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SimonVolcanov

Alpha Tester
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  1. Like
    SimonVolcanov reacted to Kurock in Kill reports   
    I hope not. Kill boards advertise that the game is all about killing. If there are kill boards then there should also be "best build" boards, exploration boards, manufacturer boards, and mining boards.
     
    DU is not EVE. It should being DUing it's own thing, not making an EVE 2.0.
  2. Like
    SimonVolcanov reacted to Kuritho in The Eldritch Nation - Recruitment Thread   
    I was in my bedroom, playing video games.
    No regrets.
  3. Like
    SimonVolcanov reacted to Lethys in Standardizing construction   
    Ppl rly like to overthink things in a game. 
     
    If there are no single seater landing pads in a certain player market then ppl with single seater ships won't use it => less money for the owner => He analyzes other, successful markets and realizes that single seaters are used by the majority of ppl for their shopping => He builds pads for single seaters.
     
    There's rly no need imho to agree on anything because It'll balance itself. 
  4. Like
    SimonVolcanov reacted to Eternal in Seabed drilling and Forestry   
    This is my proposal of the mechanics:
     
    1.) You cannot dive in this game without a working diving-gear. You will change your gear to diving-gear-set to dive for longer periods. Make it so that without diving-gear, you can only dive underwater very limited period without re-surging for air, with diving-gear, you can dive for longer periods but still limited based on your oxygen-tank load/capacity.
     
    2.) To detect present Crude Oil deposit in seabed soil, silt, sediment, rock, the diver-avatar uses a handheld infrared spectrometer instrument underwater to scan the site (no need to take samples of the soil/rock). It can detect oil(hydrocarbons) present in soil in the form of raw "Crude Oil" which still need to be processed.
    To drill, extract, and store, the nano-former will do it's job (the "Mining Tool" can do that itself).
     
    You can have different qualities of raw Crude Oils if you want. There are more "Sweet" Crude Oil (which means it's of higher quality, lower sulfur content, lighter), and there are more "Sour" Crude Oil (of lower quality, higher sulfur content, heavier). If you mined a more "Sweeter" Crude Oil and took that to refinery, it has better result of producing higher quality processed material (if the raw material is of high quality, it will produce higher quality processed material. It's as simple as that).
     

    *you need an instrument like this that works and is built for underwater.
     
    3.) You will take that to refinery, the machine will break down the raw Crude Oil, what you will get out of it will be based on the quality of your raw Crude Oil.
     

    *You will call this machine "fractional distillation machine". It will break down your "Crude Oil". Lighter materials(such as methane which is a gaseous material) will remain on the top, heavier materials(such as Asphalt) will remain on the bottom. What you will get out of your raw Crude Oil will be based on the quality of your raw Crude Oil itself. Make the heavier materials the more common ones and less of market value. The lighter the material in this chart, the rarer. The more viscosity it has (which means "resistant to flow in terms of grading"), the less quality that liquid gas is(or whatever state of matter it is), hence less value (that will be something like Diesel compared to the more quality Kerosene and Gasoline).
     
    In this chart, from lower quality to higher quality will be from bottom to top. Lower quality to higher quality of raw Crude Oil will be from Sour to Sweeter Crude Oil. You will balance this out, you should get higher quality processed material from higher quality raw Crude Oil.
     
    4.) Then after that, these processed materials can be used for further mixture, synthesis, whatever form of Crafting-process they are used for. For example, the Kerosene, it is one of the requirement for making Fuel that is of high quality petroleum-based(petroleum blended) through synthesis (more volatile, more flammable, more cleaner, etc.).
     
    P.S. Also, pls do not forget a Forestry Industry in this game. Same thing as the above, the raw wood has to be processed in a wood processing facility to create various processed materials(such as Rubber, Methanol if you distill that wood, Charcoals which you can use as fuel for the Furnace for iron and steel production for example, whatever) that can be used for further Crafting-process.
    Logging will be done by the nano-former.
     
