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Dinkledash

Alpha Tester
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Posts posted by Dinkledash

  1. Can anyone shed some light on what player, world, and/or universe effects will take place at the conclusion of each Alpha and Beta playtest period?

     

    For example:

    • Do we keep the skills learned?
    • Do we lose, keep, or reset DAC's to our starting amounts?
    • Are towns, cities, and TU's kept?
    • Are DAC's charged during playtest?
    • How long will Alpha and Beta test periods last?

    Anyone else have questions?  Or, answers?

    It is my understanding they're scrubbing everything except possibly blueprints and probably any blueprints that are kept will become available to the community.  What we will get to keep to give us a major edge will be the actual player skills we learn and the relationships we build.  I don't know if we'll be allowed to spend DACs in alpha or beta, but if we are we'd certainly get them back since anything we buy with  them will be gone.  Alpha is set to start in Feb 2017 and run for year, beta Feb 2018, and general release in the second half of 2018.

  2. Hmm, what would YOU like? :D

     

    A Solid BZZT or a more of a... BWAP. :D Like what kind of sound would you like.

    In Star Wars they made their laser sound effects by banging a hammer on heavy springs and recording that sound.  And interestingly enough, in the US Army High Energy Liquid Laser Area Defense System (HELLADS) they added that as an internal sound effect so that operators would know that the laser was firing, since lasers are totally silent.

  3. The bigger ships should also get some sort of landing gear/ ramp components...

     

    Seeing the fighters with flat undersides is okay but not for something massive!  Little voxel sticks would be crazy.

    I'm hoping that we'll be able to design our own elements eventually, so that we can do thinks like drop ramps for troop carriers or launch pods for aeroshell jumpers, that sort of thing. Elements need to be scalable and upgradeable. It's not going to look all that good if every fighter in the galaxy has the exact same cockpit, for example.

  4. 1) CvC

    2) Survival - colonization without a survival element seems rather less of a desperate situation than it should be

    3) Alien/hostile biomes which require life support/terraforming

    4) Animals - livestock, alien and bioengineering

    5) Weather - very difficult but would greatly enhance immersion

    6) Moving parts in elements

    7) Player customization

    8) In game voice

    9) Emotes and gestures

  5. one other thing is that NQ wanna control 100% of DU s content. and wanna completly split it from real life.

     

    functions that will call for external databases might be used against NQ wil

    Since the scrips are executing on your own machine, I don't know if they'll be able to disable calls to local content.  So if you want to play porn videos stored on your PC on a billboard on the side of your space station, they probably can't stop you.  However, they can prevent you from linking to commercial content outside of your local machine or approved game content servers.

  6. Apart from the mentioned stuff todo with flying ships. What other sorts of API do you expect to give designers access to?

     

    Personally I would be interested in things like:

     

    - Making changes to the local rights management such as tagging players in response to certain events.

    - Handling events when trades are executed in market blocks.

    - Observing weapon fire, and damage to attached structures.

    - Conducting trades, accepting deposits and giving out items (yes I know this is done by the market block but there are scenarios where being able to have experct control would be interesting)

    - Showing GUIs on terminals and interacting with players.

    - Sending messages, to individuals and groups of players

     

    Additionally, if DPUs are run on each client that comes into contact will there a way to be persist state and keep it synchronized between players using the same DPU? 

    Lua allows for database connections, so I think that will allow us to build distributed networks for our scripted objects even though they're hosted on our clients. That's essential for trading systems.  Also I think it may be possible for an organization to lease space on a server and run the scripts there, allowing organizationally owned equipment to be constantly in operation.  It wouldn't do for your building's defense turrets to go dead when the chairman logs off.

     

    The devs said that they plan to have players script outputs to displays.  For now they're using placeholders on the elements they're providing but they expect players to design their own elements with active displays.  I imagine you could use an iframe to display a web page that's hosted on your client so you can basically make a screen show basically anything.

  7. Are you mentioning that first thing as an aside, or are you actually somehow equating a collision damage system to anarchy? By the way, many of us play DayZ and Rust as the hero type, including myself. In a game that touts being all about "emergent gameplay", it's up to the community to determine what kind of values gameplay will express, and it's up to us to foster the kinds of community values we want to see. Oh, and the beauty is that even two diametrically opposed sub-communities can exist within the game, if all the carebear types group together and create an entire solar system where nobody can harm anybody without facing heavy penalties, while the PvP anarchist guys can go have a nuclear war somewhere else -- and then you can have historic events if these two groups clash in game... anyway as I said, that's all tangential and off-topic.

