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huschhusch

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  1. Like
    huschhusch reacted to Atmosph3rik in .Penalty Of Death.Scaling Ideas.   
    11. Permanent ban from the game.  A full refund.  NQ actually comes to your house and takes your computer so you can't play any other games.
    12. Electrodes are placed at strategic points on your body...  
  2. Like
    huschhusch reacted to MaximusFireFight in .Penalty Of Death.Scaling Ideas.   
    I am a massive fan of the idea of this game, and I wanted to give some ideas to the devs on how dying could work out. Think of it like a scale of 1 to 10.
     
    1: Death had no penalties and is meaningless. When you die, you do not lose any stats or resources, etc.
    2: Death has microscopic effects. Perhaps a very small and short penalty on tasks such as combat, mining, etc.
    3: Now we could consider spawn delays, and maybe inventory losses. Very small and short lasting negative effects. No stats loss.
    4: By now, death might make a player hesitate before putting themselves on the line.
    5: Spawn delay perhaps? 50% inventory loss, lasting negative effects.
    6: Complete inventory loss, stat penalty.
    7: Long spawn delay, no recovery of an items. demoting perhaps. Permanent stat loss.
    8: Loss of any armor or skins on character at death, long delay in spawn. Loss of any ships that were destroyed.
    9: Loss of all items, ships, stats, and other set ups.
    10: Player's character wiped. They will have to start all over and completely lose all bases and ships. 
     
    I hope you consider one of the higher ones. This is a massive game with loads of possibilities. You want death to count, you have to make it important to make the game more immersive and realistic. People have to strategist and think, and not be hot headed and kill everyone in sight. Now is number 10 too far? Most of you would probably think so, but in a game of this scale and this much possibility, you have to make death count so that some random user does not decided to kill just to have fun, everything has to be a risk, just like in real life. You don't see people everyday running around killing others...because there are consequences. You have to turn reality into the game for it to work better as a community. And of course, this is all purely my opinion, I am not saying this is fact and sealed. While the part about reality is slightly true, everything else is purely my thoughts on the matter.
     
    Thank you for reading my ideas
    Maximus
  3. Like
    huschhusch reacted to Morand in Tutorial: Voxelmancy Essentials   
    Tutorial: Voxelmancy Essentials
     
    This tutorial was made for Landmark. I didn't make the tutorial or play the game but, since it's based on the same technology, we can assume that it will work pretty much the same.
    It starts with the very basics and ends with some more advanced concepts.
     
    Whether or not you have already tried Dual Universe, this tutorial should be able to help you to understand this awesome (but very difficult to master) technology which is the Voxel.
     
    As a voxel beginner, I think I am not the only one who yelled at these crazy little voxels, "WTF happened?! I didn't ask you to do that!"
     
     
     
    The Inner Space of Voxelmancy
    Voxel Characteristics
    First of all…and this might hurt your brain a bit…a voxel is NOT a shape. It’s not the 1x1x1 cube shape you add with the smallest ADD brush.
     
    Actually, a voxel is a point. The different points (voxels) are connected to each other by lines (vectors). Those vectors form the outlines of the “cubes” that you see in the world when you use the ADD brush. (In other words, it takes many voxels to add enough vectors to make a shape.)
     
    When you use the building tools to change the shape of the cubes you see in the world, what you’re actually doing is dragging one (or more) of those voxel points into a new location…and then all those connecting lines move too, thus changing the outline of the shapes you see.
     
    There are only TWO voxel characteristics that matter to builders.
    The position of the voxel The material applied to that voxel’s cube space Also, for the purposes of this document, there are only four terms that matter:
    Voxel : The point in space that is the end point of one or more vectors. Vector : Any line connecting two voxels together. Shape : Any collection of vectors that outline an area thus creating a contained shape. (The default shapes are cubes, but voxels are easily moved around to create almost any shape. See below.) Cube space: In game terms, the natural "cube space" around a voxel is the same volume of space used by the ADD brush when you place a 1x1x1 cube into the world. Voxels *usually* live within their cube space, but can also comfortably live outside of it. However, the voxel is *always* associated with that cube space.    
     
    What data is in a voxel?