     
  5. Like
    SimonVolcanov got a reaction from Ever_green in Can we hope to one day have power armors and/or mechs?   
    I mean, on release: No way. But, I guess if we manage to finance the game for long enough, everything is possible
  6. Like
    SimonVolcanov got a reaction from Orius in Lasers Are Overrated.   
    It doesn't have to be that complicated. Just make laser-weapons higher in the skill tree than bullet weapons.
  7. Like
    SimonVolcanov reacted to NQ-Nyzaltar in [DevBlog Feedback] Our thoughts on Territory Protection Mechanics   
    Hi everyone! 
    Here are some answers to your questions and additional information to your feedback

    @FleetAdmiralCoke
    We are not sure to understand what you call "safe building zones to very small areas in very specific places". Moons having MSA will have thousands of territories each. Arkship Secure Areas will also contain thousands of safe territories. Those are not particularly "very small" areas. Planets will be huge, and safe areas, while limited, will be huge too.
     
    About choosing the location of a city outside the MSA and the ASA, it has never been confirmed that we will let players choose a place for a city, then make it officially invulnerable. The idea may have been mentioned somewhere, but it was just an idea and with this idea comes a lot of issues of game balance. The most obvious possible abuse is the following: 
     
    If we let players choose which location should become permanently safe, then you will have very big organizations, able to mobilize hundreds or even thousands of players installing invulnerable cities just next to their smaller opponents, giving endless possibilities of harassing theme easily. That would give an unfair advantage to big organizations. Abuses can be made by installing invulnerable cities on high value resources with no revert that once it has happened. Unless we find a reasonable way to prevent such issues, it's unlikely that the Secure Areas location could be decided by players.
     
    Now, all the explanations above are for MSA and ASA, for areas 100% safe with no exception.
    However, that won't prevent players to build heavily protected cities in Unsecure Areas. A city built in an Unsecure Area will still have a chance to be attacked and destroyed. We won't start to give details here of what could be reinforce defense for such cases (cities in Unsecure Areas) but it could be the topic of a new DevBlog in the future. The present DevBlog was released mainly to answer the recurrent questions of "Will Dual Universe be a complete Free For All game ?", the answer is "No, there will be room for very different player types, but it doesn't mean it will appeal to everyone either."

    @Lethys
    - If we were to use domes instead of bubbles, what would happen if an agressor starts to dig a tunnel under the dome?
    - About DPS saturation and the risk of player blobs, we will take that into consideration. For now, it's still too early to confirm how PvP Mechanics will work.
    - MSA can't be placed anywhere as those will be located on specific moons, decided by Novaquark.
     
    @Hades
    It's still too early to give details on the final mechanics for the Protection Bubble. As said to FleetAdmiralCoke, this Devblog was meant to address recurrent questions from newcomers. We won't give right now the details regarding the protection bubble.
     
    @AeonReign
    Well, for game balance reason, basic protection (protection bubble mechanics) should be affordable and not that expensive, otherwise playing in Unsecure Areas will be only viable for people that never disconnect from the game (and we don't want to encourage such behavior).
     
     
    @Takao
     
    Thanks for reporting the typos.
    1) In Arkship & Moon Secure Areas, you CAN'T claim an already claimed territory, for obvious reasons.
    2) If you install Forcefields in a certain manner, it may lead to a situation where you can prevent people to enter a territory.
    3) MSA won't be on every moon. There will be MSA only on moons decided by Novaquark.
    As said to Hades, we won't go into details for now.
     
    @PerksPlus
    Moons with MSA won't be next to planets with valuable resources.
    Or else, it would nullify the concept of "risk vs reward".
    Moons with MSA will be near planets with ASA, or with low valuable resources.
    That means that if some pirate want to ambush miners gathering valuable resources, he will need some time to go back to the safest area (and plenty of time to be intercepted). Moreover, we are considering also game mechanics that could discourage greatly the behavior "Go In/Go Out" from a Secure Area abusively, just to ambush people without taking any risk.
     
