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MinerMax555

Alpha Tester
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  1. Like
    MinerMax555 reacted to Anasasi in Organisation Top Ten Chart   
    Howdy folks, sorry for the late night Sunday charts! 
    I have just been given a job opportunity so I'm taking full advantage of it. 

    Anyway, down to the charts and the numbers, 
    After the drop of Cinderfalls numbers we are seeing the numbers spread out to new organizations, this is seen below. Whilst the overall numbers haven't grown some organizations have greatly gained from this membership shuffle.
    There isn't too much to say, no big jumps, just steady growth and redistribution, but I must congratulate Frogswarm on one hundred members! 

    Archive:
    Do you want to see all my other charts in one place, sorted into dates (including forum charts)?


    Discord:
    Head to the discord here!

    Sept. 30th -- Oct. 8th Charts
    Organization Top Ten Chart

     
    Top Ten Growth Rate


    Total/Unique Member Count 

  2. Like
    MinerMax555 reacted to devu in Organisation Top Ten Chart   
    well.. Cinder falls indeed
  3. Like
    MinerMax555 reacted to Anasasi in Organisation Top Ten Chart   
    Well guys, 
    I would like to announce that this weekend, the charts will be back! 

    They will instead, be weekly charts allowing me to get a little more info squeezed in!

    It also allows me to do other things and not stress me out, as well as let me further expand upon these data sets, whether it be deeper and more analytical or wider and more encompassing. 

    Thanks all, for the support and questions about when and whether it would be coming back. 

    **Edit: I would also like to mention, that I will be uploading all of the previous chart images to a shareable folder - for now, so the community may go back through them. 
  4. Like
    MinerMax555 reacted to Aesir in For Pre-Alpha testers only: Saturday 30th Sept - FAQ   
    Could we have the full weekend as an apologize ? 
  5. Like
    MinerMax555 got a reaction from Mortalpath in Democratic Organizations   
    Speaking as CEO of Vortrex (yes, actually with an R behind the t):
    While 50% of the seats in our company council are given to CEO and Sector Managers, the other 50% will be given to elected "Worker-Representatives". The Managers are in the council as long as they are in their function, the representatives have a fixed period of office. The promotions to higher ranks and the elections of representatives are strictly separated We want to be as fair to our members as possible, and in my opinion, you can only do that if you give them power as well. I would not call this a democracy, but we have at least some democratic elements.
  6. Like
    MinerMax555 reacted to Anaximander in Construct Creator for Blueprint Design   
    @Bitmouse

    Did you notice the game's main sell is the ability to have thousands of people on one place, at one time?

    Why would NQ want people to play the game ... offline.

    Also, an offline mode will only lead to their work being pirated on an offline mode and inevitably, with Johny McNugget setting up a private server - which is what they wante to avoid. At worst, Chinese MMO "Universe Two" pops up six months later and NQ loses revenue to an F2P piece of crap ripoff MMO, even if it has not the cloud-based algorithms for the netcode.

    You want to experiment on building? Do it in-game, online, like everyone else. No, you won't develope your super-weapon without people noticing, deal with it.
     
    Yes,. if you don't watch out, people will come and blow your super weapon off the sky - or even worse - people may betray you and steal your ideas, cause that's a legit thing. 

    Also, the current version is a test to find bugs, it's not even an MVP (minimum viable product) of a game yet, it's a tech demo.

    Peace.
  7. Like
    MinerMax555 reacted to wizardoftrash in Construct Creator for Blueprint Design   
    My guess is that this probably won't happen. I bet a significant part of the essential game functions are server-side, which would make this basically impossible.
     
    EDIT: Also, it would be then *easier* for people to do their building offline, drastically cutting the number of players that would play online at all. You'd end up with a class of "player" who plays offline only just for creative mode.
  8. Like
    MinerMax555 reacted to Lethys in Construct Creator for Blueprint Design   
    DU is no single player offline game. And they shouldn't put effort in creating such a thing. My 2 cents
  9. Like
    MinerMax555 reacted to wizardoftrash in So.. How did it go this weekend   
    Critics claimed "it occured" and "it is a game"
  10. Like
    MinerMax555 reacted to Rafiki in Dual Universe Community/Organizations API   
    API for trading and other economic things were also nice.
  11. Like
    MinerMax555 reacted to Lethys in Build Hype and Cashflow with a Ship Design Sim Application   
    They won't and can't split their manpower to do such a thing - quite rightfully so imho.
     