    Imagine a grid of dots. (Each dot is a voxel.)



    Now imagine that each of those dots is connected to its neighboring dots by lines (vectors).



    Now, stack that up so that it’s in three-space. Voila. You have a decent representation of the voxel points in their natural “healed” cube-like state.


    NOTE: The positions of the voxels, in the rigid formation shown above, is the natural “healed” state of the voxels. The resulting shapes created by the vectors connecting them are what we normally see as “cubes” (and which, erroneously, we all have been calling voxels even though those shapes are actually composed of voxels instead.)
    When you move one of the voxels, the vectors connected to it also move. Thus, you change the shape of any cube seen as soon as you move a voxel.



    So just remember…everything is connected. You can’t move one thing without moving another. All the different welding, recopying, and smoothing tricks you may hear about are just different techniques to get these dots to end up in positions that make cool shapes.

    Last but not least: Cube space. The world is gridded out into cube space. (NOTE: Cube space is the same size as the smallest ADD brush when in cube mode.) By default, voxels live along the edges/corners of these cube spaces and the resulting vectors connecting them look like cubes.

    Normally, voxels need to stay within their cube space. However, there are building techniques that let a voxel wander out of its normal cube space. This is how shapes that are bigger than a cube are created. Voxels can also be smashed down into the center of that cube space, which allows the creation of smaller shapes as well. Roaming vectors let voxels wander WAY outside their normal cube space, but that gets pretty hairy to explain so we’ll discuss it some other time.
     
     
    What Material is on the Voxel?

    Material, in this case, is the material you chose from the Element Tray. (Example: Red Lumicite is a material. So is Hammered Gold or Raw Iron.) When a material is specified for a voxel, that changes its appearance in the world.

    That’s it. There’s only two special cases that might not be immediately obvious:
    Air. Yes, air is a material. Air voxels act *exactly* like regular voxels. They are just painted with a 100% transparent material, which is air. Default terrain. Everything in the world that has notbeen changed by a player is designated as “default terrain”. It has less data than a user-changed voxel so that we can optimize the heck out of stuff that players haven’t changed. The important characteristic about this default terrain is that it cannot be copied. (Its data structure is simpler and doesn’t have all the dots/vertices described earlier.) The other important thing to remember is that HEALing a voxel returns it to this “default terrain” material. And that’s why you can do nifty stuff with healed earth. These latter two special cases (Air and Default Terrain) cannot be directly selected with the selection tool. So the only way you can “grab” them is by also grabbing another nearby shape that’s painted with any of the other materials in the game.

    Side Note: What is a Roaming Vector?

    When we added Roaming Vectors to the game (6/26/2014), we increased the precision of lines and shapes quite a lot. This was done by “borrowing” nearby voxels and letting them “roam” outside of their normally allowed cube space. This means that nearby shapes sacrifice some of their own definition so that another shape can get one or more extra voxels added to it, thus providing more possible vectors, which enables that shape to have more detail.
     
     
    Pasting Dominance

    There is one thing to keep in mind as we go through the rest of this doc. Any item that you are pasting into the game is dominant. All the voxels within that copied area will keep their relative positions. This means that any shapes nearby are likely to change shape slightly as their voxels reconnect to these new voxels, and the vectors connecting them are changed.

    This “dominance factor” can be very useful when fixing any warpage that occurs, because any current data is overwritten by a paste. That lets you “re-weld” voxels and vectors by pasting in small bits that are the desired shape.
     
     
    Voxelmancy Techniques

    Okay. Now let’s talk about the various building techniques the community is using.

    Micro-shapes & Anti-shapes

    NOTE: Players have been calling them microvoxels and antivoxels, but that makes this discussion harder to follow when talking about voxels in conjunction with these shapes, so we’ll refer to the microvoxels as micro-shapes, and antivoxels as anti-shapes. (Sorry for the switch.)

    Both of these kinds of shapes are really just normal shapes that appear to be different. (It’s still useful to give them names for easy reference, but the point is…they’re still just normal shapes composed of voxels and vectors.)

    When you smooth a regular shape down into a micro-shape, you’re essentially just taking all the voxels the cube was composed of and squashing them down toward each other so that the resulting shape is a very small cube.

