty, but very effective.
  9. Like
    Kurock reacted to guttertrash in Whales make me nervous   
    yeah it's why i don't go to walmart anymore 
  10. Like
    Kurock reacted to Hotwingz in The Most Valuable Property in the Galaxy: Safe Zones   
    Yea its going to be a lot of fun.
    Personally I am thinking to find a mountain and make me a cave. Perhaps buy a plot in Emberstone when it is being build.
     
    But people will want a TU in the safezone to recruit new players. It will be valuable I think.
  11. Like
    Kurock reacted to RightBigToe in The Most Valuable Property in the Galaxy: Safe Zones   
    The comments they made in the DU Explorers interview are a much better reference for this discussion:
    https://dualuniverse.gamepedia.com/Archive:DU_Explorers_Interview_(Sep_17,_2016)#Claiming_Safe_Zone_Territory
     
     
  12. Like
    Kurock reacted to wizardoftrash in Gravity/magnetic/boost pads   
    Considering space elevators have a lot of challenges that will make them not feasible in this game, I got to thinking why not have an electromagnetic launch pad style element, that propels mobile constructs in a specific direction when powered. This will allow for hover trains, boost pads for hover racing, and a Launch ramp that could allow a ship whout atmospheric flight elements to be launched ino space.
     
    In space these could also be used to allow for long-ish distance AFK travel by having a series of space stations that each propell you to the next, so you can AFK for a couple hours while your ship frictonlessly hurdles through the void to your destination.
  13. 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.
  14. Like
    Kurock reacted to Anonymous in Death and all its consequences, food for thought? (Continued with latest info)   
    Must of been a typo - I'm sure you meant Law Enforcement, not Pirates. And "resisted arrest" not "defending themselves".
     
    There are a few things that usually prevent a Pirate from putting out bounties. Two examples:
     
    Pirates tend to leave victims alive with ships intact. You don't want to discourage trade, just make it risky. Pirates tend to not like spending the money they just made from a victim to pay someone to kill the victim for fighting back. Terrible business model. (The above is just proving a point and should not be taken as more than that - Because really you meant "griefers and power grovers" - who could be anyone, from any profession, who abuses the system like a petulant child rather than simply playing in the spirit of the game - i.e. the role playing part, where you don't walk around putting bounties on anyone who looks at you sideways, just in case they attack you...)
     
     
    What if those miners are resource stripping an area for some faceless Corp, squeezing out little independent miners and what you call pirates are really just people trying to feed their families.
     
    The real issue with "divining intent" is it's based on one groups morals, not everyone's as long as you keep framing it like that.
     
    (Other than that - I agree - skill loss never sits well with me. The opposite in fact should be the case - you should GAIN xp from dying (BUT NOT REPEATEDLY, TO PREVENT ABUSE) while losing gear. Because you learned from that mistake didn't you? )
     
    I'm also a big supporter of people losing limbs, maiming and injury as a penalty for death. Gives medics, cyberdocs etc an entire industry to start.
     
    And can you all stop posing so fast! This ain't discord!
  15. 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?
  16. Like
    Kurock got a reaction from Anonymous 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?
  17. Like
    Kurock got a reaction from wizardoftrash in Passive mode for passive players?   
    The city of Emberstone is planned as a neutral city for newcomers and experienced players alike. It is currently planned to be on the edge, but still inside, of the safe zone, so it will be safe from pirate raids in that sense. It will have a presence of any major organisations that are interested as well as markets selling their wares and advertising their quests.  Interested? Drop me a PM.
     
    Kurock
    CSYN, Chief of Development
  18. Like
    Kurock reacted to Lord_Void in Death and all its consequences, food for thought? (Continued with latest info)   
    I agree with this. Skill point loss is uninteresting and just plain frustrating. There is no way to earn that time back or prevent that loss, other than not dying in the first place. EVE used to have that system and they removed it for a reason. It doesn't make for good gameplay. It just discourages everyone from ever risking dying ever; pirate or carebear. As it stands now, you lose your ship, whatever you were carrying, and get sent to respawn somewhere else. That's already a big penalty. Plus, like Kurock said, they are things you can control. You control what type of ship you are flying (and if it's insured). You control what's in your ship. And you control where you are. If you want to risk it all with a super blinged out ship carrying valuable cargo through dangerous space, then you have a large risk. If you just want to fly around in cheap ships with your buddies and have fun, knowing you'll probably explode, you can, safe in the knowledge that your level of risk it low.
     