    @Shadow 
    @Ben Fargo
    We won't go into the details of the Protection Bubble mechanics yet.
    As said to Hades, this Devblog was meant to address recurrent questions from newcomers.
    There will be another Devblog later giving more details on that aspect, and it will most likely be when we will talk about PvP
     
    @Zamarus
    The difference between ASA and MSA:
    - ASA will get have basic, low-value material in the ground. Players who just want to build things without being bothered by PvP (and aren't interested to compete with other players in terms of construct optimization or combat) will be advised to stay in this type of safe area.
    - MSA are Safe Areas with no other perks than being a safe place. So yes, if you want to build in Sanctuary Areas, it will necessitate to bring resources from outside.
     
    @lethak
    @yamamushi
    @LittleJoe
    Of course, we have considered APIs.
    But as already said before, it means additional development time (far more than just an email alert) and we want to stay focus on the features promised during the Kickstarter first, for the official release. However, there is a high chance that the dev team plan something on this topic once the game will be launched (we prefer to take the proper time to develop one if we want to avoid issues)
     
    @mrjacobean
    @Kurock
    - There will be MSA only on moons decided by Novaquark, nowhere else.
    - If a moon has a MSA, it will cover the whole moon (unlike ASA, which will cover only a part of the planet where it's located).
    - No, "Sanctuary tile" can't be taken by military means, just like territories in an ASA.
    - Moons with a MSA will be always near a planet having an ASA (there might be reasons for that reccuring "coincidence") so only near no to low value resources, nowhere near high value resources.
    - Yes, We plan some means to gain ownership of a Sanctuary tile that is occupied by a owner inactive for a long time (and one of the current idea considered is that inactive user assets will be archived but not lost. The inactive user would just lose the ownership of the territory).
     
    @supermega
    Sending a notification to a Discord in case of agression has been added in the Feature Suggestion list and will be discussed with the developer team. However, depending of the feasibility and the amount of time to develop such a feature, it may or may not be implemented. If the idea is validated, it may also be implemented after the official release.  In any case, thanks for giving the idea!
     
    @Setzar
    the "Force Field" Unit doesn't create a "Safe Zone" (if we stick to our definition of Safe Zone in Dual Universe), it's indeed more like a barrier that prevents entry from unauthorized entity. 
     
    @CyberCrunch
    This is a bit too soon to talk advanced game mechanics regarding cities located in Unsecure Areas.
    Let's just say that the dev team is currently thinking of something that has similar points with what you suggested (not to the point to make permanent Safe Areas decided by the players though), but again, we will talk advanced mechanics in another DevBlog. This one was made to give only the basics
     
    @Fins_T
    We have several Ogame players among Novaquark staff so we know (and understand) what you're taking about
    We totally agree that needing to check regularly if you're attacked is tiring (even if there are fleetsaving strategies and the use of moons to temper that) and that's why Protection Bubble mechanics, with email alert/notification will be put in place: to inform you only when necessary without having to check constantly in-game if you're attacked or not, and giving you the opportunity to manage your real life without being permenanently worried of what's happening to your assets in-game.

    However, in terms of gameplay, combat mechanics will far more similar to EVE Online than Ogame: You can't just assume in advance what will be the strength of the defense, the number of player coming to defend a territory, etc. Moreover, one player can't have an overwhelming force built by himself alone. So, a combat result will be far less predictable than in Ogame. Player numbers, the involvement, and the skills of each of them are all factor that will impact victory or defeat, because no matter how much spaceships has... it can only use one at a time, and even a huge battleship with lots of weapon turret won't be used efficiently by a player alone.
     
    We don't plan to copy Ogame much in this regard, because in Dual Universe, you play a colonist, not a governor managing an empire with many planets and a whole fleet at your command from the start (unless you achieve the difficult goal of having many real players accepting your rulership to colonize planets and pilot the said fleet under your command, but even then, there will be natural limits of how much firepower you will be able to bring to take down opponent bases).
     
    Best Regards,
    Nyzaltar.
     
  8. Like
    SimonVolcanov reacted to Captain Jack in Ruins from the past (re-claimed TU)   
    I'm not convinced someone stumbling upon a massive ship or a stocked base would be a bad thing. The big important stuff is likely to be org owned anyway so it's highly unlikely to happen in the first place. If a player with the capability to build a massive star ship left the game, and another player comes along and claims all those resources... won't that preserve the economy in a way?

