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SimonVolcanov

Alpha Tester
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  1. Like
    SimonVolcanov reacted to ATMLVE in BCO -vs- PSO -- Which would YOU Join?   
    I feel that this is something sort of already present and sort of against the developers ideas. They don't want to impose restrictions, definitions, or classes on players, they want everyone to be equal and make the most of what they can.
     
    And aside from that, any organization can't really be defined by certain pre-defined criteria. Every group has to start somewhere. Every small organization has a risk of failure, but potential to grow into a powerful and well known force. You don't need pre-set definitions for that, it is what it is and it's all made by players.
  2. Like
    SimonVolcanov got a reaction from Vorengard in Afk raiding protection   
    I personally like the thought of a power-dependent shield
  3. Like
    SimonVolcanov reacted to StoneLegionYT in Use things built in the beta/alpha and turn it into "Ancient relics"   
    They talked about finding blueprints and such. I love to have maybe some the top selling blueprints from alpha/beta that are submitted maybe a special box they can check that can be used once the game goes live as rare drops and such. 
  4. Like
    SimonVolcanov reacted to Hunter in Simon Volcanov   
    A formal welcome to you Simon from one newb to another.  Someday we won't be.  It's nice to know you.  btw, CaptainTwerkMotor has agreed to make Little Pony's out of voxels for you.  
  5. Like
    SimonVolcanov reacted to Warden in DevBlog: Community Portal goes live!   
    I suggest increasing the amount of featured posts by about 5. From my observations so far, new posts tend to be among the featured posts, in theory giving you the ability to somewhat flush out existing posts, replacing them with your own.
     
    Don't get me wrong, I get the idea of new posts being visible so they are seen, but as some also tend to release several and not just one post, I suggest that the amount of featured posts is raised by a bit.
  6. Like
    SimonVolcanov reacted to lethak in My Community Has Withdrawn Our Pledges   
    So, you were only looking to play the game for a short period of time ?
    I can understand why this system is frustrating for you then.
     
     
    For the player looking at the game as an evergoing long term adventure, like EvE and other persistent mmos, their is absolutely no problem with the DAC/PLEX system running as an alternative to the monthly subscription.
     
    As a player not infusing $$$ into the game , you would still be able to earn money otherwise using the game mechanics.
    As long as it is not possible to progress your skills faster using money, DU can't be "pay-to-win".
  7. Like
    SimonVolcanov reacted to Dominar in BOO - Band of Outlaws   
    So

    That's where you people went...

    I can see the term "BOO" becoming a meme inside DU very soon.

    "BOO"

    "OHHHHHHH S%$@& RUN GUYS"
  8. Like
    SimonVolcanov reacted to GrandMaster Apex in BOO - Band of Outlaws   
    sounds like great fun and great RP for the later game. Give it your all guys, I hope i don't get caught and boarded. I knew installing that self destruct button might come in handy one day
     
    All the best
  9. Like
    SimonVolcanov reacted to Lethys in Mega-scale Mining   
    Do contracts for others
    Gain money
    Go to market hub
    Buy ship
    Profit (at least for the seller)
  10. Like
    SimonVolcanov reacted to Anonymous in Simon Volcanov   
    Well met
  11. Like
    SimonVolcanov reacted to IffyCougar832 in What crazy contraption will you build?   
    Because it'll probably be someone's lifelong goal to blow it up.
  12. Like
    SimonVolcanov reacted to Dygz_Briarthorn in Will constructs in Alpha be in the beta and launch?   
    Ideas are not necessarily perceived as neutral by gamers who view everything through a filter of competition and "advantage".
    People with different playstyles often view the same mechanic very differently.
  13. Like
    SimonVolcanov reacted to Hunter in Arkship Vicinity   
    Perhaps it should be like what you get when you step off a cruise ship.  Vendor's, low life, etc.
     
    Maybe recruiters for various causes screaming the loudest about why you should quickly join them for safety or otherwise.  I'm sure it will be a sight to behold.  
     
    I'm optimistic that a city will rise up around this area.  
     
    "You will never find a more wretched hive of scum and villainy. We must be cautious."  Obiwan
  14. Like
    SimonVolcanov reacted to StoneLegionYT in Simon Volcanov   
    Welcome friend
  15. Like
    SimonVolcanov got a reaction from Anonymous in Ship Copyright Infringement?   
    Sounds like a very nice, but also complicated to implement feature... maybe anyone can repair up to a certain percentage of module/voxel damage, but only those with rights/authorised blueprints can fully restore a ship. That could also lead to some very cool looking, run-down pirate ships, some parts already replaced, maybe some weapons crudely added... so many thoughts, so little time...
  16. Like
    SimonVolcanov reacted to gyurka66 in Penalty for death   
    This way piracy would lose its meaning because you cant get anything from victim but a tasty debuff.
  17. Like
    SimonVolcanov reacted to Dygz_Briarthorn in Will constructs in Alpha be in the beta and launch?   
    I think what the devs have said is that the Alpha Team is awakened first and for Alpha and Beta projected into a virtual sim on the Arkship as it preps to settle on Alioth.
    So, the pre-Launch planet should not be accessible for us to discover in the meat space of the DU setting.
     
