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Xenoform101 reacted to Torenstahl in Any LANDMARK builders here ??
Now, is that some kind of a test?
For in landmark the base voxel position was south/east/up. And it is necessary to define it, since any voxel based shape only comes to existance by drawing lines from a base voxel to it's 7 neighbour voxels in pre defined directions and filling the space between them to create a visible surface (so in the case of landmark, to the north/west/down neighbour voxels).
To say: If you place the smallest cube in a voxel-world - that's not the voxel. The voxel is one of it's corners, building a visible cube by drawing lines to it's neighbours (the other corners) and filling the space between them. That's not a glitch, that's voxel technology basics and inevitable. Just saying.
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Xenoform101 reacted to Elkay in Any LANDMARK builders here ??
Hey guys...we're using this Thread to connect actual Landmark-Builder fans...not to hurl fecal matter at each other like monkeys in cages. While many like myself were drawn in by the lure of EQ-Next (I do desperately want another GREAT MMO to come out) that doesn't mean the creative side of my personality didn't show thru with my creations. I very quickly became a fan of just building. Heck, i'd have loved an EQN World where i was nothing more than an architect for guilds to hire and construct their...whatever. Castle/keeps/homes/taverns whatever. Learning how to use the sandbox became the game for me and it was just fine for that.
For all the problems it had, there were a hundred great things it also did and i'm posting these NOT TO PAT MYSELF ON THE BACK but to prove a point. If you or your friends or your enemies are going to sit there and say, "Landmark was garbage you could do nothing with it" then how do you explain the items myself and many other far more talented builders made??? MY personal stuff was by no stretch of the imagination "the best" - there's at least fifty other players that i can think of almost instantly who could out-build me with their eyes shut.
But there it is. Here's what *I* built using "That broken piece of dung Landmark that nobody could do anything with"
This build was wiped in Alpha and re-built several times but this is my first recording of the overall structure:
This next vid was *not* the final version - but it was the final version i vid-grabbed. It's the same "Keep" as above but several months have gone by and quite a lot has changed.
Don't like square corners, blocky structures? How about something a little more organic like my Kerran Monastery?
VERY VERY VERY Few props were used in ANY of my builds - with the sole exception being the "Monastery" where there was the clear need for an over-abundance of plant-props and other sundries.
Everyone knows DBG crapped the bed when they fired everyone worth a hoot - everyone with the dream and the drive to make EQN - THOSE were the people who killed EQN, not SONY. SONY stopped development on it because they didn't want 20 mil in debt on their books when trying to sell off their game-development division...NOT because Voxels are stupid or unusable or whatever...and oh BTW the Enterprise? Uses ZERO "Voxelmancy" - that's pure built with the built-in tools. Don't tell me what i know. I know what i know.
As for Voxel manipulation how bout this?
My train set wound up being a collection of 12 cars each built where nothing is what it appears to be - all of the voxels were offsets or insets or inverted or turned. Had to in order to make it work the way i wanted rather than the way the Voxel-Farm intended the voxels to be displayed. Is that breaking the engine? Or is that expanding it? Did i build this using nothing but glitches??? DONT TELL ME WHAT I KNOW. I KNOW WHAT I KNOW
Sorry everyone - i'm so sick to ()*#)ing death of the general public ragging on LM simply because they're mostly made up of instant-gratification-required individuals afraid to work their brains a little to figure things out. Just sick and yeah tired. Can we please, PLEASE stop with the LM bashing????
I posted these videos to stand up and say to those who made/make those claims, "Yes. You CAN do this. THIS was made USING LANDMARK and by someone who doesn't know the first thing about "voxelmancy" (I always hated that term btw...called those peeps "Voxelnancies" yeah i'm a child get over it.) Sure a lot of my builds used fancy bits n pieces all of which i was taught by those specialists i'm referring to. Were it not for their help, i'd have figured it out - just would have taken a lot longer and hooking up with other builders was actually kind of fun from time to time.
Ok stepping off my soap-box now. PLEASE lets stop with the LM Bashing. Let the old girl lay in peace. PLEASE.
We're very quickly going to embark into a new world where sandbox building presumably has no limits...we'll see. We'll see
-LK
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Xenoform101 got a reaction from Ghoster in My biggest worry about this game
That all may be true, but last i checked a subscription fee plus the potential DACs bought by those user is worth more than some fictional currency to a real business. Not to mention, sure suicide ganking may reduce supply, but if it causes enough people to leave it also reduces demand, which leaves us back to square 1.
That's quite a bit of false assumptions you have there.
i agree. I've seen games dumbed down to oblivion, but at the same time if the learning curve is too steep, it won't bring in more people either.
This may be true, but i bet you that they aren't a group of people with less than a month combat experience in the game while completing these feats. So when you are fighting a force that has at least equal or more often times greater skill, numbers most definitely matter especially if in their favor.
