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Vyz Ejstu

Alpha Team Vanguard
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Everything posted by Vyz Ejstu

  1. " The Aether welcomes Devious_T to the family. It's always great to have a new bright mind and fresh blood joining us. There will be a poem shortly...when more people join us. There will be some updates to The Aether soon, as well. There's no plot twist intended in our strategy and primary focus. We will continue to exist as a neutral team. In the coming weeks, we will be reaching out to other organisations of interest to solidify and renew what old connections we had back in the day while laying down terms of agreement with the new and notable members of the Dual Universe Community. We are very much alive and passively recruiting, but us being us, we're a mostly reserved group of mature people. Till we see again, Cheers. "
  2. " A week ago, The Aether released the prologue of the Frozen in Time Arc. The first chapter was to come out shortly after that, but I had a premature writer's block, being quite unsure how to move from there. Invigorated with new ideas (and an ironical cold I caught a day ago), the Frozen in Time Arc is moving again. There's going to be lots of things going on at the same time and a lot of unexpected left turns. Devious_T is a part of The Aether now and our dear readers can be sure of having a steady stream of world class content in the coming weeks and months. The Easter Egg is hidden somewhere inside Chapter 1, along with the prominent member hinted at. As usual, if it is too much trouble downloading the attachment, you can always read the online version here. Kindly let us know if you experience any trouble accessing the stories featured there. The next chapter will have another Easter Egg and member of Dual Universe hidden between the lines. I wish you all good luck finding it, and hope you enjoy. Cheers. " Chapter1-min.pdf
  3. " Insurance needn't be so hard or risky. If Dual Universe implements the "kill-mail" concept from Eve, there are less ways in which it can be abused. If, for example, a report is generated for each construct that is destroyed, the insurance organisation will simply ask you for the report. If you can't produce it, you don't get anything. The best way to do this would be to provide some in-game method for sending mails. Using the Forums can be abused: all it takes is a screenshot and some trivial skill in photo manipulation and any such report can be manufactured or modified. Using an in-game mailing system ensures that no external influence will be involved. As for banking and the majority of services, the real problem is integrity on the part of the organisation. I hope Novaquark doesn't step in when people are scammed or cheated out of their money, because...this is a sandbox. Everyone is looking for someone honest to trust their possessions with and the hurdle the service providers are going to face is establishing reliable trust. The theft of a single player within an Insurance styled organisation can spell doom for the entire group or deal a crippling blow for a considerable time. Cheers. "
  4. "He said: BOO isn't a Federal Entity...it's a...a...what do you call yourselves again? Regardless, it seems he has found a suitable organisation already, but there are others like the Empire, Solar Empire, Diverse Unified Alliance...and I think Cinderfall Syndicate fits in that list too. According to what I last heard, their rules and documents already transcended the Constitution of many countries! Welcome to the Community, Morkeyest. I wish you the best. Cheers. "
  5. " The concept of a travelling city is no way any more new than the reality of caravans and travelling circuses. As others have said before, it is not impossible - however, it is not economically viable in the short run either. The cost of acquisition of any machine is just 10-15% of the lifetime operating cost. The remaining 85-90% belongs to maintenance and repair. Frankly, Lethys, Falstaf and MasteredRed are right: this shouldn't be a land based construct. It's an idea better fitted for something in space. Now, if you do build such a station, you will be faced with severe competition from smaller and larger stations that are already established in their respective regions. The idea behind profit in trade is making a better offer than your rivals (or at least lying that you can offer more than them). Bringing a moving market may serve as novelty and earn you profit for the first few rounds, yes. By the time this station is coming round by the fourth time, it may have lost all its glitter. I say "may" because there will always be new players awed by such a display...and some people just love to buy from a market with legs. In the long run, it's at risk of becoming another "Wonder" that's lost its original purpose: to make profit. You will likely never find all the traders to fill such a station from one place. The best choice would be to offer prospective traders a place to sell on your massive trade station at a price. If you hope to provide such things as accommodation, recreation, hangars, repair facilities, resource processing equipment and the likes on your station, they will come from different places and different people. As the proximity to a market or resource point drops, the price increases. Many of the traders won't be permanent residents: they'll only bunk