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El_Nadie

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  1. Like
    El_Nadie got a reaction from Novarkian in Use of camera devices   
    What about having static video cameras? I made a fast check on forums and dont see anything about that; I saw some post that talks about use cameras to control gunturrets and so but I dont refer to that.
     First of all I have to say that I dont know if it already exists in other games or how hard would it be to implement it so I will throw some ideas:
     
    - The core of this idea is to have a static device that bring you images or vision of a zone. Not recording video, just real time video.
     
    - There would be a pure device who would be linked to a static core and drain energy and computing power from it to work, just like a surveillance closed camera system. Only could be linked to Static cores, not to Dinamic cores. Intended to have vision of a gate or your own base when it is attacked and you are far away.
     
    - The other would be a portable system that works with batteries, they are stationary once installed and have a limited radio fo emision. They are intended to bring you info for example meanwhile you are focused mining an asteroid in a dangerous zone bringing you time to run away.
     
    These devices, and mainly the portables ones, may be easily spotted and vulnerable to any kind of atack.
     
     I see that idea could derivate in George Orwell's planets or be used to make mechs driven from a secure spot. Cause of that I will make enphasis in the static part But my idea is to keep it stick to this 2 devices.
     If it is so hard to achieve I thought that a device who send you reports when someone go through his action radius would be enough.
     
    Ideas and/or thoughts?
     
    Regards and have a nice day.
  2. Like
    El_Nadie reacted to Shynras in Use of camera devices   
    They'll get to that, for now they're adding the most basic and easy to add elements. A sensor that tells you that your base it's being attacked it's not a big deal, while camera blocks may be harder to add, especially if you want to display them on a screen (means that you have to load a portion of map for each camera block even if there are no players there). It may be feasible to have a low update rate for those camera views, but it would still consume ram on the servers. Or maybe you could access those only by replacing completely your view, so you'd load only one portion of map at any given time. 
  3. Like
    El_Nadie reacted to Lethys in Use of camera devices   
    Yes I can see your intention there but if you haven't got the gear to protect yourself, you shouldn't be mining in dangerous zones. And those guards should be part of the mining op and get a share of the profit ofc, even though they might never have something to do. But in a sandbox MMO those jobs are needed and should be vital for any group
  4. Like
    El_Nadie reacted to MinerMax555 in Age poll - How old are you?   
    you really sure that you should talk about responsibility and how mature someone is? I am younger than you are, but age does not matter at all. The only thing that counts is how well you can interact with other people and how well you can get along.
     
    also, people are trolling. as always. That doesn't mean that they are irresponsible.
  5. Like
    El_Nadie got a reaction from Sketch in Hanger with shields.   
    Only want to add that you can have "blue-prints" of your ships/constructions, so once they are destroyed you will be able to rebuild it again.
    And about hiring people to protect your hanger, there are plenty of "trustworthy" mercenary ORGs.
     
    Welcome to the forums 
  6. Like
    El_Nadie reacted to NQ-Nyzaltar in game looks like ∞/10 so far, except..   
    Hi everyone,
     
    @Bleep_Bloop:
    Please keep a respectful tone when debating with other members of the community.
    "Are you fucking retarded" or "read the fucking post" are not an acceptable way to discuss on the forum.
    If you haven't already read our forum rules, please read it there: https://board.dualthegame.com/index.php?/topic/8-forum-rules/
    Continuing with this kind of behavior may lead to removal of your messages, and, in the last resort, to a ban. 
    We value the freedom of speech, as long as you are respectful while discussing with others.
    We can understand that discussing with people not agreeing with your point of view could be irritating, but it's not a valid excuse to start employing rude/insulting words.
     
    Thanks in advance for your comprehension.
     
    Now to answer to your point of view: 
     
    - Some members of the Novaquark team have worked for years on F2P games.
    The F2P model (or the B2P model, which is nothing more than the F2P model with an initial sale of the game at the beginning) isn't the shiny and perfect model often perceived from an external eye. This model has a lot of drawbacks, and the fact of diverting artists from doing content for all the players is not a minor one: while they work on cosmetics, they don't work on the global visual improvement of the game, and this has a real impact of development speed of the game, especially when the team behind it is still relatively small.
     
