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Vyz Ejstu

Alpha Team Vanguard
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Posts posted by Vyz Ejstu

  1. '

    Well, here's what NQ said then: 

     

    Quote

    For the time being, Elements won't be editable.

    On the long run, we might implement a "Dye system" but it is just an idea at the moment.

    One thing sure: Elements won't be resizable. Size matters at several levels (number of component required to build it, element efficiency, etc).

    Here's the link:  

     

     

    Cheers.

    '

  2. '

    Hopping into a ship and going AFK because the distance is long? The market for bounty hunters and resurrection nodes will go through the roof.

     

    There will be multiple characters. It's a fact. NQ can fight it, players can hate it, but in the end, what will be is what will be. Dual-boxing is attractive for many reasons: efficiency, income, emergent game-play. As far as you pay for your character and you don't bot, NQ seems okay with multiboxing: 

     

     

    On 16/02/2016 at 8:05 PM, NQ-Nyzaltar said:

    The team hasn't made the final decision on this subject yet.

    But I will bring this topic to the Devs' attention :)

     

    Sidenote: if we succeed in avoiding to have activies usually boring and nearly automated in MMO (like mining, for example ;)) not boring in Dual Universe, this should naturally limit Multiboxing.

     

    Best Regards,

    Nyzaltar.

     

    If I can sustain 10 characters legally (subbing or DACing, no botting, not cheatcodes, no hacking), make the accounts and use them efficiently, I see no need not to. Sooner or later, some fellow will find one of my characters at a bad point in time and will do what he would to any other player, because each character is an entity in Dual Universe. I don't really see the reason for placing any limits other than the ones NQ has enforced or is planning to enforce. 

     

    Cheers.

    '

  3. 1 hour ago, Frize said:

    Hi NQ,

     

    I had an idea where you can choose the size of a screen to incorporate into the building like a screen voxel, etc.Not have must to say, tell me if i haven't been completly clear,

     

    I've a good day,

     

    Frize.

    'In other words, you would like a voxel element that has the same function as a screen. A voxel that allows you display content like a screen would, no?

     

    I understand the need for larger screens, especially when we are hoisting ads and way-points out in space, but a 'screen-voxel' kinds of breaks it. The voxel mechanics are still being refined, and the load you would put on the processing units by introducing this voxel element would far outweigh the benefits. You can put in a request for larger screens. Their function is two dimensional, which limits the strain, and as they are elements, their functions are predefined. Even videos are limited in visibility and thus, active task, by distance to the screens. 

     

    Imagine a house or a station built of screen voxels in a heavily populated area. Now imagine dozens of screen-voxel-houses, each one showing the art, ingenuity and coding prowess of its respective owner. Your GPU will scream, as will mine.

     

    We can get larger screens, and I support that idea. For screen voxels, however, we'll need more benefits to their use and NQ will need more time. We haven't gotten glass voxels yet to replicate the Apple Campus walk-in shock.

     

    Cheers.

    '

  4. 15 minutes ago, dualism said:

    Hi, thanks for the article Ben. I'd take some issue with the first quote about boredom:

     

     

    '

    Hello, dualism. 

     

    I agree with some of your thoughts, but this the 'Arkship pub', we are not allowed the freedom of intellectual debate here. Outpost Zebra has a fully functional comment system that's meant to serve this very purpose. 

     

    It will save you the time of reading there and commenting here. It will also reduce the likelihood of moderator warnings or the locking of the thread due to heated discussions. Oz is hardly moderated, because the site is meant to host a larger variety of content. It will also drive more traffic to the site: something we are very interested in achieving...think of it as a win-win :P . Many thanks. 

     

    Cheers.

    '

  5. '

    Ben Fargo's a prominent member of Dual Universe and his latest article is one I find quite intriguing. He explores what he conceives to be the ruin of many MMOs. On the basis of his experience with Star Wars Galaxies, Ben argues that the 'boredom' of many games results from something very simple. 

     

    I found the article quite interesting and debatable. I'm sure many people stand to learn a thing or two. For you curiosity, here are some excerpts: 

     

     

    Quote

    "We really needed to give people the experience of being Han Solo or Luke Skywalker rather than being Uncle Owen, the moisture farmer. We wanted more instant gratification: kill, get treasure, repeat. We needed to give people more of an opportunity to be a part of what they have seen in the movies rather than something they had created themselves.”

     

    Quote

    The big problem is that MMO’s are not really suited to making people heroes.  Heroes are important because they accomplish what ordinary people can not. In a single or small party game, this is easy because everyone else is an NPC.

     

    Quote

    Another way of looking at the change in SWG is that it made the player feel like the protagonist.  Having a protagonist, a main character, is considered a requirement not just for movies, but for all forms of fiction.