with you when you're bunking in their territory. And I will be clear with you on this: different organisations will have varying demands for diverse products. The goods won't be at 100% demand everywhere and you will need a good strategy to bulk up on the right goods as you near the hotspot of the demand for those goods and lose the majority of the goods that the local populace won't be interested in before you get there. If you fail to do that, your travelling city will be carrying a load of junk in the long run. The cost of the goods sold on such a station will always be higher than what the local market is offering. Let's face the reality here: the people behind this venture will want to make their money back. Nothing is for free: you'd better hope they want payment in Quanta than anything else! That money has to come from somewhere: the goods being sold. You have to pay for protection. A huge moving trade station is also a big juicy opportunity. Pirates will shadow its movements, mercenaries will doubtlessly accept jobs to reduce the competition this trade station will bring, and people will just be...people. For that, you will need hired or trained guns of your own to protect your investment. You might say, you would work out deals with the Authority in charge of your current territory, but bear in mind that most will impose some sort of sales tax, payment upfront, or reduced cost for goods they will purchase. Then what happens when you're in no man's sky (it's in space, no?)? You will need mobile defences such as crafts and troops. Mounted guns and launchers won't protect you against a determined band of swashbuckling, combat savvy pirates...amongst others for ever. Cost of transportation is going to drive whatever you sell upwards. As Falstaf said, moving this market is going to gulp down energy like a black hole. There is a reason most sci-fi trade stations sit in one place till they are towed away, derelict or destroyed. Take a look at countries in which power generation is not stable and in most cases, supplied by private companies: the cost of production goes up, and the consumers have to put more money down. I'm a big fan of things with engines, but the number of engines you will need to move your travelling city will be a sight to see. Independence is going to be a huge bother and it really much sums up everything. The possibility of one organisation doing such a feat are few, but I won't rule it out as impossible. The fact is that, multiple organisations are going to do this thing and each one will have to shoulder one or more responsibilities for the welfare and continued success of this project from start to finish. There will always be this one person that thinks he/she deserves to get more than given. There's going to be serious hurdles to overcome in logistics, security, trade and unity. Many people will indirectly be financing this. Many people will indirectly want to make profit on their investment. This is looking at things from the financial perspective. I would be optimistic about the idea, where certain prerequisites fulfilled, but for now, I'm much more interested in the specifics of how you plan to make such a thing happen. Remember that it's going to take months to build if you plan to start out large and that means for months it's going to be a sitting duck for people who just like to see things blow up...unless you can provide really dangerous and convincing cover. Cheers. "
  6. " Another promise fulfilled: The Aether has published the Prologue of the Frozen in Time Arc. Yes, the preface was boring, but it is necessary that such things are mentioned, lest our dear readers think of these works of literature as pure fiction. Rest assured, things start off with the prologue and will pick up pace with the first Chapter of the recovered memories and logs. We have also fixed the link and permissions of both the previously linked document and the one provided below (yet another word kept, many thanks to Shogun for that!). Now, you can read for free and with ease of mind, without bothering to sign up to The Aether Forums. Enter the portal here. Optionally, if there's someone else keeping a local storage of our history, (thank you) you can simply download the attachment provided below. The next piece of history is going to hint at a prominent member of the Dual Universe Community - and no, it's not me or any member of The Aether. Let's see who has the sharpest eyes in here. - Members of The Aether will keep their mouths sealed. Don't ask us to help you out, alright? - Cheers. " Prologue.compressed.pdf
  7. " Some of you might have visited the link and met the modern tactics of membership portals. For that, The Aether apologises. We will have the link corrected and the permissions modified in a matter of time. Till then, well, you just have to download the prologue we will be publishing later today as an apology. As always, we are open to suggestions, ideas...and characters. This is no contest submission and I hope to work with more people than just members of The Aether where lore is concerned. So, keep an eye out for hidden references, hints and (of course) Easter eggs. Till then, Cheers. "