     
     
    The "nice" thing would be the non-essential cosmetic derelict part, but not removing structures wouldn't be an additional anything. They are talking about "archiving" peoples stuff when a player skips town, but they could just as easily leave it in place. I know real life sneaks up on people sometimes, but everyone is buying into a persistent universe. That persistence is one of the core elements of the game. Artificially locking up resources for an indefinite period of time seems to go against the DU way.
  9. Like
    SimonVolcanov reacted to 0something0 in Maintenance Cost/Service Life   
    The idea that im proposing here is that elements have a chance of breaking down the more they get used. So, every (arbitrary time) the machine gets used the chance of the machine stopping to function increases by a very small amount, but over time, the machine would become very unreliable, and it takes people with skills requirw to create the element to fix. Some benefits of this system would be: 
     
    Nerfed automation: Due to parts breaking down, you cant just leave your fully automated factory alone 24/7 and "self contained" systems that tries to do everything will need large amounts of skilled personal to maintain. This allows expanded programming/automation capablities without disruption of balance. (And yes, I want to make Skynet, CaptainTwerkMotor)
     
    Jobs: Spacecraft mechanics!
     
    Logistics: Militaries and companies will need logistics trains to maintain their equipment. With logistics comes a entirely new aspect of operations. This also can be used as a substitute to survival mechanics. "Amateurs talk about tactics, professionals talk about logistics." 
     
     
     
     
     
     
     
  10. Like
    SimonVolcanov got a reaction from Dreamstar in Post Positive   
    I hope you are victorious today in everything you do.
     
    (Also, MLP movie made me really happy, as well as the S7 finale. Hope S8 will be great too)
  11. Like
    SimonVolcanov reacted to Dreamstar in Post Positive   
    "Big Dreamers shoot for open sky" ,

    just a few thoughts that these lyrics make me think of
    - I know DU is a special one
    - some see a clone where I see the light
    - an indie team fighting to do whats right

    Post something positive, whatever it may be.
    Post cool, positive things, here. Similar to this or not, if you please.
  12. Like
    SimonVolcanov reacted to Atmosph3rik in Builder robots for large scale builds   
    I think part of the problem is that the concept of automation can be interpreted in different ways.
     
    In a way the tech of Dual Universe is far beyond robots doing things for us already.  We can de-materialize matter and store it in our suit,  and then shoot it back out in any shape we want.  So we definitely won't have to lay bricks one at a time or weld seams to build stuff.  So in that sense technology is already automating things for us.
     
    But NQ does have to make a fun game for us to play too.  So i can understand them needing to keep some things like gathering materials manual.  Even if it doesn't exactly line up in terms of realism.
     
    Automating resource gathering might be good for the economy overall.  But eventually  the value of resources would go down as they start to be gathered in larger quantities.  Which would make it less and less viable as an activity and a way for new players to get started in the game.
     
     
     
     
  13. Like
    SimonVolcanov reacted to Takao in Command Ships and Ground Vehicles   
    As Simon already sad, wheels are not planned in a short term. The only ground vehicle for the start will be hovercrafts.
    Then they got empty...
    This will take a very long time, because planets are big.
    There will be defintive no "magic 3rd person view" like in Eve.
    If there is one, then only via a camera drone that can be shut down or a 3rd person view where you can only see what your sensors can see.
    A 3D map of the sourrounding would indeed be very usefull, however this will also fall under the "no magic 3rd person view", so you will only see your ships if they transmit their location and you will only see enemy ships if your fleets sensors can detect them.
  14. Like
    SimonVolcanov got a reaction from 0something0 in consequences of non-regenerating planets and ressources   
    One possible solution to the "destruction of matter though x" could be reintroducing the destroyed matter via an asteroid belt that forms around the starting planet. No player would keep trac of every single asteroid, so I wouldn't break immersion too much if new asteroids appeared in the belt (except when you purposefully completely mine a certain part of the belt, but thats your own fault then really) These asteroids would contain mostly dirt to fill up, but also very small amounts of basic ores, as to keep the starting planet a good starting point.
  15. Like
    SimonVolcanov got a reaction from Zamarus in The Eldritch Nation - Recruitment Thread   
    Fun is secondary while there is progress to be made!
  16. Like
    SimonVolcanov reacted to Anaximander in youtubers and their orgs   
    Is this a real thread?

