Jump to content

Mr_Kamikaze

Alpha Tester
  • Posts

    114
  • Joined

  • Last visited

Reputation Activity

  1. Like
    Mr_Kamikaze reacted to yamamushi in Inspirational Architecture   
  2. Like
    Mr_Kamikaze got a reaction from GunDeva in Inspirational Architecture   
  3. Like
    Mr_Kamikaze got a reaction from [BOO] Sylva in Inspirational Architecture   
  4. Like
    Mr_Kamikaze got a reaction from yamamushi in Inspirational Architecture   
    I hope i see something like this in the game

  5. Like
    Mr_Kamikaze reacted to vertex in Ship Design Atelier (Holo Deck)   
    First I want to gather distance from what has been raised already: creative mode and the like. I have searched and found the "Creative Mode" thread and while it kinda addresses the same issue, I consider it another "game mode" that would be separate from the "real" universe (ehem... just let me use the term "real" without quotes from now on - don't slap me).
     
    Atelier? Holo Deck? Holo Dock? Holo Shipyard?
    I guess I don't need to describe the atelier (holo deck) in detail - you all know the Star Trek Holo Deck, where people can create a holographic illusion that they can even interact with, or take damage from if security protocols have been disabled - it looks and feels real, but really is just an illusion/projection within a limited area.
     
    What makes this different from Creative Mode?
    Applied to Dual Universe and the role of ship designer it would mean that the designer could start by building a first atelier (static construct) which may be rather small, but lets him create concepts of dynamic constructs that fit into the room. I think the Star Trek Holo Deck is infinitely large when switched on, but this would create a "seperate world/instance" within the real world of DU and I think that would imply many issues and players hiding in a tiny spot that inside might be huge. Don't know.
     
    Second reason why I think the atelier should be just as big as the inside of the construct: designers would start small and work their way up. As this is a game and you probably aim for some kind of progression, it would be sensible to not have the one week old player design a Star Destroyer (executor- or eclipse-class, hehe) in his tiny 3x3m atelier.
     
    Third reason: it's a building in the real world, visible by other players. It adds prestige, too. It's where your company works and where other players (friends, clients) may be granted access and look at your progress.
     
    But how on Alioth would one fit an executor class star destroyer into a building that has to fit into a TCU tile!?
    Good thing you ask! Because you don't and because you shouldn't. Two reasons:
    You don't really want to have ships of this size equipped with atmospheric thrusters to launch from a planet. Once the designer progresses to a point where he could build something like this, he'd have his own space dock - he'd have his own "holo atelier shipyard", where giant rails run along starboard/backboard, topside/keel, bow/stern, which mount projector equipment to get the planning phase done.  
    Resources/Maintenance?
    You'd have to feed the atelier with power to run the projectors - but those projections don't need material as you can't take them away anyways. You might want to secure your endeavours tho as you leave the safe zone to create bigger stuff.
     
    More benefits?
    you could configure the projector to disable clipping and or reduce opacity you could switch to wireframe, which would be bliss (if you ever created a 3d model using design software, you know it can be hard to track down hidden surfaces that don't serve any purpose, but just bloat your model) you could switch voxels on/off as well as components on/off (easier to link fully enclosed components if no voxels are in the way) you could move, raise or lower the construct without having to worry about gravity you could switch to simulation mode in order to enter a projected cockpit and move some meters around within your atelier - speed off and your character will smash into the wall, while your construct swooshes through it and is gone (so you need to reset relative projection position) you could have guides (lines/planes) projected to your workspace - lines to align stuff and planes to view cross sections or set a mirror plane, without having to calculate double/triple/quad resource cost (as there are no resource costs) everything this device can do for you would neither break the consistent universe, nor have people vanishing into thin air, because they suddenly are in "a different game mode" of course you could still just start building - trial and error, get that thing in the air and all that - but you'd be lacking some tools and it would have the full cost in resources Freedom of Choice! This would be an option to excel at something you love - at the same time it would not be mandatory. Your choice, mate! immersion, immersion, immersion..  
    Modularity of design and construction
    All holographic constructs would be just that - hollow projections. They would not take up real space. This means you would place your projector/-s, start designing your construct and at the same time you could in fact place the core unit where you just planned it and start building the real thing as if you did a colour by numbers ("Malen nach Zahlen" in German). Your company/organization could take in someone specialized on construction/building, who helps on this process.
     
    Projectors would be an asset just like doors or cores or engines - they would need players to build them, they would need resources to be built, they could have limited projection capacities in "supported construct dimension and/or volume" - again this means scalability - this means progressing through the game - this means having something to achieve, to work for. The largest stuff doesn't come cheap, but the biggest XXL of projectors coult have clustering capability, so you could connect it with other XXL projectors to create the giant holo shipyard atelier I mentioned above.
     
