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DevisDevine

Alpha Team Vanguard
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  1. Like
    DevisDevine got a reaction from Astrophil in Hi and where I should send my 100 euro?   
    It was never said it is closed to new members, so it is possible they will still choose alpha team members from those who are of value to the game through suggestions and feedback on the forums. The post Nora linked explains it more (seriously Nora do you have all these links indexed with reference tags or something)
     
    Alternativly, I think it was hinted more than stated that you could become an alpha team member through the kick-starter when it launches. Id assume if they do that, it will be a higher tier donation reward.
  2. Like
    DevisDevine got a reaction from Cybrex in DevBlog: Monetization, player happiness and economic viability   
    Yes sorry, a PLEX is a pilots license extension. EVE term, you buy a timecard for the game, then convert it to an in game item to sell. Same as wows token.
     
    When I was playing I believe gold farmers averaged about half the cost of selling a Plex, but it hurt them. Especially when Plex prices in game rose. Besides a Plex was legal and it helped the devs. They seemed to have shifted to selling a lot of high end items.
     
    Did I interpret that eight that you'd like a method to get real world money for your in game money?
  3. Like
    DevisDevine reacted to Kiklix in Dual Universe at E3   
    I have not been keeping up with no mans sky. So, you are saying they do not have an online multiplayer option? Ya, that is a huge turn off and would take me from "possible playing" to "not gonna waste my time".
  4. Like
    DevisDevine got a reaction from STEALTH7 in RolePlaying, My hopes and Dreams from this game.   
    Welcome, I am not sure how much of the Dev blogs you have read to get an understanding of the overall game. 
     
    While RPing is expected, and can take many forms, but I dont think you will get this. I'm sure for flat out harrassment there will be some sort of system in place, but I hope the take Eves viewpoint an are passive about most thing. I am sick of these games that cater to the 12 year old and must create a 'safe space' for evey time they get but hurt from something.
     If I cant attack someone just because they are RPing a scenario, then I would just always be RPing a scenario where no one kills me. Or maybe I was roleplaying a scenario where I attacked your escort, whos RP takes precedence then? The game will be a single persistent universe, meaning everyone is present in one world. While you can create what ever scenario you wish and RP it as you choose, you cannot expect others to follow along with it. Unless you have the military might to stop them, others can and will kill you or blow up your ships. 
     
    Now there will be the pvp free zone around the Ark, here you will at least be free from someone killing you and blowing up your stuff. 
  5. Like
    DevisDevine got a reaction from Linxie in RolePlaying, My hopes and Dreams from this game.   
    Welcome, I am not sure how much of the Dev blogs you have read to get an understanding of the overall game. 
     
    While RPing is expected, and can take many forms, but I dont think you will get this. I'm sure for flat out harrassment there will be some sort of system in place, but I hope the take Eves viewpoint an are passive about most thing. I am sick of these games that cater to the 12 year old and must create a 'safe space' for evey time they get but hurt from something.
     If I cant attack someone just because they are RPing a scenario, then I would just always be RPing a scenario where no one kills me. Or maybe I was roleplaying a scenario where I attacked your escort, whos RP takes precedence then? The game will be a single persistent universe, meaning everyone is present in one world. While you can create what ever scenario you wish and RP it as you choose, you cannot expect others to follow along with it. Unless you have the military might to stop them, others can and will kill you or blow up your ships. 
     
    Now there will be the pvp free zone around the Ark, here you will at least be free from someone killing you and blowing up your stuff. 
  6. Like
    DevisDevine got a reaction from KlatuSatori in The Trailer   
    So I wanted to start a thread to discuss information gained from the trailer. I know it is a pre-alpha video, and they probably staged a few things in game just to show, but I still have questions from it as it is supposed to be in game video.  I will link the video again just so its here, besides I dont think you can link it eneough.   
            
     
    Here are things I noticed right off and want more info on. 
     
    1st: Fighter flight. 
    When he gets in it immediately lifts off. This could be due to controls being active immediately when interacting with the cockpit, but the animation took longer. But how did it lift off? We know there is anti gravity, so that must be it since it only has rear thrusters. The 4 thrusters would allow you to bank and turn in an atmosphere, but not lift vertically like that. Also he turns in space with no thrusters to counter it and has slow speed banking in the atmosphere. 
     