     

    It's an exceptional and insightful piece, as usual with Ben's deep analysis. Head over to https://bit.ly/2ufipkM and read the rest. Perhaps you won't agree with some of his thoughts. Perhaps you would. 

     

    Thank you, @Ben Fargo! I look forward to seeing you soon!

     

    Oz. 

     

     

    giphy.gif

    '

  6. 7 hours ago, CoreVamore said:

    One persons villain is anothers freedom fighter. 

     

    I appreciate the energy of thinking this up, however Rep systems are worthless in games like this.

    'I wouldn't say worthless. I'd rather say crude.

    There could be a way social influence works, as it was mentioned in the lore - unless that has changed. 

    On 16/11/2016 at 6:26 AM, NQ-Nyzaltar said:

    2100: Mankind is entering a new era where robotics and AI have profoundly transformed society. Work as we know it has long disappeared, and social influence has replaced money as the currency of value. People do not “work” anymore, they have “activities” that can get them socially recognized. Money is still used, via a Universal Revenue, mainly as a way to control the scarcity in production, and balance the availability of goods against their rarity.

     

    I'm sure NQ had ideas for some kind of social influence metric in the game. It might not be the reputation system, or the reputation system might not be it. Either way, as far as sharing opinions goes, no news travels faster than bad news. I would pick intel. reports over standings on any day. 

     

    Cheers.

    '

  7. '

    I see. 

     

    Sharing opinions about someone through reputation points is a good idea, no doubt about that. I think you should consider proposing time-out mechanics. You see, I plan to play this game for years and years. Reputation points, unlike word of mouth will lose reliability the longer the character stays active. Say I was a bounty hunter in my younger years: rash, devious and fearless. I earned a lot, lost a lot, and undoubtedly got a lot of negative reputation, parting gifts from my victims. Was I 'bad' because I was a bounty hunter? By universal standards, no. But the people I killed had a negative opinion of me because I killed them. So, while my wallet grew, my reputation status dipped. 

     

    Two years later, older and wiser, I am industrialist, supplying both peaceful players and warmongers with elements. I trade on the market, so people rarely see me, or bother to thank the person who produced engines they bought. My reputation remains abysmal, but I have 'changed'. 

     

    You see, were someone to ask another player about me when I was a bounty hunter, they would no doubt be told to stay away, or keep their bounty low. Now that I am an industrialist, people will say the opposite, because my interests have changed. If they ask, they will know. If they don't ask they won't know. The new player that's struggling against tax collectors won't understand that I'm here to help via my combat experience. What he will see is a relic of my past behaviour: reputation points that are now inaccurate. 

     

    Stereotyping saves time, but getting to know someone always makes you the wiser and the experience richer. That's social content, understanding and judging people by direct interaction or by interaction through others that know people. 

     

    With the Forum, it is different. The forum is not a game: it's an extension of a game, but it is real life. I may have seven followers, but what is that out of several thousand players? Most people don't consider the follower count when talking on the forums, they consider the spoken words and attitude. I have followed people and I have forgotten most of the people I followed or when I followed them, but like the reputation system being proposed, I didn't bother to unfollow them. 

     

    There is a difference between an MMO and a Facebook wannabe. The Forums allow us to judge people based on what they say, not how they play. The reputation system judges people based on how others perceive them at that particular time, not who they are or they will be. Unless you give the reputation system a finite and short duration, its importance will fade with time. That aside, it is still subject to the manipulation through points discussed by other players above.

     

    The purpose behind your idea is a good one. I simply find fault with the way you propose to execute the idea. 

     

    Cheers.

    '

  8.  

    On ‎21‎/‎03‎/‎2018 at 11:33 AM, CalenLoki said:

    @DarkHorizon I don't think automated system would work at all in game with so much freedom. Someone is digging out your base, you shoot and kill them (only thing you can do to stop them). You get -5 because he was unarmed. His friend is just waiting for that around the corner with a big gun. He kills you and get +5. Then raze and loot you base.

     

    Way too many variables for automated system.

    '

    That's the problem with assigning reputation with DarkHorizon's method. Don't get me wrong. His idea is a good one in theory, but if we're judging people based by reputation assigned by other people, there are good ways to 'grief' players like that. 

    '

    On ‎20‎/‎03‎/‎2018 at 2:10 PM, Warden said:

    Sitting here thinking it over, my first impulse or question was: What's with the good old days where you would judge reputation by yourself, with your mind instead of, say, abstract values and numbers.

    (appended)

    In short, even with that system you'll likely can't stop thinking or inquiring. I can get that it might be a good idea or useful at times, but on the other hand I currently think it can't be "too reliable" in the end.