  8. " It's been a while and it's certainly taken more time than it should have, but The Aether's history is continuously being unearthed... Necessity begs that the dear readers are reminded: everything you will read as concerns The Aether is true and real. Without further ado, gentlemen and ladies, let us explore the choices and events that have shaped The Aether into the marvel she is now. A Preface is in order. Alternatively, if downloading the Preface in .pdf is not to your liking, you could view the Preface here. More will follow. Stay frosty. " Preface.compressed.pdf
  9. " Very much on point. This sort of thing gives me headaches. Most organisations go as far as to put the directions and instructions on their Community Portal Page or on the Forums. much to no avail. Nevertheless, if the players don't bother to write a little more than generic text, I shouldn't bother to give them anymore than a generic decline. It's a poorly planned strategy to create alts in such a manner and disperse them to the same or different organisations. While I won't make a comment on the names these players/alts use (enough said), I find the ceaseless stream of applications from such accounts far beyond amusing. It used to be something to laugh about, but when opening the Community Portal has become synonymous with fake accounts and rejected applications, someone somewhere has to ask whether its worth all the trouble. Obviously telling these people to stop will be as much fun as holding a conversation with a door post, but we are moving around in circles here. I have decided to let them be. It's much easier to simply bite my tongue and punch the "Reject" button than to go on a meaningless rant against players who are obviously children. Now don't get me wrong, I'm not angered by their tactics, I'm simply tired of paying attention to such things. If any players do make the mistake of joining such organisations simply because of their numbers, common sense will swiftly cause them to find more honourable places to play. Others...well, others can add to the member count, and perhaps add a few alts while they are it, too. But, I see no reason why the Novaquark team should officially step into this matter. This is a Sandbox game, is it not? Let them do as they please. Plated gold never lasts as long as the real thing. Cheers. "
  10. " I'd love to explain, but I'm short on time right now and have another reply to make. If you haven't read the developer's blog for the LUA scripts and processing units, I suggest you do so here. It is the closest definite answer you can get - everything else is speculation. Now, I think I remember Nyzaltar mentioning a thing or two about scripts running if the player is offline, but his specific answer has slipped my mind. If I do recall correctly, it was to be a negative for the Alpha at least. Scripts would not run unless the player was online or in some measure of proximity to the construct in question. It does seem unfair and if you do raise and eyebrow at the very thought of having to be online for your defences to work, be rest assured, I'm raising both my eyebrows at the idea. A lot is still under development, but it will be safe to say that scripts will run whether or not you are online in the long run. How else will automatic defences stall the enemy while I'm at work or catching some sleep. As for the IFF (Identification Friend or Foe), there will be. You can rest easy about that. They did mention something like it in the developer's blog I linked above for your perusal. Missiles, so far, are simply visual effects with a possible damage radius once the target is within the sensor area, but I haven neither the experience in such a thing or the privileged information to the exact specifics on its workings. Later on, missiles and projectiles might be actual objects. If you watched the videos or have read a bit on the Forums, you'll understand that damage to a construct works by chipping off part of the affected construct(s). Shooting a laser ray at the hull of a ship will effectively remove that part of the hull the ship. ECM's, denial of service and the such will be very effective for the darker side of things and I certainly believe that down the road, they will be implemented. Why, if hacking is going to be in the game, why stop us from jamming ships, or fooling radars? Cheers. "
  11. " Wonderful short story, Devious_T. Is there some more candy on the way? "
  12. " I simply stared at my screen for half a minute, before I remembered to breathe! Thanks a lot to Kurock, or I wouldn't have found out about the great news till tomorrow! It's been a wonderful, thrilling experience, and much like Devious_T, this is the first time my writing has won anything at all, but it would be utterly selfish for me to claim all the credit! So, many thanks to Novaquark for providing something to write about - more importantly something interesting and bold to write about. The guidelines may have been a constraint, but, they helped to narrow down my thoughts to a very large extent! Thanks for providing something to put a lot of effort into! Secondly, thanks to my faithful friends in The Aether who shared enough about themselves, directly and indirectly to provide a solid character plot! The encouragement did much more than you would ever know, my friends, and thanks a lot for all the meaningful discussions we held! Thanks to Arkanos and Anon, who remained in wonderful spirits and joyous air throughout and even after the contest. I'll be rooting for you guys the next time! Thirdly, an exclusive thank you to Almanac for his tutorship and help with my submission. He added a lot of depth, picked