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norab7

Alpha Tester
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Everything posted by norab7

  1. Hey, Welcome to the forums and DU in general Don't worry about being hardcore or casual, i believe there will be a place for anyone in DU given that you can do almost anything you like in the game If you want to build the biggest super cruiser out there, do it. or if you just want o mine resources 1 hours per week, do it. DU gives you freedom to choose to do what and where you like it nora,
  2. Hi and Welcome to the Forums Lua will be a thing to script your constructs, we don't know the limitations of Lua yet, but we know you can script in DU . Hinges and rotors we don't know 100% yet, but we know that there will be countless elements that you can put onto your constructs. Constructs being anything you create in voxels, base stations or capital ships or little fighters. Everything is a construct and built in the same process as all constructs will be nora,
  3. DU laws and policies in the game will be almost 100% player made, as it's emergent game player, meaning if you want to create a law saying you can't have green ships, you can do that, but you have to have the power to enforce it otherwise you'll have rebellions against it. Creating a whole swarm of problems and fun. In DU, basically if you can think it could can do it nora,
  4. Oh yeah... Rub it in.. go on... Make me cry why don't you... like rubbing salt in the wounds that!... haha
  5. Welcome to the forums, Unfortunately all the NPC's we currently know about at the moment is aboard the main starting Arkship on the home planet Alioth, and it's the AI that controls the ship and brings you out of your slumber after travelling 10,000 years. It will assist you in re-learning all the skills that you forgot about while travelling to Alioth nora,
  6. Welcome, E3 was great, first Video we have and it was great!
  7. Just waiting on E3.

  8. I hope you understand me when I say noone should call their organisation that, or anything that boils down to being called 'The SS'. If you don't, just simply google 'The SS' and you'll understand why. If you did, rather a tasteless joke don't you think? nora,
  9. The thing that concerns me at the moment is the concentrated population. If there is no reason to pick up and move or to leave the central core planets around Alioth, then the player base further out and the number of players actually using the 'infinite universe' has a chance to just never pick up, I mean, why move if you have everything you ever need within arms reach ? Why have a infinite universe when people are happy with a couple of system that give them everything ? Haven't big resource heavy sectors means organisations will stay put and not spread out. I'm not saying don't have resource heavy areas (i mentioned this in another place but can't find it)... You can have as much of the base resources you want, have an entire planet of the base resources. But i think for rare resources you shouldn't be able to just live off the land you settle on, completely wrecks trade and markets that way. Because like i said 'why do it if you don't need it', if you have everything you will ever need under the surface of the TU you have why even leave?. The only reason you have left to leave is to just go killing for fun. You can have all the resources you like where ever you like, i just don't like the idea of having Everything you need in one place. A game that is infinite should have a reason for seeing as much of the infinite side of it as possible. If you have a trade station where you don't move because people are bringing you the things you don't have then that's fine. Someone on your behalf is going out there looking for the things you need, because you don't have them. The infinite universe is being looked at. It's not just a congregation of players in the core planets, it's a universe of people mining and foraging everywhere you go. You wouldn't have that if it was everything under a single area. nora,
  10. Hopefully still welcoming brand new players into the fray nora,
  11. norab7