    Numbers matter only if you do zerg tactics. DU is not a game where Zerg tactics pay off, if anything Zerg tactics wil lbleed your bank empty in DU. Try and fight a war without having money, I'm sure it will work just fine.

    Also, Youtuber communities are easily the most volatile ones.

    Here's a simple plan for destroying a youtuber's community.

    Step 1 : Record them out of context saying the N-Word, C-Word, P-Word, F-Word or any derogatory term about latinos, africans, caucassians, asians and shit, even Australians - we all know Australia is a fake country anyway, a girl on youtube said so, so it must be true. #flat-earth #NASA-is-fake

    Step 2 : Publish the video, wait for the Youtube Neural Network to take a whiff of that negativity and then wait for Polygon to write a clickbait piece on said youtuber, with such Pulitzer-worthy titles as "[Youtuber Name] are NAZI supporters".

    Step 3 : Make a catchy #hashtag and ask the youtuber's advertisement firms to shut them down.

    Step 4 : Make a Sub-Reddit where you parallelize the youtuber with Keemstar, so Keemstar brings them on Drama Alert so the Youtuber eventually loses their mind and starts going mental on Twitter after Keemstar is done spreading lies on how the youtuber is a Pedophile.

    Step 5 : Watch how the SJWs inside the youtuber's community begin a civil war that tears them apart.

    Step 6 : Win.

    Youtuber communities are a joke. Any community built around a personality is a joke.
     
  17. Like
    SimonVolcanov got a reaction from Ezghoul in Basic LUA tutorial   
    Howdy hi ho, fellow architects of this fine world! Since scripting will be a big part of the game and not everyone grew up indulging themselves in various programming languages, I thought I'd link this little LUA tutorial here that I stumbled upon while improving my own LUA skills. 
     
     
  18. Like
    SimonVolcanov got a reaction from Flow2606 in Newest DevDiary   
    I especially like the headlights. I wanna see some police drones hunting a thief or murderer in the forest, each equipped with a headlight...
  19. Like
    SimonVolcanov got a reaction from Flow2606 in Newest DevDiary   
    Hope I'm the first one! 
     
     
     
    This months DevDiary includes info on the (Pre-) Alpha, a view at the game menu, a glimpse at the inventory system, redesign of the cockpit widgets and several things about building and scripting!
  20. Like
    SimonVolcanov got a reaction from Mr_Kamikaze in Newest DevDiary   
    I especially like the headlights. I wanna see some police drones hunting a thief or murderer in the forest, each equipped with a headlight...
  21. Like
    SimonVolcanov got a reaction from Mr_Kamikaze in Newest DevDiary   
    Hope I'm the first one! 
     
     
     
    This months DevDiary includes info on the (Pre-) Alpha, a view at the game menu, a glimpse at the inventory system, redesign of the cockpit widgets and several things about building and scripting!
  22. Like
    SimonVolcanov got a reaction from Violet in Newest DevDiary   
    Hope I'm the first one! 
     
     
     
    This months DevDiary includes info on the (Pre-) Alpha, a view at the game menu, a glimpse at the inventory system, redesign of the cockpit widgets and several things about building and scripting!
  23. Like
    SimonVolcanov got a reaction from FrozenFace in Newest DevDiary   
    Hope I'm the first one! 
     
     
     
    This months DevDiary includes info on the (Pre-) Alpha, a view at the game menu, a glimpse at the inventory system, redesign of the cockpit widgets and several things about building and scripting!
  24. Like
    SimonVolcanov got a reaction from mrfrazz in Newest DevDiary   
    I especially like the headlights. I wanna see some police drones hunting a thief or murderer in the forest, each equipped with a headlight...
  25. Like
    SimonVolcanov got a reaction from WaitThisIsntEVE in Newest DevDiary   
    Hope I'm the first one! 
     
     
     
    This months DevDiary includes info on the (Pre-) Alpha, a view at the game menu, a glimpse at the inventory system, redesign of the cockpit widgets and several things about building and scripting!
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