    Final statement
    I'm not 100% sure if I thought of everything - but seeing the threads around creative mode, offline mode, single player stuff, creators needs, clients needs, freelancers needs, and the polarization it sometimes causes, I think this is a direction that could serve the needs of all sides. Designers could create blueprints while they wouldn't vanish from the rest of the world, but be an essential part of it.
     
    I did the search - maybe this has been here already? I hope I didn't miss it. Yeah, I've seen the note in the "Creative Mode" thread, that something like this "might" come as an addon after release. No problem with that! It's just an idea and open for discussion. Please, add your thoughts - I'm craving for feedback, as I've got a hunch this could be awesome.
     
    Merci pour votre considération.
  6. Like
    Mr_Kamikaze reacted to yamamushi in Redubbing The Pre-Alpha Trailer   
    Bored, not much else to do tonight, made a bunch of these redubs. Thinking about how the music changes the feel of the game from the teaser completely:
     
     
  7. Like
    Mr_Kamikaze reacted to Lethys in Construct Creator for Blueprint Design   
    DU is no single player offline game. And they shouldn't put effort in creating such a thing. My 2 cents
  8. Like
    Mr_Kamikaze reacted to wizardoftrash in Megastructures   
    I absolutely agree that PVP is a key feature in the game, but to say it is the most important feature is an overstatement. It defiantly needs to be present, and its the thing I'm most excited for above all else in DU too (I'm aboslutely jazzed to build military tech).
     
    However, the destructive capability of individual players, and even groups of players, has to be pretty limited for a game to actually build anything that resembles a civilization. If it is too easy to destroy, and too difficult to create, then it would only take a few very destructive players to destroy the work of dozens and cripple entire cities. One of the many reasons we don't see large clans doing large scale battles in Space Engineers (apart from the fact that it would melt the servers) is because of how destructive ramming is. A dirt cheap ship can cripple a large station (built to withstand traditional weapons) just by ramming it at the normal max speed (which is pretty low).
     
    In Eve though, its easy to repair and replace ships. It will be far harder to do so in DU, so for there to be player-built civilizations (as the devs intend) it will have to be harder to destroy than to create, and you can do that in a game.
     
    Anybody who expects they will be able to play around a little, hop into a ship, and play through battle after battle after battle is totally delusional. There will be serious limitations in how many large fleets and large structures can be built in a given time, since it all needs to be made by players. Theoretically there will be a time where ships can be mass-produced in factories, but that will still be much more work and complexity than the click of a button.
     
    I think we'll see that TU's and the ability to set protections and laws will have a serious impact on the number of "murder-hobo" players that'll enjoy the game. There will be parts of the universe that feel a bit more like Rust (where clans are routinely killing off newbies for little-no reson and raiding each other all the time), but those battles will be more like skirmishes and less like the huge wars in EVE.
  9. Like
    Mr_Kamikaze reacted to Soarnir in A year and a day. What an experience   
    Hello fellow conscious being,
     
    As of the writing of this post, I’ve been a part of the DU community for 366 days (since 12th September 2016) (allowing for time dilation), the early Kickstarter days of DU. Although that is certainly not an achievement compared to many others of this community who have been here for two years or more, I have seen the good the bad and the ugly of this community, the former of which has been the most prevalent to me. I’d like to take a couple minutes of your time to both finally introduce myself on the forums, and to provide a commentary on my experiences with this awesome community.
     
    My name in this virtual universe is Soarnir, I found Dual Universe through the Kickstarter campaign while casually browsing through the games section of the website. The name was catchy and the goal was interesting, one click later and I’m reading through the entire page, enthralled by the prospect of a video game dream coming true. I wanted to know more, see how far the game had come, what the community was like. A couple seconds later and I find the forums and the community site. Impressing me was the development so far, that the meta was so evolved was astounding to me, especially for a game that no one would be able to touch for several months (in regard to the planned Alpha date then). I create an account on the community site on the 12th September 2016, and it really just escalates from there.
     
    Perhaps I should introduce parts of the real me as well. I'm a gamer, through and through, I've hardly lived long enough to have experienced every type of game there is, but to say I have little experience would be a lie. I started fiddling with computers and hardware before I was 10, and built my first PC not long after that, all the while starting to learn the basics of programming by sitting in my school library reading through giant textbooks for different programming languages. Attempting to keep up my interest ever since, I've now got a fairly broad, yet limited at times, experience covering Java, web development, databases and server management. I have run several communities over the years, including old minecraft servers back in the beta days, helped manage forums and administrate/moderate several discord communities. I'd hardly argue I'm great, but I'm good at what I do, and I do my utmost to be approachable and attentive (even when people refer to me as the devil) of server chemistry as people grow to enjoy being a part of it. Now I'm in the midst of my gap year after graduating, and sleeping to 9+am for over a few months really does make you incredibly relaxed. But that's enough of that, let's talk DU and my experiences with the community.
     