    At some point they'll add some sort of creative mode - with all advantages and drawbacks that may imply. But for now: no such thing
  12. Like
    MinerMax555 reacted to Lethys in skill system   
    This only leads to afk people, bots and unfair advantages of nolifers who can play 24/7 - so no ty
  13. Like
    MinerMax555 reacted to Haunty in skill system   
    I prefer real time skill training. I hate having to use items or build things I don't need just for the sake of getting to the next level.
  14. Like
    MinerMax555 reacted to Astrophil in A year and a day. What an experience   
    Welcome to the community!
  15. Like
    MinerMax555 reacted to yamamushi in A year and a day. What an experience   
    Soarwho? 
  16. Like
    MinerMax555 reacted to Soarnir in A year and a day. What an experience   
    Hello fellow conscious being,
     
    As of the writing of this post, I’ve been a part of the DU community for 366 days (since 12th September 2016) (allowing for time dilation), the early Kickstarter days of DU. Although that is certainly not an achievement compared to many others of this community who have been here for two years or more, I have seen the good the bad and the ugly of this community, the former of which has been the most prevalent to me. I’d like to take a couple minutes of your time to both finally introduce myself on the forums, and to provide a commentary on my experiences with this awesome community.
     
    My name in this virtual universe is Soarnir, I found Dual Universe through the Kickstarter campaign while casually browsing through the games section of the website. The name was catchy and the goal was interesting, one click later and I’m reading through the entire page, enthralled by the prospect of a video game dream coming true. I wanted to know more, see how far the game had come, what the community was like. A couple seconds later and I find the forums and the community site. Impressing me was the development so far, that the meta was so evolved was astounding to me, especially for a game that no one would be able to touch for several months (in regard to the planned Alpha date then). I create an account on the community site on the 12th September 2016, and it really just escalates from there.
     
    Perhaps I should introduce parts of the real me as well. I'm a gamer, through and through, I've hardly lived long enough to have experienced every type of game there is, but to say I have little experience would be a lie. I started fiddling with computers and hardware before I was 10, and built my first PC not long after that, all the while starting to learn the basics of programming by sitting in my school library reading through giant textbooks for different programming languages. Attempting to keep up my interest ever since, I've now got a fairly broad, yet limited at times, experience covering Java, web development, databases and server management. I have run several communities over the years, including old minecraft servers back in the beta days, helped manage forums and administrate/moderate several discord communities. I'd hardly argue I'm great, but I'm good at what I do, and I do my utmost to be approachable and attentive (even when people refer to me as the devil) of server chemistry as people grow to enjoy being a part of it. Now I'm in the midst of my gap year after graduating, and sleeping to 9+am for over a few months really does make you incredibly relaxed. But that's enough of that, let's talk DU and my experiences with the community.
     
    Having used discord for over a year prior to finding DU, I was pleasantly surprised to find that there was an unofficial community one already up and running, and it becomes the first DU oriented discord I join, in the midst of the Kickstarter, no less. As you can imagine, and most of you recall, it was hectic. Nail biting, chart checking, the continuous discussion in every discord every day. The amazing contributions from many community members already being prevalent during this time, people reaching out to friends and contacts, getting people hyped more and more. New creations, videos, art, content, and more. It was absolutely stunning and thrilling at the same time.
     
    In the midst of all of this, I find Cinderfall, or rather, their recruitment message on the unofficial DU discord, and the community site. Seeing that it was already fairly established, as well as connected to a large number of orgs, I decided that if I wanted to get into the proper political meta of the game, this is where I should start. I send an application on the community site and join the discord to be greeted immediately by Neopolitan and Astrophil, the directors of CSYN at the time. What I see is a truly impressive sight, over 10 organizations already established, taking part in an organizational umbrella, months before any kind of game will be released. A couple weeks later after several discussions and interviews, I'm one of Cinderfall's new magistrates, in charge of diplomatic action and the Grand Assembly. Being a part of such a politically involved entity and helping it grow has been a remarkable experience. Allowing for a couple events that transpired afterwards, like the ever famous Battle of Poolamoo (#neverforget) and some pretty hefty changes to the way CSYN operates, as well as several mistakes and learning experiences thrown into the mix. Cut to a few months ago, when I officially become Cinderfall's newest Director, an achievement for me, and a promise to continue to work to my utmost in all situations.
     
