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Phroshy

Alpha Tester
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Posts posted by Phroshy

  1. Thats brave Phroshy, turning on the boosters and coast away. While being offline...brave. ;)

     

    Well, what's the worst that could happen? Running into another ship in interstellar space doesn't seem hugely likely (especially if you deliberately steer slightly off-course and do a last day correction towards the destination, just to be sure), and since Novaquark aren't too fond of collision damage, stray asteroids wouldn't be a big deal either, other than slowing you down and throwing the ship off course. If interstellar bodies are even a thing in the game.

     

    You would certainly want to check back daily if everything is still working as intended, but otherwise it doesn't seem so dangerous to me.

  2. They promised realistic(ish) ship physics, I don't think there will be drag in space. Plus JC is still holding fast to the idea that space travel with early tech and without stargates should take days to get to different star systems, so I imagine it will be possible to just point your nose at your destination, boost up and then coast there with idle engines (and being offline). Since planets are currently not planned to move and I imagine they'll do that classic cheat of having no gravity in space, you wouldn't have to do any calculations to get the right trajectory either; just point, boost and wait.

     

    I haven't played Everspace, what exactly is your grief with Elite: Dangerous? I do expect we'll get a limit to movement speed if it's about that, unlimited relative speed is just really difficult to handle, especially in a multiplayer game. I know it's not impossible, I believe Infinity: Battlescape has effectively no limit, but I wouldn't expect Novaquark to go to the lengths to get similar results in Dual Universe.

  3. The ingame voice needs to be better or atleast as good as alternatives such as teamspeak, discord etc.

     

    Not going to happen. Being able to talk to strangers is an important feature either way.

  4. The only development studio that "i" have and i can recall from the top of my head is jowood, and they died half a decade ago ;)

     

    That's what you get for living in a small country with a small population. Per capita you're probably above the European average with a single late dev studio that deserves mention.

     

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    Personally I don't understand the hostility towards the idea of separate language forums. The English speaking parts pretty much always tend to remain the main focus of all discussion anyway, and separate language forums tend to attract people who just aren't capable of effectively communicating in English, and provide a place for them to find community-provided translations of official news and announcements.

     

    People who can't speak English are going to have a hard time when the game goes live, yes, but imo that hardly stands as an argument against providing a place for their language-specific community to gather. If they stick around they'll get the hang of basic English by natural interaction, at the latest when they find themselves playing the game. It's not like we could keep them out of the game (if we wanted to?) anyway.

  5. Only the Arkship's Arkzone is absolutely indestructible.

     

    Player-activated Arkzones will be rare, it takes an Element to set it off in an area, an Arkification Token.

     

    That being said, the player-deployed Arkzone can be taken down with enough firepower.

     

     

    Huh, are you sure? As I understood the devblogs, "safe zone shields" that take a lot of firepower to take down can be set up on every territory, but require an enormous amount of energy to maintain, while actual arkified zones will be indestructible just like the original one.

     

    I might have misinterpreted the system, but that's how I understood what JC was planning.

  6. the illegally parked ship problem in a way that isn't crippling for someone who loses their connection.

     

    Why do you always have to burst my bubbles?

     

    I hope such problems would be rare enough that people would be content filing a support ticket and discussing with the mods whether they can get a new ship spawned somewhere, instead of tailoring the gameplay around "what happens when everything breaks". That's a procedure I'm familiar with e.g. in Elite Dangerous.

     

    Although I can see how this would be problematic in a game of high economic competition like DU, hrm...

     

    Your suggestion would certainly be workable, but you can tell I really don't like the unrealism of it.

  7. 2) if it is derelict for too long it becomes publicly owned so that anyone can fly it away.

     

     

    I believe this is my favourite general solution.

     

    When I think about it, it might be necessary to make it possible for territory owners to declare "no parking zones" where foreign constructs may only stay for a limited amount of time after which they can be legally destroyed. There would probably need to be a minimum amount of time to avoid abuse, so people don't lure in others under the guise of a free fly zone and then after 1 second all automated turrets in the vicinity start shredding the poor "intruder" without further warning.