out more typos and corrected even more things that would certainly have made the masterpiece a mere artwork. Thanks, Almanac - I owe you! A huge thank you to WilksChekov, Lethys, yamamushi, Twerk and Kurock for their groundbreaking help and sportsmanship. It's wonderful to compete when you have friendly rivals like Lethys and Kurock: they are the most gentlemanly rivals I could ever find outside of The Aether and I look forward to many more of your works, both in literature and in the game. Lastly, it would be depravity not to thank the entire Dual Universe Community. Some of you have read my works, but I have interacted with a lot more of you. It's rock solid safe to say that this Community has provided me with more friends and acquaintances than I ever would have imagined. Some of your character traits found their place within That Bright Dawn and I sincerely look forward to much more interaction in the future. It feels great to win something, but even greater to acknowledge all the help I received in winning it. So, thank you to Novaquark, everyone in The Aether, the folks back at Discord and everyone on the Forums. I look forward to much more pleasurable memories. Cheers. "
  13. Never before have I felt the urge to do something stupid this much. I'm not your average, sane human being. No, two years ago, I wondered whether I was even human. "Perhaps," I thought, "perhaps, I am a robot that has lost consciousness of being a robot." It sounded crazy, even to me, but after hours of searching every part of my body for screws, locks, metal or even silicon, I was back at square one - plus a few dozen bruises and cuts across my body. Now, I look round this bar and suddenly feel like thrashing the whole place. I walk over to the counter and give the best smile I can manage at the bartender. It was one of those smiles you see models flash on commercials that advertise the newest toothpaste. He looks at me with the usual disinterest that's found in most of these sorry people, before his eyes go wide and he moves back on instinct. "What? Is there something in my teeth?" I ask, feeling my teeth with a weathered hand. He keeps his distance, eyeing with me with a strange expression of caution and impatience. Ignoring him, I rise from the desk and lean over the counter to stare at my teeth through the reflective glass bar on the other side. The bartender moves back a bit more, knocking over a man's glass of beer and pushing another customer's drink off the table and unto the melancholy man's trousers in an effort to save himself from falling. "There's nothing wrong with my face." I mutter, checking the somewhat long canines to see if they grew shorter. Perhaps, that's what ticked him off? The man with the wet trousers is about to sit down when I snatch the stool from under him and take a seat. He falls down to the ground like a sack of potatoes and I signal the bartender to bring me a drink. The man just stares at me with wide eyes. "A drink. Getränk. A cup o' ale. Boisson." I enunciate, making the drink gesture with my left hand. He looks beyond me at the source of the big shadow and points at it, slowly. Instinctively, I turn round to face the Sack of Potatoes with the wet trousers glaring at me. "A Moravian cocktail. Shaken, not stirred." I say to him, taking a seat. The man stares at me like a raving banshee about to howl. Does anyone here speak English at all? He grabs me by the collar and pushes me against the counter, bringing his face an inch away from mine. His eyes are narrowed like flint, his face is red, his mouth is narrowed to a scowl and his breath could exterminate a colony of termites. He is...angry...I guess? What did I do? But his mouth is way too close to mine for comfort. "No, thanks. I'm not into men." I say, raising my two hands up, then thinking the better of it and trying to push him away, lest he steal a kiss and transfer that odious smell into my mouth. Without a word, he growls and slams me against the counter. In that moment, I notice a small fly on his trousers. You know that spot where they the crotch is, no? I wonder what its looking for there, but I should do this man a favour and get rid of it. I move my leg back and with all the strength in me, I kick the fly. My leg makes contact, just catching the fly and the man howls. Very loud. Like a banshee. He sinks to his knees holding that spot like a child clutching a teddy bear. He's still howling like a crazed spirit: making "Aaaaaw! Oooo-ooo! Aaaaaw!" sounds and the noise is attracting attention. Perhaps, I should make him quiet? I look round the counter and find a heavy looking mug. It looks wonderful for the job: it's around eight inches tall and three inches across, with a rim half an inch thick. The edges are rough and remind me of the granite stones in the Armstrong Crater - why - it seems like the mug is made out of rock itself! Splendid. I pick the stone mug and with a decent amount of effort, bring it down on his head. There is a deep sound, like a bass guitar turned down to two or three decibels and the bar is totally quiet. Satisfied, I face the counter and take a seat. The mug has served it's purpose, so I toss it behind me and there's another quiet and deep bass guitar like sound followed by what must be the stone mug falling. I face the shaking man who has the "Aiken" name tag on his chest. "A Moravian cocktail, bartender." I say and quickly add: "shaken, not stirred."