    Having used discord for over a year prior to finding DU, I was pleasantly surprised to find that there was an unofficial community one already up and running, and it becomes the first DU oriented discord I join, in the midst of the Kickstarter, no less. As you can imagine, and most of you recall, it was hectic. Nail biting, chart checking, the continuous discussion in every discord every day. The amazing contributions from many community members already being prevalent during this time, people reaching out to friends and contacts, getting people hyped more and more. New creations, videos, art, content, and more. It was absolutely stunning and thrilling at the same time.
     
    In the midst of all of this, I find Cinderfall, or rather, their recruitment message on the unofficial DU discord, and the community site. Seeing that it was already fairly established, as well as connected to a large number of orgs, I decided that if I wanted to get into the proper political meta of the game, this is where I should start. I send an application on the community site and join the discord to be greeted immediately by Neopolitan and Astrophil, the directors of CSYN at the time. What I see is a truly impressive sight, over 10 organizations already established, taking part in an organizational umbrella, months before any kind of game will be released. A couple weeks later after several discussions and interviews, I'm one of Cinderfall's new magistrates, in charge of diplomatic action and the Grand Assembly. Being a part of such a politically involved entity and helping it grow has been a remarkable experience. Allowing for a couple events that transpired afterwards, like the ever famous Battle of Poolamoo (#neverforget) and some pretty hefty changes to the way CSYN operates, as well as several mistakes and learning experiences thrown into the mix. Cut to a few months ago, when I officially become Cinderfall's newest Director, an achievement for me, and a promise to continue to work to my utmost in all situations.
     
    Alongside my work in CSYN, I've helped moderate and administrate the unofficial community discord since March 2017 as well as worked on a discord bot which was released in a new form less than a week ago. 
     
    I'd like to end on a tribute to the developers, NovaQuark, for helping foster this absolutely amazing community. I thank you graciously for showing the world that transparency truly is the key to winning over your players' hearts and that despite what other companies decide to do, you've proven that it is a healthy and sustainable model for developer-player interaction. I want to thank you for your incredible perseverance in a post-no man's sky world, and I applaud you for the way you've handled everything that's come in your way so far. I look forward with even greater enthusiasm than ever, to your continued support of the community.
     
    Thanks,
    Soarnir
  10. Like
    Mr_Kamikaze reacted to yamamushi in Dual Universe Community Discord   
    Thanks for joining :-) 
     
    In much the same way that I enjoy just watching people play DU, I rather enjoy just watching the conversations people have about the game. 
  11. Like
    Mr_Kamikaze reacted to Anaximander in Ghost Colors   
    @Ben Fargo at 99% probability NQ actually chose Blue / Yellow / Red, due to the nature of colorblindness.

    I am green colorblind, and the "yellow" indicator I can tell easily apart from the Red and Blue ones.
     
    If a person is Blue colorblind, they will be able to tell which one of the three indicators is the "blue" one.

    Now, if you are wondering "but what about monochromia" - AKA, black and white colorblind- then, adding more stuff on the screen is going to cause even more of a headache to a person who's monochromic on their sight. If you think reading dark grey text over grey background is fun for you, try do that while playing a game. Trust me on this one good sir, it's not fun.
     
    And I can bet you, NQ will actually add "pulses" later on, to help the colorblind with the designs and indicators. Why? Cause that's what is the norm with such situations when designing a game. Ther's a reason mosst MMOs have "pulsing" outlines around mobs. You see the NPC highlighting as red and orange, the colorblind person's eyes though "click" on it and associate the action.
     
    Cheerios.

    P.S. : Stop overthinking simple issues like that Game's in pre-Alpha.
  12. Like
    Mr_Kamikaze got a reaction from DaSchiz in Steven chats with Dual Universe interview   
    I hope no one has yet post this, if so sorry.
     
     
  13. Like
    Mr_Kamikaze reacted to Lethys in Yes Man's Sky   
    I would try it again now after such a patch. 
    But I don't own the game and as atm said: they never apologized. If they did, I would give it a shot but as for now: it's good that they work on it and I have no hard feelings, but giving them money without such an open communication an apology doesn't feel right
  14. Like
    Mr_Kamikaze reacted to Haunty in Yes Man's Sky   
    Personally I'll never go back to that game no matter what they add, I just got bored with its fundamental design.
  15. Like
    Mr_Kamikaze reacted to Lethys in Two questions about Alpha/pledging.   
    Hi there and welcome,
     
    Yes a gold pledge is the minimum to get into alpha.
     
    Beta was announced for next year, nothing too specific.
     
