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Dygz_Briarthorn

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  1. Like
    Dygz_Briarthorn reacted to Velenka in The nature of a sandbox   
    I can see why maybe some of the "best stuff" isn't on an open market. But a large organization could have its own internal market where it sells its builders' stuff to its own members. "Jim, you lost your uber-fighter? Another one's going to cost you..."
     
    Or perhaps corporate espionage will be a thing. You go to a "black market" and shop for the best stolen designs.
     
    And I'm thinking that the best designing will take place in the form of "ideas." Where all I need to hear is the idea, and I can begin building something great. Like Thoger mentioned, the idea of weapons range rather than placement of weapons.
  2. Like
    Dygz_Briarthorn got a reaction from Bella_Astrum in The nature of a sandbox   
    Builders like to build. They don't necessarily care about profit or politics.
    Keep in mind that Builders will be able to build in safe zones - though, I'm not sure that's relevant.
     
    People will buy from those they deem competent and credible.
    Great Builders will have considerable reputation - many will not be willing to sacrifice their reputations in order to sabotage or compromise their own builds.
    So, expect an ample amount of Builders who are neutral.
     
    Having a medium to large organization doesn't guarantee the best designs. Likely those orgs will have Builders who can create ships designs that meet the org's desires.
    But, we can expect constant innovation. There will likely come a time when Builders outside of the org create designs that are more desirable than the designs manufactured by the specific org. That's where trade and diplomacy come in.
     
    "Hard to build" will cover a range of parameters: size, complexity, scripting, etc. Fuel, radiation shielding, scanners, life support, medical... all systems have to work.
    NQ has already hinted that managing the resources necessary for interstellar travel sans Star Gate will be difficult. Fuel storage, food storage, etc will all be challenging.
    The ships will have to be designed to deal with those challenges even if they don't primarily engage in combat. Some might have the added challenge of maintaining cloaking systems.
     
    An organization focused on pvp combat might make great battle-cruisers heavy on shielding and weapons but have poor designs for fuel efficiency or cloaking.
    So, having their own builders won't necessarily mean they have no interest in obtaining designs their own Builders can't manufacture.
     
    I typically don't buy from other players. Most likely, I will either barter with friends or settle for prefab dev designs.
  3. Like
    Dygz_Briarthorn got a reaction from Kiklix in Food, Sleep, Logout location etc.   
    Dual Universe plans to have some food management requirements; just not at the extreme of survival games.
  4. Like
    Dygz_Briarthorn reacted to Bella_Astrum in Holo Table decorative prop (D.U. art inside)   
    lol that's true Dygz. Mr Kiklix here already made his holotable way back 
     
    As for the Dual Holotable, when I see things that look good like that, I always hope deep down it will be a useable/functional object, but I can understand not everything can have a function and will be for decorative purposes. There'll no doubt be tons of other things keeping us busy.
  5. Like
    Dygz_Briarthorn got a reaction from Bella_Astrum in Holo Table decorative prop (D.U. art inside)   
    *meh*
    I already saw a cool holo-table, like, a month earlier than this original post.

  6. Like
    Dygz_Briarthorn got a reaction from Kiklix in Suggestion Please do not use a EVE lock on weapon system   
    Great posts, Thoger, even though I disagree.
     
    Dual Universe space combat, as described by NovaQuark, reminds me of original Battlestar Galactica. I think even the Vipers used a form of gun lock.
    When I'm thinking about cruiser battles -which is more the direction NovaQuark is looking forward to- we will likely need target locks since gunners and pilots are likely to be manned by separate characters. As the cruiser veers in whichever direction, the gunners on port or starboard or aft still need to be able to destroy their targets.
    We'll need to play to weigh in meaningfully.
     
    I'm hoping to use a solo ship primarily for exploration rather than battle and have battle primarily from a multi-crew ship.
  7. Like
    Dygz_Briarthorn got a reaction from Kiklix in Holo Table decorative prop (D.U. art inside)   
    *meh*
    I already saw a cool holo-table, like, a month earlier than this original post.

