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Begogian

Alpha Team Vanguard
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Posts posted by Begogian

  1. I think "Intergalatic police force" is the best way to describe it. But we are more merciful than the police you know. :D

     

    Sounds good, good luck with that. I know there are threads on player made jails and such you should check out. I guess we shall see what comes of orgs like this when the official game launches because wars are bound to happen and you may need a lot of members in order to make a dent in the category you are persuing. 

     

    https://board.dualthegame.com/index.php?/topic/10475-player-prison/?hl=jail#entry40221

  2. That is what DU is going to be for a lot of people.

    But DU is going to be a lot of different things to a lot of different people. 

    That doesn't mean these people don't have the right to play DU in their own way. Even if we don't agree with it. 

    In my opinion, NQ is providing us with a canvas, its up to all of us to decide how we choose to use it.

     

    If a player accepts the basic idea and vision behind DU, being part of the community, paying their sub.

    They should be free to play how ever they want within the rules of the game.

    Even a solo player contributes in his or her's own way. Bringing life to the game.

     

    Although coming on to the forums and demanding Freebuild servers, raids and what not is perhaps not  the smartest thing to do. ;)

     

    Oh no, sorry, I didn't mean this is how everyone should play. My bad. I was talking more about the majority but for sure there will be many different play styles for each person. I was just saying I hope people don't come into the game and expect to be shown complete mercy because they claim that is their play style and they don't want to be part of wars even if they are in the middle of them

  3.  

    The only problem with this is that many many people don't get the whole point of it and start taking it seriously and personally. Those people don't have the right mindset for a mmo imho, because it's not about killing each other and bragging rights (well, to some extent...) but about content for the community as a whole. People whine and cry about "bad pirates killing me all the time" because they don't get what DU is about in the first place. It's a sandbox mmo and you simply can't do stuff all alone.

     

    I hope stuff like this is rarely seen. If people see an MMO like this and come on to play solo, then complain when someone kills them because they ventured into new areas and died, then they don't need to be playing DU. DU is going to be about community building, playing with others, and creating something amazing. If you expect to come online for the first time and announce you want to be peaceful and don't want to fight but then get in the way or disrupt a big org, don't expect them to just be cool with it and move on, some may depending on the situation, but it is that mindset of "Oh, if i say I wanna be peaceful then they have to listen to me and never attack me because that's not how I want to play."

  4. I think it is still a cool idea and I know a lot of people have been talking about it but I just remembered another problem you may encounter. In order to build something that large you need the man power. The large space station from the trailers and demos wasn't built in-game because JC said it would have taken his team forever to build. The thought of building something as large as a city could take 100 people, 10 hours a day upwards of 2-3 months if not more. You have to collect resources, haul them into space, build, then repeat over and over for weeks on end. I do wish you guys good luck though, I know this has been something a lot of people want to accomplish, guess we shall see who the top builders are.

  5. Welcome to the Community, always good to see new faces on here! If you need any info about that game you may not know, searching through the forums is really helpful and reading the DU game wiki works well too. Also, if you haven't already, I recommend reading the Dev Blogs and watching the Interviews with the developers, there is a lot of information in those and a lot of forum posts involve some of those topics. 

     

    Wiki: http://dualuniverse.gamepedia.com/Dual_Universe_Wiki

    Dev Blogs: https://devblog.dualthegame.com/

    Interviews: https://www.youtube.com/channel/UC-DRi77Q1S7ODGCny1bUIhA

  6.  

    Investment:

    The price for some capital may sound astronomical high in the first years, but could be pocketchange in the future. The first Titan in EVE was build 2 years after launch and for many years there weren't many around. Nowadays they get thrown into every major fight.

    500 Billion Quanta may seem a huge number in the first 5 years but when markets develop and more people join DU this could be the average earning of a smart trader per month. So investment may only be an argument at the first glance.

     

    It will be crazy in a few years to look back and realize how much we spend for stupid little items when in 5 years we will be farting 500 Billion Quanta (theoretically, we don't know the costs and prices yet). For the Org that ends up building the first Capital ship, it will probably be in a well developed zone they have control of and will have protection 24/7 if the org is big enough. There are a few small orgs who are dedicating their time to only building themselves Capital ships but we shall see how it plays out in the future. JC did say that building a large ship like in the trailers could take weeks to months.

