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norab7

Alpha Tester
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Posts posted by norab7

  1. Hey guys, I'm EvenMoreWill... Also known as Esox (couldn't pick a name under 6 letters). I'm really looking forward to this game. I'm exited for the first chance I can get my hands on it. I oftenly play on steam, so just contact me if you want to hangout!

     

    Welcome to DU, I hope you enjoy your stay.

     

    I'll let you in on a little secret, you can chance your name to less than 6 characters in your profile settings...... but keep it a secret ;).. ha..

     

    nora,

  2. Does anyone know if this game will be available on Mac?

     

    Welcome, Noticing your first post :)

     

    I think it's been said somewhere that Mac is potentially planned but they either if they get the desired kickstarter goal or interest, but i wouldn't hold me on that, it's been a while since i've read anything about Mac, I know that there is no Console planned yet, but Mac i'm not 100%

     

    nora,

  3. Hey there everyone! 

     

    I'm new around here. Actually seeing the game trailer at E3 brought me here. Sounds like a very intriguing game. So i'll be around here often checking it out.

     

    I'm from Canada, I'm mostly on my PS4, but im gradually making my way back to PC gaming.

    I'm a very casual gamer these days not much time due to the family.

     

    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,

  4. Just saw the e3 trailer... And I have one question:

     

    Will the game feature moving parts that allow us to connect multiple player built structures?

     

    I don't just mean animated prefabs like turrets and doors, but more along the lines of  Sliding rails, rotors, hinges, and everything that connects one voxel structure to another? If so, is there any word from the dev's on how the game is going to handle it in terms of physics? Will we be able to script the contraptions using LUA? 

     

    I've heard the lead developer came from the field of robotics, will he be bringing robotics with him?

     

    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,

  5. I registered right after watching it, Really excited and hope to give advice on RolePlaying aspects as a player - as a lot of current MMO's don't support RPers in that idea in a good manner, in the sense of Moderating the rabble. 

    I hope the game and Fractions will be able to set up laws and the game systems will be built along side the RP core aspects :D

     

    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,

  6. Would be interesting to see some good old voice acted dialogue, along with some interesting stories and quests that include friends you partner up with that sort of get you started anywhere. Seeing them interact with eachother, sell goods, trade, mine, chop trees, etc... talk about the cities players have built. I am extremely excited about this game. :)

     

    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,

  7. What about.....

     

    "Sovereign Star Empire"?

     

    People who'll call us during MAJOR EVENTS be like, "Woah! It's the SS!"

     

    It's sounds intimidating and I like it. Just sayin...

     

    (Had an unexpected business trip so I'm still working with the banners)

     

    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,

  8. @Saffi

    I agree that planets and minerals are not the only things worth finding, and that "alien archaeology" may be a thing as well as good in-space plots for building a military or trading outposts.  I'd like to see exploration have many forms - not just the motivations as those are numerous and the extent of them cannot be foreseen - but the methods and the discoveries, from looking at whole solar systems down to exploring a single cave on a barely-colonised planet.

     

    I take take or leave the naming of discoveries.  If first discoverers get to name the discovery, just let current territory owner rename it.

     

    @nora

    I don't see why you would want to force every organisation to constantly be on the move.  If an organisation of say 100 players can live on 2 territory tiles on a planet in a sustainable way, why would you want to limit their gameplay style?  Personally I wouldn't like to see planets getting strip-mined easily.  I want to see a dense universe that players can survive in, not a shallow one that gets eaten from the inside out and requires constant expansion to be sustainable.

     

    I'd like to see all kinds of gameplay at the organisation level.  Some organisations could just live on an orbiting space station that they built and maintain as a trading outpost and base for passers by.  Others  might never leave the starting planet, with an aim of getting the largest piece of Alioth that they can.  Others might want small colonies on multiple planets across multiple star systems, others might be nomadic... or anything else you can think of.  This might be off topic, lol...

     

    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,

  9. Interesting concept. I like the idea of using something like these to drop resources. Even near the surface they could have a chance at dropping some rarer resources only found in the deep. 

     

    NQ has stated that they didnt plan on replenishing resources, but as discussed, mob drops could be a way to always have a supply. 

    However in the future they could always impliment something like this, maybe its discovered on a new planet and spread across the galaxy like rats were, as stowaways. 

     

    Although I would prefer this be used only in noob locations, starter areas. Since once you have a resource base you can move locations when needed. It is only new players that need a supply of resources in one location. So they could be found only on Alioth, or incase we ever get more than one Ark ship (something I fully expect in the long term) it could be a property of them interacting with the Kyrium or the Ark shield that allows them to survive and replenish the land.

     

    And finally someone else writing a story besides me.  

     

    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,

  10. You seem to be thinking of resources in terms of Eve, I am not however. Eve has a few small sites with a low number of asteroids in each. This is a precedurally generated voxel world. I am hoping it is more representative of the real world. Planets have an immense amount of resources, and the deeper you go the more concentrated heavy ores are. It has way more volume than the few million m3 you may pull out of an asteroid belt. 

     

    And when moving into space, you could have multiple planets and moons in a system, all containing a various assortment of ore. Then theres the comments and asteroids. I expect there to be vast fields of asteroids in belt, similar to our asteroid belt. While they may not be stacked on top each other like in eve, they could be thousands of miles apart, the belt contains countless asteroids varying from tiney pieces, to some miles across. This would provide a lot of materieals for players, especially if factions split across a few system like in eve. 

     

    I also fully expect to be able to salvage ship remains. Sure some pieces will be blow up and destroyed, but the remainders should be left there to salvage, not blow up in a fireball. 

     

    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,

  11. I briefly commented on this notion in, the gold in them hills thread, but this is a good opportunity to address an issue in further detail.

