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Mr_Kamikaze

Alpha Tester
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  1. Like
    Mr_Kamikaze reacted to NQ-Nyzaltar in [DevBlog Feedback] Our thoughts on Territory Protection Mechanics   
    Hi everyone!
     
    A new Devblog has been released on Territory Protection Mechanics: you can find it here!
    As we plan to post now all DevBlog articles directly on the website, we will have one dedicated topic per Devblog.
    Feel free to give your feedback in the present topic for "Our thoughts on Territory Protection Mechanics".
     
    Best Regards,
    Nyzaltar.
     
  2. Like
    Mr_Kamikaze reacted to Lethys in youtubers and their orgs   
    And this would be a problem because.....?
    More players = more gameplay = more fun.
     
    Why should orgs which are founded now get some kind of protection? If your org can't adapt to new situations or If you can't keep up with others then just change things. 
     
    Some large org kills your members constantly? Move to another planet or try to make their lives as hard as possible
     
    Some players run the market and install a monopol there in certain goods because of their large backbone? Get their supply lines or move to another product
     
    Can't really see a problem there
  3. Like
    Mr_Kamikaze got a reaction from Atlas5 in Valkyrie Squadron now recruiting   
    Hmm This Org looks good, i my join and the ships looks really good
  4. Like
    Mr_Kamikaze got a reaction from Kael in Inspirational Architecture   
  5. Like
    Mr_Kamikaze got a reaction from kummobob in Inspirational Architecture   
  6. Like
    Mr_Kamikaze got a reaction from Kael in Inspirational Architecture   
  7. Like
    Mr_Kamikaze got a reaction from GunDeva in Inspirational Architecture   
  8. Like
    Mr_Kamikaze got a reaction from GunDeva in Inspirational Architecture   
  9. Like
    Mr_Kamikaze got a reaction from kummobob in Inspirational Architecture   
    This is what happen if you are out of fuel

     

  10. Like
    Mr_Kamikaze got a reaction from GunDeva in Inspirational Architecture   
  11. Like
    Mr_Kamikaze got a reaction from GunDeva in Inspirational Architecture   
  12. Like
    Mr_Kamikaze got a reaction from GunDeva in Inspirational Architecture   
  13. Like
    Mr_Kamikaze got a reaction from GunDeva in Inspirational Architecture   
  14. Like
    Mr_Kamikaze got a reaction from Alluysl in Inspirational Architecture   
  15. Like
    Mr_Kamikaze got a reaction from GunDeva in Inspirational Architecture   
  16. Like
    Mr_Kamikaze got a reaction from Alluysl in Inspirational Architecture   
  17. Like
    Mr_Kamikaze reacted to TheMasterArchitect in ░░░††† New Genesis Military Recruitment †††░░░   
    Greetings
    New Genesis presents a short P.S.A. on our military.
     
     
     
    If you have any questions or are interested in joining please reply here or join our discord here https://discord.gg/8dfxX9P
     
     
    https://docs.google.com/document/d/1hWRpfOgc_8VTUf6C0H4wHXkjhJjFDuFYBiVXesRJVFY/edit
     
  18. Like
    Mr_Kamikaze reacted to hdparm in New Youtube interview with J.C.   
    Thanks for the link to the interview!
     