    I was under the impression we would need thrusters in all directions and they would also act about the center of mass of the ship. 
     
    2nd: Hovering ships
    The answer to the 1st may answer this one, but it is a bit different mechanic it seems to bring up. The large ships seem to hover there, some stationary some moving forward. I cant distinguish any downward thrusters or jets on them. We know we have anti grav technology, will we be able to use this to essentially make our craft float. I would think if thrusters were used it would be noticeable. Unless they are hidden with no thruster damage on. 
     
    3rd: Exiting the planet. 
    When he leaves the planet, turning upwards he enters space rapidly. There were no FF symbols as when he entered the second planet, but is that what happened? The video does seem to lurch forward indicating that is what happened. I assumed that the atmosphere would be at least a few KM thick, and you would have to climb in altitude before entering space. 
     
    4th: Speed
    While parts seem to be sped up, the ship in the beginning is moving pretty fast. Which leads me to wonder, will there be a max speed limit? Most games implement them for the sake of lag on servers, but will DU. If they do will it be sufficiently high enough so things like acceleration of craft play a more crucial role? In most voxel space games the limit is so low acceleration wasnt very crucial, since there wasnt much of a different, you take 10 or 20 seconds to get to max speed. But if it took 10 or 20 min, that would matter. 
     
    5th: Building
    When he places the blocks and cockpit, it instantly appears. No slow construction as the nanoformer assembles the pieces. Will all building be this fast? Is it just because it was small that it seemed to build instantaneously, and larger builds will have a delay? Or maybe there is only a build time when doing it from a blueprint or snapshot. 
  7. Like
    DevisDevine reacted to Ripper in Interactable NPC's, each who has their own questline   
    I'd like to see some PvE in the game, but I wouldn't place it at a high priority.
     
    Pirates, Aliens, and I honestly believe there will eventually need to be protected sectors.  But this will all be lead by player demand.
     
    Imho, NQ should focus on the game infrastructure, and when the need arises, implement more advance features in future expansions.
  8. Like
    DevisDevine got a reaction from norab7 in Hey there!   
    Welcome. 
     
    And we will forgive you for being a console gamer, Im sure the smell will wear of by the release of DU. 
  9. Like
    DevisDevine got a reaction from Traceur in Mechanical Contraptions: will the game feature moving parts?   
    It has been brought up about making ATAT walkers and Mechs, utilizing mechanical components. They have defiantly been suggested so we can make our own doors, hangars, rails, or whatever. 
     
    There was an old post I cam across that talked about these, I tried searching for it real quick but no luck.  And some designs were linked on a docking clamp that could operate as a hinge were linked. It wasnt its purpose but could be used for such. I would expect they will give us some basic mechanical components, especially since so many of us request them. 
     
    They are still early in development, so it may be something we wont see until Beta or release. 
  10. Like
    DevisDevine got a reaction from norab7 in Hot Spots for Empire Building   
    I recall a post discussing there not being much in the way of restrictions on what you can do in the game right off, but the skills being more of an efficiency/improvement on what you can do. This may be in the sense of things like mining and repairing, but I took it to mean crafting as well. I agree with you on the long skill que problems, 2 years to fly some of the big guys seemed impossible to some players.
    Although I would expect to see some skills needed to make the more advanced things, but they shouldn't be setup so it forces you to train for months on end. I hope the limiting factor is setup to be infrastructure more than anything. We know the nanoformer is limited, but with it they mention making things to create more advanced structures. So maybe it requires an advanced factory to put together everything involved in an FTL drive, and for that you have to make a basic, then an improved factory. Each able to make a few more components, that in tern are used in crafting more advanced components. 
     
    As far as packing and unpacking, I fully expect to be able to setup any factories or equipment on a ship as well as in a building, so you could have a mobile factory that goes out and refines material at a mining site. All the while your base could either be mobile or just a city somewhere, and have resources imported. As I stated, I expect resources to be vast, but depletable. Lets say theres a star system not far from Alioth that an empire settles in and becomes a major trade hub. When the local resources are depleted (something i expect to be on the order of a year to do) they could be shipped in from neighboring system, and slowly spread out, all the while the city can remain. Afterall once you establish a trade hub people will bring in things from further out just to sell their goods quicker. Eventually groups will place stargates leading to the system so they can get there quicker from their pace. 
     
