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Bluestorm

Alpha Tester
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  1. Like
    Bluestorm got a reaction from Batavia_Santana in LUA Scripting   
    It would be fun to create Challenge Houses where you pay to enter a base and try to get to the chest at the end, if you die on the way, your participation is added to the chest minus a percentage fee.
    If video feeds are available it could be recorded and made into a competition fun to watch and bet on.
  2. Like
    Bluestorm got a reaction from NinjaGmBh in LUA Scripting   
    It would be fun to create Challenge Houses where you pay to enter a base and try to get to the chest at the end, if you die on the way, your participation is added to the chest minus a percentage fee.
    If video feeds are available it could be recorded and made into a competition fun to watch and bet on.
  3. Like
    Bluestorm reacted to Strigidae in I have one HUGE concern.   
    Seems to me this huge concern by many can be converted into a huge opportunity for a strong organization. Call yourselves Kneecappers and Knuckledraggers Inc. Let all the peaceful builders know your services are available for hire. Use their money to hire and outfit the best PvPers. If some troll messes up your client's stuff, you pledge to find the troll and mess up his stuff a whole lot worse, and you reimburse your client for the damages. If you're proven effective, all the casuals will want to hire you, and all the best roughnecks will want to work for you.
     
    Rolepay as insurance, mafia, private security, cops, whatever you like. It's all the same.
  4. Like
    Bluestorm got a reaction from devu in Sharing   
    Forget your faction, everybody should have your music as a playlist while playing DU!
    You certainly can picture the endless universe through it.
    Thanks for the share!
  5. Like
    Bluestorm reacted to RightBigToe in Wipes?   
    One key thing that has not been mentioned is that NQ is seriously looking at the ability to take with you blueprints of constructs you have made across wipes, either local or otherwise.  Still a work in progress, but they understand that people are going to spend considerable time designing things in the alpha and beta.  
     
    They are trying to balance an unfair advantage come release for those in Alpha/Beta if there was no wipe against not completely disregarding the many hours and days people will be putting into creating things during these periods.   
     
    Also as mentioned above, have to reiterate that the nature of the Alpha and Beta require wipes in some situations to make changes to how the mechanics, servers, etc function.
     
    Expect to hear more as we approach the change over to Alpha from the Pre-Alpha (or maybe even in the upcoming devdiary, as wipes should be expected in the Pre-Alpha).
  6. Like
    Bluestorm reacted to The_War_Doctor in Wipes?   
    the lore behind the alpha and beta to explain the wipes is this......we are still on the arkship and we are in a VR simulation while in our cyropods.  Alpha might even have weekly wipes. This isn't an early access game. This is also a single shard persistent world we will be living in. To not have wipes would cause so many issues. So while it might seem annoying that you might "lose" your creations you shouldn't go in to a test phase thinking what you are doing will be in the final game. Even how the game plays is up for change in a full release.
  7. Like
    Bluestorm reacted to Croomar in Flats/Territory Sections   
    First of all, welcome to the forums! 

    I have been thinking about this as well in the past. Let's go a bit more into detail than Lethys and Shynras did.

    The first idea I get from reading your text would be to create a series of apartments or flats you want to open for rent and assign each building a tag. Inside a building are multiple apartments. If a player wants to rent an apartment, he can pay a fee and be granted access to that building by the owner using the same tag as the building. He will then be able to customize the building if the tag grants these permissions. That will enable the player to access and customize the whole building however. Let's say you rent an apartment in a skyscraper, that would grant you access to a lot of apartments then. 

    If you want to rent single apartments, you'd need a static core unit for each apartment that is each assigned a single tag. That creates difficulties, as different core units currently can't be connected. If you build a normal bulding with multiple apartments, you'd only be able to place a single core unit.

    However, with the current system you might be able to bypass that a bit. You could create multiple apartments with their own core unit each that are floating above each other and are not connected. This would look dumb and probably nobody would want to rent that. So you can build the actual building around the apartments, kind of like a coat with its own core unit and an elevator or staircase or whatever. That would probably work and you could assign customers a tag for the building to only access and a tag for the single apartments for them to access and customize.