    - Relying only on cosmetics on the long run is like playing casino a bit with the financing of the game. You can win a lot... but you can also loose a lot (regarding the ration "cost of making cosmetics"/"income brought by the said cosmetics"). Any financial manager having a good head on his/her shoulders would tell that, in order to properly budget the investments for a MMORPG in the coming months or years, the ideal situation is to be able to predict more or less the amount of income you will get during this period. With a model relying only on cosmetics, this part is a bit unpredictable, because all the income relies only on the artists shoulders and mishaps can happen. What if a batch of cosmetics doesn't appeal to the players who usually pay for them? What happens if a few key artists leave the studio (which can happen even in the best companies)? In that case, during this period (even if it's temporary) you might have a serious drop of income that could generate difficulties, and even if in the same time the game programmers deliver amazing gameplay features, it won't help, because they can't bring any income. The subscription model is a lot more resilient in this regard: if there is a period where the artist can't provide the same amount of content as usual, the programmers can still deliver new features and the players will still have new content for their subscription. The subscription model can also enable the different teams from the studio to alternate the type of content released: game features for one release, visual/graphic content for the following one, giving more time to each team for each content release (Side note: these are possibilities that only the subscription model make possible, but that doesn't mean all things mentioned above is necessarily how the content releases will be managed for Dual Universe after release).
     
    - Saying subscription is "a monetization model from another age, very few games use it nowadays, so it's a proof that doesn't work anymore" is oversimplifying the situation. If we look at the bigger picture, as in many other sectors, a lot of investors (not all, fortunately) to make quick, easy money with minimal investment/effort and pressurized publishers to find an adapted solution to this request. In this situation, the Free to Play model is the most adapted one. With this model, you can't be (or a lot less) accountable for not having high-quality services, for not listening to your community, etc. This is the perfect model for short term ROI (Return On Investment). It makes big profit in the first years. However, in the case of MMORPGs, if no significant investment is made to update the game, the profit crumbles in a matter of a few years and cosmetics alone won't prevent that. That's fine for a lot of investors and publishers and that's fine too for a lot of players that don't spend more than a few months on the same game. But all players expectations aren't the same far from it.
     
    - Among gamers who have played MMORPGs for a long time, both F2P and subscription-based ones, a lot have realized that the F2P/B2P model isn't the best answer for every time of games. A growing number of these gamers would now prefer to pay a subscription fee than having the inconvenient of a F2P/B2P Model. So yes, the Subscription Model may be not very common at the moment, but this model might make his comeback in the years to come, when enough people will be fed up of having F2P/B2P MMORPGs on the western market (as F2P model is originally born - and fully accepted - from the eastern market). 
     
    - Funny thing: as we speak, former developers from EverQuest I, II and Next have launched a new project: Ashes of Creation, which seems the spiritual successor of EverQuest Next. It's a subscription-based MMORPG... 
    https://www.kickstarter.com/projects/1791529601/ashes-of-creation-new-mmorpg-by-intrepid-studios/description
    Well in 48 hours, they founded their original goal of 750.000$ and are now at more 870.000$ with more than 4.500 backers. In 48 hours. Does it looks like the subscription model is dead/inappropriate? 
     
    - Another point who is quite important and specifically tied to Dual Universe: our game will use cloud technology. To buy our own server cluster(s) at the beginning is absolutely unrealistic regarding the cost. That's why we are currently considering a partnership with a Cloud Computing Provider such as Amazon or Microsoft Azure. This means the game will have a cost per player, and going for anything else than a monetization model proportional to the number of players (hence the subscription model) is just taking significant risks in terms of financial viability (at least until we are in a position to buy our own server cluster(s)). So yes, unless we are in a case where we already own the server infrastructures, going for any other model other than the monthly subscription one while you don't know yet what size your gaming community will be (and how many gamers in it will be willing to pay for cosmetics), going F2P/B2P is not the safe road. It's the risky road. If all the points above didn't convince you, this one should.
     
    Best Regards,
    Nyzaltar.
  7. Like
    El_Nadie reacted to Shynras in game looks like ∞/10 so far, except..   
    People play wow because they like it and because they're familiar with it. Someone doesn't necessarely need to have some kind of sickness if has a different opinion than yours.
     
    Freemium, skill points cap is a big deal. 
     
     
    The base game is free, there'll probably a free trial period so you can try the game before paying your first subscription. So they'll make money only if the game will be good enough, for people to play and pay for it for a long period of time. Doesn't get more honest than that. 
     
