Jump to content

Pang_Dread

Alpha Team Vanguard
  • Posts

    253
  • Joined

  • Last visited

Posts posted by Pang_Dread

  1.  

    As you may already know, Dual Universe will be different from many MMORPGs due to its Sandbox aspect.
    One of the particularities is to make the evolution of the storyline directly tied to what happens in-game. This might include the integration of fan fictions in the official storyline. However, it won't be possible to make it happen without a few rules that will preserve consistency and equity among players.
     
    Of course, it's totally possible to write a Fan Fiction without strictly following the official lore.
    In that case, keep in mind a few things:
    - You cant' use Dual Universe nor Novaquark in the tittle of your fan fiction.
    - You must put the tag [Non-Canon] in the title of the Fan Fiction
    - You must put the tag [Fan Fiction]  in the title if you publish the text anywhere else than the official forum.
    - Do not expect to see the Fan Fiction integrated to the official storyline.
    - Expect many players to ignore it in their roleplay, as for keeping consistency when roleplaying with each other, it's only natural that players aim to have the same lore references.
     
    Now about the necessary rules to follow if you want to see your fan fiction integrated in the official storyline:
     
    - Please read the official storyline first.
    - The fan fiction should be compatible with what is known from the Dual Universe backstory so far. Nothing in the fan fiction should be contradictory with what has already been published. Note: an important Lore update is planned for Tuesday 15th of November 2016. This might give you answers to a lot of questions you migh have until now. It's highly recommanded to not set into stone what you have imagined for your fan fiction before having read this update, if you aim to see the fan fiction integrated.
    - The content of the fan fiction must not include content from another game of fiction universe.
    - The fan fiction should not give any status advantages on specific Player Characters over others. Example: a Player Character involved in a fan fiction can't become the captain of an Arkship or the Prime Minister of a country prior to the Arkship Launch, just because the author of the fan fiction has decided this. 
    - No alien creature should be involved.
    - Physical violence should be limited (No gore or similar things). 
    - Verbal violence and cursing is tolerated but must stay limited.
    - Explicit sexual content isn't allowed.
    - Hate speeches toward real people, real ethnic groups, real religions isn't allowed.
    - Real politics proganda isn't allowed.
    - If the fan fiction is integrated to the official lore, you accept to transfer to Novaquark the right of using the fan fiction content for promotional purpose of the game, without expecting any additional reward or financial compensation in return. 
    - Ultimately, Novaquark staff reserves the right to validate or not a fan fiction in the official storyline. That being said, we will try our best to integrate as many as possible, and will help writers in this direction if they ask for help.
     
    Of course, we remain open to the community feedback and suggestions to improve these guidelines! :)
    These guidelines will be updated on Tuesday, 15th of November 2016.
     
    Best regards,
    The Novaquark Team.

     

    No Aliens ok, but I assume AI is ok? In those back story articles in the Dev blog site there was an AI that awoke and greeted Ark ship passengers. Can we write in some kind HuD or suit based AI that we have contact with outside the Ark?

  2. Thats the problem. THERE IS NO SAFE ZONE exept your starting zone. Do you want to travel some lightyears just to log off safely?

    Well there will be player built safe zones and shields as well as the Ark ship safe zone. How those apply to our ships we don't know yet. I think its safe to assume there will be mechanisms to protect our constructs whether its a house, vehicle, or ships. 

  3. I do not mind holes in the lore. It will encourage us to make our own ideas. I also like the idea of stressing that the new lore, or future is more important than the past. the game will mean different things to different people and setting in stone what earth was like before the game starts may limit some people's backstories and concept of their character.

    Like said going forward players will be able to write their own futures. But yeah I think we should all have the generally the same starting point. I'm not looking for the Dev to write individual stories, just a bit more fleshed about background story.

  4. Read the ToS of SC.... No refund on anything - even when there is no game. Selling of ships, making more money, even when everything is delayed (no sign of S42), that sandworm demo was on a map especially built for that con and so on...

    Well they also demo'd other parts of the game at that con they had. They showed two players doing a mission in a fully developed world from space to planet etc. Point is while slow, progress is being made. I don't even follow the game that much, I bought one ship a few years ago but am just waiting till the actual full game launches, not interested in any of the little instanced test beds they have going. But yeah nothing odd or out of the ordinary going on there as I can see.