  7. I was fascinated by the pattern the connections create.  Is there any significance to the length of the connection between a person and an organization?  For me at least, they correspond well to how closely I feel attached to the organization.

     

    Thanks very much for doing this.

     

    There is no correlation. It is all based on how the program organizes the players and the orgs. The player's distance from the orgs has no real meaning

  8. That's true but to me it doesn't make any sense to skill Trade and then somehow get to heavy firearms...

     

    A straight forward techtree like EVE, Master of orion, Civ,... makes much more sense. You can skill one field of expertise while needing only those basic skills in that branch.

    Synergy bonuses are a must in a game like DU imho, so you can maximize your abilities in some branch

     

    What if it was structured like the Ideology Tree in Civ 5 but opposite? You start with 2 slots and can choose from 10 different Tier 1 skills. After unlocking enough you can then move to Tier 2 which gives you more skills and has 5 slots, so on and so forth..... Looks like this:

     

    http://vignette1.wikia.nocookie.net/civilization/images/4/45/Autocracy_Tenents.gif/revision/latest?cb=20141228172533

  9. I am very proud to introduce the latest product from Evil, Inc!

     

    We have been working to develop tools that benefit the community, and the first such tool is a new data tracking website for Dual Universe at www.du-stats.com

     

    This site will function very much like zkillboard.com does for EVE Online. Right now it is very basic and only shows a map of the community. This will expand as time goes on with new features coming online over time. Most of the back end tools have already been built and feature development is now more a matter of web design than anything else! Upcoming features include forum statistics, friends list tracking, in depth user profiles, change over time displays, alt detection and organization auditing! 

     

    Now for some FAQ:

     

    What can I use this for? This is a good tool for checking on people who are in your organization, or want to be. It's also a good tool to see which orgs share a lot of members or figure out who that person you are talking to is.

     

    Is the data real time? No. The data is not real time and represents the last time when the website refreshed its data.

     

    How often does the data update? Depends. It generally is updated once every two days, but sometimes can be a bit faster or slower.

     

    Why isn't it real time? There is no need for real time data at this stage. Updating that frequently takes a lot of server resources. The update time will be reduced once there is a need for faster data. When the game comes out, the goal is for a 15 minute update time.

     

    Will there be new features? Yes. This is very much an in-development project. Also, I'm not great at web design, so it will be simplistic for a while.

     

    How long have you been working on it? About 4 months.

     

    What do I do if I found a bug or security flaw? Please either report it here or pm me. 

     

    I know how long this has taken and I hope everyone likes it. Will be an amazing tool and once the game/alpha/beta launches and before there will be more great additions and utilities added

  10. With the Insurance, Funding, Loans, and possibly Investing, I have a feeling no one will go into this because it will be very risky and will be you trusting your hard earned in-game money with internet strangers in a gaming community.

     

    In terms of the banking, this has been brought up a lot and I know there will be orgs invested in running banks whether private or public. 

     

    With hotels and entertainment, I don't really think hotels will be a thing but entertainment for sure. There are tons of threads on racing events, casinos, fight clubs and more. It will be cool to see what people end up scripting and designing

  11. I think the Circular Tech Tree would make the most sense because that means each character can be unique based on their knowledge along with the ability to chose specific topics to focus on learning. It could allow for diversity and would also lead to more detail professions

  12. One of the best things about a traveling city for caravans is that they can just park all of their ships inside the city-ship, so that way they don't have to drive themselves. They can basically just pay to hitch a ride and either stay to trade, or just use it for transporting their ship without having to actually drive it themselves. 

     

    One solution to the extreme cost of setting it up would be to do the "Frankensteins-ship" solution, where you basically add more and more onto it as it is required. It could potentially start out as just a somewhat big trade ship that keeps getting bigger and bigger.