    But, I wouldn't be surprised to have some of the ruins we do discover on random planets be constructs created by pre-Launch players in addition to devs.
  18. Like
    SimonVolcanov reacted to yamamushi in oxygen and pressurised ships   
    I'm fairly positive there will not be air pressure inside of ships and stations being simulated.
     
    It's a very similar problem to the issue of modeling water flow in a massive game like this (air acts like a fluid after all), and water is something they've said will not have real world flows.
     
    If you want to play a game with accurate air pressurization dynamics, check out Space Station 13. It's not a graphically pretty game, but it was originally created as an air pressure simulator. 
     
     
    Whether or not there will be a need for O2 in space is a whole other topic, but I would hope that we aren't stuck wearing our helmets 24/7, and that going out into space might require some resources like oxygen (or food). 
     
    Survival mechanics like that have generally be frowned upon in the forums, but I'm definitely in favor of needing supplies (food, water, O2) to survive. 
  19. Like
    SimonVolcanov reacted to Violet in NQ: what happenes to player made items if that players ACCOUNT is Deleted ??   
    If you cared enough to choose someone to bequeath your stuff to why wouldn't you change ownership before deleting your account?
     
    Personaly, I think it should just become abandoned so anyone can claim it if you decide to quit without getting you affairs in order
  20. Like
    SimonVolcanov reacted to Vorengard in Ship Copyright Infringement?   
    Love it. Except "Right to Repair". I don't think anyone should be denied the right to fix their ship, for  a number of reasons. Perhaps the most compelling is new players, who could buy  a ship not realizing they aren't being granted repair rights, and then rage-quit because they can't figure out how to fix their ship.
     
    That just sounds like an unnecessarily annoying feature. Otherwise, top quality list.
  21. Like
    SimonVolcanov reacted to Anaximander in DevBlog: A single-shard continuous universe: one world, no boundaries.   
    That's why I carry my Crowd-Plower tool with me at all times.
     
     
    It's a 12-Gage.
  22. Like
    SimonVolcanov reacted to Anaximander in Simon Volcanov   
    My... Little... Pony?!



    Let's work together on creating an actual Rainbow Dash shaped ship in-game. For copyright reasons, we will call it... Mirage Darter
  23. Like
    SimonVolcanov got a reaction from Kongou in Simon Volcanov   
    Well, since I'm starting to become a real included member in this community, I thought I say a few things about myself.
    My name is Simon, I'm 20 years old, live and Germany and am currently studying IT, but am looking for a trainee position because university is not for me... Anyway, my hobbies include videogames, coding, fantasy literature and watching My little Pony, my favorite music is metal and Nightcore and in the end I spend way too much time on the internet.
     
    EDIT: Also, my love for huge walls and underground shelters that stretch for miles is unrivaled...
     
    Simon Volcanov
    CEO of the Volcanov Corporation
  24. Like
    SimonVolcanov reacted to Anaximander in Use things built in the beta/alpha and turn it into "Ancient relics"   
    Ancient Relics? Of what? The Phallic Empire's church of Lord Dickbutt?
  25. Like
    SimonVolcanov reacted to Anaximander in Item Loss Occurence Ratio   
    Tie the item loss upon death with the distance of the player's "dead" avatar to the nearest Resurrection Node.


    You die near a Resurrection Node? Very small chance of dropping an item, or possibly none. This will negate spawn camping. This also makes carrier ships carrying Resurrection Nodes a thing, as you don't want your fighter pilots losing their equipment in a battle. Ergo, the distance determined as "near", should be in the collective clusters of a star system.


    You die very very far from a Resurrection Node? High chance of losing all your items. Will make even small, single-seater couriers careful, as even they will lose items they carry on their person upon death.


    The boundaries should be the nearest possible distance to a Resurrection Node and the Maximum Distance the equation takes into account. Everything between, is a statistical adaptation between those boundaries.

    The equation, may look something like this :


    ( iV / MIV ) x ( R / MR )


    iV = item Volume.
    MIV = Maximum Inventory Volume.
    R = Distance from Resurrection Node
    MR = Maximum Distance (Point of 100% chance of losing an item at its full chance to drop)

    The formula above, tells us a few things. The bigger the item, the higher the chance of it being lost, BUT, the closer you are to the Resurrection Node, the smaller the inherit chance of losing said item.