    Mythx

    You made me think about 'The Flood' or 'The Scurge' or 'The Swarm' lots and lots of alien life that just keeps expanding in the universe and the players need to stop it expanding. It will move from planet to planet and once the planet it taken if could start to spawn life that attacks you or change the life on the planet to hostile and warped in shape and abilites to be violet towards us. We the players would need to band together to prevent the spread of it, and if we don't it will consume more and more of the universe and slowly make it's way to alioth. I would be all for this idea, while we fight against ourselves with organisations this entity will be watching and growing more powerful and more spread across the universe every day. Like a reason to play the game if you don't want to just go loot people or build, it could be like a PvE element of the game, you can help prevent the spread of 'The Entity'.. you can never beat it, it just appears elsewhere when you attack it enough, you only stall it, you never destroy it. That could be awesome. Like the old game 'creeper world' it's a never ending flood of evil that crosses the universe looking to snuff out any life it finds. Could also tie it into the lore saying that it was the entity that started the neutron star event that wiped out earth, knowing we are the only race in the stars capable of defeating it, or stopping it's spread. hmmm... I want this... or something like this.... Could start to incorporate machines to turn wildlife back into normal things too, so once a planet has been taken you need to have scientists go down and reverse the effects on the planet, to make it habitable again. There so much you could do with the idea of a single 'entity' just slowly taking over the universe unless you fight against it. Of course you could just do what you normally would have done if it wasn't there, nothing will change for you, it will be just that you have 'hostile planets' that have the entity on as well as 'toxic planets'.. You can still do whatever stealth or organisations stuff you want but there is always something for the more PvE orientated people to worry about. ...... should have really posted this in a idea section itself, but i kind of started typeing and now i just want to click 'post' before i lose it... nora,
  12. I really don't know if i agree with the 'immeasurable' amount of resources that people speak of. Fair enough on Alioth when players spawn they need to have enough materials for everyone to make a spaceship and get off the planet. But i hope that every planet we come across isn't the same. I hope that planets that are not alioth or don't have a arksite on them will be able to be cleaned of resources, at least the rare ones, if they have a stupid amount of the basic ones that are only used to create the ships but nothing else then that is fine. But like i've said somewhere else, i don't want to be able to have a entire organisation settle in one place and never need to leave the area again unless they are attacking or pillaging some area. Resource balance could be a make or break for the game in terms of players exploring the openness of the infinite universe that they want, if you have to much in a small area people will not really explore that much, but if you have too few in a area you will not have any bases and people will constantly be moving away from each other making the player base very sparse. I do have faith in NQ/DU to do it right, but i think the amount of resources could very well have a big impact on how people play the game. nora,
  13. I kind of disagree here. I think that you underestimate the power of people looking for a 'free area' away from people. Yeah the core planet Alioth might become over populated or taken hold of by a evil organisation, but unless you kill everyone on sight they should always have a option to get away. I mean if you take them to a new planet where you are based where they can mine their own stuff they will eventually get the required resources to leave anyway. Give that you can take control of entire planets while they are populated with people that don't want to be controlled. There will always be rebellions against the evil oppressors unless you can remain a presence in almost 100% of the area you are controlling. By that's beside the point, once we leave alioth i think that people will scatter to the winds, like myself i plan on just travelling as far as i can and exploring as much as i can while the games new, i might even end up testing the 'infinite' side of the game to see how far i can get away from alioth before 'needing' (as i'll not stop till i have to) to settle down into a base. I will go where no-one ever will and find all the nice good things that people will never have the chance to find. I think your idea of late game DU is flawed in the sense that people will remain at the core planet once they have the option to leave. nora,
  14. I think you underestimate people will to explore and be away from everyone, I see people becoming to spread out as a concern more than people being to condensed. I mean, once you have spaceflight, why would you create a base next to other people and the resources that they are getting, you would obviously look for your own resources to plunder that only you will mine and can claim for your own. Hot spots, I don't like, that is asking for people to stop exploring for resources and to just settle down on a single planet because it has everything they need. I want to have to be forced to explore, make a mother ships that is my base and only have outposts on planets. Making a zone that is so rich in resources i think would only add to your concern about people fighting over the same places for dominance. I don't expect it to be so even distributed that you can just flew in a single direction and come across blanket upon blanket of resources, but i also don't expect to find single areas that can sustain you for the duration of your play. If you have the single area again for resources that can sustain you, why would you trade anything when you can just make it yourself. it would inturn cut off that organisation from trading externally, they have everything. Given that they could defend their position. But if they have the area to sustrain themselves for the duration, why would they not have all the defence they need?. I don't know if i took your suggestion wrong, but I don't think i would like the idea of 'Rich Zones'. It would create points where you 'as a organisation' NEED to take and keep otherwise you are behind in strength, position, wealth, power and resources than other 'Organisations' and removes the external marketing point of the game for you. hope my 'rebuttal?' makes sense . nora,
  15. Can we all not argue about the difference between exploring and it's meanings. This shouldn't turn into a flame of back and forward comparisons of words, just state your idea or response and we can all read and think of how to make DU better as a whole without the infamous 'E' word causing any more havoc But yeah, i agree that there should be rewards or purpose to the explorers, that's why I mentioned the core samples and taking data from close up to the surface ect, You could have a way for explorers to be the first people to discover alien ruins and the monoliths that are mentioned through out the devblogs, claiming the prize for themselve or selling it. You will always have a stale game eventually for explorers in any sandbox game because players will congregate, and form a central place in the universe/ map of that game, but i think with the incorporation of the 'time survey' inside the exploration data it would give explorers a form of action that would not just be 'how far away from alioth can you get' because that data could contain enemy troops or bases or mining posts. It could even be put into a machine to compare that data from other data in the past to make up graphs and trends of the piece of data, so you can show how quickly somewhere is being mined or populated ect. I don't think explorers are ever just 'go here and here and here' in any game i've played, they've always had something to do, even the 'explorers' or whatever they were in WoW had something to reward them and do for their wandering around. I do have faith in NQ/DU to do this right... Seeing as they have a entire universe to play with and others only had a map nora,
  16. norab7

