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Joakim

Alpha Tester
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  1. Like
    Joakim reacted to Anaximander in Will buildings have a decay time?   
    Well, I think at least, tear should come after wear. Passively deteriorating buildings is as fun as a hunger mechanic - not one bit.
     
    Like, if you build a not so heat-absorbing building in a heat heavy plaent. That would be a good reaso nfor the building to deterioritae. But building a tower or a base after a heat-absorbing material? IT will probably last forever.
     
    Or even better, be the smarter man and build underground.
  2. Like
    Joakim got a reaction from Kurosawa in Food and Water   
    I'm not gonna bother reading the 7 pages leading up to this, but NO. For the love of god NO!
     
    It doesn't even make sense from a lore/immersion perspective!
    If humanity has advanced enough to travel deep into space we've long since replaced traditional food with a pill or injection to fill our needs - Also who the hell wants to be a spacefarmer? Really.... Not enough to sustain the rest of us at least, I'll guarantee you that!
     
    I am a patient guy, and if I was 20 years younger and had no kids that demand my attention every second of their waking lives I might go for it, at least entertain the idea of it. I'm not there anymore and if this chore is put on me, when would I have time to explore, build and scour the markets of this universe? Never. That's when. It'd be Real life 2.0
  3. Like
    Joakim reacted to ATMLVE in How loseing items when you die works.   
    Well kudos to you for actually understanding the lore and making a suggestion based off of it! Lots of people make suggestions that make no sense from a lore point of view, which NQ obviously cares a good bit about.
     
    As for the suggestion, gotta say I'm not a fan of it. I'm all for losing items as a penalty for death, but heck if I advocate that my rarest items take top priority in being lost.
     
    It's very logical. It makes perfect sense. But when you work super hard or pay a bunch of money for some ultra high grade material, and then on your way back home you get get attacked and killed by some territorial 12 year olds who's asteroid belt you inadvertently flew through, you'll look back and say, man that was a bad idea to give to NQ.
  4. Like
    Joakim reacted to TrihXeen in Food and Water   
    After reading the lore(parts 1-5), I think they allude to game mechanics that the devs are hoping for. I could see food and water(or beverages) as being something to help with energy(which might come back on its own) or help you get health back faster. This way you are limited to things like health packs and stim packs. Would make the game more immersive, without making it a requirement.
  5. Like
    Joakim reacted to vylqun in Food and Water   
    I'm against it, this is supposed to be a builder/scifi mmorpg, not a survival game. I definitely dont want to be forced to regularly eat food, its only a chore without benefit.
  6. Like
    Joakim reacted to NQ-Nyzaltar in DevBlog: Scanning & Mining   
    (Posted Friday 4th of November 2016 on the DevBlog)
     
     