I have no problem with freedom of choice but i think game mechanics should influence that choice else it can be pure anarchy. I think that if you are a villain, there should be a very good reason for another player to be the police, which often times the reward is mediocre at best.
Is it though? You may think it's bullshit but I at least have proof that it is a valid argument in the form of the original post on this thread. Eve has such a negative stigma that some people will completely disregard any differences and key features that separate this game from it, including the non-combat aspects. That is the biggest hurdle i've been trying to get people to overcome when trying to get them to consider this game.
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Xenoform101 got a reaction from namco in Ground vehicles
So far I've only heard about the hovercraft you've mentioned. But i do agree that wheeled/tracked vehicle would be cool to have as well.
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Xenoform101 got a reaction from Shockeray in Americans VS. Everybody else (See: Imperial VS. Metric)
I'm a little old school, everything should be measured in cubits.
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Xenoform101 got a reaction from DragonShadow in Americans VS. Everybody else (See: Imperial VS. Metric)
I'm a little old school, everything should be measured in cubits.
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Xenoform101 got a reaction from Ghoster in My biggest worry about this game
i say its a bit of both, and sure it may draw people's attention but honestly it hasn't been about the wars but the scams. Still, a train wreck also attracts attention, doesn't mean you want to be in the train.
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Xenoform101 got a reaction from Ghoster in My biggest worry about this game
I never said we did nothing about it, we did on several occasions did try to fight back, we did join an alliance. But when they seem to always seem to have 4 well fitted ships to every one of your ships, not to mention their neutral logistics waiting in the back, its hard enough to leave a station let alone win a fight. By the end i barely even had enough isk to buy a frigate, at that point its no longer pvp, its griefing.
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Xenoform101 got a reaction from Ghoster in My biggest worry about this game
Well, isn't this far from the truth. I personally found more grief when socializing than when i was solo. The first time i joined a nice little corp of about 20-30 members. The first week in the corp was fine. We did some mining and even had a little pvp frigate tournament, but it was a little corp aka an easy target, so we got war-decced for at least 2 months straight from multiple other corps.
Its pretty bad when trying to make friends completely prevents you from playing the game. So yea, i think eve is full of griefers. It even has corps full of them.
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Xenoform101 got a reaction from Hextaku in Ground vehicles
So far I've only heard about the hovercraft you've mentioned. But i do agree that wheeled/tracked vehicle would be cool to have as well.
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Xenoform101 got a reaction from Dhara in Price model, SAY NO TO MONTHLY SUBSCRIPTION!
I'm personally very anti-cash shop, even if the cash shop isn't selling anything pay to win. The problem is, I've seen, eventually the business side of the game company takes over and the priority becomes less about making a better game and more about making the next shiny to put on the store.
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Xenoform101 got a reaction from Kiklix in Price model, SAY NO TO MONTHLY SUBSCRIPTION!
I'm personally very anti-cash shop, even if the cash shop isn't selling anything pay to win. The problem is, I've seen, eventually the business side of the game company takes over and the priority becomes less about making a better game and more about making the next shiny to put on the store.
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Xenoform101 got a reaction from The_War_Doctor in Price model, SAY NO TO MONTHLY SUBSCRIPTION!
I'm personally very anti-cash shop, even if the cash shop isn't selling anything pay to win. The problem is, I've seen, eventually the business side of the game company takes over and the priority becomes less about making a better game and more about making the next shiny to put on the store.
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Xenoform101 reacted to Zen001 in Ship design
The only fear I have about coding is that it would allow a small segment of players to dominate gameplay. I mean how much of the general public can code, let alone code well?!
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Xenoform101 got a reaction from Daddio in Voxel Tools: Pre-Alpha Game Design
Or instead of voxel-anything maybe the term should be a little more generic and less exotic and intimidating like fabrication or manufacturing. If you mean just the smaller aspects of voxel manipulation then just call it detailed fabrication or detailed manufacturing.
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Xenoform101 got a reaction from Atmosph3rik in DevBlog: Builder gameplay, Voxel Tools & Elements
Just curious will there be a version of the line tool that can cut through material?