  8. Like
    Dygz_Briarthorn reacted to Code24 in AskAnything - Responses to Responses   
    Yes it is a builder game, but it's also an MMO. My hope is that there is specialization, such that many player's will simply buy ships off the markets rather than designing them themselves. This is why the game could have a wide range of play styles. In my experience, a large subset of players will not have the time and patience to learn the complexities of the building system. And that's a good thing because they will be the ones actually flying the ships.
     
    As for keeping builders occupied, I think the most excitement will come from building new blueprints, not tediously replicating ship designs by hand. This is exactly the shortcoming of Space Engineers for large scale production (disregarding the performance issues).
  9. Like
    Dygz_Briarthorn reacted to vylqun in AskAnything - Responses to Responses   
    1) the variety of ships comes with the advantages and disadvantages of the designs as well as the improvements. It would be pretty annoying if every ship woul dhave to be built by hand.
    2) believe me, building the same ship over and over would be much more boring for builders^^
    3) there is a lot of preparation for wars, gathering ressources, loading ammonition and fuel, manning the freshly printed ships etc. having an army of people build the same ships for a week doesn't really add athmosphere, will most likely make wars less likely and more boring because most builders wouldn't want to be stuck with the same thing.
    4) you can only rebuild ur fleet as long as you have ressources and energy, reparing not to heavily damaged ships is probably far more ressource-friendly, thus still the prefered way. 
    5) ofc ressources play a very important part in wars, that's always the case. But at the same time the quality of the tech and ship-designs can influence a lot too. Its pretty realistic this way.
     
    I dunno if you would like to be someone who is stuck within the factory of your guild building the same ships for weeks just to prepare a war. If you are then i'm sure you're one of very very few who would do that, if you aren't then you shouldn't force other people to have to do it
    Most builders get their enjoyment by designing and building something new, not by dozens recreations of the same stuff.
  10. Like
    Dygz_Briarthorn reacted to Kiklix in Aliens?   
    You rang?!?
  11. Like
    Dygz_Briarthorn got a reaction from Kiklix in Aliens?   
    Seems like the Arkships will barely have enough room for people - I doubt there will be many animals brought along from Earth. They'd be several thousands of years old and not hooked up for cryosleep.
     
    The sim world for "alpha" might not have alien fauna. When we truly leave the Arkships, those worlds will have alien fauna.
    Many of the worlds will also have alien ruins. May take us a while to uncover "intelligent" aliens who are still alive.
  12. Like
    Dygz_Briarthorn got a reaction from Halo381 in Food, Sleep, Logout location etc.   
    Well, we certainly do have to think about what the primary game genre is.
    Dual Universe is not primarily a survival game, so we should not expect food and drink to be a focus to the degree it is in a survival game such as H1Z1.
    H1Z1 also has building, but building in that game is secondary to staying alive.
     
    Dual Universe is a voxel game primarily about gathering resources and building structures. Those activities are going to be time-consuming enough wiithout also being forced to gather food and drink every 15 or 20 minutes. Enforcing sleep is also not conducive for voxel-building gameplay.
    But, as Klatu says, it's fine to require food and drink as long as it's not overly intrusive. Once every several hours.
     
    As we're out harvesting for resources, finding a "logout" location is also going to be problematic. Unless we can carry portable shelters along with us.
    I'm actually more interested in countering radiation and toxic atmosphere when it comes to the survival aspects of Dual Universe, but again, as a more long term obstacle than minute by minute.
  13. Like
    Dygz_Briarthorn reacted to CosmicDragon in Twitch roundtable discussion   
    I enjoyed that quite a bit. Will definitely try to make it next time as well.
    @Tnecniw, Yes, but maybe he is just holding the names so they can't be used?. Hopefully.
  14. Like
    Dygz_Briarthorn reacted to Shynras in Material Science   
    You should ask those questions in the Q&A thread, or you're likely never going to get an answer. My personal opinion is that there'll be something, but not everything. 
  15. Like
    Dygz_Briarthorn reacted to NQ-Nyzaltar in Few questions on ship and ground mecheanics.   
    Hi LordSilver and Klatu,
     
    In short, the basic mechanics to make possible "planet ground vs orbital" combat will already exist in-game.
    The transition between planet ground, planet atmosphere and space is seamless in Dual Universe (no instances, no loading screen).
    So yes, this kind of combat is technically possible. However, to really become a gameplay possibility, the team will need to develop specific Elements for this kind of battle scale (very long range and powerful weapons, very large and powerful defenses, stats associated to these elements, game balancing, etc). This won't be trivial to develop (that would be a complete new territory in the MMO field as no one has ever made that before, from our knowledge. A challenge as big as exciting!) and that's not in the first priorities right now. But that could definitely be on the roadmap sooner or later. Maybe as a stretch goal for the crowdfunding campaign ?
     