    Now massive alliances will run into this scenario, but I believe smaller groups will begin to spread out and claim a system of their own. Afterall in an infinite universe why fight over the resources, not at first. Not until closeness to an empire becomes an issue, I want your system because I dont want to move my city and we are out of resources. The mall groups not settled much can move on. I think the battles will be driven for the fun of it rather than resources. Or just to piss off another group you dont like. Look at games like starmade, theres plenty of room compared to the few players on a given server. They can completly avoid eachother and still have resources but fights still happen. 
  11. Like
    DevisDevine got a reaction from Dreamstar in Factions, reputation, tags, neutrality, stargates, markets   
    Saffi,
    I had forgotten the no ramming thing, but possibly in a few years.
     
    I hope I can get my corpse collection back. I had a few hundred in cans in Eve and always kept one with me in my cargohold for company.
     
    There will be FTL, just likely not in alpha since it will be a single system. They may focus on imimenting other things first.
     
     
    @nora,
     
    I would assume the game mechanics worked that if a sensor couldn't detect you are there then the tag system wouldn't work either. It should be the tag systems scanner has to detect someone to tag them. But I like the idea of jammers for things like that, more ecm than just cloaks.
  12. Like
    DevisDevine got a reaction from Zen001 in Multi-threading?   
    This is really a question for the Devs.
    I know it is early in the game development but how many threads do you expect DU to be able to run?
     
    I know multi threading is common now in games, especially voxel games, but most are limited to how many threads they can run at once. Typically I will see 4, but sometimes they go higher. 
     
     
     
     
     
    One of the main reasons I am asking is in the next 6 months to a year I will start putting together a new computer to build (my current one runs great but the GF needs a hand me down so I get a new one) 
    I am looking at getting a 6 core, but if I sacrifice a bit of clock speed I can go with an 8-core for nearly the same price. But if DU only runs 4 cores it isnt worth it. 
     
     
  13. Like
    DevisDevine got a reaction from Astrophil in How to colonize Planets ?   
    While hope some planets offer unique challenges, remember we have spacesuits and can survive in a vacuum. I'm sure, at least at first, your suit will protect you from the environment.
     
    It would be nice if later on you could remove your suit on habitable planets, or non habitable if you wish to die. The lore does mention oxygen co tent and temp ranges of Alioth, slim sure it is being discussed
  14. Like
    DevisDevine got a reaction from Zen001 in Shields Please   
    I agree the tag system could easily be used to manage this, but it was more of a question on IF it should be allowed. Usually friendlies can bypass shields, and we could easily come up with lore on the tech allowing it. But imagine if you had to shut your shields down to pass. It would defiantly make sieging a place more interesting.
     
    I truly hope there is no limit to how many of each component you can place. If you can power 50 shield emitters go for it.
  15. Like
    DevisDevine got a reaction from Zen001 in Shields Please   
    Personally I would like to see both types. Smaller modular shields that you piece together like panels to surround thigs like ships. This allows you versatility as well as strategic thinking in combat.
    (I come in head-on, letting my front shields absorb the alpha strike, then turn broadside where the sage will be spread out across more shield emitters)
     
    But for massive city shields who wants to deal with small panels for a huge area. Besides you can't rotate the city to spread the damage. So install a huge dome emitter. It would be cook if you could adjust its size to. Say from a small room forcefield to one covering an entire territory. And energy consumption could be proportional to the shield's area with a recharge rate modifier.
     
    Although in reality I would think a shield would have a maximum force limit It can stop, anything above that would bleed through. And it would have a give power draw that was constant to sustain it. However having it draw more power as it 'repairs' ads and interesting level to it since you're now oven to being sieged.
     
    The question is, can friendly ships and weapons pass through the shield? Or is it a barrier to all?
  16. Like
    DevisDevine reacted to DevisDevine in Aliens?   
    I do hope there is some form of Npc being in the game to give pve for those who wish it more.
     
    I had suggested an ark AI going Skynet, killing it's passengers and creating drones to spread through the galaxy. Maybe there's an alien race trying to battle them off as well.
     