    Mythx

    This could be a good way to replenish the resources on a planet also. Once you dig far enough down you start to encounter these creatures, that attack you but they also have the chance to replenish the ground around them as well, putting back a 'random' assortment of ore/dirt/stone ect. beside droping loot for you. They could just come out the wood work one you hit a certain depth, where the deeper you go the more there are and the stronger they become but also the more loot you get from them and the more chance to find rarer ore. You could have to build defences and subterranean forts to prevent them from attacking you all they like under ground, but they would be able to 'eat' through your builds and ships if you used them given they have 'razor like extrusions'.. I like this lore and the idea that it gives off too.. +1 nora,
  17. Jamming devices would be nice, would make a interesting thing to have when there are scanners and radars available for the people to track you with. You could go a little further and have a signal manipulation device or something, where if you are scanned (depending on your equipment or level) you could look like a asteroid or space junk floating around instead of like a ship waiting to pounce on it's prey nora,
  18. I've just googled that, and don't take this the wrong way but, from the looks of it that game looks terrible. Did you play that Astro ?
  19. Nothing stopping them dropping another Arkship on the planet after the game has started, there are supposed to be several that shot off from earth, maybe some are just late. Good way to open up the game to new people as well. nora,
  20. Thinking about this more i'm not sure if i like autotags or not, i just had the thought about stealth and the chance that the autotag thing could make it not work given that we can script our own lua and such. I wouldn't mind a 'net' that you have to go through to get the tag but a auto-tagging function could be used to detect stealth players maybe, especially if they are trying to sneak up on you. If there was some form of autotag it would have to incorporate a system that means spys and hackers and the like would not be at a disadvantage due to the 'auto' part of it where the user doesn't need to tag them. nora,
  21. I too am curious about this. I bought a upgrade for my PC not to long ago with basically the latest of everything to run my Vive correctly. Wonder if DU will make use of all the 'dormant performance' i have or if it will stick to the standard?
  22. Well the price of any item on the market will likely be in competition always unless you are a lucky person, and with the amount of people going to play the game i don't see there being a problem seeing data if you can only sell the one thing. Oh... this gives me another idea.. instead of selling the data, you sell the sample (that contains the data) this would restrict the data being cheap by competing people (if the data was infinite in your inventory) because think about it, if you have just the data and you can keep selling it over and over, why would it not just rapidly fall in price with competition (think steam cards, they are pennies now compared to when they first arrived). If you sold the sample you took the data from or the experiment you did, then this you give value to explorers and give them a chance to make money, both because the things you are buying is made from the experiment the explorer did and not infinite (they have to go back and the the experiment again to get more) but also because the explorer had to use technologies to get the information in the first place, so they are required to make money to actually make more machines to help them get the data they need. If the data is infinite and you can just explorer one planet and have the data forever in a sellable state, how would their be any reason to not charge rock bottom prices if you can just put 100 items of data on the market ?.. Of course the explorer and anyone who buys and uses the data would have that information on there 'map ?' as 'data' but it wouldn't be 'real' data until they went there and saw themselves. Because anyone could have been to the planet after you took the data and done anything to it, it could be a barren wasteland now for all they know. Which comes to another attribute of what you would be selling as a explorer.. Fresh data.. You would most often buy the latest data of a star system as it will give you latest on what resources and omg BUILDINGS are in that system, so you can make a educated decision to visit that system or not. Just pointed out something that could be valuable, and that is information of peoples bases and ships, if you can store and sell that data you could get quite a bit of money, then you could have a whole section for covert operations to get as much data as you can from other guilds.. but that's touching slightly onto spy tactics and such so i'll not expand anymore, but you get the basic idea i hope nora,