  5. Well after the disasters with SC and NMS, people are a bit nervous with new ideas

    Well the problem wasn't with new Ideas about No Mans Sky. It was purely a over hype under deliver situation. and what's the disaster with Star Citizen? Its still in development, taking longer then some would like but steady progress is being made. I don't really like their modular method, would prefer them to make the full game then add to it not peace meal like they are now but as far as I know there no disaster or anything around the project.

     

    Its perfectly fine to be cautious and skeptical and we all should be at this point but lets at least see the game and hear more before just saying outright "it won't work".

  6. They have already answered really, not much more they can do right now besides releasing the source code, it's just a question of believing it. And if you don't all you can do is wait until you can see it for yourself.

     

    The way I see it, there are no issues with massive universes and procedural voxel planets in other games. The issue is scaling the number of clients in a single shard. NQ have focused on those issues and come up with their dynamic space splitting for the server side, and what I call "Network LOD" for the client side. In theory it makes sense.

    Yeah this. I think they've already answered and addressed most of the stuff they can at this point. The rest will have to wait until they actually get to working and bring these systems online to test. They've made lots of claims with the biggest being their new tech they created for many continuous players in the same area, the use of severs to load on demand areas of the game world. If they get that working than the rest should seem like a walk in the park. It won't be obviously as there's always unexpected delays and issues that arise but bottom line if even half the stuff they are promising works as advertised then should be in for treat of a game haven't seen for a long time.

     

    So yeah instead of trying to tell others how this all won't work might be more productive to try and get all the info and learn how it can and will work. New game, new ideas, new Devs with those new ideas and such. Give them a chance at least I say.

  7. Don't know about it being "the one" and I don't think we can really expect any game to be , that's just setting expectations way too high and setting ourselves up for disappointment. Best can hope for is a game that checks off as many boxes on our "the one" game want/need list as possible. So far DU is on paper checking several boxes on my list, Sandbox, player economy, deep crafting, immersive living world, player creation/destruction of buildings and vehicles (ie not pre-made sets and scripts) to name a few.

  8. just don't log off in the middle of nowhere or places that are not secure, problem solved?

     

    Seriously though yeah in this game likely much more thought will have to go into when and where we can log off. Shit happens and IRL should always take precedent but again logging off safely might require some preparation before hand. Whether is some kind of personal shields or public safe zones. If doing multiplayer stuff then obviously there needs to be recourse for your team mates to continue playing and not get stuck or w/e because you went L/D.

  9. Forum title isn't a big deal for me. Thanks for the answer. You too Villspor

    Well eventually we'll have accounts with NQ for testing purposes so it makes sense to have everything combined and connected. Also they might, some have make it so the forums or certain sections can only be accessed by testers and backers so will need to link accounts for that as well.

  10. I can see your point and to a degree I agree. But this forum is very different from your average forum in my opinion. Its the biggest reason why I enjoy participating.

    Yeah I think the type of game being made has a lot to do with it. I follow another Crowd funded game, a PvP game called Crowfall and while I won't go so far as to say its a toxic community its certainly divided at times and clicks form to try to shout down opposing views based on the topic or feature being discussed.

     

    This being a more sandbox game in the true sense of the word i think it fosters a more open and cooperative community. It also is FAR more tolerant to opposing views as I've seen so far at least. Now that might change once we get into testing and start giving feedback based on actual gameplay but don't see it getting anywhere near the toxic levels would see in more focused ie PvP game, PvE game type community's.

  11. That's up to each player and organization or loose group however then.

     

    My point being: "Don't complain about it the more crazy your own "gap filler story" becomes."

     

    Your best or safest bet is to keep it rough. We can't really tell how the world may develop in roughly 500 years and especially in the face of doom. We know there's some large conflicts and problems that we will face in the next decades or century but ~500 is still a lot of time.

     

    Until NQ provides more specifics, I'd keep it roughly as it is or rather dynamic. For example it should be fine to refer to existing countries or weave one's backstory around them, but I can also imagine coming up with fictional groups or up to moderate-scale events within - after all it's unlikely things would remain static for about 500 years, excluding technology advancements.

     

    I honestly think this is a smaller problem, even for RPers. You (as character) were born in that time of departure anyway so you'd have to focus on that area if you wanted to refer to something - the ~500 years of history before that until this modern day would be tertiary - for me anyway.