    Best Regards,
    Nyzaltar.
  16. Like
    Dygz_Briarthorn reacted to KlatuSatori in Food, Sleep, Logout location etc.   
    As long as it's not too intrusive, I'd be okay with a hunger mechanic.  Say, for example you just have to ensure you have some kind of food stored on you, which slowly depletes - you don't have to actually click a button to eat it.  When it's on zero you suffer some minor stat penalties and your health very slowly decreases.  You could die eventually from starvation/thirst, but it would take a long time.  Some numbers: it takes 24 hours for your food store to deplete from full, and it takes another 24 hours to die from starvation from full health (assuming no other damage is taken).  Food/health only depletes when you are logged in and playing.
     
    I think something like this would fit with the FB quote yamamushi found.  Once a planet is colonised and filled with players, food will be so plentiful that "refueling" is a non-issue, but when setting out to explore the unknown you need to be well-prepared, whether that's ensuring you have enough food with you, growing some in a hydroponics bay, or hunting & gathering.
  17. Like
    Dygz_Briarthorn reacted to Thoger in Suggestion Please do not use a EVE lock on weapon system   
    Jumpgate was 1 shard and delivered great fps experience for about 30 pilots in the same sector with the technology of 15 years ago. Today battles between 100 ships shouldn't be a problem. I don't need bigger battles.
  18. Like
    Dygz_Briarthorn reacted to Thoger in Suggestion Please do not use a EVE lock on weapon system   
    Sorry for my imperfect English, I'm not a native speaker.

    This is so strange to me. While there have been one-shard space sim MMOs with skill based targeting even 15 years ago despite the old hardware and dial up connections, nowadays it should be impossible? I don't buy that for a second.

    A game as old as Jumpgate is still the benchmark then which all of the new space games miss. Surely it was not as massive as WoW or EVE, and the devs did probably not become millionaires, but it worked very well and was profitable for more than a decade. It is such a fine niche game that I am yearning for today.

    Nowadays there are only instancing hells like Elite or Star Citizen, games that claim to be multiplayer but put ridiculous distances between players to avoid interaction like No Man's Sky, or games that sacrifice something as crucial for immersion in a space game as manual piloting and fighting for the rather silly goal of having "hundreds or thousands of players in one battle", as EVE or DU.

    I tried EVE, and coming from the highly immersive Jumpgate, couldn't believe the success of this boring eye candy interface to a spread sheet program.

    It would be so easy with the giant procedurally generated game worlds that are possible nowadays to hit the sweet spot of distributing players in a way that avoids loneliness as well as overcrowding.

    Instead of cramming hundreds or even thousands of players in the same place, why does no game come up with intelligent game mechanics to spread people before overcrowding up to the server limits takes place?

    You can make use of the vast game worlds to spawn new players not too close and not too far away from each other, have a nav computer offering alternative similar destinations if the first destination is becoming crowded, a dynamic mission system to lure players away from places that are in danger to get filled up, have a readout of ship density in the map, you can have random hits in battles at distances at which even skilled pilots can't hit other than randomly instead of precise tracking and calculating, and avoid unique attractions in the game that everyone wants to visit, like planet Earth.

    Just a few ideas to avoid instancing even without mind-blowing new server technology or sacrificing highly immersive game mechanics. I am sure if dedicated game devs would just decide to think in this direction, a real one-shard space sim MMO can be achieved easily with the technology of today.

    It is especially strange to me that a game as ambitious as DU in many fields throws in the towel so quickly when it comes to the basic quality of a space sim - piloting your own ship and fighting in a way that is fun.