    As to punishments for the killer, those should be player driven (with bounties or word of mouth reputation). There is no reason for intrinsic punishments for the killer. The game world is not watched over by some omniscient entity which punishes people who violate it's code of ethics (that would be religion and a whole other can of worms). It's up to the player's to provide consequences for people's actions in game.
  19. 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.
  20. 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.
  21. Like
    Kurock got a reaction from Bluestorm 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.
  22. Like
    Kurock got a reaction from ATMLVE in Questions on Kickstarter Early Bird pledge   
    These are answered in the FAQ at the bottom of the Kickstarter page at least partially.
     
    1) It is a physical real world card with your characters name on it. The name is also booked for you to use in game. The digital version does not book your name in game.
     
    2) Early bird specials are exactly the same as their non early bird counterparts except the early bird ones are cheaper.
     
    Welcome to DU
     
    Note: I believe Kickstarter backers will get an (additional) name booking because the Kickstarter has reached over 6000 backers.
  23. Like
    Kurock got a reaction from Kuritho in PvP Hand held player made weapons.   
    So modular weapons shaped with voxels? Where do I sign up?
  24. Like
    Kurock got a reaction from Muttley in Questions on Kickstarter Early Bird pledge   
    These are answered in the FAQ at the bottom of the Kickstarter page at least partially.
     
    1) It is a physical real world card with your characters name on it. The name is also booked for you to use in game. The digital version does not book your name in game.
     
    2) Early bird specials are exactly the same as their non early bird counterparts except the early bird ones are cheaper.
     
    Welcome to DU
     
    Note: I believe Kickstarter backers will get an (additional) name booking because the Kickstarter has reached over 6000 backers.
  25. Like
    Kurock reacted to BliitzTheFox in PvP Hand held player made weapons.   
    For the purpose of this thread we will assume that tracking works as advertised by NQ, as in far away targets are updated less frequently so they will have some sort of lock on; however, closer targets it is almost unnoticeable. 
     
    Let's throw up a hypothetical situation, You and your crew of pirates have detected a freighter moving at high speed, luckily for you he hasn't noticed your approach. Since we don't have construct vs construct weapons quite yet we'll have to board them. Silently approaching the ship and matching their speed, your team of highly trained marines enters the freighter. Then they turn the corner and find an enemy security team. What are you going to do? Shoot at them with your Nanoformer? What good is that going to do, No you are going to use a brand new weapon you designed personally as a high rate of fire CQC to give your marines the edge.
     
    Alright so here is the idea, we can't just go around shooting each other with nanoformers we need real guns and energy weapons. I propose an in game designer for guns and energy weapons that give those weapons different abilities depending on what and how they are created.
     
    Now I'm thinking we do this with tiny voxels, voxels smaller than 25cm that make up hand held objects such as a rifle, shovel, tool, grenade launcher, etc.
    But I'm no game designer I do not know if this will be technically possible.
     
    Changing different abilities has drawbacks; for instance:
    You could increase your rate of fire by adding wheels to the firing pin; however, this will increase cost, recoil, manufacturing time, and reduce damage. You could improve the handling of the gun in close quarters by reducing the barrel length; however, this will reduce the effective range and muzzle velocity. You could make the gun deal with recoil better by making it larger and heavier and thus slower. You could add extra batteries to your energy rifle to increase them magazine size, or add a recharger that will recharge after time, but reduce effective damage and increase reload time. This opens up new gun markets, new manufacturing, and more immersion.
     
    This would require a in game design unit for designing small objects, which could lead to designing tools with unique abilities.
     
    If this systems existed their would be potential for durability, ammo types, and various complicated gun related markets.
     
    Also there would be different resistances for different ammo types.
     
    Questions/Comments/Concerns?
×
×
  • Create New...