  14. " That's a bit sketchy at this point, BliitzTheFox, we may or we may not be designing ships, by the game release. A lot of coordination is still going on within The Aether and there are multiple projects running simultaneously. We will get back to you when our decision on that is crystal clear. Thanks for reaching out to us. "
  15. "Nay, an entire Universe. When the battle starts, I have only one piece of advice to give you: Fly safe. o7. "
  16. " "Not unto us, O Lord, not unto us, But unto your name give glory, For your mercy and for your truth's sake. Our vespers ascend to you only. Grant us strength in times of trouble , Let us in your courage and will partake. Deliver us from the snare of the enemy, And ever keep our hearts glad and joyous." --Arelian Benediction. The Aether welcomes Melophobia, Heptar and Anonymous to the Family. Aether Eterna; Always and Forever. "
  17. " I was told never to say something nice unless I meant it. Congratulations on your story, Kurock. It was a nice addition to Dual Universe, and I wish you further success at the end of January. Cheers. "
  18. " "The roar of machines, the shout of men. The dust of their feet, clouding the air. Each of their men has the strength of ten. They razed every palace, house and lair. Our weapons failed us, our hopes fell short. Our swift were killed, our strong could not stand. They destroyed camp, house, temple and fort. None could deliver us from their hand." --Survivor's report of the Lambent The Aether welcomes Basixx and Sarcouss to the Fold. Aether Eterna; Always and Forever. "
  19. " Freedom is subjective. That is a truth we must come to terms with. What works for one person or organisation may or may not work for another. The fact is, that I may prefer three rules to govern my play style and another person may need only one - yet another individual may prefer an entire page of those rules. It doesn't mean anyone of us three is wrong, neither does it mean that any of our three different opinions is the universally right one. There is reason governments and nations have 300-500 page Constitutions - because it's necessary. A government cannot work effectively using the simple and few rules that keep factions, mercenaries or NGO's together; neither can it use the End User License Agreement (EULA) of a company to run its affairs: it won't work. The other way round, none of the four latter groups above can use (effectively or otherwise) the Constitution of nations to run their affairs. Let's be sincere, most of us don't even glance through the Terms and Conditions of what we use, how then will we read 400 pages cover to cover of an in game organisation? Who will invest the time to write it in the first place? You use a horse to ride and an eagle for recreation, hunting or scouting. This isn't Lord of the Rings or some fantasy, where you jump on an eagle and expect it to fly to the Middle Kingdom (you will nearly kill the poor bird and it definitely won't thank you for breaking its back). It isn't "ponyville" either where horses go scouting, hunting and fighting with a mind of their own. Trying to ride an eagle doesn't make the eagle stupid, it makes the person stupid. Eagles excel at what they do: flying and hunting. Horses excel at what they do: beasts of burden, galloping, et cetera, et cetera. The eagle isn't weak in its own regard and the horse isn't stupid in its own regard. For every situation, there is something that works best and it doesn't necessarily have to work for all. I see no reason to throw a tantrum over the freedoms allowed in organisations. Yes, "freedom" as it applies to Dual Universe is a marketing technique and whether you like it or not, it's working. Look at the descriptions of top organisations. Marketing isn't wrong and if the populace is misguided by such means, experience should have taught people to call a timeout when they were promised a castle and handed a brick. BOO's rules vis-à-vis the TU are a lot fewer. Does that make BOO's laws inadequate or the TU's laws too many? In the crystal clear sense: no, it does not. BOO finds what works for it and the TU likewise. It is unfair judgement to regard either as wrong using the other as a measuring stick. The player-base of both organisations know what they want, and they found a group that has it. From merely reading above, it is not hard to realise that fingers are already being pointed. Who made you a judge over other men's affairs, yourself? They like many laws? Let them be. They like few laws? Leave them alone. Solely using personal opinion to determine whether an organisation's laws are too many or too few, without consulting the player base or the leadership is naive and outright silly. That's nothing but