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Xenoform101 reacted to NQ-Nyzaltar in DevBlog: Builder gameplay, Voxel Tools & Elements
(Posted Friday 19th of February 2016 on the DevBlog)
In the past few weeks Dual Universe has been on occasion described as being mainly a PvP MMO. However Dual Universe is so much more than this: it has a rich "Builder" gameplay at its core, which is rather new in the MMO genre (at least at this scale). Specifically, this gameplay is not just a kind of single player experience added on top of a MMO, but takes an entirely new dimension because of the fact that you are building within a MMO that takes the word "massive" seriously. This is a crucial aspect, and is central to the emergent gameplay experience. We plan to implement the Builder gameplay in the Alpha version (not all tools might be ready though) before any PvP gameplay. We are doing this for 2 reasons: - We would like to send a message: our game is as much a Builder Game as a PvP Game. - In our game vision, building constructs will be the first brick of the gameplay cycle. Warning: everything said in this blog post is still "work in progress". Development is an iterative process and the gameplay may evolve a lot between now and when the players will get their hands on the game. Goals we have in mind for the Builder role: Building as a meaningful activity: Instead of just remaining an end in itself, we want to give to the Building activity a purpose to all the time invested in it. To build gigantic things and just stare at them once they are finished feels like something is missing. If you have played other Builder games, like some people in our team, you might have felt this way. That's why we plan to place the Builders at the heart of the Economy. We want to make them feel useful or even essential to other players. Builders will be able to sell, or buy their creations together with other players to increase their wealth for other purposes. Building activity will, along with the crafting activity, bootstrap the player-driven Economy. And a strong emergent Economy will be necessary to make PvP possible on a large scale. So even for PvP Players, Builders will matter. Showing your art to an incredibly bigger audience: You are an artist for the sake of Art, and you don't really care about making your creations profitable or being useful to anyone. That's fine and even in that case you could still have a solid reason to build in a single-shard game like Dual Universe. Why? If you want to show what you're capable of to the community, well, in the average Builder game, you will be able to show your work to 20, 50 or possibly a few hundred players if you are on a solid and very populated server, but this is still a small part of the game community. Of course, you have social media to enlarge your audience, but watching a video on YouTube is not comparable to seeing an impressive fortress in game, right? Imagine that in a single shard universe, your creations can become a tourist attraction similar to real life monuments (Statue of Liberty, Eiffel Tower), bringing thousands of in-game visitors just here to see your Art? Well, you get the picture. The protection we plan for the Builders: Building is a very time consuming activity to bear fruits, we are very well aware of this. It is also something many players practice as a relaxing activity. So if a builder wants to build without risking being attacked by a PvP player, he will have the opportunity to do it in non-PvP, secure areas. Right from the beginning, there will be a secure area of several kilometers around the Arkship (the in-game starting point). Beyond the safety of the Arkship, as players explore the universe, we are currently evaluating other possibilities for additional secure areas in the game to protect builders and their creations, as the number of players in game grows and they spread across the universe. We know that each possibility comes with Pros and Cons. Expect the final decision to be announced more or less at the same time we'll communicate in detail about the PvP gameplay. Here is a brief outline to some safe building zone ideas: - Arkification Token: the ability to find tokens (alien relics?) for the players while exploring or mining. They could be used wherever the owner want, and will be destroyed upon use. This would then create an indestructible safe area and anything in it become untouchable by PvP Mechanisms. - Alien Ruins: areas on planets containing lost, deactivated alien technology that could be rebuilt/reactivated by players. Once the area is rebuild/reactivated, the area becomes safe and anything in it becomes untouchable by PvP Mechanisms. - Virtual Simulator: enabling player to enter a virtual world (call it "inception syndrome"!). While in that virtual space, the player would be able to design any construct, in a completely peaceful setting. This would help builders to design their construct and create their blueprints safely, without being interrupted by any PvP action. For ships, it will also be possible to test their flight mode, without risking a crash or wasting resources! What about the constructs built in non-secure areas? These will be destructible. We assume what take the most time in the building activity is to design a construct the first time and tweak all the small details on it. Once you have the Blueprint, or a Construct Snapshot with a Repair Unit, it's only a matter of gathering resources to repair it or reproduce it an infinite number of times. This is the best way to make the PvP destruction acceptable in our opinion, but we remain open to community suggestions! The Tools available for the Builders: We have taken some time to analyze and gather information about what are the strengths and weaknesses of already released builder games. It seems they all fall into two main categories: Those who have predefined blocks which are easy to take in hand gameplay wise, enabling players to build nice designs quickly but where the creativity is limited, due to the number of different preset blocks you can choose from to build with. Those who have voxel tools enabling players to manipulate the world to reach maximum creativity freedom. The drawback is generally that this ability to manipulate voxels is incredibly intimidating and difficult to take in hand for a beginner. While a few experienced players can build wondrous things, the vast majority of players are overwhelmed and discouraged. In order to avoid the pitfall from the two