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Semproser

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  1. Like
    Semproser got a reaction from ThatAlex in Lets talk about Gravity   
    So obviously gravity onboard ships/space stations is going to be handled somehow within this game. I want to know the specifics:
     
     
     
    Will gravity always be locked to the "Down" direction from the starting core?
     
    if not:
     
    Will there be "Gravity machines" of some kind that will allow us to give custom gravity to certain areas?
     
     
     
     
    Really I'm asking because I want to build large ships designed to essentially be cities, and for most designs I want to build, having gravity in a different direction to the rest of the ship would be incredibly useful. For example, a cube city. With unidirectional gravity, the city would be forced to be only inside and ontop of the cube. With multi-directional gravity, I could build outwards on all faces. Cyclindrical cities (like the Citadel in Mass Effect but with the gaps in between the arms filled). Jupiter station from Interstellar.
     
    I think you get the point. Anyone know? If not, can someone ask the devs if they get a chance? Or if this get popular enough, maybe a poll? 
  2. Like
    Semproser reacted to yamamushi in Make Everything Difficult   
    I have been a proponent of the "harder is better" philosophy from the beginning.
     
    I think that things in the game will be more rewarding if you have to work to get them. 
     
    Wurm Online was 99% grind and it was still super rewarding after you built something massive, even if it took months to do it. I'm not saying DU should be grind, but it should at least be difficult.
     
    Getting into space should be a rewarding feeling, like you managed some huge accomplishment. Going to another planet should feel the same way, putting a space station into orbit, etc. All of those grand things should require a massive amount of logistics to accomplish, and will then feel that much more rewarding. 
     
    I also like the idea of having survival mechanics like food and weather/temperature. I know that food has generally not been a well received suggestion on the forums, but I still would like to have food/beverages in the game, at the very least for RP sake.
     
     
    You and I can be in the "everything difficult" club because I feel like this suggestion won't be well received  
  3. Like
    Semproser reacted to Lethys in Make Everything Difficult   
    Like it.
     
    It should be hard to do stuff. Lone wolves have to live with the fact that they can't just build a space station. And the reward for doing so as a community/org will be much greater. Nothing to add here, like your thoughts
  4. Like
    Semproser reacted to ATMLVE in Make Everything Difficult   
    There have been some topics around this area, particularly with building ships, but I feel that the this is a concept valid for the entire game. In a huge civilization-building, player-interactions-driven game, I feel that having people skilled in just certain areas will eventually lead to a more enjoyable experience for players. And this is something that many people may disagree with upon first hearing it, but find in the long run that they think it works really well. Or maybe they'll hate it! I want to share my opinion on it though, and I ask that those reading, who may think it's stupid, give it a chance. Also remember that there are two sides to this, neither are correct, and both are valid. It's just opinion based.
     
    If anyone is familiar with the game series LittleBigPlanet, the first and second iterations for the PS3 played a huge role in a season of my life. They were the main games I played for months, and I had a friend who was into it as I was. Anyway if you don't know the game, it's not important. Basically, you use some basic tools to make little minigame-ish things (I'll refer to them as levels).
     
    Anyway, in the first game, there were a few levels and creators that stood out significantly from all the rest, because they were fantastic (anyone that knows the name "Lockstitch" off the top of their head is a freaking awesome person). Me and my friend, we knew exactly what tools were available, and what you could and "couldn't" do. But some few levels stood out to us because, as people who knew the game inside and out, we had no clue how they some of these things were accomplished. A fair few levels were outstanding and amazing due to their mechanics and visuals.
     
    When LittleBigPlanet 2 arrived, there were tons and tons of new tools added. These were fun and great to be sure, but they made everything that made the old levels special, not special. Because, all of the fantastic things that had been done before (in the first game) were now basic and easy because there were tools to do them (in the second game). This made a lot of great content a lot more common. Which of course was a good thing. And there were certainly levels that still pushed the boundaries. But overall, by making cool and unique things easy, it made great content a lot more common and thereby a lot less special.
     
    If Dual Universe makes building easy, and mining easy, and combat easy, and exploration easy... Well, then there are going to be lots of amazing ships, and lots of miners, and lots of warriors and lots of explorers. You may say, "that sounds great!" But, remember my exceedingly dramatic and emotional story. When you make it easy, it stops being special.
     