     
    Some progress on the mining game mechanics
     
     
    In this Devblog, we aim to shed some light on a very important part of the future gameplay of Dual Universe: scanning & mining. What follows is our current thinking on these features, as we are currently implementing them. This may still evolve in the future, in particular thanks to your feedback! So, let’s have a look.   Scanning is the activity of prospecting to find new resources in the ground on planets. Resources are physically geographically located, they have a span and a size, and they are generated via our procedural algorithms together with the planet as voxel blobs. They will be spread on the planets based on rarity and how important they actually are in crafting recipes. Some rare resources will not be found on Alioth, the starting planet, so you will have to journey out into the universe to locate them.. Each biome will have a set of typical resources associated with it, so prospecting starts by “knowing your biomes” The table below presents a simple rough description of how we plan to stage the levels of difficulty for materials:           Our current plans for prospecting are focused on two scanning techniques: radial scanning and directional scanning.   Radial scanning will allow you to probe for a given class of material in a given radius: the scanner will be able to show you what percentage of the area you’re scanning is made up of the class of material you are seeking. It’s only partial information. You won’t know where it is exactly, just that 1.6% of the volume of your scanning sphere is filled with metal, for example. A scan “operation” will take some time. Longer scans will yield more precise measurements. There will be a level of imprecision in the exact size of the radius, which you will be able to improve via skills.   How does it work? Well, most of the time, the thing you are looking for will not be in the sphere you are probing. So, you’ll see a 0% signal reading. You will then move and suddenly, a signal will show up. You know that your sphere has just “hit” a vein of what you are searching for. At this moment, you will be able to deploy a sphere marker, that will basically help you to visualize the volume where your target material is likely located.. The marker will stay there while you move to another location and start again. By intersecting markers you will start to be able to pinpoint more precisely where your precious material is located. This is the general idea.   Now, the exact technique you will use will also depend on the type of veins that correspond to the material you are looking for and what kind scanner you have. Consider these two schema that illustrate different strategies depending on the relative size of the average vein compared to the radius of the scanner (the double circling of the spheres illustrate the imprecision on the radius):                 These strategies will be important to master, because mining randomly will just exhaust your time and resources and will usually return only very common and not very worthwhile materials. Mining gear will have fixed scanning ranges that correspond to their levels. You won’t be able to adjust these ranges or change the scanning radius. They’re fixed. So, no choice: you need to move!   Now, once you start to have a better idea where you material is, you might start to use the directional scanner. This is much more straightforward. The directional scanner will give you the amount of the 4 or 5  most significant materials within a cone of a few degrees in the direction you’ve pointed your scanner.. The max distance will be a level dependent parameter, but will remain relatively small so you need to use radial scanning first to narrow your search area. The signal received for a given piece of material will decrease with distance, which should give you precious “gradient” information to follow. This is roughly how this could look:           In some future expansion we will probably add some more advanced tools for prospectors as well as planetary scale global information to help you judge the potential of newly discovered planets.   Our vision for this gameplay (as well as most of the gameplay of Dual) is to make it deep. We want players to be able to develop their own very real expertise on best practice, specializations, etc. We want the activity of prospectors to remain challenging even when you master it, so that a good prospector will have a very high value as part of a team. Now, for easy and abundant materials, it will be possible to find resources much more easily (we are considering a simple local highlight of what is there, so you just “see” it). But for the more rare and uncommon materials, we want it to be rewarding and feel like a real achievement. We provide the tools, but players will have to come up with the best strategies to get to the most precious material. The way you dig for gold as a beginner, and the way you will approach it after 100 hours of being a prospector are totally different. Sure there is a skill tree, but the actual trial and error experience also makes a difference. For a MMO game that is supposed to be played for hundreds of hours, anything not challenging quickly becomes a chore. We want to prevent that.   Now, about mining: it will be done via your Nanoformer. The harder the material and the larger the volume collected, the longer it will take. We have chosen an energy-based model where each material is capable of absorbing a certain level of energy before being “mined”. So, you will be able to upgrade your Nanoformer energy throughput to improve your mining as well as various mining skills. For more advanced mining, and possibly some rare materials, dedicated tools will enter the scene, but this might not be available at release, but rather in a future expansion. We are considering the possibility of Mining Units inside your constructs, but this will be in an expansion after release and it will require some careful balancing to make sure standard mining is still an option, in particular for beginners.   Interestingly, we imagine that the “profession” of prospector/scanner and the “profession” of miner could very well be separate. Some people will specialize in finding large veins of important materials (and possibly sell the intel about the location), while some others will specialize in mining it, focusing on a mining site for several weeks or months. When you exploit a deep vein, you will need to install things like lifts, vehicles, containers, and clean wide shafts to ease material and dirt evacuation. Maybe even factories close to the vein to transform the ore into pure material. This differs from most other games where scanning and mining are usually very similar and the activity of mining and scanning alternate frequently as you jump from one asteroid to another, or one mining spot to the other.   We hope you enjoyed this short intro and, as usual, we are very excited to hear your feedback and ideas! We are developing this at the moment, so it’s a good time for the community to share your thoughts and influence what is going on!     JC Baillie, Project Lead.  
  7. Like
    Joakim reacted to Kurock in Puzzles and riddles   
    I can see player run treasure hunts working quite well DU. Now I am thinking of setting up a few myself. Anyone else interested in creating unique riddles, tasks and clues for a few treasure hunts of varying scope, drop me a PM.
     
    Build it and they will come.
  8. Like
    Joakim reacted to Velenka in Ship building mini game. Pre-release.   
    The builder tools dev blog has something like this:
  9. Like
    Joakim reacted to Atmosph3rik in Ship building mini game. Pre-release.   
    Alpha.
  10. Like
    Joakim reacted to mrjacobean in Night-Vision / Thermal Sights / Thermal Scanning   
    I would say that instead of chance to hit changing, change the range at which you can target them (i.e. they don't show up on when searching for targets, similar to if you use silent running in elite: dangerous). This would mean that in pitch black, you have no clue they are there instead of knowing they are there but being unable to hit them.
  11. Like
    Joakim reacted to Anaximander in Night-Vision / Thermal Sights / Thermal Scanning   
    Oh, yeah, some other fella got confused as well on this. I'm not talking flat percentage loss.
     
    Think of it like this.
     
    A person is 100% illuminated. When you aim at them, you get 100% of your hit chance (weapon stats, player attributes, player skills, etcetera).
     