    '

    Frankly, I can't but agree with you here. What's the point of the reputation system? Punishing bad behaviour? Birds of a feather flock together. All the player needs is to find a SomethingAwful group in DU and they will be nasty, rep points or no. Last year we went through something similar like this on the forums: the bounty system. A year after, it seems like people have forgotten...or they never knew. Ultimately, bounty doesn't stop people from killing you. Some people enjoy having large bounties on their head, because it's a kind of trophy. You see someone with a 200 Quanta bounty on his head: you're probably going to relax a little or panic a lot less. You see someone with a 3,000,000 Quanta bounty on his head coming for you and you know without knowing that you're in trouble. 

     

    The same thing will apply for the reputation systems being discussed on this thread. -10rep? Possibly, a new player who decided to get his hands dirty, or some casual player that did one too many 'wrong' things. -767 rep? Panic mode on. For the lone low rep player, the threat posed might be less. But, when low rep becomes haute couture for players, you will find bands of 50, 100 players with reps below -70. And some of the 'good' guys will definitely join the band because the cool kids are doing it. Unlike Eve, there is no CONCORD in DU, to enforce the penalties of low security status. Through interaction with certain players, organisations can tell apart the good bad guys from the bad good guys and the bad bad guys. I doubt there'll be many good good guys for obvious reasons. Someone who is -999rep can still make an awesome mentor and there will be people like that in DU. A +189 rep player can be a total jerk - he may play by the rules and be a scammer, have a flock to bring is rep up, or know how to 'farm' rep points. 

     

    What is the point of the reputation system? To ascertain the character of players? Again, the reputation system - like the bounty system - stands little chance of great improvement. If I'm bent on bypassing the bounty bar (no pun intended) I can let myself get shot and have the bounty eliminated. Then, I'll go hunt again. When the bounty gets too high, I allow myself to be caught and reset it to zero. Is my rep getting too low? Well, I hang around new players showing them how to get around the game. Then, I come for you. Angel at day, devil at night. Or, I join an org that helps me farm my points. Problem solved. You may imagine the yammering we will hear about this system anyway:

     

    'I did good to you!', says he. 'Why won't you give me good rep? I made up for my wrong!' 

     

    'Get away.' says you, feeling smug. 'Cry all you like.' 

     

    Then, you get a negative rep yourself, and because this is emergent gameplay, you'll get negative rep by 50+ people you never knew. Because this is emergent gameplay, he can pay others to negative rep you, at a rate as low at 50 Quanta per rep. If quest boards get implemented, I pity you. You've never seen what -1000 rep looks like until someone with cash pays 500Q for each - rep. But, now, you're one of the 'bad' guys or bad good guys for a sin as little as refusing to withdraw your negative rep from a disgruntled player. 

     

    So, what is the point of the reputation system?

     

    Cheers.

     

    '

  9. 10 hours ago, Bagra4u said:

    would the organizations be limited? 

    '

    If you mean limited by the total number of organisations in the game, no. I see no reason why NQ would benefit from that. 

     

    However, organisations limited by number of players? Possibly. In all sincerity, I hope so. It's logical to limit the member size of the organisation by skill level as in Eve. However, the difference between Eve Online and Dual Universe is the subscription method. With the free to play model being utilised in Eve, the need to limit organisations by skill became even more apparent. In Dual Universe, you can't play if don't pay. So, the organisation size could be influenced by the level of a skill. I don't think it's that necessary - except to balance organisation size with time spent playing in the game. i.e. you can't be the leader of a 3000 man organisation if you just joined the game three days ago. 

     

    I, however, think there is the need to limit the number of organisations a single player can create. We're already seeing players join or create half a dozen organisations, with some 'motivated' players joining well over a score. Whether NQ decides to limit the organisations a player can create by a 'social' category skill, and/or the number of organisations you can join by another skill, is up to NQ to decide. Personally, I prefer limiting the organisation size and the organisations created by skill. 

     

    With the Right & Duties Management System, you will be able to assign access/control of constructs by organisations and players when the system is complete. It won't be necessary to join organisations to access their services or constructs - except the creators decide to enforce that rule themselves. 

     

    You could also just add 'Limited' as Lethys suggest above. :P 

     

    Cheers.

    '

  10. 'Oz is still active and looking for content-makers (positive sense: there's no PvP as yet).

     

    Articles, non-NDA reports, fan art, fan fiction, videos and organisation propaganda are all welcome to be hosted at Oz. 

     

    As promised, we'll be giving every hosted article a shout-out on Twitter. If the userbase grows, we'll expand the social media coverage to Facebook (ahem). 