    F2P model that earns more than P2P? No way. Why Wildstar tried so hard to be P2P? Why TESO? Why Blizzard doesn't make WOW F2P if it gets more money? F2P earns more than P2P only when the game is so dead that noone is playing it, at that point F2P can get you some players at least. That said, people pay for P2W stuff mostly, there's no game out there that survives only with cosmetic stuff.
    F2P is about acquiring more players thanks to the "free" bait, they're not loyal and they'll leave soon. P2P is the opposite, it discourage people (like you) but has more loyal players (that is what the game needs, since the character progression is very long). If they think is too much they can buy the sub in game when they can't afford it with real money or play something else (they wouldn't have spent much anyway). 
    P2P doesn't force devs actually. They're free to choose the expansion theme and the stuff they put in it. They can do an expansion about graphical improvements or character customization, or something else that it's hard to sell as an expansion (you can't really add new dungeons, classes and skills in a game like DU, right?) They don't have to sell the boxes, they don't have a timeline, they're just supposed to the best they can. So, I don't really get it, to me P2P seems a lot more comfortable for them.
  8. Like
    El_Nadie reacted to Croomar in game looks like ∞/10 so far, except..   
    Let's stay in the frame of the forum etiquette, shall we? Literally insulting your counterpart in a discussion will not make your statements any more credible, don't you think? Because when evading to alternative methods, it's more likely for people to see you as the mentally challenged.
     
    I can absolutely see where your arguments are coming from. I was, at first, very disappointed of the seemingly poor marketing choices Novaquark had made. just what you said before was the same I had in mind as well. Almost all the subscription based games turn f2p at some point, and in general, I am in favor of b2p / f2p as well, since it definitely IS the better choice for 95% of games.
     
    Sadly for you, nobody was willing to explain the foundation this communitie's opinion is based on, because we discussed it countless times before with no result, as Yamamushi said.
     
     
     
    However, with time I, too, realized that there are exceptions. The games that are subscription based are different from the usual mainstream trend of games. Wonderful examples are, as you said, World of Warcraft, Final Fantasy 11 / 14 and Eve Online. All those games can survive because they provide a special service that the usual MMO-genre fails to deliver. They all deliver content on an exceptional scale, regular updates influenced by its playerbase's wishes and features that you can't find in a similar collection in different games. That's why these games' playerbase is loyal enough to return again and again and is willing to pay the subscription. 
    Now if we look at Twerk's statements concerning the marketing philosophy of many eastern publishers, we can see why f2p works for these games, but wouldn't work for subscription based games. 
     
    The policy of these publishers is to create cheap games, design them in a way that is easy to attract large masses of people by adding features that are well known in the genre and become genre standards (which for example tab-targeting was for many years), harvest the most out of it by creating a small, but efficiently paying group of fans and then leave the game as far as possible to itself while practivally generating money with few effort.
    That's why f2p works these days, because people look for that.
    What you misunderstand is that we have the problem that a f2p system is not the guarantee for attracting a large playerbase, but they attraction of a large playerbase through a game's features. And let's be realistic, we all here see that DU has tons of potential, but it's not the right game to attract a playerbase of millions in a short time. For that, DU is too unexplored, too new, too risky so to say. It does not deliver all the standard features an international community is looking for in an MMO, for example the absence of quests and NPCs. 
     
    You see, Bleep_Bloop, you have it mixed up. Being able to attract a larger playerbase does not result from f2p, it's the other way around. F2p results from being able to attract a large playerbase, a larger one than you would see in a subscription game. Because why pay for one game if you can have many of the same features in another one for free? That's completely in your logic, as you said. 
    But DU doesn't belong in that category. It relies on a smaller, but more loyal fanbase, similar to Wolrd of Warcraft. Imagine the millions of people that would rush in and start playing if WoW would go f2p tomorrow. But also imagine the small portion that would actually want to pay for a cash shop. And imagine all the people leaving WoW or simply not paying any longer then.
     
    But in order to attract that fundamental playerbase, you need to make some compromises. Imagine if the game would actually be on cost of a AAA game. As Novaquark is a completely new studio, it can not guarantee a successful future of the game, so which larger mass of people would actually be willing to throw $60-ish at them when they can't promise anything? No, instead they decided to give you a free trial period. They decided you don't have to buy the game itself. They even chose to allow to sell the playtime for ingame money. 
     