looking for trouble. Most of us act maturely here, so why be a drama-queen when leaving an organisation? Should the freedoms of one group be inadequate for you, or excessive for your taste, there are 1,195 others you can join. All it takes it to click the "leave" button on one page and click the "join" button on another. That isn't hard, even children can do that without much thought. Granted, there are times when the laws are too many or too few. No problem there, grab an axe and chop some rules off, or grab a spade and heap some more rules. For those who have the interests of their members at heart, interaction is the safest bet. No human being that invests a lot wants to be told what to do again and again without a chance to speak his/her mind and no one likes being ignored. No, not even me. Subjecting humans to your own laws and your own rules paired with the unwillingness to hear or change will bring discontent, make no mistake about that. Interaction opens up other ideas and paths. I have learnt a lot more from interacting and heeding the advice of my fellow team members than I would have learnt by myself. Besides, if you do interact, and they say everything is fine, you can't be blamed if they start complaining that the laws are tyrannical and the point that the leadership never listens will be rendered null and void. We all have a pride and ego and certainly do believe that what we do is the best in many cases. Ego never keeps people together for long and God have mercy on you, if you are kicked out of the organisation you founded with your own hands and dare to force your way back in. Cut down some high opinion of yourself before it gets out of hand. It's better to deal with a single rodent than struggle with a civilisation of rats staking claims in your own house. Ego is in everyone's character, it doesn't mean it has to be in the forefront. Save yourself the trouble and deal with it: it's only in literature that having a large ego pays off. Good leadership shows its qualities and those qualities can be seen. Ignore people that only know how to criticise and have nothing else to offer: rather than fret over them, mind your own business. There are hints and lessons to picked in many arguments and morals in some insults, but constantly changing plans because of some disgruntled characters will get you moving round and round; not forward. As yamamushi noted above, a lot of us have jobs in real life and we paid to enjoy the game. There's no fun in having to take up another job with something that's meant to be employed as leisure. Bigger organisation have more to take care of: more rules. Smaller organisation have less to focus on: less rules. Lastly, I will note that friends and acquaintances are less likely to voice discontent than enemies or unaffected parties. Be wary of your enemies, yes, but play closer attention to those in the close circle. If they say the laws are too many, believe me, they have a point. They aren't saying it because they want you to gulp down dozens of cups of coffee and stay awake for nights writing and rewriting hundreds of laws and rules. Except in rare cases, they actually have your best interest at heart. Let us all define what we deem as the correct measure of "freedom" that suits our play style. Did you find an organisation that has it? Go ahead and join. Perhaps you didn't find anything close to what you want? The "create your own organisation" button is right here, or you can find it on the Community Portal. Should you find a group that's close to what you want, but not quite the perfect match, offer your opinion. This isn't a romance story: being shy won't help you here. If they refuse to compromise, look for another or create your own. There's no need to throw a tantrum about it. Cheers. "
  20. " Welcome to th Forums, Levaritie. Despite your claims, I think you to be quite lively -- though I'm no perfect judge of character myself. It's nice to know you have an interest in fantasy lore. Ironically, Dual Universe has drawn in quite a commendable number of fantasy fans and writers in general. Japanese literature is an interest of mine -- one I should definitely pay more attention to than I can afford at the moment. I sincerely hope to see around and if you do fancy joining an organisation, kindly give The Aether a look. Once again, welcome to Dual Universe. Cheers. "