     

    The situations where filling this would become necessary should be slim on average. My point being that it won't be an everyday topic for RPers.

    Well I'm more looking at it from a background story and short story point of view not so much for RP. I think it would be helpful to know some details about society in those years before the exodus so can tie a characters story better into the game worlds story.

     

    But yeah can assume there would be strife from those not chosen, how governments/countries were able to build their Arks without falling into chaos, some probably did succumb and fell into complete chaos.

  12. I've done some digging around the main site and such on the Lore and background of the game about the Earth being wiped out the Ark ships but couldn't really find anything on what life was like in the years leading up to the announcement of the impending doom and the years during after until the great exodus.

     

    Stuff like government structures, Democracy still in place?, Corporations take over? Societal and cultural sects and classes, viewpoints, stuff like that. Would really help I think build better back stories and such for our characters.  

  13. Well I would think the game would mainly be marketed as a Sci-fi based Sandbox game with voxel creation and not just space sim 2.0. New players will have plenty to do while waiting for the space combat to be added in the first update.

     

    its one thing if it wasn't in the game and they weren't saying when/if it was going to be added. But they are clearly saying it IS going to be added and it'll be added in the first updates after launch. Transparency makes all the difference in the world, IMO.

  14. Good luck trading with player run currencies. You get scammed in exchange, get scammed in price, get fucked because you have like 200 different currencies in your inventory and finally you get scammed because big players on the market will just ever continue to drop new currency with referral programs and whatnot

    Yeah I think people are trying to equate this to IRL as in we the players/guilds are all different countries under the same world and can have all out own currency's . Where in reality based on the games setup we are all just different states under the same nation hence will use all the same currency.

  15. I'll take the opposite view: any dev created currency automatically results in "farming" or "grinding" behavior as players will find the least balanced way of obtaining said currency and milk it forever. This has happened in every single multiplayer game to date be it gold farmers or ISK farmers.

     

    It's up to the devs to create the game they think people want to play but the lessons are there: encourage players to seek after currency for the currency itself, or encourage players to solve the problem of value through trade. The first results in permanent inflation because of grinding players. The second will result in an economy in constant flux as players seek to control EACH OTHER as opposed to "the source of currency".

     

    Besides, the devs have already provided a very real currency to the game: the DAC.

    Not any kind of economy expert or even close but in how many of those games was the economy player based? If its just grind stuff, sell to NPC then yeah it create what you described. But in these types of games its the players that set the prices, so go ahead grind a metric ton of uberanium but how much you get depends on many factors not on how much NPC x buys it for.

  16. When did I say everything had to be exclusive? If they said it's a Kickstarter exclusive, it should stay that way. I made a pledge based on their word, are they going to keep it? If they can't keep their word on a simple issue as this, how can I trust them with a game?

     

    This may be an overly dramatic viewpoint, but it stands to reason.

     

    Obviously DACs, alpha access, beta access, etc were never said to be KS exclusive. Pets, the alpha suit, and so forth were. They literally said pets would not be obtainable outside the KS.

    Exclusives will stay exclusive. But that doesn't mean there won't be more suits and pets available in the new packages. It won't be the "Alpha Suit', it'll be the Beta Suit and have different colors and styles.

     

    The only promise should be worried about is the one they made to make the game and keep to their vision the best they can. Fluff and cosmetics are secondary.

  17. I know Pang. ;)

    And I agree completely.

    There are many reasons why for now manually mining/digging is the best solution.

     

    (So the resources in SWG were finite?)

    Yeah after a while you'd have to move your equipment to a new site. It wasn't so much the nodes would deplete as they would move sort of. Like water for example, you would scan for the best quality could find and/or the largest node, drop down your equipment and start collecting. Then after a while you would deplete the high quality stuff and would need to move you equipment to find the high quality stuff again. You could continue to mine in same spot but the quality would go down and collection rate would vary as well. For its times it was a really innovative system and nothing that has really ever been matched since. But yeah SWG really was ahead of the times I think.

  18. Yes but if I remember correctly mining in SWG was node based. In DU its not so that brings up a lot more complications towards automated mining.

    Right, well the nodes were rather large and would deplete over time.  I'm not advocating for auto mining, btw. Was just saying to the other poster that auto mining in SWG worked fine because of factors that may not be present in this game, hence why it wouldn't be good for this game.

×
×
  • Create New...