    Alongside my work in CSYN, I've helped moderate and administrate the unofficial community discord since March 2017 as well as worked on a discord bot which was released in a new form less than a week ago. 
     
    I'd like to end on a tribute to the developers, NovaQuark, for helping foster this absolutely amazing community. I thank you graciously for showing the world that transparency truly is the key to winning over your players' hearts and that despite what other companies decide to do, you've proven that it is a healthy and sustainable model for developer-player interaction. I want to thank you for your incredible perseverance in a post-no man's sky world, and I applaud you for the way you've handled everything that's come in your way so far. I look forward with even greater enthusiasm than ever, to your continued support of the community.
     
    Thanks,
    Soarnir
  17. Like
    MinerMax555 reacted to ATMLVE in (Discontinued)   
    For the supporter packs to be cheaper than the now complete founder packs would kind of be a big middle finger to us all.
     
    I'm not sure what you expect. This isn't battlefield where you hop into the alpha/beta just to play a fun free game for a while. This is a game where you can be a part of it's development, and actually help the developers make and shape the game. NQ wants dedicated people in their alpha, not trolls who are going to play it so they can trash it on YouTube for hits from their drama hungry subscribers.
     
    Everything is worth what people will pay. I bought silver and am satisfied. Yama bought kyrium, he is satisfied. We all pledged what we did because we can, because it's worth it to us, and because we want to be a part of the game as it grows. If you can afford it but don't want to pay that much... Well that is exactly the reason NQ set things the way they did, they want people that do think it's worth it. And if you literally cannot afford it, that is unfortunate, and I'm sorry. But as a great scientist will one day say, the needs of the many outweigh the needs of the few. 
  18. Like
    MinerMax555 reacted to Lethys in (Discontinued)   
    then just wait until it's released. If you can't afford it - tough luck but you can't change that fact.
    Get a job. Stop smoking. Stop drinking. Don't eat at MCD every week. Stop going out for 3 months and BOOM - you can buy into beta
  19. Like
    MinerMax555 reacted to Sir_Rat in A Massive Project   
    Hello, all!
    I am proposing a project for a rather massive structure, gargantuan in scale, design, and function. This project, at its core, is to complete a large, multipurpose space station designed for public utility and financial success. It is, on a higher level, more than a structure, as it is intended to be a realistic effort at achieving a realization of our ideas and projects for grand structures in DU.
     
    In keeping with the same spirit of fairness that is displayed by Novaquark with the game itself, the decisions of this space station's purpose/function, as well as its economic produce, will lie in the hands of those who brought it to being: Its builders and investors (hereafter referred to as shareholders). The net profit of the entire station after its completion will be split among its shareholders, either equally or according to merit, with percentages depending on the number of people who end up getting involved, whilst allocating away 10% of the net profit to leave room for future investors and expansions of the station.
     
    In regards to the station's architecture: the aesthetic design of the station will be ultimately decided by a consensus of its shareholders, as ideas in this area are not lacking. Certain aspects, such as material availability, cost, and architectural practicality, however, may prevent some design proposals from being possible.
     
    Financially, the station will survive on taxes, rent, payments, and/or fees. None of these are requirements, the only requirement being the profit needed for the station's upkeep and the profit desired by its shareholders. The station will allocate 40% gross profit towards physical security (shields, ships, etc), 5% gross profit towards maintenance/repair, and 10% gross profit towards salaries for those who run, guard, and maintain the station, with the remaining 45% being net profit. (These numbers are not final; they only reflect the general idea: security first, then dish out the rest)
     
    While the ultimate goals of this station are to be left up to its shareholders, a few key principles accompany this proposal, namely:
     - The Station must remain politically independent
     - The Station must not act as a military factory for any one organization
     - The Station must not provide refuge for trolls or griefers
    A few important distinctions: Political independence is not neutrality, the station can not side with any one org in a conflict but very well may militarily aid multiple orgs. A difference has been assumed between pirates and troll/griefers. Whether the station will be unconditionally neutral or politically active, aid many orgs militarily (through manufacturing, supply, and hangar space) or aid none, or provide political sanctuary with no questions asked, is, of course, left up to the consensus of the shareholders. 
     