    I don't want to be a tiny cog in a monstrous machine like a "battle of thousands", I don't want to build a gigantomaniac bloody death star - my prime objective is to simply FLY my ship in a an open world without dreadful instancing again before I die. :-(
  19. Like
    Dygz_Briarthorn got a reaction from Kiklix in Full PvP or allow player-created PvE zones? (outside of Ark)   
    The dev quote states that there will be "non-pvp" "secure" areas.
    "Areas secure from direct pvp combat" may be more accurate, but pve is easier to type:
  20. Like
    Dygz_Briarthorn got a reaction from Kiklix in Full PvP or allow player-created PvE zones? (outside of Ark)   
    Hmm. Well, if PvP in DU is Like EvE, I won't be playing.
     
    The option that's most appealing to me with regards to Arkification is:
     
    My plan is to be an Ark30logist. Part of that will entail discovering alien ruins, part would be activating the tech that creates PvE zones for Builders.
    But, part of the politics and non-combat PvP espionage should include rivals sneaking in to deactivate that tech.
    Might be that the tech requires periodic replenishing of organic or in-organic resources to keep the PvE tech activated - so that it's not just a one-time activation.
    Perhaps part of the challenge is ensuring that the resources aren't permanently depleted in that area - PvP enthusiasts may become eco-terrorists who destroy the necessary resources -indirect PvP- thereby pushing "Builders" to leave the PvE zones to resupply the resources on which the PvE tech relies.
     
    It should be possible to support both styles of play.
    PvP doesn't always have to be about direct combat.
  21. Like
    Dygz_Briarthorn reacted to Kiklix in UFO: Unity - Freedom - Order   
    COPS - COALITION OF PIRATES & SMUGGLERS  The arkships landed. We woke anew, scared, unsure. Groups formed, factions aligned. Power corrupted. For all the efforts to save our species, the millenia we traveled, we reverted almost instantly back to that old human nature. Not even extinction could change our habits, our instinct.   We have all been there. Watching and witnessing the mega-corporations metastasize and feed off the livelihood of the less fortunate. Class warfare, poverty, slavery...being forced to work by some clown sitting at the top of his ivory tower barking commands. I’ve had enough of it, most likely so have you. It’s time to break from those chains and live a free life. It ain’t easy, ain’t too much glory, but it’s honest (for the most part) and fair.  We are a coalition, a collaboration,  a consortum, a conspiracy, a communion,  a clan, a crew, a club, a confederation, a confederacy collecting cohorts connected, conjoined, combining efforts to be a free people, free from tyrany, terror and autocrats. We are mostly smugglers making our way, some of us might be pirates but we ain’t all bad. We got a few mercs hanging around (dont let them fool ya, hearts of gold), and I think that gal over there is a mensa architect.        WHAT IT'S LIKE:   Ever want to pilot the Millenium Falcon? Ever dream to have a crew who works together like Firefly? You want to be that solo guy who searches for bounties like Boba Fett and his Slave I? This is how we dream to play and we intend to play this way. However Dual may require efforts from a  larger group. If this is true, we just want to have a system in place so that people can come together to fullfill their visions. We want solo play, but under the safety net of a larger organization.   We want you to fly your own flags. You can join under the COPS name, or create your own organization and fly as an alliance, heck I might be doign the same.
        THE BREAKDOWN:   • Enrollment: Some will get invited, some will inquire. If you want to be part of a free alliance just ask.
    • Primary language: English and gibberish.
    • Timezone: Only mega corps keep up with time.
    • Goal:  Solo or co-op gameplay within a larger group. We all like to do our own thing, but somtimes you need to be part of something larger or you will get left behind.  
    COPS is an organization created and designed to bring together like minded people who prefer to play solo without constraints of typical guild requirements (be here on X day, at Y time to raid Z...ya its tiresome).  We realize people have limited time to play and that real life takes place first. That being said, Dual Universe looks like this might be a game where cooperation and collaberation are keys to success. If we find this to be true, there might be more expected collaborative gamplay required. We don’t want to force anything on anyone, but just ask people to step up if it is required to do so.  In the end it’s not about making a large guild rich, its about making sure your needs are met, our mutal needs are met. We endevor to create an enviroment where co-op game play is actually fun and rewarding.    
    WHAT'S IN IT FOR YOU:   • Security: Safety in numbers.
    • Community: A network of people to work together with if so desired.
    • Freedom: Free to play your way but with the undertanding that freedom requires effort and work. There will be times we need to work together, its the only way to keep an alliance strong.
    • A Trade network. Not sure how Dual is going to work with trade, but within a group there will be communication lines. We will be able to trade with each other and help keep our alliance strong.
    • Veteran ship builders: We have members who have crafted some of the finest voxel ships to ever exist.  Our fleet will impress, this I can promise.
    • Veteran home builders: We have members who have crafted some of the finest voxel sci-fi mega structures to exist. Our home world wont look like a cut rate hostel.
    • PVP: Lets face it, even if you only care for PVE, PVP might and will happen at some point. If you intend to fly in a ship, once you are out of the ark safe zone, pvp will happen. We intend to create smart ship designs that will help to ensure pvp victories, but you will need to know how to fly it.
    • PVE: We know some people have no interest in PVP. Hopefully we can get a civilization started with trade, harvesters, crafters etc. It’s good to have folks who specialize in these categories.
    • Exploring: It’s at the heart of Dual Universe, of course we will explore!
    • If i can be done in Dual, we intend on experiencing that content in one way or another.  
    GOVERNMENT:   Don’t really intend on having some massive over inflated group of power hungry people running the show. I have no interest in that, however there does need to be a head or some form. Castles have kings, homes have breadwinners. Even a pack of wolves looks to their Alpha. I intend on holding the main key of power or have it distributed among a very close group of friends. Those who know me know I fight tooth and nail for the little guy, for honesty and integrity. I have no intent on telling you how to play or what to do...but internal conflicts will occur and those will need to be resolved. We want everyone to be happy and to play together...its the best recipe for success. 
       