    Example :

    DISCLAIMER :

    (Numbers are speculatory and kept round for simplicity's sake, if you can't understand the nature of an example, please, feel free to look it up in the dictionary. If you can't understand how percentages are derived, please, feel free to go back to first grade.)

    Item Volume = 25 Volume Units.
    Maximum Inventory Volume = 50 Volume Units (size of your personal inventory)
    R = 10,000 Km from the Resurrection Node.
    MR = 100,000 Km from the Resurrection Node.


    Given the formula of ( iV / MIV ) x [ ( R / MR ) + 100% ], we get :


    (25 / 50 ) x [ ( 10,000 / 100,000)

    (50%) x ( 1/10) = 5% chance to lose the item.


    That item was taking half your inventory's volume size, but given you died really close to the Resurrection Node, that chance went WAY down. It's still, a 5% chance, but let's see what happens for all those other items you carried on you.



    Let's say a Kadpack (or Nanopack or magic satchel of material compression from the Lore ) has 1 Volume unit as a size, but it also contains a metric heckton of materials in it. You may be thinking "so.... is it gonna be rarer to drop than the Untamed Blade was to drop in Vanilla World of Warcraft?"

    No, not really. KadPacks can follow the same ruleset, although, we add a modifier of their maximum capacity material-wise in the formula, as well as take into account the material in question (e.g. Gold is twice as dense as iron ,hence, gold may have twice the drop chance of iron).


     Item Drop Ratio Formula adapted for KadPacks 


    [ ( iV / MIV  ) ( ( MC / MMC ) + 100% ) MQF ] x [ ( R / MR ) + 100% ]

    MQF = Material Qualifty Factor ( for the sake of the example, assume Atomic Number as a factor).
    MMC = Maximum Material Capacity
    MC = Material Capacity
    iV = item Volume.
    MIV = Maximum Inventory Volume.
    R = Distance from Resurrection Node
    MR = Maximum Distance (Point of 100% chance of losing an item at its full chance to drop)


    Let's say that for some reason, you elected to be an intergalactic moisture farmer, ready to sell your spiffy hydrogen to the Intergalactic Bureaucracy (the faction formerly known as Prince-- I mean Cinderfal Syndicate).

    You are on your merry way, being stacked to the brim with so many hydrogen-full KadPacks to constitute as your very own star if one of them lit up.


    Suddenly, a Honey Badger appears ( he's probably a BOO zealot ). 


    Your hydrogen is on the line and you wage how much you much of it you may lose when the Honey Badger gets to you. With the aforementioned formula and my ceaseless quest in drinking more - thinking less, we may got the answer.


    You know your distance from the tntegalactic bureaucracy's trading hub ( the place known as Emberstone, until some german started a barbecue on the streets and the place got its actual, more concise name, Baconstone). The distance, it's 30,000 Km. KadPacks are 1 Volume unit worth, but they are full of hydrogen. The formula, is something like this :


    [ ( iV / MIV) ( ( MC / MMC ) + 100% ) MQF ] x [ ( R / MR ) + 100% ]

    [ ( 1 / 50 ) ( ( 10,000,000 / 10,000,000 ) + 100% ) 1 ] x [ ( 30,000 / 100,000 ) + 100%) ]

    [ ( 1 / 50 ) ( 200% ) 1 ) x ( 130% ) = 5.2 % of losing a KadPack worth of that sweet sweet Hydrogen.


    Don't worry though, you got a lot of of them after all. If the material was something actually rare like Rhenium, the aforementioned result would be.



    [ ( 2% ) ( 100% + 100% ) 75 ) x ( 130% ) = 400%


    That's exactly how screwed you are if you were to transfer Rhenium on your own. You are guaranteed to lose the KadPack with the Rhenium voxels in it and make Cybrex the most rich kid in all of Babylon.



    Tactical Advice : If a Honey Badger zealot stops you on your merry way to Baconstone, you may wager paying a toll to them. Pirates are lazy and will rather be collecting the easy cash rather than chase you, kill you, salvage your wreck and then sell them. Ain't nobody got time for spreadsheets, especially Honey Badgers. Unless you are a moisture farmer and are selling Hydrogen to mermaids. At that point you should DEFINITELY say something rude to the pirates. Trust me, it will work fiiiiiine. Say something like "fite me bro 1v1 irl".






    This way, the mentality of Risk/Reward is maintained. You wanna play safe and trade within your faction's borders? You are free to do so, but people won't pay you more for such jobs. You want to be a spiffy smuggler, trading between factions, having to take long journeys in deep space that are dangerous? You get paid more, as you run the risk of being intercepted and losing all your assets on your ship and person.



    P.S. : I will be expecting the hate-mail from mad carebears at the Dual Universe Discord channel, where you can flame me in alt accounts all you want.

     
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