    Side note: Just to expand your mind, you’re also enlarging the air cubes around your brand new micro-shapes because you’re dragging those connected voxels away from the center of those shapes. Right? Everything is connected.

    Still, it’s cool, right? That voxel *looks* smaller and that make it useful for lots of building stuff.

    So what’s an Anti-shape? It’s exactly the same thing as a “micro-shape”. But its material is “air”. So it’s (currently) tricky to make, but it behaves in all other respects exactly as a smoothed-down (micro)shape. You just can’t see it or select it directly, because it’s made of air.

    Why do micro-shapes warp other nearby shapes?

    Remember how the voxels in a micro-shape are squished toward the center? Well, when you copy that micro-shape, you are really selecting the positions for the voxels that constitute that micro-shape.

    When you copy that shape into place near another existing shape, the vectors of the existing shapes are forced to attach to the voxels in your micro-shape. The game knows that what you *want* is for the thing you copied to paste as true as it can, so it connects the vectors from other nearby shapes toward the voxels you smashed into the center of your shape and this can cause warpage on the neighboring shapes. Make sense? Again, everything is connected.

    “Strings”

    So now let’s paste several of those new micro-shapes in a row, one cube space apart from each other. What happens? They stretch into strings! So cool!

    But no, that’s only what it looks like. What’s actually happening is that you pasted one micro-shape down (composed of a bunch of voxels and vectors) and then you copied another identical micro-shape in the cube space next to it. When you did that, the vectors from the previously pasted MV stretch out to connect to the voxels in the new one you pasted, and the resulting shape looks like a line. (Remember, the last shape pasted is dominant and everything else warps to it.)

    There is a convoluted process that force the end points of the string to align to the normal voxel borders. This technique creates “Antivoxel strings” and is Example 4 in the section below.
     
     
    Warping vs Non-Warping Shapes
     
    There’s a bunch of techniques designed to create objects that don’t warp neighboring shapes, but ultimately, there is only ONE way to avoid warping.
     
    That way is to ensure that the voxels in the shape you are pasting are aligned in such a way that they don’t cause the vectors of a neighboring voxel to move.
     
    That’s it. Just don’t make the vectors move and your shapes won’t warp.
     
    To make that seem simpler, here’s a few images. These images don’t show all the voxels. They show the shape instead and the normal “cube space” that the voxels for that shape live within.
     
    Ex 1: Micro/Anti voxel
    Regular “microvoxel” or “antivoxel”: This shape lives in the very center of its normal cube space. It will warp EVERYTHING IT TOUCHES because any neighboring voxel will extend its vectors out to reach the voxels in your micro-shape.
     
     
     
    Ex 2: Microvoxel strings
    Any “string” that is created by pasting two of these centered MVs together will still cause warpage everywhere it touches because the end points of that string are in the center of the cube spaces they represent.
     

     
    Ex 3: Any shape with a “normal border” flat edge
    This shape would not cause warpage *if* it is pasted onto something along its bottom side. (Example: If you pasted it onto a flat floor.)
    It would cause warpage if it was situated next to any shape above, or to the left/right of the shape, because those neighboring vectors would be forced to extend outward to connect.
     

     
    Ex 4: Antivoxel strings
    This is the shape that many people call an “AV string”. This is a useful shape because it still looks like a thin bar, but its ends are exactly at the “normal” cube space border and is in the center of the shape. Because it’s situated properly, any normal cube connected to either end of this string will not cause warpage of the block it’s touching.
     

     
    So What’s a MegaShape?

    Honestly, it’s just the exact opposite of a microvoxel or antivoxel. Players have been calling this a Megavoxel. (And again, for the purposes of this document, we’re going to start calling this a “Megashape” instead to avoid conflict with “voxel” conversations.)

    Instead of crushing the voxels in your shape down toward the center, you’re stretching them outside the normal cube space borders of your voxel instead. (In other words, you’re making all the neighboring air voxels smaller so that your current voxel can seem bigger.)

    That’s it.

    But the shapes are still useful because they create the appearance of behavior that you normally can’t achieve.