    If COPS sounds like a style of gamplay that you find appealing, speak to Kiklix or LadyAstrum.
        Coalition Organizations: Astrum Enterprises
  22. Like
    Dygz_Briarthorn reacted to Shynras in Full PvP or allow player-created PvE zones? (outside of Ark)   
    Devs already said that there are going to be a good balance between Pve and Pvp, so this game is not going to be 100% pvp, you already know that. 
    Probably there's going to be a virtual place, where you can't be killed or nothing griefed, where you design ship (not build, just create the blueprint), and you can't do anything alse. 
    There's going to be a safezone on the Arkship.
    Then, there's no information about this, but I hope there's not going to be more safezones, it would ruin the game.
    Then there's going to be a territory control system, that is effectively a safezone created by players to protect their base/stuff to avoid losing everything while offline, but ofc will be possible to attack thos kind of safezone, with a mechanic we don't know yet. In theory, if you are in a big and strong corporation, that land is going to be quite safe. 
     
    So with the TCU, you can build your base and store your stuff kinda safely (sometimes you'll get attacked and destroyed, but you'll probably have the chance to defend yourself), but i really doubt you're going to be able to mine/explore/scavenge/wathever outside of your claim, without the risk of being attacked. Otherwise the game would just die in a few months (or less).
     
    Any game that wants to last for a lot of years, has always had a good balance between pvp and pve. But remember, that is the social aspect of the game and the pvp, that keeps a game alive. Pve is what supports that, if in the right amount.
  23. Like
    Dygz_Briarthorn reacted to NQ-Nyzaltar in DevBlog: Community Portal goes live!   
    (Posted Friday 8th of July 2016 on the DevBlog) 
     

     
    We are extremely happy and excited to release today the first iteration of our community website: http://community.dualthegame.com
     
    In this site, you will be able to create a simple profile, that you will keep with you up to the Alpha and beyond, and also create organizations, post updates about what is going on, recruit, create stories, and start to shape your vision of the game roleplay. Let’s have a look at the feature we have for this first iteration of the site and what could come after.
     