    If anything like this ever does exist in DU, it will probably be very small. Just a cargo ship that sells and trades good as it travels from planet to planet. For anything large enough based on what you are all talking about, the ship would move so slow it wouldn't be worth trying to build and maintain it. Any market HUBs will probably be stationary and won't move around much. That's what makes it a HUB

  13. Yes but if the enemy manages to destroy your CU in combat you most likely have more pressing issues.

     

    You wont put your CU in an easy to reach unsecured place. So if you got a big gaping hole in your ship, replacing the CU might not be the 1st thing on your priority list. :D

     

    Context is everything of course but in my case if the bad guy blows up my CU I doubt I'll get a chance to patch things up.

     

    True. Depending on what the attackers do to your ship, you may have to focus on other parts other than the CU

  14. It being down would probably give the enemy enough time to destroy the ship. This is why it will be important to have people on call to do stuff like replacing the core unit and its scripts.

     

    This could also be the point where groups take over larger ships and claim them as their own

  15. Ok. I am kinda worried that the most effective ships will just be cubes to protect the core unit. But I guess you could say that about any important component.

     

    Edit: I assume you could replace the core unit.

     

    They won't be just cubes because NQ has stated all the time that there will be realistic physics when it comes to flying so a cube will be very inefficient. I am also guessing that when it comes to a very large ship, there will be a CU in the center will protection around it and then all the essentials, remember, you can't just blow up a CU, you have to hack it and disable it. Also, you can replace the CU, as far as I know, if your CU gets disabled and they leave, you can replace it with a new CU or the attackers can hack it and reboot it in their name. 

  16. Thanks Nyz for responding to everyone so fast and I am glad you are looking into and taking the measures to fix these problems. Sadly this topic is taking time out of your day (and probably others) to fix but I hope all goes well and it all gets resolved.

  17. Technically? Maybe. Depends. See, planets and ships are the same in-engine, according to JC Baille. So, if you were to connect to a ship, then yeah, you COULD techically pull a Han Solo on the Kessel Run, by piggybacking a larger carrier ship.

     

    Howver, a planet is sorta anchored in place (meaning no matter how many engines you put on it, it won't budge), so, if you were to switch a Dynamic Core Unit to a Static Core Unit, then it would probably, cause some unforeseen events unfolding.

     

    It remains to be seen.

     

    Would this throw off the mechanics of the ship though. Imagine a very large ship flying through space. You decide to piggyback on that large ship and land. Would the weight and location of where your landed effect the overall flight of the ship? If you landed on the right wing would the ship start to turn right or barrel roll clockwise?

  18. And if its just a cosmetic element then it is pointless to introduce. I only offered up the idea to make it an active element because it would introduce some extra spice.

     

    Its the same idea as guns. Its not because it exists that you have to use it. But it could be useful in some situations.

     

    It would probably only act as a cosmetic element and to people who will be playing the game to design cities and create economies will probably enjoy it but Twerk does make some sense, in his own special way, because he and a lot of people are playing the game more for the fighting, ship building, marketing, etc. For people who want to go into detail and create intricate cities should probably just go with voxel smoothing and such things, that way they are utilizing some of the added features and maybe we can see more user friendly and intense road designs instead of pre-built ones by the Devs. Also, adding a new element for cosmetic reasons would take away time from the Devs that they can be using to create other things, but maybe down the line they will come out with a Cosmetic Expansion Update.

     

    Also, While I neither agree nor disagree with the topic, you can in no way compare guns with roads. Guns will be one of the main research branches of DU next to ships, mining, and markets. I don't want to in any way hate but come on, I mean guns=roads? "It's not because it exists that you have to use it." That is a very silly statement.

     

    Why an element for roads? That would just be limiting and boring. Why not a special material that makes vehicles that travel over it go faster. That way there would still be the incentive for roads without having a weird road element.

     

    A special material would bring too much of an unrealistic element into the game. Any road element would be a weird element and adding speedy material to it would only make it weirder. Watching JC in SF and talking to him about movement among hovercrafts, the crafts will be fast enough to travel but it should be a semi-realistic travel speed on the ground not a hovercraft driving from city to city at 300 mph (482 kmp). If they are ever introduced there shouldn't be any upgrade or special bonus to them to use as an incentive. If people need to be coerced into using an element in the game, then the element is useless and should be very minor or not in the game at all.

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