  21. " I will refer to "simulated" constructs as blueprints from here on. It could be done by the Core Units, but that would mean the acquirement of such a Core Unit. Yes, it will be preferred and the consequences of needing a Core Unit to enter either a "simulated" or normal VR environment will be numerous. For example, keeping in mind that a character loses all everything in the personal inventory on his/her death, any Core Units holding the blueprints of constructs will be spoil for the victor. Of course, I will leave what follows to your imagination. Vae victis. Secondly, if the tracking of such costs is handled by the Core Unit, it will push the processing requirements to the RAM of the player(s) in question. We already do know that scripts will be run client side -- I see no reason why the same should not apply for blueprints and their creation. Thirdly, just because the actual VR environment is free from external influence, does not mean that the "simulated" VR should be. Using a simulated VR has its benefits, but we should also add some disadvantages to balance it out, in my opinion. Depending on a Core Unit will make it very easy. Imagine if accessing a "simulated" VR to create a blueprint required a Core Unit. Now, this Core Unit can be destroyed in the actual world. Being in the "simulation" protects you from harm, but not your precious Core Unit. And if such Core Unit is destroyed...here have my handkerchief. The normal VR, on the other hand can and should offer protection to both the users and the Core Unit. That way, players will have to decide whether it's worth the risk and/or investment in skill training to work in a "simulated" environment. Cheers. " " +1. Congrats on being the first to address the issue. I was waiting for someone to do it! But first, allow me to clear off some misunderstanding. The "simulated" environment only allows you to build an accurate hologram of the construct. That's what I meant by the overlay. Whatever is created in the "simulation" is not tangible: it's just a hologram. The purpose of such a VR is to: Aid people to build holograms without having the required resources to do so and work on them when the needed resources are available. Nullify the cost of mistakes in construction posed by the absence of a cost-free creative environment. Aid the efficiency of multiple people working together on one project of whatever scale. Any other realistic ideas...whatever they are. There is no "press of a button" instant manufacture of constructs. This is a science fiction game not the Magical School of Sorcery and Strangeness. Players will just have the advantage of using the to-scale hologram to guide the creation of the actual ship. In other words, you still have to build your ship the manual way, but this time, you have metrics to guide you and whatever partner(s) are involved in the project. 1. Build a hologram, 2. perfect the hologram, 3. actually construct using the hologram as a guide. Waving your hand and casting a spell like Harry Potter will get you nothing...but you can keep trying. Practice makes perfect. As concerns the possibility of the abuse of such mechanics, I believe they have been addressed in my reply to Captain Twerk above. If you have any more questions, wave your wand and utter a spell. I'll be there. Cheers. "
  22. " Hm...A VR environment is a good idea. But, I have a suggestion that concerns the production of blue prints and multi player construction. The VR environment should allow for simulated costs and statistics: Esster's idea has much in common with this idea. So far, the developers said that blueprints will be gotten once constructs are made. I hope it doesn't mean that you have to physically build the constructs (incurring costs and time, not to mention the fatigue and errors that come with working with multiple people on an idea in the making--everyone has an opinion of how it should go). It will be a lot easier for any lone player to create a "simulated" ship in such VR environment and obtain the blueprint. Then in a shared multiplayer VR (I hope the developers will make this available in the Alpha), multiple players will be able to build the ship, preferably, using the 3D overlay of the "simulated" construction or blueprint. The possibility of shared and simulation without cost or price should also be made available in the near future. It could be based on skills, requiring a certain skill level for access to such simulated environment, multiplayer construction in the VR environment. I know however, that the majority of opinions will favour access to both without restriction. The developers already did say that entering the VR environment will mean freedom from griefing. Whether or not some people will decide to spend most of their Dual lives in such a place remains to be seen. Just adding a few thoughts of my own. Cheers. "
  23. " I don't mean to be a spoilsport, but who cares, it will benefit you more if you read up on this topic here. It addresses the issue you have questions about. Cheers. "
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