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Mazillus

Alpha Tester
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Posts posted by Mazillus

  1. On 17/07/2017 at 11:04 AM, ATMLVE said:

    I think this is a topic that is still under debate too. I am of the mind that logging in and out is something that needs to be tracked per player; I could log out on my friend's ship, my friend sells the ship, I log back in right on the bridge and steal the ship. Impossibley easy.

     

    The true answer is that it has not been set in stone just yet; I personally feel that there should be some sort of element you log out of at, which then displays that you are logged out there, and if you don't log out at one of these elements then you respawn at your designated res node when you log back in.

     

    Others disagree of course!

     

     

     

    The reason that I disagree with this is that it can be abused to either escape death and/or teleport over a vast distance. 

     

    I would say that you would need to both log off at a cryogenic chamber and incinerate(delete) any avatars stored within said cryogenic chambers before you can transfer the permissions (ie sell). 

     

    Incinerating an avatar would have repercussions for the player like skill loss as if the player was killed in-game. Perhaps the skill that was being trained looses its progress and they lose implants or something.

     

    Flying in a ship and logging off in a ship should have the same repercussions if the ship is destroyed. 

  2. On 28/11/2016 at 6:48 PM, Aetherios said:

    "

    This scenario will be the best; I believe--for the sake of the goods and the client. However, that would mean shutting out players with insufficient funds.

    "

     

    Well, naturally a day one player wouldn't be hauling something that is worth 100 hours game time. 

     

    Generally, you would start small and move up to more expensive items. 

  3. My proposal.

     

    I'd say if you want to stay on a moving ship with friends but log off then you should use a cryo pod. If said pod is destroyed then your character re spawns where the pod was destroyed with added client-side voxel blocks (camera pan around avatar, text narrator at bottom of screen) around you to simulate rubble of the ship/pod (you survived, call a taxi).

     

    Same when logged off in space in a ship/docked within a larger construct.

     

    If you are online when the ship explodes then you are killed and re spawn with skill point lost/items/implants. 

     

    Standard combat logging rules with players staying in the world for a short time after a disconnect.

     

    Maybe the pod is never destroyed and acts like a lifeboat as well as a cyro pod. You just spawn back in and emerge from a pod with flashing emergency lights, client-side voxel blocks, again with some camera pan and short narration at the bottom of the screen explaining what happened. 

     

    Get a pickup. It's the risk you take if you log off in a persistent ship. You would be floating in space anyway if the ship was destroyed. Maybe the pod will have some maneuverability.

     

    Logging off in a persistent ship is something new the way I see to deal with it is go along the lines of what space engineers do.

     

    At least in my proposal you don't die while you are logged off in a persistent ship.

     

    I'd go as far to say that in order to have your skills train while offline is to log off in a pod. Would be a service for cities to offer. A place to log off your character. 

  4. My proposal.

     

    I'd say if you want to stay on a moving ship with friends but log off then you should use a cryo pod. If said pod is destroyed then your character re spawns where the pod was destroyed with added client-side voxel blocks (camera pan around avatar, text narrator at bottom of screen) around you to simulate rubble of the ship/pod (you survived, call a taxi).

     

    Same when logged off in space in a ship/docked within a larger construct.

     

    If you are online when the ship explodes then you are killed and re spawn with skill point lost/items/implants. 

     

    Standard combat logging rules with players staying in the world for a short time after a disconnect.

     

    Maybe the pod is never destroyed and acts like a lifeboat as well as a cyro pod. You just spawn back in and emerge from a pod with flashing emergency lights, client-side voxel blocks, again with some camera pan and short narration at the bottom of the screen explaining what happened. 

  5. This idea is that once you reach master level in your chosen profession you have the ability to give skill apprenticeships to players who don't already hold the skill. 1-5 apprenticeships depending on your training skill level.

     

    (The below example can be scaled to all skills)

    Example:

    • Miner
    • Apprenticeship Miner (20% skill speed increase)
    • Master Miner

     

    Basically you can still buy and train the standard skill or you can take an apprenticeship with a master for faster training. (maybe there is another skill that increases a masters training ability).

     

    These speed increases are only applied when you complete jobs assigned to you by your trainer. (1 per day, lasts for one 1 day, repeatable until the skill is learned).

     

    These skill apprenticeships have to be initiated in person i.e not something that can be done remotely via markets etc. 