    Maybe the little grey watching us saw out plans and tried stopping us. The destruction of earth was their plan after all, we were deemed to dangerous. They weren't able to stop all the ark ships, and on some the AI protected itself and went rogue to take out the greys after its passengers were killed.
  17. Like
    DevisDevine got a reaction from norab7 in Repair and shield systems   
    Sure you can repair a ship with your hand tool, but if you can fit the tech in your arm why would you think you couldnt upscale it and put one on a ship? I see the morpher as a bare survival tool. You will always have something to start over with, but I would expect it to be obsolete with better tech that you craft using it. A better repair system would be one of them. Ofcourse I would expect it to come at a cost though. 
  18. Like
    DevisDevine got a reaction from Zen001 in DevBlog: Monetization, player happiness and economic viability   
    I feel you Jonny. I never cared to spend my in game money for subs since I could make it faster irl, but I know plenty who did. I do believe there was mention of them implementing a Plex system similar to Eve if they go monthly subscription. Which I like the option for players who want to go that route.
     
    And I think most people will be with you on the pay to win systems. Nova quark should not sell any in game items in their shops so people can buy to get ahead (not that I've seen them suggest it). I think even purely ascetic items like clothing or hairstyles offered should be attainable in game if it exists.
    Even flipping time cards gives players who do it an advantage. But at least the money had to be earned in game by someone, so it's one person's gain at another loss and balances
  19. Like
    DevisDevine got a reaction from Ghoster in DevBlog: Monetization, player happiness and economic viability   
    I think it has to be a subscription. The servers will have to be maintained and expanded as player base grows. As well as upgraded as new tech becomes  available to keep the game current and running smooth. With a buy to play you get a surge of money up front but then nothing to support the game in the long run, let along expand it. 
     
    The monthly pay keeps money flowing in, and gives incentive to keep developing the game to keep old players interested and bring new players in. 
  20. Like
    DevisDevine reacted to Zen001 in DevBlog: Monetization, player happiness and economic viability   
    As a P2P EVE player with two paying accounts, I have no problem with subscriptions. In fact I prefer it because it keeps DEVs from trying to make money via Pay to Win. Of course I wouldn't mind Buy to Play but if this game is going to be as good as I think it is, subscriptions shouldn't be a deal breaker. And it will go a long way to insure the long term health and stability of the company. 
  21. Like
    DevisDevine got a reaction from norab7 in Resource Respawning   
    It has been said (somewhere) that you can build in the world or in VR. VR would give you a blueprint that you would then have to construct in the world.
     
    And I till haven't seen much on asteroids to know if they are movable, just that they are planned. I hope they are like Stargate, planets are stationary but asteroids are movable.
     
    It makes sense. Asteroids are small and will be more likely you can thrust them eneough to move them. Planets are massive. And while eventually some of us would have the resources and power to provide a measurable acceleration to them, it's an unnecessary mechanic to impliment.
  22. Like
    DevisDevine got a reaction from norab7 in Beware of the afk cloaker   
    I fully understand the cloak issues from Eve. Living in Providence/catch we felt with UK (aka usually cloaked) a lot.
    I don't mind the cloaking, but it should either be cycled with a short cool down or have a way to counter it. Some sort of scanning system. Even if it's power hungry and hard to operate you should be able to increase your scan resolution eneough to detect the minute disruption of the cloak.
     
    NQs points are valid, and it seems DU won't have the same problem with afk cloakers. But if there are cloaks we still need a way to detect them. Entering exiting FTL, thrusting, weapons, communications, all should give off some detectible signature. Even when motionless it is unlikely you will have a perfect cloak, the ship should give off some em and heat signatures.
     
    Even without afk cloaks you fall vulnerable to someone flying in cloaked and doing a bombing run without your sensors detecting them to fire back. So make it expensive. But give us a way to detect them as a countermeasure.
  23. Like
    DevisDevine got a reaction from norab7 in Stats/Leveling   
    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. 
  24. Like
    DevisDevine got a reaction from norab7 in Ship cannons/weapons   
    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. 
  25. Like
    DevisDevine got a reaction from Dead8Eye in heyho :D guys! iam new!   
    I am sure there are a few grammar nazis that are having a fit with your post but they will live. 
     
    With your experience I am sure you can contribute a lot to the community with suggestions to the devs. Maybe make a post sometime in the builders section on pros and cons of the different building features you have used in the past. 
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