    Reminder: you need to pledge before Sept 7th to get into the pre-alpha (Gold and above) - but I assume you knowcan that because you ask
  16. Like
    Mr_Kamikaze got a reaction from SlendyMcTendies in SlendyMcTendies & Blackheart Inc   
    Hello and Welcome to DU
  17. Like
    Mr_Kamikaze reacted to Sharknoon in Newest DevDiary   
    Really happy to see the cool new UI, I played the old one at Gamescom. While it was usable, the keybindings and the readability weren't that good. But the old UI was just a placeholder. The new UI seems to be way better.
    Also the new Textures look very nice.
    Some of the new Elements are really great. For example having a bigger bar at the bottom of the screen unit makes it way more easier to align it. Wasn't easy with the current one. Also the new lights look very promising.
    NQ is really exceeding my expectations on DU ? Very good job NQ ?
  18. Like
    Mr_Kamikaze reacted to Novark in Newest DevDiary   
    Can't believe that the ship texture become more more more polished !
    I just kinda hard to believe, this is too awesome
    Looks like the kickstarter funds really go into the right place, worth it !
     
    Can't wait to meet you guys in-game !
  19. Like
    Mr_Kamikaze reacted to SimonVolcanov 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...
  20. Like
    Mr_Kamikaze reacted to SimonVolcanov 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!
  21. Like
    Mr_Kamikaze reacted to Astrophil in Ark Central: The Latest in Dual Universe News   
    The CTV team is pleased to announce Broadcast 3 of Cinderfall TV! Apologies for the delay, and please enjoy! Special thanks to our host, @FancyVader; our editor, @Code24; and a special guest writer this time: @Peregrin! 
     
  22. Like
    Mr_Kamikaze reacted to NQ-Nyzaltar in Should satire be allowed in the forum and game?   
    Hi huschhusch,
     
    This topic is a non-issue:
    - Satire is allowed as long as it refers to fictive people, fictive political movements or fictive religions.
    - Satire isn't allowed when it refers to real life people, real life political movements or real life religions (and this is not negotiable as it can involve real life laws in some cases).
     
    Best Regards,
    Nyzaltar.
  23. Like
    Mr_Kamikaze reacted to NQ-Nyzaltar in Teleportation/transporter units   
    Hi everyone, 
     
    Nowhere we have clearly confirmed there will be "no teleporter".
    Please to do not post "NQ said so" when there is no clear official statement.
    There might be individual teleporters in Dual Universe, but if it happens, it should be very limited: 
    No asset/gear/resources would be instantly transferred from one point to another, only the character "naked" will be teleported, and the number of teleportations during a given time would be heavily limited as well, to keep some game balance. Why such teleportation feature might appear? To tackle the issue that, at some point, a new player entering the game and wanting to join his friends that have settled their base in a solar system far from the starting point (area around the Arkship) would need to have a way to meet them right from the start without any problem or difficulty.
     
    Best Regards,
    Nyzaltar.
  24. Like
    Mr_Kamikaze reacted to NQ-Nyzaltar in Simple Water Dynamics   
    Hi Wariscoming and welcome on the official Dual Universe forum.
     
    Referring to the game "7 days to die" would be a relevant example if it was a Massively Multiplayer game, and it's not.
    4 players, 8 players, or even 64 players on the same server isn't what we call a Massively Multiplayer game.
    As we already said in another topic, we have to make tough choices, as simulating water physics, physics applied on voxels, and other similar mechanics are extremely heavy in terms of calculation and is not currently compatible with a large scale multiplayer environment. What can be done with a few players can become a problem in a situation where thousands of players may gather in a specific area. It's the same problematic with games like Space Engineers or Empyrion. We have chosen to prioritize the massively multiplayer interaction instead of some aspects of physics simulation.
     
    Best Regards,
    Nyzaltar.
  25. Like
    Mr_Kamikaze reacted to NQ-Nyzaltar in Creative mode   
    Hi there, 
     
    It's true that:
    - Massive Constructs "battlestar cruiser" size or "death star" will require incredible amount of resources and may not (or hardly) be possible to build alone.
    - We don't plan to let players import design from 3D tools like 3DS Max, Blender or Zbrush.
     
    However:
    - It's also true that trial & errors will have a massive cost in resources if designing/prototyping a very large of spaceship must be done in the "real" in-game universe.
    - It's also true that it would force all large ship designers to get huge amount of resources just for designing, not even for building. The ideal situation would be that the designer role shouldn't be tied to gather huge amounts of resources (this should be left to the production role).
     
    In conclusion:
    Yes, having a creative mode inside the game, just for designing purpose (without giving any free resources in the "real" in-game universe) is something we are considering.
    However, this is a huge feature to develop, and while we would like to add it to the game, there is a high chance it won't be implemented before the official game release. If it's implemented at some point, it will be probably after, in an expansion.
     
    Best Regards,
    Nyzaltar.
×
×
  • Create New...