    The community website is a way to get you into roleplaying as soon as possible, and to centralize - in the future - all relevant information about existing characters and organizations in the game. We have seen that several people in the community have already started dedicated websites to advertise their corporation or guild, which is absolutely great! There is however no central hub to record all existing organizations, to have an idea of who is doing what or simply apply to join. That’s the goal of this community website, which will most likely not replace the existing dedicated organization websites, but could be the place where all organizations can interact with each other.
     
    The “character” creation so far is very simple: you can write a text to describe your character, and upload an image to represent him/her. The most important aspect of the community website is more about “organizations”, which is the name for a generalization of “guild” or “corporation” in Dual Universe (check the previous devblog post on organizations for more). Once you have created your character, you can either create or join an organization.
     
    Important note: if you have already a forum account, you can use it to log in on the Community Portal (you don't have to create a new account).
     
    We cannot yet implement the full complexity of the organization gameplay inside the website (even if ultimately, we would like it to be a perfect mirror of what will be in-game). We have just expressed two central notions: members and legates. If you create an organization, you are de facto the first and only legate. From this position, you can accept the request of other players to join the organization, and eventually promote them to legate status. Be careful of who you give with that privilege to, because for the moment, we have not yet implemented a way to demote a legate back to a member status. The reason why this is not yet done is that it implies a lot of feature on vote management to be able to make this properly. So, for the time being, a legate is forever! And it’s an important promotion because, as a legate, you will have the privilege of being able to accept new members, ban members, and post on the public wall of your organization. On the contrary, members can only post on the private wall (visible to all members).
     
    The wall of an organization, divided into a public and private section, is a simplified facebook-like post system that allows to create posts containing text, images or videos, and allows people to comment on it, like it, etc. It’s a great way to start discussions topics in the private area, or to advertize important news to the world in the public area. We are working on a way to have private forums also, and a poll system. Your suggestions on what could be really useful at the organization level is most welcome, feel free to discuss your ideas on the forum.
     
    Finally, players registered on the site will have access to a local email-like message system to start private discussions with each other, or be notified of pending applications for a given organization.
     
    This community website is just a start, there still much work to do. But it is already your playground, a place to start to recruit, promote your ideas, start a grand project or vision. We can’t wait to see what you’re going to do with it, and what incredible organizations and stories you will invent!
     
     
    JC Baillie,
    Project Lead.
  24. Like
    Dygz_Briarthorn reacted to Kiklix in Thoughts on Stargates and FTL   
    I persoanlly prefer a FTL/Warp drive scenario with fictional speeds that are unrealistic in real life, but I would also like the option of warping for 3 hours to some distant galaxy that the rest of you will never vist because you do not want to sit at the PC for 3 hours of warp.
     
    I love the concept of no mans sky as far as the size of the universe. What I dislike is the liklihood of you never running into someone else. I think Dual should meet this idea in the middle. Allow for fast "local" systems travel, but with also the ability to reach a distant galaxy.
     
    I say this because I am not sure how the pvp balance will eventually work out. In space engineers its difficult to build a medium or large sized ship unless you are playing with a small group of friends. I do not want my work constantly attacked by players (I know there will be safe zones, but still).
     
    I have played mostly PVP games in my online gaming life, so it's not a matter of pvp, but more a matter of wanting to create some really cool and fun stuff for the game but have it taken away by a griefer. There has to be a balance.....soooo
     
    That being said. I would prefer to build far far away from everyone on some distant planet, even then I will make an underground base and even then it will have locks on the doors and plenty of defense systems. This is also a great way for empires to start forming and riches saved. Attacking a small ship will be fun, but sieging a city with an army will be even more fun....but there has to be some way to regain your stuff. I am just not sure how permanently lost items/resources will be.
     
    I would prefer slower combat, combat where it takes a raid a good amount of time to break through a larger ship (unless focus fired by a giant army). Think of it as a boss fight vs getting a 1 shot head kill in an FPS.
     
    Basically, there needs to be away to appeal to casuals or pacifists and a way to appeal to hard core at the same time. My solution is to get the hell away from everyone.
  25. Like
    Dygz_Briarthorn reacted to PetdCat in Social Aspects   
    <Waves at Dygz>
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