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Begogian

Alpha Team Vanguard
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Posts posted by Begogian

  1. His problem dar, is that Devu said something stupid, and now tries to strawman the arguement. He will keep saying strawman things until the sun turns pink.

     

    I know, I just spent 10 mins reading both sides and it is very even. Both of you have certain arguments coming from certain standpoints and backgrounds. Both of you are using different base arguments pulling from different parts of the game. The whole argument is flawed, but I do agree with your argument Twerk. Not the personal argument about his mental capacity, but about your standpoint on the topic. And you did start using Ad hominem against him first which is kind of a feeble tactic when trying to powerfully portray your side of the argument. 

  2. OK, I will make it simpler for you. I don't like your idea because goes against the Lore Bible written by NQ. And that's my only guide at the moment. Anything else is ideas and speculations.

     

    Is that simple enough for you to understand?

     

    My opinion is not and should not be a source of personal attack. If you really want to show you are grown up man just apply this rule in your life. You have no way of telling if any person here has or has not expertise in any subject. So far, you only making assumptions. It's equally silly to do on an abstract subject free for interpretation.

    And to be honest I don't give a damn what you think of me or others you throwing so many accusations towards. You should really go back to your own responses, read them again but this time swap a nick name to someone else. Maybe you can see your problems and who presenting condescending attitude here.

     

    I think you are some funny guy that looking for attention, that's it. There is no hate mate, calm down, you actually make me lough :)

     

    Devu, don't take any of it personally and he is probably 100% serious. It's Twerk. The argument is at a stand still and it seems as if neither side will ever give in. Welcome to an argument with Twerk.

     

    Love Ya Twerk!  :D  :D  :D

  3. I wonder if mining a star will be a thing? Either for some really bizarre and exotic resource or just for cheap energy....

     

    Probably in the future you can use stars for an almost unlimited energy supply by either harnessing the solar rays or power plants. Directly extracting gases and pumping them into a factory for processing, burning and energy creation or pumping them into stations that pull the hydrogen and fill fuel cells

  4. I think the difference here would be that you could save patterns for later, and also be able to easily indent them into the geometry of ships. What if you wanted to indent the logo of your org into your ship, or indent a pattern into the walls? Copy and paste wouldn't be as good for that.

     

    What about a machine that allows you to design a logo and then it gets processed to make sure it isn't phallic by the devs. If it passes, then you receive a notification and a chip with that logo/design that you put into a tool to print that logo on surfaces. If you can collect certain resources, then you can duplicate the chip for others to use.

  5. This looks amazing. The improvements are coming along very well and I am getting even more excited for Alpha launch. Keep up the good work Dev team, everything looks awesome! I really like the orbiting feature and I love how JC even is watching the community and is mentioning things like racing in-game and mini-games with the laser. He knows us all too well  :D . The designs for the new parts are looking great as well, the design team is on to something.

  6. I was pointing more towards his talk of realism. Obviously in-game they have created their own up/down/left/right, probably based around the way they designed the world. Imagine a large box containing the game and the space. There is a coded up/down/left/right that is pre-determined, but again, I was talking about his talk of real space in the real world.

  7. Reverse engineering will be common.  You won't get the core or scripts, but you will be able to disassemble a construct to see how its made, so that you can create your own master.  There's nothing stopping you from doing that.

     

    No. With this feature there wouldn't be which would mean we would need a way to protect your CU from being hacked. You would need to hide it well enough to where an attacker couldn't find it. Also, maybe put up fire walls and such but now you are confusing people who can't code. It is a cool idea but flawed in way too many ways. It would be cool though if you could hack it.

     

    Maybe when you hack it, it allows you to sell it on the market or scrap it, but no disassemble it to where you can understand how it was built.

  8. Now don't get me wrong, Dual Universe looks absolutely outstanding! But........ there is a problem. When I was watching the ten minute DU gameplay video, when JC lands on the space station, there was a problem. Because space does not have gravity, the spaceship and the player should be floating all over the place. Of course everybody knows that the game is not mechanically realistic, and to them it seems okay. Actually, this is a major problem. If space in DU has gravity, there is only ONE way to land on a space station. Somehow, walking on the space station is possible. But it seems that if you built a space ship upside down compared to another spaceship in outer space, you would be walking on the ceiling in the upside down ship. That means there is only one specific direction that a spaceship could be built in space. If this is happening, then DU space doesn't work. Of course this is the only gameplay released, so I could be proved wrong. But until more gameplay is released to the public, I have the impression that if JC had jumped off the landing platform on the space station, he would be falling. Though, this is a strange concept because if every planet's gravity pulled towards the core, then how does my theory of space gravity make sense? Then again, how does walking in a space station make sense? Shouldn't you be floating? Can anybody explain to me what's going on?

     

    To pick at some of your points. I think this "gravitational block" everyone is mentioning is probably built into the CU, not a separate mechanics which makes it very realistic. The main component holding the voxels together and creating this construct is also controlling its personal gravity.

     

    Also, in space, there is no up. It is one of the biggest controversies over space, which way is up. Up is a relative term we use which in reality means; "away from our core/center of gravity on the rock we live upon." There is no defined up or down in space. It is all relative to where you are looking because we as humans have simplified it to this system so, no, he wouldn't be falling, he would be floating away from the center point of the ship.