    Since the interview is one hour long and there's no transcript, I've tried to make some notes. Mostly it's things we have already heard before. Note that English is not my first language and I may have misheard something.
    J.C. really likes EVE Online. There will be multiple wipes before the release. Construct blueprints will be preserved. "Information is sacred". If your ship gets destroyed and you had no blueprint, you still get a snapshot. Everything is in first-person (for immersion). Third-person view may be introduced later. There will be mysteries in the world to discover. Everyone starts at the arkship. 20 km (minimum, may be expanded) safe-zone around the starship. No artificial content (bosses or pre-built challenges). Emergent gameplay, meaningful experiences. No quests. Organizations are expected to provide player-built quest/job boards. NPC life (to hunt, etc) is challenging to do right. Will start with something simple. Tech can handle 100 people on one ship. They can move and do things while the ship is moving. The goal is that one person can't run a 500 m long ship alone. 20 cannons = 20 people. Pre-alpha has one system with 12 planets. Will expand that later on with more systems and unlock technologies to build stargates. Exploration won't be easy ("a journey"). Planets are real (giant balls, not flat). 65 km in radius at the moment. Everything is editable. If you have several months, you can dig out a mountain and see that it's not there from space. The game client downloads parts that are modified. Estimate: 1000 players, 8 hours/day, 19 years to dig out 1% of the planet. There will be prospecting gameplay (scanning to locate minerals). It will be possible for players to organize and defend themselves. Biggest overcome challenges: server tech, recruiting people and building the dream team, financing. Often can't use off-the-shelf tech. Started with Unreal engine but couldn't do what they wanted. Switched to another engine. Building not just a game, but a whole set of game technologies. Marketing is important and they'll work on that in the coming months. There's lots of great games out there and no one knows about them. They're trying to revolutionize the MMO genre. You can "paint" by changing voxel materials. Elements (engines, fuel tanks) are static, but there may be multiple varieties later on. Construct and avatar weapons are preset (not customizable), but come in many varieties. Maybe in a few years they'll think about customizing. There will be a skill system like EVE Online (offline training). Still working on that. No offline mining, but some industrial jobs will be running offline. Anything that requires interaction with the world will require you to be connected. Mining will not be automatic so that beginners can have something to do and be competitive. If you are touching the ship when it is destroyed, you die. In principle, you could escape in a smaller ship before that or just float in space with proper equipment. Bases will require power (power generators) for certain parts. Not for lights. Food is intended to be added later. Everything is scriptable in Lua (for advanced players). Can automate a lot of things. You can play games inside the game. For the moment, no underwater bases. Would like to add a bubble that creates a water-free area. Just a matter of time until they find a way to make underwater bases happen. No boats ("water ships"), hovercrafts instead. Territory units will be expensive and there will be lots of gameplay to regulate how often you can claim territory. 1 km in diameter. The only way to get anything is to craft it or to buy/get someone to craft for you. Subscription allows you to get and enjoy the whole game (10-15 €/$ per month). There will be a free trial period. There will be a PLEX-like system.   Microtransactions: no pay-to-win, maybe cosmetic items only. In-game money is called "quanta". One aspect of the game that's not talked about enough: interactive elements (pressure plates, lasers, detection areas, force fields) allow you to make puzzle games (like Portal). You can invite friends or make a business out of it. Puzzle game are expected to be co-op (since there's no cube you can drop).
  19. Like
    Mr_Kamikaze reacted to Hotwingz in New Youtube interview with J.C.   
    Hey everyone, 
     
    I just found a new youtube interview with J.C.
    I didn't see this posted on the forum yet so I thought why not share the joy with everyone.
     
     
    Have fun. 
  20. Like
    Mr_Kamikaze got a reaction from GunDeva in Inspirational Architecture   
    This is what happen if you are out of fuel

     

  21. Like
    Mr_Kamikaze reacted to NQ-Nyzaltar in Dual Universe Pre Alpha Tutorial: Tool & UI Basics | October 2017   
    Hi everyone, 
     
    As some of you were wondering a bit a bout this unannounced video, here are a few clarifications:
    - This is the first tutorial video regarding Pre-Alpha gameplay.
    - What is in it is subject to change quite significantly in the near future (with community feedback and also several changes already planned). Also, as the Pre-Alpha test sessions are still quite limited for the time being, we prefer to see Pre-Alpha tester focusing on testing what's in game instead of recording videos to make tutorials that would become quickly obsolete (you will have all the time to do your own tutorials in Alpha, when UI will be not far from being in its definitive version).
    - Releasing publicly this video wasn't a mistake. It was done on purpose: we are aware that a lot of backers didn't have (yet) the opportunity to have access to the game, so it seemed to us it was necessary to give them some preview of the game mechanics currently in-game. Moreover, we hope this will help, in addition to the in-game tutorials - a lot of Pre-Alpha testers to master more quickly all the tools available.
    - While we considered not opening comments at first, we came to the conclusion that it would be better to allow them for a  public video. Comments are now opened on this video.
    - This video is not under NDA so the content can be used by other Youtubers.
    - This video doesn't replace the DevDiary of this month.
    - There will be other (shorter) Pre-Alpha tutorial videos soon (between today and tomorrow) to help Pre-Alpha testers grasping other game mechanics currently in play.
     
