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DevisDevine

Alpha Team Vanguard
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Posts posted by DevisDevine

  1. Yes I am on my phone. I can't tell you how many times I corrected boobs to noobs after auto correct. No Google for once I didn't mean boobs

     

    And I do hope players have the ability to move asteroids. If they are unanchored voxels it should follow the same mechanics as any other ship. Just ass thrust. But a player would want to crash one on a planet to help the noobs then, not just to wipe out a base

  2. I am for no respawning of ores on a planet. I recently made a post on ark spawning to address the concerns of shortages (and was linked here. Thanks Nora).

     

    There could always be new airships found. And I thought I was mentioned. But there could be meteorite strikes near the ark (maybe the ark manipulates them through gravity or magnetism to land near by) these would be rich in ores like most asteroids and meteorites are. That would be a way to slowly keep a supply for boobs.

     

    Beyond that planets and space are huge and can contain vast asteroid fields that contain immense amounts of resources. You just have to capture and harvest them.

     

    And I hope it mimics the real world, they continue much higher % or these ore than digging in the earths crust as we do on earth. This would drive the veteran players off the planet and away from the easily accessible resources the noobs want and out to the resources they can collect at a faster rate.

     

    And the number of asteroids scattered around a solar system could be nearly endless. And if slowly a few more are 'discovered' (aka added in) then it won't hurt immersion.

  3. You flew an Orca? I loved that ship...it was such a beauty, but expensive.

     

    Edit: I was referring to the Orca in Elite, not EVE. Slight bit of confusion there :D

     

    Oh yeah I was refering to Eve

     

    Yeah, Eve. Never played Elite, just couldn't get into it.

     

    Im with you. I played for a bit but was pretty busy at the time. Just ran a few dozen missions.  Was hoping to get back to it but they then announced the expansion that was as much as a new game, right after the game released. That pissed me off and kinda kept me away from it. 

  4. I haven't seen anything to do with wheels and the small information I've seen around the forum says there might not be any (No 100% on that so do quote it)...

     

    However, I have read a DevBlog that stats engines and all 'elements' will work based on their own position and stats, so if you have 3 thrusts on the front end of a ship it will only lift the front end and the back will do nothing as there is no thrusters there. or if your in space you will spiinnn.. (right round baby right round). This will be the same for all the 'elements' that you put on.

     

    If I can find it in my travels i'll link the post to you :)

     

    I wonder if they have self balancing systems or if you have to do that yourself . What I mean is even with thrusters on all 4 corners, if you thurst up full power, but have most of the mass on the front end it will still flip. Your rear thrusters have to throttle back. 

     

    Usually inertial gyros could help compensate, but I am not sure if they will be implemented. Also in the real world they have limits on how much inertia they can impart without shedding it off at some point. 

     

     

    I wonder if they will allow for Dyson Spheres. Those might be the high end of a thing to chase, destroy or obtain. Players need things to chase.

     

    I dont know about a Dyson sphere. Most engineers will agree that it is a quasi stable structure and gravity on the surface would be non uniform. It is also a massive surface area that would likely be unused. 

     

    However a ringworld is more practical and stable. It would still provide massive amounts of surface area and a few of us have brought the topic up in other threads as well. I wouldnt mind looking at building one as a long term goal. 

     

     

    I was under the impression Nyzaltar said that force and mass WOULD be implemented in the game.  I couldn't tell you which threads, but it had to do with engines.

     

    This would imply inertia.

     

    They discussed it in relation to thrusters and newtonion physics. When you fire your thrusters it imparts a certain force on the given mass of your ship, thus giving you a given acceleration. While it is the basis of inertia, a lot of space games have an inherent drag that slows objects down. A few do this with firing your thrusters automatically but not all. 

     

    And I would expect inertia to be there when turning and stopping. However when you are talking about inertia in relation to collisions it becomes a bit more involved. If you assume both objects remain the same when colliding then you can do a simple elastic collision where they impart their inertia on each other. A small ship would typically gain a massive inertia increase in the opposite direction. However when you deal with collisions that damage and destroy things  (these are voxels afterall) the calculations drastically increase. You have to look at how much energy was absorbed by each block that comes in contact between the two ship as well as calculate when they would be destroyed and removed. Space engineers does this, and I would love to see a similar system in DU, but they may go for something similar to reduce the load. 