    Of course all this is only theory and I might be talking a lot of shit. But in theory, it should also work if static core units work the same as dynamic core units and can't be connected.
  8. Like
    Bluestorm reacted to An0ubiS in €725 000 pledged   
    I've visited the GC booth and had the chance to talk to the staff in person. It's an awesome team and otherwise than some other game developers (i won't mention any names, so please don't interpret something in that phrase) they work with passion instead just for money. I can safely say that they are not going to rush anything and will listen to the community in any case. 
  9. Like
    Bluestorm reacted to ATMLVE in Basic LUA tutorial   
    The version will be 5.3, as per this tweet:
     
    https://twitter.com/dualuniverse/status/817074404169515008
  10. Like
    Bluestorm reacted to Morand in €725 000 pledged   
    We did it finally : €725,983 pledged so far, by 9,501 backers 8 days before the end !
    What a community support !
  11. Like
    Bluestorm reacted to Lethys in I have one HUGE concern.   
    Welcome to the forum,
     
    Warden summed it up quite nicely.
    If you just want to vbuild some monument you have to build it in the arkzone, otherwise it could get destroyed. This is not only a building sim, but a mmo - so be prepared to defend your stuff
     
     
  12. Like
    Bluestorm reacted to CyberCrunch in Gamescom insights   
    The DU gameplay at Gamescom was really amazing. I learned so many new things from talking to JC and actually playing the game that I would like to share them with you.
    I’m very surprised no one else started a topic about the Gamescom jet, as there were people who spend much more time at the NQ booth then me…
     
    Disclamer: None of this information is official! It’s just my interpretation of the conversation I had with JC. Also none of the features are final! I got the impression that a lot of details are not fully thought out and will be changed during development.

    I hope we can freely discuss features “as seen in the Gamescom” without violating any pre-alpha NDA… I just think this will be interesting for those who were not there.
     
    Orbital mechanics:
    In space there are actual physics calculations like in Kerbal Space Program! I managed to catapult my ship into orbit with atmospheric engines, but it was pulled back in a parabolic curve by the gravity.
    JC said that atmospheric engines are actually a bit overpowered, as you could reach escape velocity with them and fly straight into space… without any control… because the engines only work in atmosphere… xD
    I have to say that I really liked the atmospheric flight mechanics; they felt very realistic just like a real airplane.
     
    Damaging system:
    Functional parts get damaged on impact and are supposed to lose their function until they get repaired by hand. (currently tweaked as it’s a little bugy)
     
    Lua Scripting:
    We already know about the minigames you can create in DU, but what about the multiplayer capabilities? Interestingly enough it’s already possible to connect multiple programming units together by just using global variables, which are shared inside one core unit.
    Thereby multiple sup-components on a big ship can be interconnected and exchange information between each other.
    In theory it could also be possible to communicate to another construct using the same mechanic, but with a growing distance the update rate of the data would be decrease…
    They are thinking about creating a component that can be accessed “globally” by any programming unit in range… but the whole topic about distributed systems will be another milestone that has not been considered jet.
    Another thing I asked was if we could use an external IDE for programming, as the ingame one was kind of limited… JC said in theory you could import an external library in the ingame interface, which should access the Lua scripts directly from your PCs hard drive.(not sure about the Lua limitations inside DU though)
    Or you just copy the code over to the game for testing.
    The Lua development is also tied to the ingame IDE as each connected component actually provides predefined event-function-blocks that are triggered by certain events (e.g. a switch has an on, and an off block) and you have to place Lua code in the corresponding function blocks.
    I’m sure in the long run NQ will develop a fully fledged IDE for the game, so this will become no issue at all….
    The breakout minigame was also simply some code executed in the “start” function that was able to receive keyboard inputs and generated svgs that were displayed on the screen-unit.
     
    Rendering/Performance:
    Ok, the game is not the prettiest rendering wise.
    All vegetation and functional components get only rendered up to a certain distance (few 100 meters) than they get de-spawned. Also all lighting and shadows are only active up to this distance.
    Further away voxels also get simplified a lot… I honestly don’t care about the visuals that much, but I’ll admit the space station looked kind of squashed from far away.  But JC said they are working hard on improving the rendering.
    On the flip side flying around was very smooth! In god-mode I flew to the moon of Alioth in 2 seconds without any noticeable frame drops!
     