    So you have to see the advantages for you as the player from a subscription based game as well.
    The devs are forced to continually improve and expand their game, or they will loose customers. They are also forced to deliver higher quality content than the regular publishers. And they are forced to act after the players' wishes. So you will get a game that is far more consistent than the average f2p, as developers can't just leave it to generate money. Additionaly, you can choose when to p(l)ay. You don't have to pay $156 at a fixed interval for as long as the game exists. Before you pay a regular b2p price for a game, you can play it for 3-4 months at minimum, presumably more since DACs can be bought with ingame money. And that's as long as many players will play it. In the end, the $/hr ratio in subscription based games is not rarely better than in b2p games. And that's also why subscriptions work.
     
     
     
    I also see that you've already realized that this game can't afford to lose customers, which contradicts a bit with your last post, but only because you didn't yet reach the final conclusion. Losing customers does not equal losing money in our times. things are a bit more complex, it's 2017 after all.
     
    From that statement, you also seem to still be ill informed, which is why I can relate to you as I was in the same position for a longer time as well, as I already said. There is nothing "premium" in this game NQ could sell you. There are no permanent assets in this game due to its own nature.
     
    What you ultimately failed to realize because of that, and that's the most important point of all, is that this game is so fundamentally structured to rely on a loyal fanbase that is willing to pay the subsciption and even appreciates it as you can see from the previous posts, that it doesn't even have the choice to go f2p/b2p without completely becoming another standard MMO in the long list of quick cashgrabs.
     
     
     
    If you read until here, I respect you for your effort. Please don't think ill of the community, we are just all very tired of this ongoing discussion. There are so many reasons why there is just no other way for this game to become what it aims to be, that somewhere along the way trying to fit it into words we lost the motivation because people just turn around and go as soon as they notice they don't meet like-minded people here or it's not going their way.
    But here's your chance for you to be better than that. I have given you a guideline for you to think about, and with time you might also learn to trust Novaquark with their choices, just like I did when I was in your position.
  9. Like
    El_Nadie reacted to Anaximander in WAIT...MONTHLY GAME TIME?   
    It's a game, not a medicine. You pay for commodities - like games. Welcome to reality.
  10. Like
    El_Nadie reacted to FD3242 in Hello!   
    Hello! I am mefsh, but you all know me as mefsh. I have been in this community for awhile now but I never really introduced myself.
    I thought this would be a good time since I just upgraded my pledge to gold.
     
    Those things don't relate, it just reminded me I never did one of these...   Ok let's start.
     
    Hello my username is mefsh. It has no meaning. (It was a typo)
    Please pronounce my name as mefe because good luck saying mefsh XD. (Again It was a typo.)
     
    Since this is a video game forum here are some of my favorite video games:
     Minecraft NO I AM NOT 6... I am 6 and 1/2,
     Factorio,
     And terraria.
     
    I have also have played eve (Probably like 30-40 hours) but I found it to be not worth the subscription. Hopefully Dual Universe will be different. The sandbox part will probably increase my enjoyment of it a lot. As you can see from my list I like sandbox games despite me being a horrible builder.

    Just Awful.
     
    Oh yea I am also a happy member of the PC MASTER RACE.
     
    My Specs:
     Cpu: Something with a i in it.
     Gpu: Something with a gtx in it.
     Ram: Something with a DDR in it.
    Wait why would any of you care whats in my PC, LOL.

     
    My interests include:
     Space,
     Video games,
     Programming,
     And computers.
    Those last 3 are kinda the same thing (Kinda) but what ever.
     
    Sorry if this thread is kinda a jumbled mess I usually do not have such long posts.
  11. Like
    El_Nadie got a reaction from Anaximander in Taking loot to the cleaners   
    As you could imagine i'm not a EVE player, and taht "collateral" system seems very refined and efficient. But, i'm not referring to that part when I talk about steal a cargo. I was referring to that  I can't use the things I stole cause of tags, and also the thing of repeat the cycle of hacking infinite times. Maybe my example aren't the clearer, and my english not the best. 
      Also i'm going to state about that when you hack a container you unlock the items inside but you were faster and stills up the shit on corpse items. Maybe a solution could be that RDMS may tag permanently the members of the ORG(temporally to anyone outside the ORG) as an infractor/thief but keep his functionality up.   As @kurock said, Interesting discussion. Carry on.
  12. Like
    El_Nadie reacted to ATMLVE in The Off Topic Topic.   
    Because there is always a relevant xkcd.
     