     

    Because this is a futuristic style game (most of the tools and mechanics don't exist today), the fact that our species in this time has now figured out how to control gravity and build ships that have gravity makes sense. If not this, then our species has mastered the art of magnetic pull, which allows our ships and boots and tools and so on to "stick" to the larger ship. Though anything built on the ground doesn't have this feature so this would rule out any form of "magnetic tethering." On planets, you can't build a tower and walk vertically up the the tower but you can walk "up/away from the construct's center" when in space so I would guess the CU is using a form of future gravitational technology that applies to the construct and objects that come in contact with it. 

     

    Let me know if I made any mistakes but I think I covered everything.

  9. We already have the capability to do this, just manually, this just makes it so we can see the information

     

    Exactly, it just takes a while

     

    I think this is a great idea. Could help Orgs know who will be joining them in the Alpha stages to start the creation of their in-game org.

  10. This sounds really cool and I hope that after launch they slowly implement these throughout the universe.

     

    To tackle your ideas for meteor showers/ comets, this has been stated many times (watch the GDC meet-up for the most recent) that these will never be put in the game or possibly just very far down the road. JC wants everything to be accounted for. Random events like these could cause for players to judge and dis-trust the game as a whole because no matter who the meteors hit, they will always complain they were targeted. He also wants the players to have some form of control over their play. If you build a large ship in a cool place, log off for 1 week, then return and find your entire ship you spent 5 months building shredded to pieces, you would be enraged. This is what he is trying to avoid. Small disasters that do a little bit of harm aren't as bad but JC made it very clear he never wants the player to work for a long time only for his/her creation to get demolished by "natural, random" disasters. 

  11. As many people stated there won't be any gigantic/very destructive weapons introduced ever, but that is what an army is for. The"super weapon" will be a conglomerate of an entire Org all attacking at once which will be great to see further through launch. Imagine placing 50 cannons tightly around a single point and having 50 people control them. All firing at once you can basically create a "super weapon."

  12. Hopefully there can be elements which can transmit the ship's info to a mechanic as the "weighing" mechanics. As you are building a ship, the core unit tracks the amount of voxels used to build and creates an overall weight, a sort of stat for your ship. Each material has a general weight, track the amount of voxels of each material, multiply by their designated weight, add everything together and you have your ship's weight. If it is a carrier, then the CU can also factor in the weight of any items loaded onboard in crates or on people. When the ship gets scanned at the Stargate, the basic stats are relayed and that is how the final tax is created.

     

    I think the idea is wonderful. It would most certainly create a more realistic view on trade and commerce because, like in the real world, when you transport items into countries, in DU it would be solar systems, they are taxes, especially when using a mechanic that takes an incredible amount of resources from the creator to build.

  13. Honestly I feel like the game wont ever require DACs to play as it will probably end up being buy to play. 

     

    This is possible but way down the road and not by everyone. For anyone not buying DACs but buying the final game, they will need to pay for subscriptions based. All backers have DAC but only a limited amount (except the lifetime subscription backings). It is true, like in EVE, that later down the road DACs can be purchased from other players on the in game market, but at the start and for a while, subscriptions and purchased DACs will be the way to play.

  14. He says he wants the subreddit to be controlled by the community and not "novaquark puppets", but he doesn't actually ever interact with the community. He runs 47 subreddits, many of which were squatted on with names like "/r/dual_universe , /r/helliongame, /r/h1z1game" etc etc. 

     

    I really don't think this has anything to do with neutrality so much as just trying to get a bit of attention and some imaginary power. 

     

    I don't even really care about moderating the other subreddit, I'm not the head mod of /r/dualthegame, I just want someone who actually participates with the community and is welcoming to us to run it. Not someone who is going to ban people for mentioning anything that might take away their users.

     

    I could care less if I'm made a mod there or whoever else gets it, so long as it's someone who is going to do a good job, not someone who is going to abandon it and show up every few months to remind everyone he's in charge. 

     

    Have you tried reaching out to him? Seeing if others from the community who are dedicated and participate can come in and co-run it?

  15. I believe the logoff location will be inherited by the highest level of grid (read: attached to). If you logged off on a moving ship, your logoff location will be saved as an offset from your ship's position. I am sure of this, because they have shown that they aim to preserve a frame of reference.

     

    So at present that would be: Player-made construct grids > Planet/Moon/Asteroid voxel grids > Global Universe position.

     

    The real question is what happens to logoff locations when a grid is destroyed?

    I suppose it is up to NQ whether they are killed or transferred to the lower level grid, i.e. everyone logs back on in the location their ship was destroyed.

     

    As far as we know, and this is all speculation, I believe that once the construct you log off of is destroyed, your character re-spawns at the closest RN to your last known location in save.

     

    For example, take Point A and Point B. Point A is where you logged off and Point B is somewhere during your trip through space (while logged off). If your ship was destroyed at Point B, you would re-spawn at the closest RN to Point B, even though you logged off at Point A. Hope that wasn't too confusing.

  16. I put it down to my bad explanations then ;) (And I agree with what you said, because that is exactly how rez nodes work)

     

    The point is that it was indicated by JC that DU *may* allow for a free once off switch to the new arkship when the time comes. Though I think this is quite a way away (around 2 years after release).  

    The OP was suggesting special organization related rez nodes, which means new players belonging to an org can just rez at the org home base.  Which at first glance looks quite appealing to organizations that have a base far from the arkship or for the more nomadic organizations. But ultimately defeats player interaction and the resultant emergent gameplay.  I don't think this will be the last time that convenience is weighed against the creation principles of the game. 

     

    I wonder how long it will take players to find a 2nd Arkship after launch (if they even are putting one in the game). I do agree that it will take away some player interaction. It will be interesting when we are further through launch and large Orgs need to shuttle their noob members from the Arkship to their home base. It will need to be guarded, safe, and very efficient.

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