     

    With limited resources, even if the planets have huge stockpiles of resources, they will become depleted. not just taken, but entire planets will be gobbled up by mining, to create cruisers and all assortment of death machines.

     

    Then those machines go forth and explode in a matter of minutes in combat.

    Ooops, did it take a small moon to build that Battleship? well thats sad.

    even if 90% of a ship's material worth is recoverable by salvaging, there are resources leaving the game, and only 1 way of new resources coming in, from regions further away.

     

    If we consider the area around Alioth the "Core" regions of this galaxy, the empires after some time will begin a slow migration away from each other, conflict will become less common, eventually the empires will just see it as better to leave the core region where there is nothing to be gained. At that point what empire will stick around. It will be up to goodwill players, and the recruitment schemes of empires, if said empires even care, to pickup new players and haul them out to where civilization is currently ravaging resources.

     

    Lets say, I decide to become a chaotic evil leader instead of .. well whatever I am, and I intentionally send hordes of players to mine ALL of the resources around Alioth, and to patrol and destroy ALL the stargates except our own in the Alioth system. Simultaneously I send agents to go and destroy or gather all the fuel in my enemies territories until they can no longer expand.

    New players, either join me in the scheme of oppression, or they get mad and leave the game. The other empire's may try to fight back, but lets say by some means, I achieve this goal and shut down the games growth?

    The post Nyza made said they wouldn't consider regenerating resources unless something unforeseeable happened, don't test a madman. If you make the conditions for "The Joker" to arise in the game, someone will fill the shoes.

    "It's not about money... it’s about sending a message. Everything burns!" Heath-Joker.

     

    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,

  12. Resources play an important role in populating a game's territory. But more often than not resources such as habitable planets, lucrative planets and asteroids rich in mins, are evenly spaced. This is a mistake, especially for a game comprising of hundreds of millions of systems. The logic is to create a base for which players can launch their corporation and expand outwards, and of course that sounds logical enough but more often than not players end up fighting over the same old territory to establish who is most dominant; as a consequence there is very little expansion and once again the universe becomes vast, empty and stagnant - and sure that sounds like space alright but it isn't good for gaming. 

     

    I propose DU create resource rich hot spots with habitable worlds to make empire building more feasible; these hot spots would have more resources available to sustain empires thus creating competing sectors. Of course this can still be done if resources are evenly spaced but sometimes events require signposts. And it may not even be a question of external influence but the reality that our galaxy may very well have areas that are more suitable for life than other areas. Also it would create some real interesting player generated content as they can either create democratic governments or despotic regimes. And of course it would be interesting gameplay not only due to competing factions within these regimes but also against competing empires as well. So if we have around 50~100 hotspots - depending on size of universe - it would be enough room to build empires but also support players who prefer a more independent existence in far off colonies. 

     

     

    Perhaps it is too late to make such a suggestion, especially since DU is about to make an announcement at E3, but just thought I would throw it out there. 

     

    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,

  13. 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,

  14. 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,

  15. I understand that concern I'm not sure how to go about implementing a solution as of yet though.

     

    Possibly the people that want to be secretive can create some kind of anti detection device, or jamming devices.

     

    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,

  16. Quintet is another game, but it is very very primitive (you only get the exterior view of the ship, and predefined player roles), and the game community is essentially dead by now. It was quite good while it lasted. 

     

    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 ?

  17. It's interesting because that could add even another additional layer of gameplay concerning strategic selection of which Arkship players spawn in. The first Arkship spawn areas available would probably be the most populated and most developed off the bat and in the future, but that would also mean rapid congestion and overpopulation, and thus high crime rates, taxes, costs of living. Other players may prefer a more remote location with a little more space and freedom and a little less players, but mayhaps could have a harder time surviving in the wilderness. It would be an interesting balance.

     

    One more tactical element is in play here that I won't mention now; it may or may not be a considerable advantage if utilized correctly.

     

    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,

  18. 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,

  19. Im curious about when they will give us more information on what they are thinking for natural faucits and sinks for the currency since it wont be player controlled. 

     

    This also, I mean what natural sink could there be when the only NPC we know of is most likely a AI in the starting Arkships..... wait a tick.... what if we mine the currency such as 'gold' for a example and we have to use this gold to build some of our machines and such. That would give us both the way to get currency and the sink that it will go into. Also would give us a reason to build big-ass machines to dig into the earth looking for more of it all the time. Purpose to leave a planet when it's run dry and not just stay in one place..

     

    I still wonder what the currency is thought and what connection it has to what the players plan on doing.

     

    nora,

  20. This is really a question for the Devs.

    I know it is early in the game development but how many threads do you expect DU to be able to run?

     

    I know multi threading is common now in games, especially voxel games, but most are limited to how many threads they can run at once. Typically I will see 4, but sometimes they go higher. 

     

     

     

     

     

    One of the main reasons I am asking is in the next 6 months to a year I will start putting together a new computer to build (my current one runs great but the GF needs a hand me down so I get a new one) 

    I am looking at getting a 6 core, but if I sacrifice a bit of clock speed I can go with an 8-core for nearly the same price. But if DU only runs 4 cores it isnt worth it. 

     

    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?

  21. Well I would think orbital scans give you images, atmospheric comp, maybe population. That level data. I'd think details on each hex grid, including geological surveys, would be something you either enter the atmosphere for or drop a probe. It could tell you this grid has x amount of this ore and y of this.

     

    That could also open up another level of geological detail showing where exactly in the hex the ore is.

     

     

    And you would know the locataion the data you are buying is. But yes someone could say platinum deposit in the description (but then you could just go there yourself if he tells you). He could be lying, but I think explorers would begin getting a reputation. But I guess prices would be set, but then only the first person to scan from it could profit, unless the acquired more detailed scans.

     

    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 :D

     

    nora,

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