    https://xkcd.com/703/
  13. Like
    El_Nadie got a reaction from yamamushi in the Unnamed warehouse safe depot   
    First of all, I want to say hello to everyone. I were lurkering the forum since I backed the kickstarter, but due to lack of time and inspiration (and a bit of shame to be honest) I never did it. I have some ideas to play the game in my own way (ofcourse with some people at my side) And recently I ended to watch/read everything at devblog and read some points to guide my ideas (looking at you @lethys, @captaintwerkmotor and your emergent gameplay)   Well, after this short introduction of myself I will show you my ORG the Unnamed warehouse safe depot.   Unnamed Warehouse (UW)   Our primary goal is to provide the galaxy with storage facilities, meaning that we will have a depot to everyone who needs one, ORGs or individuals. This warehouse will work more like safe deposit boxs. I know many users may think, why would we use this kind of service when we can build a pretty saffer depot in the starting/ark safe zone? the answer was easy to me in 3 points: discreetness, privacy and logistics.     We will protect the identity of our customer the same way we will protect the nature of what we were ensuring:  - We don't care about who are you, you want a depot so we offer you one. You pay it, then you get it.  - We don't care about what are you going to store in. And we don't want to know it.  - We are planning to be the safest place in the game.   While you are paying we will grant the next services:  - Privacy, Meaning that we can schedule you visit to never be viewed by others.  - We offer you private docks to your cargoship  - You will have an individual depot-room where you will enter alone.  - The security of your things may vary depending on how much you pay, where we offer diferent security acces (i.e. you do not need to pay the uber security when you are only saving your recently mined resources, or accumulatting for a merchant fleet or a major cargo ship)  - We offer a dock to exchange currency and goods between ORGs in a neutral and safe zone.   Once we grow enough, we plan to expand the services in the way of offering logistics to transport cargos and safety rooms where you could have secret meetings in a high security place.   ________________________   I only want to add some things before the end:   I am actually open to have some partners (help! I can't do it alone!) but due to the nature of this business I think we will be only a few running the ORG, but hiring a lot of people to keep the secure thing, including in that part members from others ORGs or outlaws/bounty hunters. We will keep neutral, and we need a nice spot to be a really usefull warehouse, so we need to be in contact with the others ORGs . If this grow big enough you will have news from me. I expect to be able to run kind of safe box via DRMS and a huge number of automatic weapons pointing at your head, I really hope loads of rare and precious shit were stored at my facilities and loads of "pirates" would dream about surpass our defenses...so any feedback would be very appreciated    
  14. Like
    El_Nadie got a reaction from Kuritho in the Unnamed warehouse safe depot   
    First of all, I want to say hello to everyone. I were lurkering the forum since I backed the kickstarter, but due to lack of time and inspiration (and a bit of shame to be honest) I never did it. I have some ideas to play the game in my own way (ofcourse with some people at my side) And recently I ended to watch/read everything at devblog and read some points to guide my ideas (looking at you @lethys, @captaintwerkmotor and your emergent gameplay)   Well, after this short introduction of myself I will show you my ORG the Unnamed warehouse safe depot.   Unnamed Warehouse (UW)   Our primary goal is to provide the galaxy with storage facilities, meaning that we will have a depot to everyone who needs one, ORGs or individuals. This warehouse will work more like safe deposit boxs. I know many users may think, why would we use this kind of service when we can build a pretty saffer depot in the starting/ark safe zone? the answer was easy to me in 3 points: discreetness, privacy and logistics.     We will protect the identity of our customer the same way we will protect the nature of what we were ensuring:  - We don't care about who are you, you want a depot so we offer you one. You pay it, then you get it.  - We don't care about what are you going to store in. And we don't want to know it.  - We are planning to be the safest place in the game.   While you are paying we will grant the next services:  - Privacy, Meaning that we can schedule you visit to never be viewed by others.  - We offer you private docks to your cargoship  - You will have an individual depot-room where you will enter alone.  - The security of your things may vary depending on how much you pay, where we offer diferent security acces (i.e. you do not need to pay the uber security when you are only saving your recently mined resources, or accumulatting for a merchant fleet or a major cargo ship)  - We offer a dock to exchange currency and goods between ORGs in a neutral and safe zone.   Once we grow enough, we plan to expand the services in the way of offering logistics to transport cargos and safety rooms where you could have secret meetings in a high security place.   ________________________   I only want to add some things before the end:   I am actually open to have some partners (help! I can't do it alone!) but due to the nature of this business I think we will be only a few running the ORG, but hiring a lot of people to keep the secure thing, including in that part members from others ORGs or outlaws/bounty hunters. We will keep neutral, and we need a nice spot to be a really usefull warehouse, so we need to be in contact with the others ORGs . If this grow big enough you will have news from me. I expect to be able to run kind of safe box via DRMS and a huge number of automatic weapons pointing at your head, I really hope loads of rare and precious shit were stored at my facilities and loads of "pirates" would dream about surpass our defenses...so any feedback would be very appreciated    
  15. Like
    El_Nadie got a reaction from slayervictor in Hanger with shields.   
    Only want to add that you can have "blue-prints" of your ships/constructions, so once they are destroyed you will be able to rebuild it again.
    And about hiring people to protect your hanger, there are plenty of "trustworthy" mercenary ORGs.
     