    In a game like Dual Universe, where player interactions and jobs and organizations are such a key factor, it shouldn't be easy to do anything. It shouldn't be easy to switch from a being an efficient miner working for a large corporation to a stupendous explorer finding rare resources on hostile worlds at the edge of the known galaxy. Sure, you can switch job titles and do whatever you want whenever you want, because it's a game! I'm just saying you shouldn't be able to switch from being outstanding at one thing, to suddenly outstanding at another. This allows individuals the opportunity to stand out, and be known for something. "Hey he's that guy that makes that line of super efficient yet powerful ships. I don't know how he comes up with that stuff." "What, you want to send Xx_M8_SLAYR_xX to go hunting for that anomaly? He's an architect, someone else will find it way sooner!" If someone wants to be known for something, then they go for that something and only that and they end up being great at it, and known for it. Lots of people will choose to not do this, which allows the few that do to stand out.
     
    I can't really say much else that I haven't said already. I believe I've gotten my point across. Regarding designing ships or stations, it's easier to see how an individual could be better at it than most others. Mining or exploration expertise could be accomplished, not just by having better equipment or skills, but also by there being hidden techniques that people just have to learn by doing it. Thank you for reading and please try and be civil in your response, as, once again, both opinions are valid!
     
     
    When everyone's special, no one is...
    And if you're good at something, never do it for free!
  5. Like
    Semproser reacted to Lethys in For the devs: What you can do to make me donate   
    I am also very skeptical about this game and if they really manage to pull this off. I don't believe right out anything they say and I thought long about backing (did Ruby though)
     
    BUT
     
    - The devs punch out new videos nearly every week
    - They do interviews as often as possible (and coherently explain the same things)
    - They LISTEN to the community (we have now a private discussion running with 26 participants) and ask them for their opinion
    - They just had a meeting with 75 people coming to Paris and play the game
     
    That meeting was just now, so you have to wait until people get home, edit their videos, upload them. They will come. Waiting you must learn, young padawan.
  6. Like
    Semproser reacted to Hotwingz in For the devs: What you can do to make me donate   
    Guys the OP has the right to voice his concerns. We as a community should do well to have an embracing mentality.
     
    Having that said; OP if you go on youtube there are plenty of interviews. In one of the interviews the guy is blown away about JC pulling out the game infront of him.
     
    Blown away about the game and server running on a laptop. Beyond that JC has repeated several times that they have been working on the tech for 3 years. And that is what they have today.
     
    To put it bluntly there is no game perse.
     
    I am not here trying to convince you but I think you have it a little backwards. A lot of kickstarters have nothing to show beyond a bit of concept art and maybe a few 3D models. Lofty ideas and a promise.
     
    JC and NQ are doing it the right way.
    They first developed the tech on their own money to see if DU was even possible. When they knew it was they decided to kickstart the project.
     
    Community members have played with the game. It is your choice to believe them or not.
     
    And to end this message; https://en.m.wikipedia.org/wiki/Jean-Christophe_Baillie you really think this guy is a con man?
     
    Your choice, we need all the pledges we can get though.
  7. Like
    Semproser reacted to wizardoftrash in For the devs: What you can do to make me donate   
    If they released a slimmed out version of the voxel build system, you could have hundreds of "players" playing around with it and seeing what kinds of neat stuff they could make. Problem is, in the wrong hands it could just be a bottomless supply of materual for a youtuber bash-fest like the stuff bluedrake42 keeps kicking out.
     
    On the flip side though, that is how you ignight a community. Kick out an offline version with one planet, and the voxel tools that are already available and we would be posting pictures of buildings and ship components like crazy. If there was even a way to save creations that could be turned into blueprints on the incoming alpha that would be HUGE, but not a realistic thing to expect.
  8. Like
    Semproser got a reaction from Vorengard in It's a Problem that Ship-to-Ship Combat is a Stretch Goal   
    Gotta agree with OP here. 
    as stated on the kickstarter:
     
     
    Personally, I think that's fairly ridiculous. Without this, avatar vs avatar combat will be the only alternative, and therefore boarding will be the only real combat. And any fight fought between two warrior groups with their warships will resemble old fashioned galleon boarding. Cool as that may sound, that being the only option really isn't favourable at all. CvC really is essential here. It can't just be an afterthought.
     