  5. Also there is the fact that resources will be somewhat limited on any singular starting world, eventually i expect the starting world to become almost hollow or at least so riddled with mine shafts that mining becomes hazardous, due to cave-ins and that the rarer metals become even more scarce. Even the land space to build stuff might become scarce as the land becomes filled with peoples 'first day' housing just lying around abandoned. This could be mitigated with the 'timing out' of land claims, maybe once you leave the safe area all the stuff you have claimed becomes open free to the fact that the ships AI can no longer find you, or something. Who knows what the devs might come up with.

     

    All of the limits of starting put together might push some people away from playing.

     

    You pointed out the issues I was wanting to address with this. 

     

    Resources and space will quickly become scarce. Having multiple starting planets would limit this, but it would still happen eventually. 

     

    Discovering or activating new ark ship planets along the way would eliminate this. New players would default to that planet. However I would like the option to override this for new players comming in to join friends. Even if the resources are scarce I would rather start at the clostest RN to them. 

  6. You can write in smaller chunks you know, I'll still be a fan of it. Large chunks of text are harder to take in, short sweet additions to the story would be nice, before or after :)

     

    Maybe I will just do a bunch of short stories of random events for now then. 

  7. You see, i'm the total opposite... People just don't usually see me at all.. ;)

     

    Then how do they know who fired the missiles?

     

    I just kinda wonder about how these scripts are made. I've never been a part of designing, or coding that much, so is it going to be an in game thing you can do, or is it something that you do outside the game, and run as a third-party program?

     

    https://devblog.dualthegame.com/2015/09/18/lua-script-and-distributed-processing-units/

     

    That is basically what we know on LUA. The DPUs give you a sense of why they are putting in LUA. You have module A that can gather this data and B can perform these actions. When data from A = xxx tell B to do Y.  With this you can build really complex systems. 

  8. I want to know about leveling, but for this i have to ask a lot of other questions. First off, and maybe most important, will there be a class system, and if so, how will it work? If there are classes, my personal favorite idea would be for it to simply give a "level" bonus in that area (assuming that there are level-esque things), and not determine your entire gameplay. For example, say there was a class, engineer. It would give you bonus exp, or levels in repair, or construction, and may give you some of the skills in that skill tree, but you could still just as easily get levels in stealth, heavy weapons, and diplomacy. If there are no classes, how will level ups work? I'm hoping for a system, regardless of classes or not, where you gain pending exp, and you can put this exp into whatever skill tree you want, but that probably won't happen. Finally will there be a stat bar? Will there be prerequisites for basic stats (strength, intelligence) to level certain skills, or to use certain weapons? If so, how will you level them, and if not, will there be prerequisites for using weapons at all?

     

    I was going to make a post on this myself today, but I guess I will say what I wanted here. 

     

    First off, as nora said, we dont know the exact system. From the Dev blogs and the lore I gathered that it would be a time based training system more than a grinding system, think Eve online. Now I am not certain of this, but from what I read thats what I gathered it to be. I do hope there is no class system or restrictions, so one player could eventually learn everything. I want to say this was confirmed in some dev post, but I was reading so much at the time I dont even know where to go back and confirm that. 

     

    I had an idea that when players started the could choose some start of class that they will be engaging in the most. With that you would get a bonus to learning skills under that class. It could be low (a few percent) if it were a permanent boost or something larger (maybe 25-50%) if it was a temporary boost, maybe 1 week or until xxx skillpoints). This could fit in with the lore, you were a diplomat before leaving earth so rerouting your neurons to learn those skills becomes easier. Or the same goes for whatever classes they put in. This would help players get into the game and do more very early on, boot strapping the game when it launches and helping new players catch up a bit later on down the line.

    An alternative would be you just gain so many skillpoints in skills associated with that class right away. So instead of waiting a day to train you would already know mining, or ore prospecting. 

     

    As far as level requirements, I believe it was stated that as far as things like mining, you can do it at once. But as you learn skills you become better at it. And the same applies all around. Although I would assume it would take some knowledge to be able to manufacture a warp drive over what you know immediately. 

     

    If you have not I would recommend reading the dev blogs. 

  9. Welcome vanessabilany,

     

    I hope you enjoy your stay, I don't know anything about the Entropia so I cannot comment on what will or will not be like it in DU, but i can welcome you to the DU community and give you the latest link to the DevBlogs https://devblog.dualthegame.com/2016/05/24/the-first-images-of-dual-universe/ for any more information you might like to know.