    The name of this station has also been left undecided, as this really is a project for everyone. The decision for naming will be put to a vote.
     
    Of course, everyone has many ideas for grand things they want to see in the game. Therein lies the problem: it is very unlikely we will all get opportunities to have our own huge stations and ideas realized and even more unlikely that we will get them exactly as we want. Ultimately, I too want to see some very beautiful and magnificent creations in DU, and I hope that each person or organization who climbs aboard this project can contribute a few of his/her best and most passionate ideas and we can create something that, out of compromise of personal opinion of perfection and mutual contribution of effort, will make future DU players gape at in awe and behold with wonder. I hope we can impress NQ, inspire the rest of the DU community, and fulfill some of our craziest personal space nerd dreams.
     
    My role in this project will be to facilitate the discussion (should anyone take interest) and guide the consensus toward practical options if necessary, as well as manage the upkeep of the physical structure upon completion. This project may be my idea, but the idea of this project is to realize ideas from everyone. The economic and political control of the station will remain with the shareholders.
     
    The blueprint for the station will (hopefully) be completed before release and I plan to take full advantage of the god mode building in pre-alpha as I'm sure some of you do as well.
     
    Let me know what you think of the idea and if you potentially would like to help make it happen! 
     
    Thanks for reading it all
     - Sir_Rat
     
     
    Outside of the proposal, I personally would love to see the station to serve multiple purposes including, but not limited to, manufacturing, refuge from space pirates for newbies, personal material and ship storage, residential/luxury housing, trading and market hubs, refueling, and hangar space for imperial class vessels, military fleets, and industrial haulers and freighters.
     
  20. Like
    MinerMax555 reacted to yamamushi in Dual Universe Community Discord   
    Hi Everyone (and most especially new people coming into Dual Universe),
     
    It's been a long time since I made a thread about the Community Discord, so I thought I'd post this to invite anyone who hasn't heard about it into the mix :-)
     
    We've got over 700 members in it so far, and I think it's come quite a long way over the past year since it was first made. 
     
    It's not an official Discord for Dual Universe (there isn't an "official" one), but it's certainly the largest one solely dedicated to Dual Universe. We've got a few well-known streamers that lurk around, and I've heard a rumor that NQ pokes their heads in from time to time to see what the community is excited about (although they certainly don't have the time to dedicate to participating in any Discord). 
     
     
    Remember that if you are joining for the first time you will need to read the server rules and the message that the bot sends you in the #landing-zone channel. There is a command you have to type (it's all explained in the message you're sent when you join) before you get access to the rest of the server. If you do have problems with it, you can mention @moderators and someone will help you out asap.
     
     
    Hope to see some new faces around :-) 
     
    Until then, see you soon in Dual Universe! 
     

  21. Like
    MinerMax555 got a reaction from Kurock in What could you do on a multi-crew ship?   
    Signaller/Radio Operator
    A crew member that communicates and coordinates with the rest of the fleet, manages docking procedures and incoming transmissions. If you ever played a multiplayer game you know that communication is the key to victory. You have to keep active planning and execution of orders with the fleet commander. Assigning that job to another crew member could relax the captain in a combat situation and could manage diplomacy and trade outside of combat better. can be done by the logistician as mentioned by @Croomaron smaller ships.
  22. Like
    MinerMax555 reacted to Morand in Teleportation/transporter units   
    Already discussed in
    BTW, NQ said "no teleporter", but if they implement a short range teleporter, I would prefer a system similar to Stargate transportation rings.
    By similar I mean, transportation only between nodes in range, 1 expensive transportation element on each node. So, no transportation anywhere like in Star Trek.
  23. Like
    MinerMax555 reacted to Croomar in What could you do on a multi-crew ship?   
    Logistician
    A role especially useful on larger ships and longer travels, sorting and checking the cargo, supplying different stations, buying supplies and keeping an oversight over the overall ship inventory.
  24. Like
    MinerMax555 reacted to yamamushi in What could you do on a multi-crew ship?   
    - Security Crews for dealing with boarding parties (or being the boarding party)
    - Biologists/Botanists, if we need food at any point in DU 
    - Programmers, for fixing issues as they come up while in space, unless that's an engineering role
    - Passengers, there will be people who just don't do anything and are just there for a ride to the next planet or station. 
  25. Like
    MinerMax555 reacted to Kurock in What could you do on a multi-crew ship?   
    There are other topics about whether a single crew-member should be able to fly a large ship here and here. This is not about that. This topic is more about what actions a crew could make to benefit a ship over what a single person could do.  These are... 
     