     

    On completion the trainer gains training skill points (increased skill training time bonus or more trainees) and the trainee gains the skill at a reduced time.

     

    Pros:

    Player made tutorial

    Player interaction

    Catch up system

     

    This is something that could be added after years full release. 

  6. Low on food and water? I'll just respawn. 

     

    Farm is about to harvest after 4 real months of hard work by the farm owners. Gets raided by potato pirates.

  7. I think just having the option to spawn at the nearest arkship on character creation would be fine. Or if on character creation you can accept organisation invites then when you spawn you are spawned near to other organisation members automatically to keep the immersion. 

  8. At the moment I think they are just using a lateral thruster configuration much like how they work in Space Engineers the only difference being that the maneuvering thrusters are very small elements like a 1x1  and the main thrusters being larger elements. 

     

    I don't think the game will be complex enough to allow for the kind of physics seen in KSP. That being said though, using the LUA scripting you could configure your thrusters to have a more KSP feel. 

     

    As said by JC the maneuvering thrusters don't really serve much purpose other than to tell the LUA script how your ship is orientated and not much else has been said regarding how maneuvering will work on larger ships obviously they will try to balance the game between large ship vs small ships.  

  9. I agree. Being able to subdivide territory is a must and being completely integrated into the RDMS system. It must also be possible to subdivide in a three dimensional cuboid for subdividing skyscrapers.

     

    It should also be possible to subdivide a subdivide. For example renting some land and building a skyscraper then renting your skyscraper out. 

     

    This should also not be limited to Territory Units. You should also be able to subdivide a station and a large ship construct ie crew quarters. 

  10. Wow! I hadn't even thought of a voice-interactive personal AI computer system as a possibility, that would be cool!

     

     

    Sooo...are you saying that you don't think it should be a standard chat function, but rather somthing that you would have to script in-game?

    I'm not saying that is a bad idea, just want to be sure I am on the same page!

     

    I totally agree on the voice-interactive computer idea, it would be amazing to see someone create an AI with access to some kind of super-database, so it would actually feel like an extremely intelligent program. I can already see someone making one that responds like Jarvis from Iron Man! If voice-recognition gets accurate enough to pull off something like that, I would be all over it!

     

    You are right it would be something you script in-game. 

     

    Voice recognition is already accurate enough and has been for some time. If you've watched the video you'll see just how accurate it can be.

     

    I use VoiceAttack a lot in my games and I use a custom text to speech voice from Ivona to give feedback on a spoken command like "engine on" saying engine on sends a keypress to my game and then uses text to speech to give me a spoken feedback that the command was sent like "engines are activated sir". The limits with this software is that it doesn't get feedback from the game its sending the commands to. For example if I wanted to know the status of my ship (spoken command "status report" the program wouldn't be able to tell me if the engines are damaged. 

  11. From a role play perhaps but this isn't Minecraft where an admin feels he needs exert a his privileged authority over someone.

     

    Also, why force such roleplay on people that have no interest in roleplay. 

     

    If someone is doing something wrong in your territory then kill them and let them get on with their game. 

     

    Of course what ever you do in your own territory is up to you. If you want to play roleplay and tell your citizens to go to jail and not pass go then power to you but there should never be a forced mechanic in the game. 

  12. A hauler could take the job but they would only be able to complete it once anyway and chances are that hauler would have completed the explore job before they became a hauler. 

     

    It favors the new player because it requires only a ship and some fuel to travel to these job boards.

     

    I personally would like to see job boards have a subscribe option where you could subscribe to certain job boards you travel to which would then allow you to accept jobs from the subscribed job board from any job board. 

     

    Example would be spawning in fresh, taking an explore job, travel to the job board, subscribe to the job board if you like.

     

    Perhaps the jobs could be broken into two, local jobs and global jobs. These "explore jobs" or "travel to" jobs would be under global allowing you to travel from one job board to another going from city to city. 

  13. Job Boards is something the developers plan to add.

    My idea to expand on the idea a little by having job board to job board type exploration.

    For example you just finished building your city and all the workers either stay or go off to help build another city.

    To stop your city from dying out or becoming a ghost city you would construct your own job board within your city which would give you the ability to create a job on the arkship job board.

    This would work like an advertisement. You would pay money to get your job to the top of the list. That money would then go to the players taking the job.