     

    However, I'd like to point out that it's not CryEngine they are using, they might have made something in that as a prototype i'm not sure, but they have moved to and are using UniEngine2 now. I did read about the benefits of using it but it's mostly to do with how much they can edit the engine to do what they want, CryEngine and the like have higher levels of restrictions i believe than what UniEngine2 has.. Link for your consideration: https://unigine.com/

     

    @DevisDevine: Are you sure they are still taking on more Alpha Team Members, they haven't added anyone to the list for a long long time, and one or two of them are not even active anymore. Would be nice to know if they are still accepting people though :)

     

    They were using something else, I think Unreal before moving to UniEngine. They wanted the ability to modify it more as they please. 

     

    And I never saw that they werent so I just assumed they were. Either way I will be donating with the kickstarter. 

     

    Hi there and welcome! I was an Orca pilot for about 3 years on Eve, then swapped to a Curse for about 2. Good to see other Eve players getting behind this game.

     

    You say that like that was the only ship you flew. I had 2 orcas, an obelisk a few hulks and macks scattered around, a dozen battleships, 2 thanatos, moros, noctis, and countless other ships in my personal collection. Plus a few blown up cap ships. Just finished my CEO's Wyverine and was starting on my Nyx when I left the game. 

  10. NO SPOILERS!!!..... Geez, i want to know the full story, don't spoil it for me....

     

    Also, just bought Overwatch last night, not really sure what to make of it if i'm honest. Not sure if i like it or hate it..... :(

     

    Hmm, how about a write something starting a bit earlier on and then going past it, at least until the Radeals completion?

     

     

    And its a good time waster, but I tend to get bored quickly. It is fun with a group. 

  11. This sounds like the doing of someone I want to be on the other side of the universe from.

     

    If I see this happen to my base, I will find you... No matter where you hide, how far or fast you run.... I will be there waiting to exact my revenge!.... :)

     

    Also, It's not a waste of resources if it either entertains your or does the job you designed it for :)

     

    Maybe I want you to find me, and fall in my trap. Muhahahahahahaha. 

     

    Usually people see me as someone they hide from, or preferably someone they ally with. 

  12. Hi all, i m new memeber.I play Eve Online for 4 years and now i play Entropia Universe 3 years.Is posible to insert the Globals and Hof all Fame in the game and real microeconomy?And is posible to testing the game free to play?

    Thanx for your work the screnshot game is very nice i like the game mmorpg.And your grafic i see is beatiful.Cryengine is number one for develope games.

    Thanx so much for your work Dual Staff.Piero Cambiaggio

     

    Welcome from a 7 year Gallente pilot. I have been out for a few years now though. 

     

    They are saying it will be a player based economy in DU, from what I gather it will be similar to Eve. I never heard of Entropia before, did a quick search. I dont think DU intends to do what they did with their economy. I would hope down the line they would have time cards people can buy with cash and sell in game like EVE (they arent certain but it seems it will be a subscription based game). 

     

    As for testing the game in alpha, they have selected, and will continue to select alpha team members from those who contribute signifigantly to the community here on the forums. Aside from that, alpha testing will be open to those who contribute to the players who donate in the kickstarter later this year. It is currently Pre-Alpha and only the Dev team are testing the game. Alpha will release late 2016 to early 2017 from what I gathered. 

     

    As for Globals and Hall of Fame? Can you elaborate more on what you mean by them?

  13. ok napalm bombs be a good opinion but the cost and the prize will be the other thing.

     

    mines will be a good implementation thing. mines you can get for planetary bombardments and to destroy your ,,friend,, whos flying behind you ;)

     

    You will come to find there are a lot of things I do that are wasteful in resources but fun. 

     

    In Starmade I would regularly drop 500k mass drones (server limit) on enemy bases, some times 2 per base. And just see how long it takes the group to take it out or move, usually it was the later. They didnt do much, mostly fire missile volleys into the base, but it was harmless since they were protected. But it was fun seeing them complain. And if they ever managed to kill them they got free resources. 

  14. So, what happens next then, I've waited long enough to find out, Did you make it to Base Beta and did all the people who died make it to the RN there ?... You can't just leave a story half finished... geeez... :)

     

    Lol, well I wasnt planning on continuing it. From there we would repair the Asteria and begin remaking our basic ships like the miners. We always stock our secondary base with things like that. Then possibly a retaliation attack. I guess I could write more if people are interested, but it was ment to highlight the features I would like more than anything. Hell if I would take time to write it and not just type a bit in between Overwatch games I am sure I can improve what I already wrote. 