  8. I don't think it will be possible to connect multiple voxel grids with moving parts like that, no. At least nothing of the sort was promised yet. I'm afraid we might be down to pre-made elements like landing gears and blast doors.

  9. Only a redditer would disregard facts as "BS"...

     

    then goes and repeats my points in his own post, thinking he's better than me.

     

    ¯\_(ツ)_/¯

     

     

    Schoff is talking about your expert ability to walk the fine line of talking down to people while still flying under the mods' radar.

     

    You are free to make of this whatever you will. I'm not surprised people find your way of communicating offensive, but personally I guess I'm desensitized enough after so many years on internet communities that I don't care anymore.

  10. SL isnt economy driven? it doesnt have political aspect, true, but economy is there, transactions are real, and real estate is very developed

     

    i have just breifly checked Wurm online, we are here in a real time crafing mechanic, similar as The Forest, with a lot of role play game mechanics behind, survival and interaction with npc

    NQ is planning a universe fully occupied and and created by players, since the LUA wont be as developed and free as the LSL, if the few interaction elements given by NQ arent filling the purpose of the game, which will be living in fully players created cities or spaceships, those living environment will be gameplayless, animated by most brave and creative minds, by virtually simulating an happening event

     

    its cool to gather matter, its cool to freestyl build, and connect with LUA 2 elements (the LUA replaces the redstone...)

    but if Notch forgot to implement the furnace, would minecraft be what it became now?

     

    so if spaceships in DU dont have the right instruments, will there be a DU? 

     

    Second Life isn't an economy driven game, the economy just serves as an income stream for the developer to siphon off. It's like a big microtransaction store where the microtransactions are between players. Buying or selling stuff in SL doesn't advance your position in SL in any meaningful sense. Plus the in-game economy is barely interconnected in any way.

     

    The Forest is neither an MMO nor is its world built by players, except for placing a few huts and walls; so the comparison is really far off to both SL and Wurm.

     

    I really can't follow the rest of your argument. The goal in this kind of game is to make your character more powerful and influential by training skills, accumulating wealth, building infrastructure, competing with others. What do ship instruments have to do with this? If its fun to fly a ship or operate turrets or serve as an on-ship engineer or whatever that's great for the game, and I do hope there will be lots of this kind of stuff, but it's not a requirement for the game to work.

  11. anyone has dreams and fears, i have played SL for a long while, and SL offered me 10 years ago all what DU offers today, exept the infinite universe concept

     

    SL was all but not a game untill yourself incorporate the roleplay

    DU is designed to be a game with its proper gameplay and mechanics

     

    My fear is that even after a successfull kickstart, 500 000€, that represent a year salary for 15 people in France (including government taxes, unemployement fee and retirement fee) DU doesnt develope the right mechanics of a game and that players will have, out of their imagination, to animate the roleplay themself

     

    I do believe the dev team was playing with java while drinking milk at early age, and isnt planning to make a minecraft like galaxy version where everything will be static

     

    Since DU will not be a survival game, and will be focused on building cities for homebodies and spaceships for explorators, those 2, must be deeply thought and playable

     

    I backed the game same as most of us, but i m making sure to let devteam know that, myself, and maybe some other gamers, are picky, and wont be satisfied with a SL voxel version with an infinite universe mode, and will be strongly unpleased that the roleplay takes too much importance, that i have to type in my chat, "ding dong", faking pressing an invisible button at my neighboor's door to let him know i am here, while beside that i have implanted in my arm the nano technology to compress half of planet matter to fit in my backpack.

     

    Why would you think you'd need to roleplay to enjoy the game? DU very much has a focus on economic rivalry and complex politics as driving the gameplay, something SL never really had; at least not as a driver of a grander game. I've played both SL and MMOs in a similar vein as DU (most notably Wurm Online), and I can assure you the concept does very much work without the need for roleplay. It certainly doesn't hinge on minute game mechanic details like "air voxels", all it really needs is a market where most to everything is player-created and progress that is slow and difficult unless you work together with lots of other players, the rest pretty much just falls in place by itself. 

     

    How many players DU will attract will of course depend on how fun and diverse various game mechanics are. But in the mentioned example, Wurm Online, literally every activity is slow, tedious, and bland, and the game still somehow manages to hold thousands of active players (who pay a monthly subscription and some buy in-game cash on top of that). And I've played the game for quite a bit, simply because it gives you a sense of purpose that traditional MMOs can't provide.