    So how on earth do you go about stretching the voxels of a shape outward? Answer: You don’t really. Instead, what you do is you crush in the voxels of a neighboring shape, thus dragging the voxels outward in the shape you want to enlarge. That’s why people create a megashape by pasting micro-shapes nearby. They are forcing the voxels to drag outward toward those micro-shapes.
     
     
    Warpage in General
     
    Isn’t it annoying that you can create a really cool shape, it looks totally awesome, but then it deforms the heck out of stuff when you paste it near anything?
     
    Well, the truth is…you’re just *seeing* the warpage for the first time when you paste it in next to the new shape. That same warpage was occurring originally also. You just couldn’t see it because when you made the shape, it was surrounded by air. Those nearby air shapes *did* warp, but you couldn't see them.
     
    Voxels always connect to other voxels via vectors. When one voxel gets dragged outward or inward, it tends to drag neighboring voxels along with it slightly to smooth out the “curve” of a voxel face as much as possible. And that’s just about it. But it’s happening on EVERY voxel all the time every time you smooth shapes or paste shapes or even when you remove shapes.
     
     
    Inlay Technique

    The last major building technique to cover here is the “Inlay Technique”. This is probably the coolest trick that any builder can learn, as it allows you to do a ton of curvalicious detail that's not possible to do otherwise.

    We won’t take the time to describe applications of this (there are many player tutorials), but here are some details of how the process works:

    Step 1: Select any-sized area of non-air shapes as long as that area is only one cube space thick.
    Step 2: Take any other area of any design and paste it once above your object from Step 1, and then once again below it.

    This forces the “sandwiched” object to realign its vectors and voxel positions to match the object that was pasted above and below.

    Why? Because the game is trying to preserve the data of the object that you are pasting. It’s NOT trying to preserve the shape you created in Step 1. Thus, the sandwiched object in Step 1 gets all its voxels realigned to match the object above and below and when you copy that slice out of the sandwich, you’ll see that it has been transformed accordingly.

    Make sense?
     
    Sources : Smokejumper, forums.daybreakgames.com
     
     
     
  4. Like
    huschhusch reacted to virtuozzo in Do you play EVE Online?   
    I've played/lived/worked EVE since well before beta, and ever after. I can understand how EVE is often used as a reference and comparison point for DU. For over 15 years since formal launch EVE has set the de facto standard in terms of environment, genre and gameplay. That said, while there are similarities the simple given facts that 1) NQ is in a position to learn from everything that has happened in the industry since that time, 2) can learn from mistakes made by CCP and 3) is able to set its own vision it follows that DU is not going to be EVE. I'm not even going into consequences of differences in venture development and funding.
     
    Not simply because the technology base is different, even if this already provides a different set of behavioural pathways within the environment. And also because NQ appears to favour the subscription + gametimecode model whereas CCP has chosen to go F2P in a race towards retirement and other plans. 
     
    I do think that people with experience in sandbox games, including EVE, will have advantages that others without such an experience will lack. That said, this is not something NQ is unable to compensate for. 
     
    I don't think people will ever stop comparing DU to EVE, there simply isn't that much available which shares the elements of science fiction, economics, space environment and sandbox. Is this a bad thing? Maybe, I can see it being irritating at times. But it also is a way to test vision and not repeat mistakes and avoid pitfalls. 
     
    DU sharing many baseline concepts with EVE will automatically lead to similar types of stories and behaviour. That's hardly a bad thing. It's what people do in and with the sandbox that makes it grow. And let's be honest, EVE no longer is what it could have become. Once upon a time EVE was not simply a game, it was a sandbox of emergent gameplay. It was something of a virtual Frankenstein creation in its evolution, up to a certain point, becoming alive. But at some point the decision was made to no longer follow that road, for understandable reasons regardless of whether those were good or bad. With the adoption of that one roadmap and the revision of niche based feature sets and the introduction of F2P EVE set a different course. It's becoming a more stricht mechanisms based kindergarten. It's moving away from emergent gameplay. And that quite logically diminishes the value of generated stories and human interaction. It'll allow CCP to create an EVE which can stand up to the inevitable competition and bank on EVE while packaging it up. But it will also leave room for players who seek experiences and (the creation of) stories of more than just mechanically defined stimuli and boundaries. Not a bad thing for DU. 
     