    (edited because of extreme format failures)
  9. Like
    Semproser reacted to wizardoftrash in It's a Problem that Ship-to-Ship Combat is a Stretch Goal   
    I'm actually expecting this to be whether it is included in the full game, or instead in a future expansion.
     
    Being subscription based means regular funds going in for expansion content. Hitting this stretch goal means having those funds available sooner, and as such having that content sooner.
     
    Also I think it would be kind of funny for there to he a period of the game before ship weapons become a thing. To hurt someone you would have to get out of your ship to do it lemme pull over real quick and give this guy a piece of my mind
  10. Like
    Semproser got a reaction from GalloInfligo in For the devs: What you can do to make me donate   
    Considering all the flashy signatures in forums like these, I really didn't really expect any praise for my fairly generic 3 word attempt. Cheers fam Nice to know there are other W40K fans around. 
  11. Like
    Semproser got a reaction from Phroshy in For the devs: What you can do to make me donate   
    Now this is EXACTLY what I want to hear. As the event only happened yesterday there aren't too many reports of how accurate any of what they've said has been, its been mostly conversations between the attenders of the event and the devs with thoughts on ideas in the game. Now apart from this thread I'd seen maybe 1 or 2 people say the demo was exactly as shown, but with this thread, that makes 4 now. This is exactly the kind of proof I'm looking for, thank you. 
    I feel like this is a fairly unfair statement. You're making assumptions about me based on very little. I am not a man of faith, I need proof before I will believe something. I really don't see whats unfair about asking for proof these devs aren't lying about what they're saying before throwing my money at them. Also, what on earth is "you are not worth the money you may back at this point."  meant to mean? By wanting to know that I'm not throwing my money into a bottomless pit that makes me worthless? How rude. Remember that before today we've had no community confirmed proof of anything they've said, but thanks to this event we do now. That also means you've got a hell of a load more clear an idea what this game is really like than me. 
    From the footage I've seen, I am impressed outright. However on that note, do you have any idea the specs of the machines they were running it on? And maybe what FPS on average? I've got a few friends that are interested in this but are entirely uninterested as they own potato machines and aren't convinced they'd be able to run it when it comes out. 
  12. Like
    Semproser got a reaction from Phroshy in For the devs: What you can do to make me donate   
    What I'm thinking here is that they haven't shown us much, but what they have shown us looks great. I just want to know if everything they have actually said so far is true before I start believing their promises about the rest of the game. If so, I can then have some trust in them. 
     
     
    Exactly this. I do not trust their videos alone as they are from a bias source. If we have external proof of this, I can start trusting them. 
  13. Like
    Semproser got a reaction from Hunter in For the devs: What you can do to make me donate   
    If enough people get their hands on a working demo and without being bribed still think that NQ can deliver on what they've said, and haven't bigged up their claims, then that's the perfect scenario. Everyone wins. Scott Manley is just a good example of a member of the gaming community that would want this to succeed and I would trust to give an insightful and unbiased opinion on what the game is like after a hands on experience <-- that's what I want. 
  14. Like
    Semproser reacted to HaidenFR in Dual universe - Visit at Novaquark headquarters   
    DUAL UNIVERSE
    Invitation at Novarquark

    Dual universe has actually a false reputation of being a mix between Space engineers and No man’s sky. It doesn’t helps.
    I’ve talk about that with the team...
    ...They’re not only doing a building game, at all. It’s a complete game, with everything you may expect from it, made by players who play games alike and who want to create their ultimate version with their own concepts. They’re playing the same games as you and they’re not willing to make the same mistakes.
    For now they’ve just shown their technology and they want to make a game as the same dimension as EVE online on which you’ve put some Minecraft mecanics in a ++ version

    I need to tell you that I was sceptical before going to Novaquark. I've a huge videogames experience so I hade a lot of questions.

    So, here's the interview. (It's my redaction, not exactly how they said it)

    TECHNICALLY
    - For Dual universe, you're seeking for a real big thing. Technically will it really be possible ? With how many maximum players visible ?
    For now it's a technical demo. When we've started the project it was on a multiplayer basis and not a solo one on which you add things.