    Things You Could Do On A Large Multi-Crew Ship
     
    The design idea is as follows: Players can "do actions" on specific elements to improve the effectiveness of a large ship. A single person would *not* have penalties to flying the large ship, but neither will that single person be able to activate all the different actions at the same time nor with the same effectiveness as a crewman skilled in a specific area. Let us assume that for a small single-seater ship, the option to activate these bonuses do not exist due to their complexity i.e. the extra manned bonus only comes from a bigger guns/engines/power source/scanner etc.
     
    Character Roles
    I will split the different actions by crew-member roles. Any crew-member can fulfill any role, though having certain skills will make that crew-member much more effective at that specific job.  In smaller ships, some roles could be combined while in larger ships, multiple crew-members could fulfill the same role. 
     
    Pilot
    The helm of a ship is one of the few mandatory parts every ship needs. A pilot already has a very active role simply steering the vessel, which could easily require both in game skill investiture as well as player skill.  So what "extra" actions could a pilot make? Specific maneuvers comes to mind (barrel roll anyone?). But rather than dictating specific maneuvers, the turning speed (roll, yaw and pitch etc) could be reduced allowing for the pilots to come up with their own maneuvers (of course the effectiveness also depends on the ships design).
     
    Engineer
    This role has more options to tinker with the inner workings of the ship or repair the ship directly.  For example routing more power to shields, guns or thrusters giving them a small boost in effectiveness, recharge time or speed. Perhaps the Engineer could push a reactor past its normal limits to provide an extra boost, but at a chance of shutdown if not managed correctly (like the extra power is not used within a specific timeframe). This topic gives quite a few more suggestions.
     
    Gunner
    This role is no surprise.  A turret just works better with a player actively aiming and firing it. What about when the weapon is not being used during combat, such as when the ship is facing the wrong way? How about a preparation load action that allows a second shot to be fired a little sooner than it otherwise would?  If the game had large fixed weapons that could only be aimed by the pilot by pointing the ship in the correct direction, then the gunner could man one of these to allow a bit more leeway in its aiming. 
     
    Navigator
    Keeper of the star-maps, maker of navigation way-points (how else will the pilot know where to point the ship to).  A navigator would not only plot a course but also actively update the course as new information becomes available from scanning.
     
    Scientist
    Scanning and analysis is the scientists role.  Detecting something (like a large amount of iron on a nearby asteroid) needs to be analyzed by the player (with skills giving valuable clues) to discover if that iron is just an iron deposit or if it is actually a potential enemy ship made of iron.  Actively scanning opponent ships to pinpoint weaknesses as well as jamming opposing scans could be an interesting interplay all on its own.  The scientist could decide to do targeted or general scans with the targeted one covering a smaller area but delivering more accurate information. A large ship could even have multiple scientists, one monitoring deep space scans and another running close space scans.
     
    Captain
    The captain of the ship already has a massive job to make all the best decisions based on information given to him by his crew. And who doesn't want a large fancy captains chair? A captain sitting in his chair might be able to boost a single action of another crew-member a little as chosen by the captain. Of course only one such boost could function on a ship at a time, because there can only be one captain. This is a great way to have the captain contribute mechanically (even if only a little bit) and to shore up a role that the ship might otherwise be lacking.
     
     
    What other things do you think would be beneficial to do on a multi-crew ship?
     
    Edit: This post inspired by Starfinder which I played over the weekend.
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