     

    Regarding what's possible and what's not possible to code, how about you let the actual developers comment on feasibility, especially since we haven't even proposed a detailed enough model for you to evaluate it's feasibility or performance impact? You're kind of jumping the gun with such grand conclusions. This is the ideas/suggestions forum, after all -- you can't just shoot down everything because you have a negative knee-jerk reaction to it (i.e. it reminds you of something else that doesn't fit within your model of a perfect game -- e.g. the Rust anarchy remark way out of left field). Let's keep the discussion factual.

     

    Space Engineers is a different game, with a different engine. If I told you we were going to have a single-shard, continuous universe, with potentially tens of thousands of players, would you shoot me down because "Space Engineers and Minecraft can't do it!" ?

     

    Regarding the last part, you don't know me. You don't know my educational background, my gaming background or anything else about me. How can you just flat-out assert that I don't understand how multiplayer mechanics work? You don't see me undermining your intelligence; instead of focusing on arguing against your character, I argue against the factual/logical content of your posts and judge them on their own merits -- separate from your character. Regarding actual knowledge of game design, have you heard of the Dunning-Kruger effect?

    Dunning-Kruger was inspired by a study about a bank robber who thought that lemon juice would make his face invisible to security cameras because it's used as invisible ink.  To go straight to the Dunning-Kruger effect is to assume that this guy is in the bottom quarter of the general population IQ-wise, which seems a bit much.  It is true that nobody here knows your education and experience in gaming and game development.  Would you care to provide us with your credentials?  

     

    I'm a software engineer with 17 years on the job and in my opinion, while realistic collisions would certainly make for better cinematics, there's a lot more to calculate than a simple bounce when two collision meshes intersect, and based on my experience in big data cloud environments (medical IT, not gaming), nobody can know what the server load would be unless we actually simulated 100,000 simultaneous collisions.  And the amount of coding to get there would delay a lot of other deliverables, so it would be a considerable risk.

     

    The developers also said they don't want people creating ramming ships that are kamikaze'd into exquisitely engineered, well designed constructs because they think that would make the game a lot less fun, and that would make people stop paying for subscriptions, so in that regard, this is as much a business decision as it is a matter of judgement in design.  Even if characters didn't resurrect, there would still be a problem where players would create new characters who's reason for existence is to drive an iron brick with an engine and a cockpit into another ship while yelling "Leroy Jenkins!"  

     

    This is a management-level decision as much as a design decision, and I really don't think this hill is worth dying on.  Collision damage would be fun, but so would weather, planetary rotation, agriculture, animals, alien biospheres, a survival system, a FPS aimed combat system and a hell of a lot of other things we're probably not going to get until later, if at all.  I'm not saying collision damage would be bad, or it couldn't be made to work, but computer science is partly the art of giving up something you want in order to get something else you want more.  Is collision damage the most important thing to you?

  8. what stops me to make a backdoor or what ever even if the script is readable. tons of ppl wont be able to read lua.

     

    its about trust, and if you realize you got cheated on buying from this person. then this kind of rumors might spread very fast, and ruine his business.

     

    i totally agree with him, that sucks that permissions arent planned. everything will be opensource, so better keep for urself

    I mean, even if it isn't readable, I think you could read it during execution with reflector.

  9. Ah I was asking about this sort of thing, because it seems to me that 20% of the coders will wind up doing 80% of the work, which is to be expected, but there won't be any way of getting fair compensation for your work.  Most of the scripters will be getting code out of the wiki or github or buying the gadget then just taking the script and duplicating it before adding it to their blueprint.  There's going to be a lot more systems integration work going on than original development.

     

    It's also dangerous if we have connections to databases where we store our economic information embedded in the scripts.  If someone steals a market terminal, they'll not only have access to the inventory of the terminal, they'll have the connection string to the database... we'll need to have some pretty serious information security procedures if we have shared connections in our organizations.  And physical security of course; if someone attacks your planet and gets the code from your economic systems... smart organizations will work to minimize surface area.

  10. So I was wondering.

     

    We will be able to script in LUA, which is pretty cool.

    But what if we were able to have databases as well to store and fetch data?

     

    Think about the world of programming it would open : statistics, history, logging, stock situation of a warehouse, forecast... basically all information-based services!

     

    It could be done with a database element that would whether :

    - Connect to a reserved database on NQ servers, one on each account to which you could assign rights (to allow organizations to use it)

    - Connect to an external database on the user's PC or on online.

     

    Thoughts?