    We're starting from a fresh new game, multiplayer in mind, we put the maximum and we adjust the things together.

    - At what distance you make elements of the game pop ? And when it's too far away, it doesn't pop ? It's showed but in low poly ?

    It will be in low poly. We're tweaking it as the project goes by.
     
    - Will there be differences between orbital flying and space flying ?

    For first the speed, maybe the vibrations, different motors will probably be necessary to control the player's progression. It will be luxury to have a ship who can do space AND planet flying. Our goal is more to have a ship carrying a shuttle to go on the planets. We'll also avoid big structures to go on the planets to don't see them crash on your little house without warning.
     
    - Will there be wheel vehicles and their physics ?

    It would make a lot of calculations so the size of the planets would be shrinked so no.
    But we'll have hovercrafts who follow the terrain.
     
    - What about aquatic vehicles ?

    It's hard to do in voxels but we want to make innovations with the voxels.

    CONSTRAINTS
    - Dual universe'll have limitations with the things we can build ? What happen if I build a giant penis ?

    Any building has a tag with the name of the person and you can report it. If it doesn't respect the rules of the game, the materials and buildings will be delete and the player may be banned.
    Next to that, what you can build, can be sold on the game market. I think the players
    will be more interessted to buy things with style, rather than the ones who don't match with the universe.
     
    - The pre made parts of the ships are a very good idea for me and when I see a ship it gives less the feeling of : "There are only cubes in this".

    We're putting these elements to inspire the players too. Some of them don't know how to build a ship, so we give some keys to them.
     
    - What if I wanna destroy a whole planet ?

    It won't be possible. The center can't be destroyed.
    Mining deeply will be a real career to avoid lava zones who'll be more and more numerous as long as you go deeper.
     
    - I'm a bad player so with 60 people I decide to build a giant cube around a planet, so no one can't go inside. How will you avoid that ?

    A good player will come destroy it.
     
    - How to control big groups of people that you can meet on games like survivals who are raiding or griefing anythings they find ?

    We don't want to break the game balance in any way.
    The start of the game will be safe to be able to develop yourself.
     
    COMPETITION
    - You know of course that there're others games who looks like yours in which I don't have to pay every month. Their first problem is their world is so big that we don't find any other player. How do you solve that ?

    We want to create a game to play for years, so the subscription is here to have everything to build new content. We wanna give more and more possibilities to the players.
    Dual universe isn't going to be another clone. We wanna do the ultimate sandbox game. We've played to the other games you're talking about and we allways thought that there is missing something, that's why we've decided to do our own project.
    For what you can do in the game, we believe that the community will do a big part for that in Dual universe.
     
    GAMEPLAY
    - What planets will have to give me the want to explore them ? Today the sandbox games are mostly with empty planets and sometimes a cave. This is not very interresting. What is exploration for you ?

    Exploration has to be not too easy and rewards you. It's hard to take off a planet to go to another one but there will be different ways to do it. You'll need players, materials, skills, fuel, make tests etc...
    Next to that we're putting a lot of work in the creation of the biomes so they all have a purpose and goals for the player. They're not just skins of the terrain, they all have their materials, aquatic lifeforms, animals, etc...
    You'll also can find wreaked ships, ruins and things that the players had built.
    In space you'll find minerals in asteroids or a secret base hidden by a player in one of them.

    - A universe with 30 planets and people rather than a universe with 250 planets with no one and allways the same things to do sounds more interesting for me. What do you think about that ?

    Our universe will expanse as players come in the game. The more player are in Dual Universe, the more we will add elements to, then we'll give access to stargates who'll bring you far away in the universe.
    We also want to implement safe zones to encourage people to regroup.
     
    - Will there be aliens ? NPCs ?

    The game is about the humans who're searching a new planet. The game has a story. So we're just thinking about humans and animals. But you'll have elements to make alien looking ships.
    For the NPC if by that you mean : The magician standing in front of his house, you won't have that.

    - But a city without NPCs walking by will make it look dead, no ?