     

     

    Your other point, that 500,000 € isn't enough to finance the game: Yes, obviously it isn't. The kickstarter is a challenge by NQ's investors, in order to gauge if and how much gamers even care about the project. JC said that they were promised the necessary funding to complete the game (with full creative control) if they can meet the kickstarter goal.

  12. I'm imagining space "chop shops" where acquired ships are taken to be repaired/reprocessed. 

     

    By the way, is there any word on how deconstruction will work? If elements are removed from a ship, can they be reused or turned into other things?

     

    Not that I'm aware of, but I imagine you'll be able to just get all the material back when deconstructing things you own, otherwise modifying constructs on-the-fly (without entering that designer virtual space) could become really frustrating. Maybe limitations can apply to constructs you bought.

  13. In one of the youtube interviews he said he was playing around with the idea.

    He said something along the lines of' as you go out into the world you might need some food. But if you are in a civilised area you wont need it.'

     

    Picture him saying this in that lovely french accent of him. :P

     

    Pretty sure I also remember mention of "supplies" needed for exploration, I believe clothing suitable for the encountered environment was mentioned specifically.

     

    Personally I'd like to have survival elements in the game, but I'm not necessarily sold on food. I'd much prefer if the focus was on things like energy, fuel, maybe oxygen, warmth, things like that. The environment could determine what you would need, like energy or fuel or heating elements to stay warm on a freezing planet, oxygen obviously when there is no breathable atmosphere, fuel for your jetpack, etc. There could be elements to "wirelessly" transmit necessary resources to friendly players within a certain range. This could also to a limited degree simulate pressurized environments that people keep asking for, even though you'd probably be able to effectively breathe while hovering just outside the hull. And boarding enemies wouldn't get their supplies restocked even while inside the ship.

     

    Basically I like the idea of survival elements that you could build automated infrastructure for. I can't quite envision this with food, food kinda carries the risk of becoming much more tedious. And as mentioned, the exclusion of food wouldn't have to mean the exclusion of farming or even raising animals.

     

    Also food in MMOs just always breaks the 4th wall for me, since the act of actually eating something is generally omitted, or condensed into a 2 second animation to not bother the players too much.

  14. This is not a survival game, it is an MMO. Raising livestock is way off-genre here.

     

    As it stands right now, needing to eat food is not slated for this game, so there is no need that farming really fills here. This is not a small feature that is being asked for, I don't think the Devs would be up for adding something potentially complex on a whim. Also as it stands right now, animals aren't even going to be a part of the game (though they may add them in a future expansion as a PVE element).

     

    Farming doesn't have to lead to food, it could also for example lead to fuel or plastics.

  15. What makes me, personally, hopeful for this project is that the dev team is extensively communicating with us, they have an open ear to criticism, and JC Baille, the founder and lead designer, has so far never dodged a question as far as I have seen, no matter how difficult or uncomfortable. Their promises are overall very down to earth, they don't just say whatever people want to hear but are open about the limitations of what they can do with the game and what we can realistically expect.

     

    I remain ever so mildly sceptical because JC doesn't appear to have any prior experience in game development; but as others have said, his CV shows that he is very capable in coding and software development, plus he hired people which do have experience in the gaming industry and he evidently has an open ear to suggestions and criticism. 

     

    Overall I've seen enough that I'm actually pondering to increase my pledge a bit further.

  16. If hacking constructs, and not just territories, becomes a thing, a way to deal with this problem is only making certain parts hackable.  

    In this scenario you would be able to hack the guns, motor or controls of a ship to shut them down, basically making the ship more board-able, but not taking ownership until destroying the core after fighting your way through the player(s).

     

    I don't see why such limitations would be necessary if hacking requires direct access to the parts you want to take over. This is done in Space Engineers, where "hacking" requires a buzzsaw and a welder.

     

    Why would you even care to board a ship if you need to destroy parts of it to take control anyway? Boarding is already bound to be a highly risky undertaking, I have no problem with the potential reward being complete control of the ship.

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