     
    So, that’s all that was new/interesting about the game for me. Maybe most of this was already known, but it wouldn’t hurt to share it here…
    I actually did not have enough time to cover all my questions. But others are probably able to share a lot more insights from Gamescom, so feel free to post them to the rest of the community!
  13. Like
    Bluestorm reacted to devu in "Team play" for Polish players during Pre-Alpha / Alpha / Beta tests (PL)   
    I've done my duty
     
    And the thread is about Polish people getting together for pre-alpha regardless of org membership.
  14. Like
    Bluestorm reacted to Soro in "Probably After Release"   
    Exactly! For those who love testing new games, this is what we live for! Bring on the game so we can see what can be broken to make it stronger!
  15. Like
    Bluestorm reacted to yamamushi in New Dual Universe Articles (08/22/17)   
    First, there's this new article on MMORPG.com

    http://www.mmorpg.com/dual-universe/interviews/checking-in-with-novaquarks-ambitious-space-sandbox-1000011963
     
     
    And this one by pcgamesinsider.biz 

    http://www.pcgamesinsider.biz/success-story/66074/another-mans-sky-novaquarks-vision-for-ambitious-mmo-dual-universe/
     
     
    It's likely more articles are forthcoming this week too, as Gamescom has just begun  
  16. Like
    Bluestorm reacted to Xugo in Alpha Postponed. Thoughts:   
    In the spirit of transparency, was there any mention of why the official Alpha was postponed? Or, I guess more specifically, why they are behind their original planned schedule?
     
    The post mentioned some items aren't completed that were needed for a true Alpha release, but didn't seem to say why those items haven't been completed. Did feature developments take longer than anticipated, things broke and not enough time for fixing was allocated, limited staff put them behind schedule?
  17. Like
    Bluestorm got a reaction from Shockeray in LUA Scripting   
    "Scripts are run locally on the client, but they can only generate legal actions towards the server. The number of actions per unit of time is also limited (so, if you make a light blink very fast locally, someone next to it looking at it via the server will not see it blink so fast, but some steps will be skipped). Scripts are also sandboxed and limited in number of instructions per seconds, total memory, and of course the set of functions that can be called. "
     
     
    That was in answer of a comment by the Dual Universe CM on this video :
     
  18. Like
    Bluestorm reacted to Ben Fargo in The Vanities/Fashion and other pretty things   
    I consider a good character creator to be an essential part of a good MMO.  I want to be able to make a character with the image that I want to present in the game.  However, I think having only helmets available was a good choice at this stage of development.  This way, our faces can remain hidden until there is time to develop a character creator that gives us a lot of flexibility in choosing our appearance.  I prefer this to starting with one that would only allow us to pick from a number of preset faces, and then have people associate that look with our characters. 
  19. Like
    Bluestorm reacted to Lord_Void in Quick Question   
    I would like to point out that the alpha version which will be available in September is a testing phase and will not be a complete version of the game. If you want to help test the game then you'll enjoy it, but if you're looking for the finalized, finished product that won't be out till the end of 2018
  20. Like
    Bluestorm reacted to AlexCout in July 2017 Devdiary   
    though It has been said that the limit would be a game within a game, so far I don't think anyone made a game within a game within a game... BUT we might be able to break it here
  21. Like
    Bluestorm got a reaction from Atmosph3rik in Specs on Market overview   
    The devs talked about implementing a kind of preview system (inception system?) to test a construct, the same system that they could implement to build one.

    For moving construct, you could imagine several data being displayed in real time while testing such as the current speed.
     
    That is the best way to let customers decide : let them try the product.
  22. Like
    Bluestorm got a reaction from Gojo_Ryu in Death and all its consequences, food for thought? (Continued with latest info)   
    I share the opinion that death is penalizing enough right now.
     
    Their may be cases where the death system could be exploited but the solution should not be with the death system that will hindered thousands of non abusive player  but with limiting the things facilitating the exploitation.
     
    For example :
    - Resurrection nodes, one could exploit the death system to teleport and such, the solution is to limit the resurrection nodes
    - Bounty system : one could exploit the death system by sharing the reward of the bounty with the contracted by facilitating his death, the solution lie then with limiting the contract so that only trusted entities can be contracted (the player has the possibility to choose these entities).
    - Etc.. for other abuses
  23. Like
    Bluestorm got a reaction from Tumeden in Kickstarter update 21: New asteroid mining video & details on combat   
    Indeed, omg this is sublime!
     
    I'm so excited right now!
     
    I want to play it so bad!
  24. Like
    Bluestorm got a reaction from ShinyMagnemite in Advertising in game.   
    Don't go and give people ideas lol
  25. Like
    Bluestorm got a reaction from BliitzTheFox in Advertising in game.   
    Don't go and give people ideas lol
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