  23. Well of course, I have to have a post in 'every thread' otherwise what am i doing with my life and what has become of DU if not... ... But for your points, I don't know about the scans from orbit giving you everything, this is where the line from real-life to game world could be different i think. I think we need some form of activities to get the information and not just fly by scans to give you everything you want. Maybe we could come to a 'dual' idea here. You could have your scans from orbit giving you information about the planet, such as ore deposits, wildlife ect ect, but it will be lacking 'accuracy' giving you a estimated values and location, so you know where to go and 'sample' the planet in order to get more details information. This 'scan from orbit' could be 'soulbound?' or restricted to yourself so you can't sell it, giving you the tools and locations to do your experiements but you still actively have to go and gather the information itself. Higher levels or upgraded equipment could give you more accurate information from orbit too, otherwise you could end up getting information of rare resources when it's actually a funny looking bush in a desert. I think there is a big market for explorers in this game and I've yet to find a game out there that is fun to explore and not just "Once you see one of it, it's all boring then"... exploring with a value of data attached to what you find could give for some interesting game play. However I would say that i think either the information displayed in the market should be automated or the value of the item should be automated, I don't want people being able to label their data as something like 'BEST PLANET EVER BUY NOW' ect ect, and it turns out its a scan of Alioth's Arksite. I think there would be a lot of lieing players if they were able to tag their own marketed data. nora,
  24. Yeah, I'm with 'DD' on this one, your idea is very good but there are some circumstances that would cause issues, 'ramming' was an example, and we just don't have enough information to even consider if any of it was possible or not. If there is a autotag system, I would prefer a way to detect whether or not the player has some system active on their ship, rather than a 'fire upon fired' condition. So that you would be able to set up a defence system that warns the player at distance X to turn off their weapons or be fired upon and if they don't turn them off or reactivate them inside distance Y they are attacked by turrets. As for the market system I would imagine that you could choose a 'Everyone' tag to put on a station so that everyone can use it or restrict it to certain 'specific tags' to allow only people you want to access it. The thing I would like to know is one of the things you mentioned, can you have multiple market networks next to each other. If you can then that could lead to a 'internal' market system for player guilds and a external trading market for outsiders to purchase/sell to that guild specifically. There would also allow for a 'level of tag' market, where the higher your tag level the higher the market you can access, so you can trade the highest materials around safely or create a somewhat 'guild bank' system giving only guild member access. If you can't have multiple market networks then the above idea of 'market tag levels' just disappears, but another thing I thought about is the sphere of influence of a market system and pirate hackers. Would someone be able to hack into a market system to see the goods before attempting to rob it, or hack into a market system that's being used by a guild for a guild bank just by having a 'rouge market station' on their ship that they use as a 'market hacking station' something like that. It will be interesting to see more information about DU and the specifics and fine points of a lot of the systems to see what is actually possible or not. Just like Lua, we know there is lua coding but what are the limitations to the code, can we do anything or are we limited by dev made functions? I long for the day of knowing all of what DU offers. nora,
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