    Welcome to the forums 
  16. Like
    El_Nadie reacted to Sullos in Hanger with shields.   
    Hey Victor,
    So basically, you can make anything you want in DU (Dual Universe). A hanger, a ship, an underground secret lab, anything.
    From what I know, you can make a bubble shield generator but will only be as effective as the amount of power you pump into it.

    So long as you can find an organization of people you can trust, and you can afford it with the in game money, then yes, you can hire a bunch of armed guards.

    With the 'if my construct gets destroyed' part... well if you just mean if something gets destroyed - then it will be destroyed. But if you meant your shield generator, then your shield generator will no longer be protecting the construct.

    An important thing to know is that if you are building a hanger (on a planet in this scenario) then you will want to place down a territorial node. A TN will allow you to give certain people rights and duties within your TN area (roughly 1km hexagonal area) . Using the RDMS (Rights and duties management system) you can simply give only yourself permission to enter or build in your hanger, or you can give access to everyone to enter, but not build. It is very flexible in what you are able to do.

    Hopefully this answers your questions.
    And also I would definitely recommend reading any material you can find on DU, it will answer a lot of the questions you had, and many more.
    Specifically:
    The wiki - http://dualuniverse.gamepedia.com/Dual_Universe_Wiki
    The devblog - https://devblog.dualthegame.com/
    And the AMA threads on the forums (go to 'Dual Universe - Starting Zone - Rules and Announcements'. You will see three different Kickstarter AMA Event threads, just read those)

    Welcome to the forums.
  17. Like
    El_Nadie got a reaction from SimonVolcanov in Devblog - Organizations: Purpose & Management   
    I hope so, the same way I hope LUA scripts are able to recognize and act according to the tags. For example an outsider come to your base and a scripts tag him as a visitant but if the outsider have a tag from an enemy ORG it tags him as invasor and activate alarms and defense systems.
  18. Like
    El_Nadie reacted to Ben Fargo in Qauntum Ressurection, don't think I could handle it.   
    First of all, the many worlds interpretation is just that...an interpretation.  There's really only one reality, but it's a quantum mechanical wave and we can't experience it in that form, so our minds have to interpret it as something we can.  At one time, people thought consciousness was sort of like a particle that followed a path in subjective space determined by the shape of the reality wave.  Since it followed one specific path, a person would only experience one of the possibilities the reality wave represented.  They referred to this as collapsing the wave, but the wave itself didn't actually change.
     
    Eventually, we found out consciousness has both a wave-like and a particle-like nature.  The consciousness wave spreads out to follow the reality wave, so we do experience all of its possibilities, but each one distinctly.  They're separated not in time, but in a completely subjective dimension.  We call them different "worlds", but they're actually just different sets of sensations.  If they were different worlds, there would be different people in them, no matter how much they resembled us, but there's only us in this one, very complex reality.
     
    The idea behind quantum immortality is that a conscious wave can always continue in some directions even if the reality wave blocks most of them.  Say I'm on my ship and we're boarded by pirates.  I come face to face with one of the pirates and we're standing there pointing  guns at each other.  Of course, in a situation like that the pirate's probably going to kill me, but there's a small chance I kill her first.  The probability of that is probably only a fraction of a percent, but it won't be zero, so there's a place where my conscious wave can go on.
     