    If they are 50% illuminated, you get 50% of your hit chance.
     
    If the enemy is 1% illuminated, you get 1% of your hit chance, which I guess it makes some sense in the context of the game realistically.
     
    This is where the Night-Vision comes into place, you illuminate them with an infrared flashlight (limited in range), which can give you the bonus of illuminating the target, A night-vision set of goggles, has the added benefit of not exposing you to the enemy, unless they wear Night-Vision goggles as well, in which case, you will have a good ol' gunfight but in the dark.Unless they turn their flashlight at you, in which case, you get blinded, so there is a counter to this mechanic and tactical thinking involved.
     
    The Thermal Sights, are in essence the upgraded version of the Night-Vision, but they have power cost and some people may not be using them, since they want to reserve power for their shields or weaponry.
     
     
    Not to mention such a thing would create the need for searchlights around a base that lock on people not authorised to be in the vicinity and it would create some possible VENTI-black stealthsuits that absorb light, so even if you were to look at them with a night-vision scope, they would be still not illuminated in the dark and requiring Thermal Sights to be used to detect infiltrators wearing such stealthsuits.
     
     
    AKA, Emergent Gameplay
  12. Like
    Joakim reacted to Zorac in Where you are from poll.   
    Hell yeah! Sweden represent!
  13. Like
    Joakim got a reaction from Zorac in Where you are from poll.   
    Should've put Scandinavia as an option, but yeah. Sweden here!
  14. Like
    Joakim reacted to NQ-Nyzaltar in Welcome Players!   
    Hi everyone.
     
    We have already a game vision. But we are also aware it can always be perfectible.
    And for that, we need you: Help us improve the game in order to make the next best Sci-Fi MMORPG!
  15. Like
    Joakim reacted to guttertrash in The Sex Offenders Registry - RECRUITING!   
    WE DO NOW! that's the greatest thing i ever saw WE HAVE A THEME SONG \o/ 
  16. Like
    Joakim reacted to Xplosiv in Hello everyone!   
    Welcome Joakim!
    You think you're sneaky eh¿ The Solar Empire is looking for scouts who specialize in stealth.
  17. Like
    Joakim reacted to Mr_Kamikaze in Hello everyone!   
    Welcome Joakim, i'm glad i'm not the only Swedish person here. Så Hej  
  18. Like
    Joakim reacted to Kongou in Hello everyone!   
    Thank you for joining us here in Dual Universe.
    Please lurk all you wish, there's quite a few ninjas and ceiling cats already but a few more won't hurt.
  19. Like
    Joakim reacted to Novark in Hello everyone!   
    Greetings Joakim & welcome to the Community 
    Please take a seat in our Arkship 
  20. Like
    Joakim reacted to Alsan Teamaro in Hello everyone!   
    Hello and Welcome Joakim!
    Put yourself comfortable, in the community you'll find kind people, interesting themes... and we have also cookies!

  21. Like
    Joakim reacted to Villspor in Hello everyone!   
    Welcome Joakim!
    Great you are here! Greetings to Sweden
  22. Like
    Joakim reacted to Hotwingz in Hello everyone!   
    Greetings, have fun lurking around.
  23. Like
    Joakim reacted to Mr_Kamikaze in Where you are from poll.   
    You missed Sweden,  so yeah, i'm from Sweden. I hope we have more Swe here.
  24. Like
    Joakim got a reaction from Xplosiv in Hello everyone!   
    My name is (drum roll, please...) Joakim.
    I'm a 30-something year old guy from the northern parts of Sweden, who's a huge sci-fi and space buff (again, no suprises there).
     
    I stumbled upon the Kickstarter campaign for DU by chance, I think from a Facebook add or review by someone, really can't recall. While a bit hesitant after buying the flaming disaster that is No man's sky, I still pledged for DU and crossed my fingers.
    This game looks like it may very well be what I was looking for when I pre-ordered NMS, but I am trying really hard not to get too hyped up about it!
     
    Anyway before trying the beta I'm not sure what playstyle I will aim for, but I've always enjoyed creating things so I think I'll attempt to get in on a gigabuild at some point, at least, and I'll probably explore quite a bit as well. That is unless it proves to dangerous (which would likely bore me, eventually).
     
    I'll be skulking around the forums and dropping oppinions and suggestions here and there until time comes to beta test the game, trying to keep up on the news and so on.
     
     
     
    Cheers and I'll see you around, and above all in game - the question is if you'll see me! 
  25. Like
    Joakim reacted to Anonymous in Hello everyone!   
    Likewise, welcome! ????
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