    I think the LuaSocket library does db connections.  And if we're going to manage our own economies, how else would we build exchanges?  A script would lose any information it was storing in arrays when the host computer goes offline.  But yeah, say you have a mech and you've mapped the control keys the way you want; if you don't have a way of persistently storing your preferences, you'd have to remap the controls every time (or maybe you'd have to modify a code file directly which you probably can't do while the script is executing.)  Even if it's just flatfiles, there has to be some way of storing data.

  11. Folks,

     

    Will there be a security system for script code that's enforced by game elements, like having scripts be sealed classes (if that's possible) or will people be free to modify and copy the code of any gadget they purchase?  While stealing spaceships and all is something that could be tracked easily enough in-game by a law enforcement body (i.e. the ship is registered and has a serial number engraved on the hull in Kiberium) locking code held in scripts that have to have permission to run on the owner's computer might be problematic.  And easy enough to crack with Reflector anyway.

     

    If there's no way to even make it difficult to open up the code, I don't think it would be possible to prove that someone has infringed copyright law.

     

    I understand that code written in the game will be community property as part of the EULA, is that right?  So no actual real world legal issues could ensue.

     

    Hmmm... are we being tricked into writing free software for robotics development?  

     

    >run conspiracytheory.exe

     

  12. I haven't read the document at all, but I think not, it's only to mine and build I suppose, and maybe also communication I hope.

    I read in the basic documentation that it functions as a rudimentary weapon.

     

    It may do a tiny bit more damage that a well thrown clod of dirt. There is a trick here: It may be harder to make the nanomorpher do no damage rather than having it do some damage. It also means you can ever be disarmed, that may have some interesting in game effects. Or lots of head shots. 

    Can I build a block ten feet above someone and drop it on them?  Can I have blueprints for a pair of handcuffs and build them on my target?

  13. You don't actually manage to create a real weather cycle, but you can at least simulate it. Rain, clouds randomly distributed, season with snow (snow physics on the ground then ouch). But tornadoes and hurricanes are too much to possibly do, even wind would come difficult.

    I mean, it would be really cool, but it's not exactly low hanging fruit.  It would be great to have different compositions of atmosphere, hydrosphere, different gravity, unique biomes, etc.  But that sort of thing will probably have to wait until DU 2.0 when they have millions to drop on R&D and hardware.

  14. Did any of you see this?

    http://dualuniverse.gamepedia.com/Archive:DU_Explorers_Interview_(Sep_17,_2016)#Weapons_Systems

     

    It answers some of your question no?

    Actually it just says that there will be different types of weapons that will have different counters, which is pretty much what one would expect.  I suppose to would be something like: lasers are stopped by paint, sand or mirrors, projectiles (and plasmas?) are stopped by electromagnetic shielding, missiles are stopped by point defense lasers or countermissiles, and armor stops everything but it really slows down your ship.  I figure we'll start with lasers in alpha and they may add new weapon types when the game stopping bugs that we'll find in alpha have been dealt with.  This is sort of a "wouldn't this be neat" conversation at this point.  I'm sure the devs are making their objects extensible so that a laser can be turned into a projectile weapon or a plasma gun easily enough.  Missiles would be an entirely different mechanic, of course; basically they'd be tiny ships that explode on collision.

     

    Of course, collision damage is not going to be part of the game, not with billions of collisions that have to be evaluated throughout the universe every second, but missiles could have a OnCollision() method that causes damage to any objects in a certain range (for example a nuke could damage anything within several kilometers while a basic explosive warhead might just damage stuff within a few meters.)  The OnCollision() method of ships will basically be to bounce away from whatever they collide with.

  15. Anyone else here ever play GDW's Traveler: High Guard?  At certain tech levels and tonnages, capital ships are permitted to mount, or rather be built around, a "spinal mount" weapons system.  This is generally a plasma or fusion gun, and at the top level I think it was a meson gun.  The ships would have arrays of other smaller weapons usually in turrets, including pulse and beam lasers, conventional and nuclear missiles, railguns, and I'm sure we could add EMP and microwave weapons, X-ray lasers and even more exotic weapons considering that the Resurrection Nodes use quantum physics to warp reality.  

     

    Small arms would be projectile weapons, lasers, and at high tech levels, plasma and fusion guns (though typically those would have to be in conjunction with powered armor.)  There should also be blades, clubs, etc.

     

    Personal armor would also be a consideration, and could start at cloth armor, leather, metal mesh, duraplastic, reflec armor (good v. lasers worthless against other weapons), combat plate (like our Interceptor body armor), and different types of powered armor at high tech levels. 

     

    Personal shields could be available at very high tech levels.

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