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Dygz_Briarthorn

Alpha Team Vanguard
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Posts posted by Dygz_Briarthorn

  1. We're going to need name plates that don't require aiming in order to pick specific people out of a crowd.

    In video games, we lack the variety of cues that allow us to easily pick individuals out of a crowd in real life.

    I expect there will be stealth mechanics to aid hiding, when players wish to hide. We should have character skills that help obscure the name plates, rather than simply relying on player skills to hide.

     

    I love the idea of having asymmetric ships - I just hope we'll be able to get them to fly well.

  2. Honestly...
    I was underwhelmed by the video. That ship could have been built by a single player. It didn't really show us much that we haven't seen already.
    If it's multiple builders, I'm expecting to see a multi-crew ship.

     

    That being said. I wasn't expecting to see a new video anyways, so it's just sprinkles on an already great cake.
    I didn't need the sprinkles. Maybe I didn't even want the sprinkles. But, it's still a great cake.

    The sprinkles aren't going to entice me to go grab some cake.

     

    I feel the same way about the char create video.

    Underwhelmed by the video - though, I'm pleased to know that we won't be limited to just male characters (Hero's Song says, "Give us a break. It's Alpha. Females will be an option later")
     

    I'm very skeptical that the devs can actually achieve their vision. But, I'm willing to support them because it's a phenomenal vision.

    If you aren't convinced already, you'll have to wait for the devs to deliver more. That's OK.

  3. @Dygz_Briarthorn:

    You may be right if it's only about small craft, but for the larger ships you will be able to use voxels for almost everything. You will most likely also be able to use voxels to cover or hide elements. In his ship-building-video, JC Baille said that wings are only decorative elements for players that aren't so much into building and that you could also use voxels if you like. The voxel tools that are shown the newest update video also look quite promising in terms of creative freedom :)

    A thing that I've been missing so far, but which will hopefully be added, is some kind of glass / transparent material. The control room of the large station that's been shown in the trailer didn't seem to have glass windows.

    In terms of game design, we could opt for an easy strategy here. If you have the required number of engines in the right direction (no matter where they are), and you check the list of instruments needed, it would “magically” fly. With this approach, all ships would fly the same. Trying to put more engines, or optimizing their position would be more or less useless. Hoping to have an AI helping with automatic navigation would be up to the engineers of Novaquark only. Fancy a new way to drive your ship? Impossible. How about the weapons system? How about drones? All this would be predefined and more or less rigidly identical for all players. That’s not what we have in mind for Dual Universe. While we will provide basic templates to start with, you’ll be able to engineer your construct the way you want. Engines are real (they physically push your ship where they are, with the power they have), gravity is real, weapons have to turn and target (which also requires a targeter). If you are smarter than others, you can get the job done in a better way, get an edge in battle, or in trade by launching the new Falcon X-42 superfighter and change the balance of game combat with new tactics and possibilities. It’s not only about how you can use the predefined capabilities of ships within a predefined classical game setting, but it’s also about how you can redefine these capabilities. We call it: emergent gameplay.

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

     

    I feel you, but...

    I think the placement of elements, like engines and wings and thrusters and weapons, is going to be more strategic than you anticipate.

    You will be able sculpt a ship with wings and thrusters and landing pads anywhere you want them. That doesn't mean that sculpted ship will fly or land properly.

     

    But, what's most important is that you're having fun.

  4. Also, I was right on how combat will be handled all this time. Just bragging. Spotlight Active Lock-On. 

    The combat will be a lock and fire system. (Nok : Not a Tab + skill, I asked) The goal is to have a tactical combat more than a reflex combat and also because of the technical issues a too fast fighting system may create latency, etc...

     

    Actually it's what I've been saying all this time.

    The devs say it's "lock and fire"; but not Tab target.

  5. I wouldn't necessarily consider it a desired feature...  Construct vs construct combat is the primary selling point of DU. It does strike me as concerning that it likely won't even be in game upon release unless the Kickstarter attains a stretch goal. Without it, DU is basically a glorified space minecraft MMO with fancy construct shapes beyond just cubes and pilotable transport devices. The stretch goal doesn't seem particularly likely based on the current inertia of the Kickstarter.

     

    I will wait and see what NovaQuark has to say in the AMA this week before forming any real opinions and decisions, though.  But if construct vs construct combat is not a thing at release, that pretty much negates my entire reason for backing at the high-ish level I did: The goal being a head-start on ship and base defense/combat LUA scripting prior to launch.

    You may still be able to get a head start on ship v ship combat pre-launch as a member of the Alpha Team. That doesn't mean ship v ship will be available at launch.

    Again - we know the devs want it to take a couple months for players to build the infrastructure for space travel after Launch. That's basically part of the intended lore.

  6. The way it is worded has been bothering me for days. Perhaps it is a translation issue like some other strange sentences in the FAQ.

     

    In fact my AMA question was about that.

    I basicly asked if we dont reach the stretch goal if we could fund it on the website after the kickstarter.

     

    I'm sure NQ understands that a space game with no space combat is silly.

    The devs are wanting it to take us a couple of months to make it into space.

    So, should be fine to have no space combat at "Launch".

    But, I think they're also hoping for airships - seems like that would be construct to construct combat... but we'll have to see what they actually have in mind.

    Could be that even the airships aren't designed to have weapons attached to them - just avatar to avatar combat.

     

    We'll see.

  7. yeah this one guy in our org, is in at least 4 orgs. some people like forget what org they joined, then just join another. Or send out multiple apps and have them all accepted. i think you should only be able  to be part of one. 

    Some people like to belong to multiple organizations - like in real life.

    The DU devs appear to be supporting that,

  8. Not disappointed, it just involves more than 'just declining players to loot dacs'. And people don't see where this could bring the game. THAT is what bothers me

    Some of us see where this could bring the game and don't care.

    Apparently, the fun we will get from the game is different than the fun you want to get from the game.

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