  15. If fuel storage and mixing of liquids and such come, this will be an amazing idea. Throwing your fuel cells at the enemy.

    Napalm bombs?

     

    I fully expect there to be explosive items like C4 in the game. Load your shell with them and detonate on impact. 

    Or go with your idea and shell a few dozen shells full of fuel down followed by an ignition source, followed by marshmallows. 

  16. I read that and thought you wanted to turn your ship into the ammo for the railgun... That would have some destructive force if you could create the ammo that goes into the rail gun as well and have a planet sized gun to shoot it from... 

     

    I was thinking an acceleration channel down the spine of a ship. Using gravity generators or magnetic coils to accelerate voxel shells I create. Maybe even putting in explosive material inside it. Accelerate it to insane speeds down on stationary or slow moving targets. 

  17. I like the idea of coders selling their wares but again it would have to meet certain standards overseen by DU. This is because trolls take on all forms and trust me on this, it will only be a matter of time before we see planets adorned with massive happy faces and ships  in he shape of giant dildos. So I am not so keen on 'unrestricted' free range game design. And if coders are making selective sales involving mechanics (speed, trajectory, ordinance and all the things that are crucial to gameplay) it will lead to questionable gameplay at best. 

     

     

    I like the idea of certain mechanics being out of reach for some. You can learn it or stick to the aspects of games you are good at. This is in every game already, DU is just brining in coding as well. 

     

    Besides we have some interesting ideas for system and would want people to buy our ships at low prices :)

     

     

    I am not a fan of flying dildos (even if it does sound hilarious) there will always be the people who play the game just to fanny about and see how obnoxious they can be. Nothing you can really do about the shape of their ship, I think, but any restrictions that stop people doing stupid things that will wreck immersion I could be a big fan of.

     

    Hey, what other ship would you recommend to fly around in when screwing other people out of their hard earned resources? A government building?

     

     

    Just a bit concerned that freedom, though a good thing, can be abused when it comes to gaming. That said, it would be great to build stuff but it would go a long way to win over potential supporters if building didn't require LUA but a system of reusable preformed material. Sure it would have its limitations but it would put everyone on an equal foot. It would also have the added benefit of continuity/immersion. But asking people to learn LUA as an essential part of the game? I think it pushes the limits of patience, even for EVE players.  :huh:

     

    Also I have to ask if absolute freedom is the way to go because the concept of millions of systems with the ability to land on planets  - WITH AVATARS - has never been done before! Nor has a single server with millions of players!!! So already, even without building, DU is light years ahead of the competition. With such lofty goals, adding absolute freedom to build whatever you want is overkill , or in short, feature creep. I say focus on the aforementioned game mechanics and either make building comprehensive within the UI or not at all. 

     

    The devs have mentioned putting out a standard set of basic control systems for players to use at the start. Beyond that you can buy from the market. Certain sellers will gain a reputation from their products and everyone will want them. Or maybe you run across someone who has an amazing ship setup and he tells you hes using XXXXX's control system. But he tried YYYs and it was garbage. They have already said they want a completely player driven market and game, so let it be that way. 

     

    And sure their goals are high, but thats how you get a next gen game. And it wont start with millions, just thousands. And grow from there but remember technology is growing as well. 

     

     

    Im thinking a giant dildo is just asking everyone to blow them outa the sky...

     

    How dare you try to blow my ship up. 

  18. I will be pushing them to give me missiles, rockets, torpedoes, and anything else that goes boom.

     

    Ill wipe your missiles from the sky with my rail gun cakes. Then my LASERS will carve a giant heart shaped hole in your hull. Matching the hearts on my companion cube ship. (I actually did this in Starmade to people)

     

    I hope the implement systems so I can turn my ship into a rail gun to launch massive planetary bombardment kinetic kill shells. Maybe use gravity drives to accelerate it. 

  19. hi :)

     

    walking on a ship while flying is a nice thing but not a ,,have to must,, i think. 

    btw it is not the right time to say it because it will be an option for later development of the game.

     

    ok i must say, i dont know how the game is in moment, i dont have a key to test it out. but walking in a station

    IS a must have! for ships it is a 50/50 thing in moment, so i think it is a theme for later.

     

    I would assume any construct acts the same, station or ship. I hope they do not put in a system to anchor stations to one point in space since that isnt realistic. 

    And if they dont then a station is just a ship in orbit. So if one has gravity both would. 