    Best regards,
    Nyzaltar
  22. Like
    Mr_Kamikaze reacted to yamamushi in Dual Universe Pre Alpha Tutorial: Tool & UI Basics | October 2017   
    (NQ posted this publicly on youtube, so I'm going to wager this isn't breaking the NDA by posting it here) 
  23. Like
    Mr_Kamikaze got a reaction from yamamushi in Inspirational Architecture   
  24. Like
    Mr_Kamikaze reacted to Anaximander in How will AvC combat be balanced ?   
    Same way fighting a tank in BF1 would go. Not every well. You can't expect to fight a space ship with a rifle. You should be asking for means to sneak up to a battleship and board it. That's the realm of boarding parties, so ask for stealth tools to make your sneaking easier. Just don't expect invisibility cloaks, that's  too low-skill, it's insulting. There have been voices addvocating for both sides, NQ has cross-sections on ships and has a knack for complexity. Expect comlicated and skillful stealth mechanics, as well as explosive charges.
     
    Also, you confuse "hard lock" with "soft-lock".  Weapons on ships do not lock a person or a ship ,they just cast "aoe" damage bubbles. That IS "
    lock-on but it's also something people cna avoid. A person must "lead" their shot to h it you inside the damage buble, think of it like in MOBA games, you have to cast the aAOE skill in front of a moving target to hit them. What DU does is consdiered a "soft lock".  If NQ was to add a "red zone" for incoming attacks while a construct weapon is "casting" the damage, it would also be helpful, incliude some "dart" abiltiies, like dodge rolls or dashes, and you got some dynamic PvP, without having to rely on hurp-durp Simulation.

    No, ships won't be able to avoid them AOE damage bubbles - not always - cause of many reasons, one being you cast the damage bubble on terrain, and ships, technically in-engine, are considered terrain and for many reasons - I won't even try to explain here - ships work with statistics to determine avoidance or damage mitigation. Yes, your ship can go so fast, it has som much mass, bullet sbounce off of it, it's physics, it's terrifying and makes viewing Star Wars as interesting as watching Power Rangers.

    However, do not expect a 1500mm battleship railgun to hit you in its damage bubble and you waliking away scot-free. In fact, expect to be one-shotted. That's some Wrath of Gods type of weapon. 

    On the bright side, you are so tiney tiny, you can't be locked on - cause of science reasons you don't really wanna know - so you don't have to worry that giant guns will magically lock you in space. Giant shells need long targeting solutions - it's how the word "problem" came to be, means "before the artillery shot" in Greek. So, if you wonder "will them giant 1500mm cannons dunk me?" the answer is "not possible at all" - unless you are standing still on top of a rock, they may not be able to lock onto you, but they CAN target the rock beneath you.
     Be smart, don't stand on rocks.

    As for base defeness, that's something - again - that has to battle a possible "sneaky" gameplay, like infiltration suits that ignore RDMS but limit oyu on weapon sizes, i.e. Infiltration Suit ignores RDMS like the ability to access guns inside a Territory Claim, but you can only hoslter on it small firearms, like pistols, you get the idea. So Territory Claim defeenes become viable, cause they are meant  to catch sneaky people of guard.  NQ has said "no auto-targeting guns on constructs", that's a solid stance on their part. And again, infiltration suits, they could do things like hide your name when people pass their reticle over you, and infiltrators - unlike in Planetside 2- could act as "Spec Ops, and rushing on enemy MBTs on the ground, placing some C4 and bailing out.  Yes, you may say "that's op, omg", well, guess what, actual MBTs have ground support to prevent that, it's a team game, play it with a team. Teams work together.

    So, to sum it up, it's about "can we have means to sneak up to Cosntructs?" not as much as "can I pelase be able to survive a hit fro ma 1500mm railgun shot?".


    Cheers.
  25. Like
    Mr_Kamikaze got a reaction from yamamushi in Inspirational Architecture   
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