    This job type would be an exploration job only where you accept the job from the arkship and travel to the corresponding job board in the PoS. Once you've completed it you them might decide to explore the city a bit, check out what's for sale, rent a respawn node, house or take a job from the city's job board.

    These jobs should be unique that they can only be completed once per person to stop abuse.

    This idea is open to tweaking but the main idea is to encourage players to visit these cities and stations.

  14. IMO, this is probably the best way to handle it. If the "owner" doesn't log in within 2 weeks, or whatever, then the item is marked as salvageable. If something is salvageable, but they log in... the timer is reset. If something is set to a group (organization/federation/guild/whatever you want to call it) ownership, then if anyone in that group logs in, the timer doesn't kick in. There _could_ be a fluctuation on the timer based on the material used in construction... weaker material could modify it by -1 -> -5 days, where stronger material could by +5 -> +10, etc... But when constructed, the object as a whole has a salvage date based on the materials used in construction.

     

    There should be some way to mark that you'll be away... vacation mode, etc... but even that should have a hard cut off date of a month or two where the salvage calculation will start in. Maybe a way to set it from the account page for the really extended times. Those are always fun when they happen... :/

     

    -M

     

    I don't think this is needed really. The devs have suggested that player owned structures would have a shield and energy. So if the energy runs out and the shield drops then it is open to anyone to salvage. Be aware that large player owned structures are going to require a team effort so there generally will always be players in your group online to take care of maintenance and up keep. 

  15. NASA released a game on steam called Moonbase Alpha. It has text to speak and I and many others got the game only for that. True, it's free, but I have about 4.5 hours in the game and still have no idea how to even begin playing it. All I ever used it for is hilarious text to speech, whether to people in the same room as me, or for multiplayer trolling. John Madden and Satan are popular memes in that game. Just go read the reviews.

     

    I feel text to speech in any game takes away seriousness and trades it for silliness. You'll get people just standing around doing nothing except having a computer say ridulous, silly, and inappropriate things. It's just internet nature. I personally don't feel like text to speech is in Dual Universe's best interests.

     

    Sorry but you might have misunderstood my idea for TTS. 

  16. I think tts ship integration would be cool. Like the computer in Star Trek. I don't believe players should have the ability to use tts individually, though. If it is included, it needs to be a module you install into your ship/station.

     

    Yeah I agree that players shouldn't be able to use TTS individually.

     

    You could however have it disabled by default if players were able to have written chat dictated to them.

     

    You are right though my original idea was like the computer in Star Trek. 

     

    Also see this video:

     

    Everything in that video should be possible since LUA is going to be all done on the local machine. 

     

    Even if this idea doesn't take off the above it is still possible though the Voiceattack program but it would be nice to have this idea completely integrated so that you could receive real ingame updates about systems. What I mean with real updates is that anyone experienced with voiceattack knows that the program doesn't communicate with the program it is sending commands to so it does not get feedback.

     

    This would also make a great commodity on the market with players selling their own AI scripts.

  17. This might be fine, the only problem I see is what I mentioned before; if someone is doing something that needs to stop, it leaves the possibility that authorities will be unable to communicate with them and be forced to move directly to punishment after failed attempts to warn that person.

     

    However, it was also mentioned that if you continue to turn down hails to communicate, it will be your own fault if something happens to you as a result. I actually kind of agree with that. With one condition: the person should be aware that it is an authority figure attempting to contact them. Maybe the request to "connect" could have a prefix to denote different people, or just be a different color, or both.

     

    For example, if they were to use the "prefix" method:

    ~Player (or no prefix) = normal player

    ~T-Owner = Territory owner. This would only show up if you are on their property.

    ~C-Owner = Construct owner. This would only appear if you are on / in / near their construct.

    ~Org Auth = Organization Authority. Only appears on organization land or on / in / near one of their constructs. Basically a trusted Organization official.

    ~T-Police = Same as T-Owner, only these would be the police hired / authorized by the owner.

    ~C-Police = Same as T-Police, just for constructs.

    ~Org Police = Same as Org Auth, but their job is specifically rule enforcement, and as such have greater discretion and authority in dealing with violators.

    I'm sure there will still be an option for text chat and direct communication channels.

     

    Also my post was only just accepted I replied to a comment about a dozen posts back.

     

    So with my helmet off or down/up or whatever I can hear and speak to players in the direct vicinity with helmet on I can only speak voice with an open comms channel to someone.

     

    Also please enforce PTT.

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