    What will be constructed will be at the scale of the player population of it. So like in real life in the street, you're not allways seeing people, you'll not see players if they're not using their colony. But it will take time and investment to build these colonies so there will be players in.
     
    - The players' ships and buildings will be saved ? Tradable ? What happen if my ship is destroyed ? Can I make it again with a saved blueprint or will I have to do it again from scratch ?

    Yes, you'll have all of this and the ability to build back your ship if you've saved the blueprint.
     
    - What about the character creation. What will be the options ? Will we all have the same look ?

    There will be a character creation : man, woman, face details, haircut, nickname, logo, etc...
     
    - Will you put ranged combat on foot ? Melee combat ?

    The combat will be a lock and fire system. (Nok : Not a Tab + skill, I asked) The goal is to have a tactical combat more than a reflex combat and also because of the technical issues a too fast fighting system may create latency, etc... (Nok : So it would look like a Star wars galaxies system on its end)
     
    - How will be the space combat system ? Simulation ? Arcade ? Shields / Armor / Pilot (dead) like in most of others space games ?

    We're looking for somewhat of a realistic lock and fire space combat. A tactical combat. You'll have to hit the shields, scan to find where are the important parts of the ship to destroy them, etc...
     
    - In a multi crew ship, what are doing the other players ?

    A ship will need a lot of things to work. You'll have to close doors to take off, people in the turrets, others who'll make the power go to the speed or the shields, etc...
     
    - Someone is boarding my ship. Is it more interesting for him to destroy or hack a door or make a hole in my ship ?

    It depends of your ship construction. The ship will define its weaknesses. If you've put a strong door, they'll hit the shields. If you've strong shields, they'll hit the door, etc... Following that idea. It's up to you to enhance your ship structural after that.
     
    - Will there be any fuel ? Will I have to eat, drink or sleep ?

    Let's take an example. A player wanna explore a cold and far away zone. He'll have to equip himself with clothes to go there and have the supplies for that kind of expedition.
    In that way the more you're prepared, the more you'll be rewarded.
     
    - What happen when I die ?

    For now it's a respawn, after there'll be penalties, but it's still in the works
     
    - How will be the economy ?

    We're looking for something close to EVE online for that with markets that players can make. There can be different markets next to anothers and who compete.
    In these markets you'll be able to sell materials, objects, constructions, DAC (Subscription tokens).
    At the beginning we'll put bots, as it was on EVE online, to have a working market since the start. When it'll be working, we'll delete bots as more as players will come in.
    We have knowledge about the economic systems, so we'll make sure it's never blocked.
     
    - What are the careers planned ?

    You can see that on the Kickstarter
     
    - Will there be a criminal system ?

    We want the community to control that. For example if this group is know to be agressive, the communty will see if it has to be stopped or not. It may create police players group to stop them.

     
    Other things to notice :
    - They'll put free extensions to add specify content like : Stargates or Weather system (I mean tempests, etc...) and so on.
    - When you're in the cockpit, you can see your body in full 3D. It will be improved.
    - You'll be able to tweak your ship. With the LUA system. So it will really be your ship and with that you can expand his value on the market
     
    Now it's up to you to decide.
     
    Thank you to Alexandre Moufarek, Ludovic Serny, Jean Christophe Baillie, Berjamin Berteau and all the persons who've answered my questions. They were passionate players and very easy to speak with.
    In case you forgot, link to the Kickstarter : https://www.kickstarter.com/projects/1949863330/dual-universe-civilization-building-sci-fi-mmorpg

    Thank to all. It was Kendan for whyshouldiplay
     
  15. Like
    Semproser reacted to Wicpar in Let's get some silly ideas going? :P   
    the funniest thing we could add is forced perspective: you think yyoou go towards a big planet, then it gets squished on your windshield XD
     
    on a more serious note, there should be a way to mod the game UI, materials, meshes etc.. this could allow for a hello-kitty mod, making everything 50 shades of pink.
  16. Like
    Semproser reacted to Code24 in Let's get some silly ideas going? :P   
    Fully functional bathrooms. 
     