    If that happens anyway, why do we need resurrection nodes?  Well, think about me and the pirate.  We both experienced killing each other, so our conscious waves are now going in completely different directions and can never interact again.  We're living in different "worlds".  What the resurrection node does is create another possibility, one where even though the pirate kills me, our conscious waves still go in the same direction so we can meet again and I can try to get back the stuff she stole from me.  It wouldn't be easy, but if I had a good enough argument, I might be able to convince her.
     
    A resurrection node creates a copy of a person's body, which opens another direction for their conscious wave to flow.  Since it does that, people sometimes wonder why they can't use them while they're still alive, so they could for instance become the whole crew of a ship by themselves.  That doesn't work because the conscious wave would need to double up on itself to allow the same mind to exist more than once in the same "world" and that just can't happen.
     
    ((This is my example of how one character might think about quantum immortality and resurrection nodes.  It does not necessarily represent either real life science or Dual Life science accurately.)) 
  19. Like
    El_Nadie reacted to mrjacobean in Should Larger Ships Require Multiple Players?   
    This is less debating and more closed minded arguing.
  20. Like
    El_Nadie reacted to Kurock in Logging off Aboard a Moving Construct   
    Just to reiterate: JC has indicated that a ship will not move when no one is on board (and likely gain a protection bubble of some kind), so there will be no logging off and waiting a while to teleport across the galaxy. At least not solo.  But this is an MMO, so with multiple people flying in shifts will keep the ship moving along with its precious cargo of lifepods.
     
    The only issue I have with logging off on the ship without using an element (like a cryopod) are stowaways with malicious intent.  I do think this would be interesting game play to allow for stowaways but not allowing cheesing of the log off mechanics. Perhaps logging off/reappearing on a ship could be tied to the RDMS of that ship.  This would allow for stowaways (as long as they stay logged in) but it would not be practical for very long journeys.
     
    While stasis-pods are more immersive, a system still necessarily must exist without them because the internet is not 100% reliable all of the time. Disconnects happen.  Being lost in space without a ship due to a disconnect is a great way to lose players. Using RDMS may be a way to ensure that it is not abused. 
  21. Like
    El_Nadie reacted to Lethys in Anyone bought Kyrium?   
    It's not interesting at all. Pledge levels don't matter much, it mostly matters how you're involved in the community
  22. Like
    El_Nadie reacted to Cybrex in So many organisations....   
    The amount of stupidity this forum provides never ceases to amaze me.
     
    Don't stop though, I need something to read while I drink my coffee and fuck off at work. 
  23. Like
    El_Nadie reacted to Hotwingz in New PLEX System in EVE, and What DACs can learn from it.   
    They are and thats a good thing.NQ and JC have a specific vision for this game and an "old skool" philosophy towards MMO design. But a lot of play styles are represented in DU. DU has a lot of different things for different people.
     
    Just copy/pasting other MMO's hasn't worked the past 15 years and it wont work tomorrow.
     
    I dont know about you but I am tired of playing the same games year after year where everything is the same but the scenery.
  24. Like
    El_Nadie got a reaction from Jack_Blade in hardware you need to craft   
    Looking for some information about what we will need to build or craft our things I found this info from a year old post:
     
    But I have some questions:
    - Those units, like the one to refine, the 3D printer or the assembly unit; are they items at our inventary or we need to have them like a workbench in order to use them?
    -Are they mobile or they are building using something like a Static Core Unit?
    - And the last, they suffer from use? they need to be repaired or have maintenance?
     
     I don't know if they already answer this, but i can't find answers to that.
     
    Thanks!
  25. Like
    El_Nadie got a reaction from Kuritho in What Should DU Citizens Be Called   
    Well, in the lore we can find have some answer to your questions:
    -The worlds seems to be almost the same in terms of countries, only the fact that the UMF buildings are over the world.
    -The UMF seems to be called representatives
    -And copy-pasted : "By the end of the 22nd century, almost everyone was speaking at least two languages: the global language (the “common”) and their local native language, each city-state having somehow evolved a variant from their original country’s language."
     
    Hope I have solved some of your questions.
     
    To OP, I prefer the term Earthling in the way we are like aliens to Alioth...
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