genres, we've come to the conclusion to get the best of both worlds to appeal to both experienced and novice builders. So yes, in the Alpha, you can expect to have "Voxel Tools" as well as what we call "Voxel Elements". So, what exactly are Voxel Tools & Voxel Elements? Voxel Tools: 1) Deploy/Remove Shape Tool: In a nutshell this tool enables the builder to deploy (or remove) a primitive shape, a bit like a 3D brush. Right now it can be a cube, a sphere or a triangular prism. The size of the shape can be resized and rotated. It can be used for deploying/extracting large shapes or for fine tuning those intricate details. However it will grow in versatility as time passes: we plan to include cylinders, cones, tetrahedrons (triangle-based pyramid), square-based pyramids and many more! 2) Line Tool: this enables the builder to create a plain linear connection between two rectangular surfaces that you are free to define. Both the starting rectangular surface and the ending rectangular surface of the volume are defined before deployment: the size of the rectangular base at each extremity is decided by the player with a simple drag&drop movement. 3) Smoothing Tool (work in progress): this enables the builder to smooth sharp edges and corners progressively enabling more organic and streamlined shapes to be made. The smoothing action can be triggered either by a click or by maintaining the mouse button to have a continuous smoothing action. 4) Select Tool (work in progress): this enables the builder to select a precise group of voxels and save it temporarily (like in a clipboard) or permanently in their Voxel Element Library. The selection can then be reproduced (copy/paste) in the world (assuming the builder has the necessary quantity of material to reproduce it). Note that it only stores the voxel content and not other game Elements (eg Engines). 5) Paint Tool (scheduled): this enables the builder to "paint" any surface of a construct. In fact, it's material swapping: one voxel of a specific material is replaced by one voxel of another material. The removed quantity of material is put in the player inventory while the quantity of material used to replace it is taken from the player inventory. We will try to have two painting modes: sharp painting (similar to hard edge painting) and smooth painting (where the material recently deployed is slightly propagating to adjacent voxels, creating a blending effect). Voxel Elements (or Voxel-based Elements): Put simply, a Voxel Element is a complex, predefined voxel-based shape constituted of one (or more) material(s). A spiral staircase is a good example of a Voxel Element. Voxel Elements will be gathered in a library. We plan to include more and more complex shapes in this library. The feedback from the community will be essential to know which complex shapes will be the most useful to builders. In the long term, builders will also have the ability to create Voxel Elements themselves, and to save them to their Voxel Element Library. They will also be able to modify the materials used by the Voxel Elements, so if you want a metal stair with a wooden handrail, or vice versa, you will have to simply update the materials attached to the Voxel Element. Mesh-based Elements (or "Elements"): As well as Voxel Tools and Voxel Elements there are also predefined game Elements like Cockpits, Engines, Boosters, etc... They bring functionalities to your Construct, and can be attached to your voxel-based creations, setting up their anchor point and orientation. Some Elements will be required to build certain things. A basic flying craft will require a Core Unit, a Control Unit, a Gyroscope, and a few propulsors (adjustors to orient, rockets to fly), but the voxel-made chassis, hull and design of the craft is entirely left to the builder. Well, that's all for now. We hope this gives you a better idea about the plans we have for all the Builders in Dual Universe. Don't hesitate to give your feedback on the forum, if you have any suggestion or comments to make: we really want to have your opinion on this! The Novaquark Team. -
Xenoform101 got a reaction from Kiklix in Voxel Tools: Pre-Alpha Game Design
Or instead of voxel-anything maybe the term should be a little more generic and less exotic and intimidating like fabrication or manufacturing. If you mean just the smaller aspects of voxel manipulation then just call it detailed fabrication or detailed manufacturing.
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Xenoform101 got a reaction from Dreamstar in Hi all, I'm Daddio!
We actually have a few elite players here. They just never mentioned it. I may or may not be one of them.
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Xenoform101 got a reaction from Kiklix in Character creation and immersion
Now imagine an optional setting that would hide the floating name until that player said it Would be nice for those who are heavy RPers. Could turn into a simple mini-game that might spur additional social interaction. Of course it could back-fire aswell.
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Xenoform101 reacted to Comrademoco in [Poll] Names for Nanopack & Nanoformer
like the previous ones Nanopack and Nanoformer...
But im also torn to suggest some other names...
Been thinking this past few days on some other good names that could be used for the tools, based on the description Mr. Bailie gave us on the Alpha Gameplay devblog
Nanopack = Gravitational Compressor Unit (GCU for short).
Nanoformer = Molecular Compressor Canon (MCC for short).
Just some names I thought up. Coming up with simple names does prove to be a challenge...
If I think of anymore, I'll edit my post.
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Xenoform101 got a reaction from Kiklix in Ello there
Figured i'd say hi. Can't wait to see this game in action and mess with the limits of its building tools. Also i cant wait to see the things others will make.
Xeno aka Squishimus
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Xenoform101 reacted to Astrov in Hello there :)
I agree! Building things is only half the fun, the other half is seeing other peoples' creations. Can't wait to see yours (before it's blown up by griefers of course).
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Xenoform101 got a reaction from Astrov in Ello there
Figured i'd say hi. Can't wait to see this game in action and mess with the limits of its building tools. Also i cant wait to see the things others will make.
Xeno aka Squishimus