    Toilets. Showers. Sinks. Pretty self explanatory.
  17. Like
    Semproser got a reaction from PauMS0418 in Use things built in the beta/alpha and turn it into "Ancient relics"   
    My suggestion is, that when the open alpha comes out, after people have spent a while frantically running around, building ships, cities, houses, mining stations etc. when the game is actually released, convert all of these creations into "discarded ruins from a long forgotten race" by changing all of the blocks used. Like all metal becomes corroded metal, all turrets become broken turrets or removed, power cores become depleted power cores that are useless (if there are such things) and giant space ships become 40k-esque space hulks... dead, broken and discarded. Cities built during the time become abandoned wilds, buildings above a certain height have their top halves removed, random holes in them everywhere, environmental recapture so vines everywhere, bushes and trees breaking through blocks in the roofs and flooring. 
    These things could be made to either make them a valuable resource, or have no value at all depending on what the devs want. 
    I would be fine with all of this being purely decorative, part of an integrated sub-lore, but something that cant just be rebuilt in the game as they would be exclusive (yet useless) blocks. Something to preserve, as part of this world's legacy. Hell the resources might even have value simply because of their rarity, after all "party hats" were one of the more expensive things in Runescape at one point - not because they are good or useful, just because they are rare. 
     
    If you don't like the idea of all this coming from the alpha, I'm sure there's room for this kind of thing anyway that's put in the game by creative teams you might employ. I just think this sort of thing just gives a small bit of...atmosphere to a game that needs it. 
     
    Anyone agree?
  18. Like
    Semproser got a reaction from Kuritho in Use things built in the beta/alpha and turn it into "Ancient relics"   
    My suggestion is, that when the open alpha comes out, after people have spent a while frantically running around, building ships, cities, houses, mining stations etc. when the game is actually released, convert all of these creations into "discarded ruins from a long forgotten race" by changing all of the blocks used. Like all metal becomes corroded metal, all turrets become broken turrets or removed, power cores become depleted power cores that are useless (if there are such things) and giant space ships become 40k-esque space hulks... dead, broken and discarded. Cities built during the time become abandoned wilds, buildings above a certain height have their top halves removed, random holes in them everywhere, environmental recapture so vines everywhere, bushes and trees breaking through blocks in the roofs and flooring. 
    These things could be made to either make them a valuable resource, or have no value at all depending on what the devs want. 
    I would be fine with all of this being purely decorative, part of an integrated sub-lore, but something that cant just be rebuilt in the game as they would be exclusive (yet useless) blocks. Something to preserve, as part of this world's legacy. Hell the resources might even have value simply because of their rarity, after all "party hats" were one of the more expensive things in Runescape at one point - not because they are good or useful, just because they are rare. 
     
    If you don't like the idea of all this coming from the alpha, I'm sure there's room for this kind of thing anyway that's put in the game by creative teams you might employ. I just think this sort of thing just gives a small bit of...atmosphere to a game that needs it. 
     
    Anyone agree?
  19. Like
    Semproser got a reaction from gyurka66 in Use things built in the beta/alpha and turn it into "Ancient relics"   
    My suggestion is, that when the open alpha comes out, after people have spent a while frantically running around, building ships, cities, houses, mining stations etc. when the game is actually released, convert all of these creations into "discarded ruins from a long forgotten race" by changing all of the blocks used. Like all metal becomes corroded metal, all turrets become broken turrets or removed, power cores become depleted power cores that are useless (if there are such things) and giant space ships become 40k-esque space hulks... dead, broken and discarded. Cities built during the time become abandoned wilds, buildings above a certain height have their top halves removed, random holes in them everywhere, environmental recapture so vines everywhere, bushes and trees breaking through blocks in the roofs and flooring. 
    These things could be made to either make them a valuable resource, or have no value at all depending on what the devs want. 
    I would be fine with all of this being purely decorative, part of an integrated sub-lore, but something that cant just be rebuilt in the game as they would be exclusive (yet useless) blocks. Something to preserve, as part of this world's legacy. Hell the resources might even have value simply because of their rarity, after all "party hats" were one of the more expensive things in Runescape at one point - not because they are good or useful, just because they are rare. 
     
    If you don't like the idea of all this coming from the alpha, I'm sure there's room for this kind of thing anyway that's put in the game by creative teams you might employ. I just think this sort of thing just gives a small bit of...atmosphere to a game that needs it. 
     
    Anyone agree?
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