  20. Alioth, I think, will be the only planet that has any arkships.

    That's been kind of indirectly confirmed with DevBlogs and the way Nyz speaks about the start of the game.

    With quotes like "it will take months before the first players leave Alioth" ect.

     

    The number of arkships I assume is several, simply because there are screen shots of multiple arkships leaving earth bound for the stars, however the 5 part lore doesn't state several arkships and only the one 'seban?' awakes on. So unless someone can find a confirmations, the number of arkships is unknown.

     

    What I would suggest is to read the lore. Maybe missed a direct suggestion of the number of arkships, or can't remember.

     

    I like the idea of having only one arkship though, with slight rules on removing people's abandoned constructs within the protected zone. But I don't want decaying rules anywhere else.

    I was thinking about this the other day, the universe is 'infinite' and you may need several bases of operations. I don't want to come back to one of my previous bases that I stored materials and ships in to find its decayed and everything is gone.

     

    The only place any decaying rules should be is directly outside the arkships. There is plenty of universe for you to build in, why removing things with decay when there is infinite space to build?

     

    For the actual spawning though, I don't think there is enough information out so far to give us any indication on the path they will choose for this. And I would bet Nyz will not be able to confirm how they are going to do this, neither the amount of arkships if you asked them.

     

    However if someone has something they've found to counter anything I've said, please link it. Maybe I'll read about RN's again, and the lore just to check :)

     

    I know the lore only discuss one Ark ship landing, but multiple were built. 

     

    I think it was more indirect reference that I assumed there would be more than one Ark ship and protected zone to accommodate a growing server. I may have to go back and read some of the Dev blogs, I thought I remember references to multiple ark ships, possibly in the RM discussions. I know they always speak of Alioth and no other planet, but I just assumed it would be the first of several. 

     

    Think about a game like eve, if all players started in one location it and they only had that small protected area it would be packed. I expect DU to grow beyond what Eve did. And everyone will like having that safe protected zone in the Ark shield. Sure it may be possible to create your own, and that is being discussed. But how many wont ever want to leave the shield in order to do what is necessary to find and create more safe zones. 

     

    As much as I would like to have multiple to choose from in the beginning, if they only wish to release the game with 1 at first, they could implement a system so you slowly discover more Ark ships for new players to spawn at. It could be assumed that as people explore and spread out the population is growing, requiring more protected zone.  And it would fit with the lore since we had no contact with them until someone discovered a planet with an Ark ship landing on it, maybe it didn't function properly and went derelict when landing. A pilot would then have to activate it, maybe it would be a community event type thing. You need certain components and power to get it functioning again so it can begin reviving the crew. 

     

    As for your comment on decay, I agree most of the world should remain persistent. Thats why I suggested a system to remove ownership tags inside the Ark zone after a certain time of inactivity. You could easily build lore around the mechanism, and it could be assumed the Arks AI is doing it, hence why it doesnt happen elsewhere in the universe. 

  21. So I wanted to see if anyone had a better grasp on how players will enter DU after release. I know that the Alpha will be one ARK on a single planet, and likely Beta will be the same, although I would expect in Beta for people to begin traveling to other planets and testing those mechanics. However I am curious about after release. I know it has been mentioned there being multiple Arks, but no set number and no clue on if they will exist from the start or be discovered later. 

     

    I was thinking it could be interesting to have a dozen or so Arks for players to choose from. When you first create your character you would be given a selection of Ark planets and maybe an estimate of how many players are currently within the protected zone of that Ark. So if you wanted a populated place that is more likely to have a developed market at the start then you can go there, if you prefer the loner lifestyle you can go to a barren Ark. Maybe each Ark could even have some back story, and you choose the one that fits your play style so you start with like minded players until you are ready to venture out. 

     

    Or will the whole system be random? When one Ark reaches a certain capacity another comes online. I dont like this method because, what if 2 months down the line a friend wanted to join me. With multiple Arks how can we ensure he will start on the same planet. After all it may not be feasible to travel to his spawn location to join him yet. 

     

    Does anyone have more information on what the Devs intend to do for this, or maybe some other ideas on how it can be handled. 

  22. There DOES need to be some sort of cleanup function.

     

    Otherwise, the arczone will be one huge junk yard within 6 months.

     

    Agreed, but it could just be a decay or abandonment system. If you dont long on in a month your constructs in a protected zone become abandoned. Maybe even for protected zone you have to interact with them every so often. 

     

    Non protected zones will deal with themself. Besides it would be cool to see wreckage from a massive battle 2 years later. 

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