     

    Yama's pictures went online recently, and the majority of the content we've come across on Twitter has been given some more attention by Oz. Twitter Oz is always active, giving your organisations a second voice and your efforts for the game a little more of the attention you deserve. With a steady stream of content, Oz will never sleep.  

     

    Feel free to sign up and host your content by yourself here:  

     

    https://www.outpostzebra.com/ 

    Our Discord channel is ever open to all, through the HTX Discord: 

     

    https://discord.gg/XPj8EUc 

     

    When we have higher rates of participation from the community, our dear Outpost Zebra will get her very own Discord server.

     

    We look forward to hearing from you. 

     

    Oz Team.

    '

  11. 37 minutes ago, Warden said:
    Oh, my, God Lethy(s), look at that size
    It is so big, it looks like
    One of those pledge pets
    But, ya know, who understands those backers?
    They only pledge, because,
    That game looks like a total dream world, 'kay?
    I mean, that pet, is just so big
    I can't believe it's just so tall, it's like out there
    I mean awesome, look
    It's just so, tripod
     
    Hey, limited creativity or leeway with rewriting lyrics, okay?

    'You need improvement on your poetry. Lessons start by five. :P 

     

    Although, I agree with ShioriStein. The animation for this robot is reflective of its size. The way it jerks up and down is indicative of the tonne(s) of metal those mechanical limbs are lifting and easing with every move. 

     

    This small pet here moves faster and I dear, say in a 'smoother' fashion, as befits its small size: 

     

     

    Yes, a robot with silky movement animations will be nice. There is still one more pet in this set as shown in the picture here: 

     

     

     

    And we have heard nothing of these other pets (the humanoid is one nice looking pet :P )

     

     

     

    We might get more pets. We might not. To me, the animations are quite 'cute' as they are. Appreciation of aesthetics varies from person to person, something I appreciate as well. You can ask NQ for an eight legged bot. Just remember, it has to look sci-fi and functional. The aesthetics of the bots so far favour a sci-fi, utilitarian look. Developing something like a spider has to appeal to the larger user base too. They can't make cosmetics to suit the demands of individual requests.

     

    Cheers.

     

    '

  12. 8 minutes ago, blazemonger said:

    Your recruitment message defines your organization as an autocratic government and so the definition I posted applies. Either your propaganda is misrepresenting your intention or you are what you say you are and the lies and deceit tactic to solidify and hide the true intent of your leadership is already showing. If that is the path you choose that is your decision to make but he people of Alioth and beyond have the right to be informed of what your propaganda actually tells us.

    '

    An autocratic government...  

     

    The people of Alioth and beyond have the right to ask  _Ginger_ what he intends by his post. They also have the right to join or leave any organisation as they please. 

     

    As you can see, my eyes are covered. I must have missed any question marks in your previous posts on this topic. Nonetheless, if there were no questions asked and just statements made by you, there are more civilised ways to initiate conversations without sounding belligerent. 

     

    @_Ginger_ On the other hand, blazemonger is right: presidency is a function of democracy. Where you have an autocratic president, you have a failed democracy. Is your organisation a role playing one, or do you mean to infer that the president has more powers than he would have in real life? 

     

    Cheers.

     

    '

  13. '

    Welcome to Dual Universe, Xiviliai47 - glad you could join us. 

     

    It's going to be a while before torsos are anything but intact: the game is still in the pre-alpha stage. When damage does start, I hope to see you with guns blazing on the field. 

     

    Feel free to refer to these resources: 
     

     

     

    http://www.dualthegame.com/en/news/ 

     

     

    We have a strict NDA policy here, so you might want to check the applicable Forum section for more information about that. Mistakes happen. :)  

     

    Cheers.

     

    '

     

  14. '

    Hello, Razorwire2. 

    It might take a while for mods to come round. You can always @Mod-Meldrik by typing '@' and type-selecting the mod's name. It will send them a notification if they are online or when next they access the forums.

    I guess you have your permissions already. Kindly pass the hint on to other new players. Many don't realise it's quicker to call mods that way. Their posts may be buried beneath others. 

     

    Cheers.

    '

  15. "

    I saw the purple tinted header and I loved it already. 

     

    I appreciate that you created summarised headers: it helps with the visibility. 

     

    However, I noticed the social media icons - save for Twitter - are missing in this new version. Why would that be so? 

     

    Otherwise, the letter reads quite well: the spacing is much better than in the previous news letters. For some strange reason, I found the white text a bit too glaring to read - though this may only be me. Perhaps a faux white like #EFEFEF might be a little softer. 

     

    Cheers on the progress and the redesign.

    "

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