    DU can become anything really. Vision will define how it can evolve. NQ has a lot of options to avoid mistakes and stumbling blocks. That's a big advantage in its own right. Add to that how NQ's team is diverse in focus, and you get a pretty open visor while facing challenges and decisions. They've also hired Hrafnkell Oskarsson recently, an amazingly civil and smart guy who also brings his own practical experience. All in all it gives them a potential to really create a meaningful sandbox which players can take just about anywhere. Sure, the argument can be made that DU is getting somewhere slowly, and yes overall general experience with half made games and kickstarters in the industry isn't that pretty, but at the same time development is consistant. It demonstrates awareness of requirements and of vision. That sets it apart from others who stumble and fail. 
     
    People aren't going to stop comparing DU to others. It's only human. It's not going to stop DU becoming something in its own right. It's been a long time since people with the affinity for general type and genre have had the opportunity to create in meaningful ways. That cements its potential. 
  5. Like
    huschhusch got a reaction from Omfgreenhair in What will you do in the early days after launch ?   
    English (Google Translate)   I'm looking for a nice wife and start a clan. He then sells ships.     Die Waldfee  
  6. Like
    huschhusch reacted to blazemonger in Linux crowdfund please   
    Add to that support staff and you are looking at around a conservative 200K/yr for what will not exceed 4% of the user base (very optimistic number). The Linux userbase simply is not there to cover those cost and I'm not even including their share of servercost.
     
    So realisticly, unless you are expecting me to fund your desire to game on Linux it's not viable.
  7. Like
    huschhusch reacted to MookMcMook in Realistic incentives for City building   
    Hmm, good job OP for starting this "conversation starter"! And some awesome replies so far by everyone.
     
    I'd try to begin from first principles (hehe and drive everyone spare by doing so... hehe)...
     
    City in RL: As above the economic reasons (and mate selection also as Nanodot points out: "Sexy Cities" for young people defo a big incentive, that energy probably channels most of the economic model of many societies; whoa anyway side-tracking again, where were we?)
     
    City in DU: It's going to be a BASE OF OPERATIONS I think first and foremost: A Spacebase, let's think about that:-
     
    1. Location for resources
    2. Defensible location on planet or elsewhere
    3. Node in orgs trade routes and market hubs
    4. Density of these becomes an attractor in itself
     
    So that's what it is mostly is. What would it look like?
     
    1. Places for ships to land and dump cargo and fill up with stuff.
    2. Places for others to make ships and other stuff.
    3. Builders want to build buildings no doubt perhaps fortifications and rooms for various functions.
    4. Maybe a long-term plan to attract new players flashy stuff just for showing off a nice ambience/atmosphere?
    5. Some functional fun stuff: death race tracks and themeparky stuff that might be fun to bet on...
    6. Markets and "bars" purely for novelty and maybe ingame music and such like?
    7. Some second life weird stuff like architectural challenges people seem to dig... "here's my condo on lake Ta-Ho of Alioth".
    8. Tutorial centres for newbies?
     
    Personally I love sci-fi military novels so just see large centres as military bases with the required logistics and economic supplies, but no doubt others will see many other things especially if there's lots of interactive stuff to mess with?
     
    How much of the above will be under some protective bubble or Spectre Style Hidden Bases underground?
     
    There will definitely be a demand by in-game players to "stand and stare" and soak up all the creativity possible from building and designing "in space". "So come to Dual Universe, for the memory of a lifetime!"
  8. Like
    huschhusch reacted to NanoDot in Realistic incentives for City building   
    Yeah, that's the usual response: "The game must be very "realistic", except it mustn't have the boring parts of RL that make up 90% of our daily lives"
     
    Cities in RL exist for reasons that cannot be duplicated in an MMO. In RL, people live in cities because it's the most likely place to find work (within a reasonable travel distance) and/or a mate. Neither of those needs exist in an MMO. The need to socialise in an MMO is easily met by a voice chat channel, there's no need for physical proximity to other players. Global chat takes the place of going to a bar and chatting to strangers.
     
    In RL, industry clusters around cities mainly because it's the best way to gain access to a big pool of labour, and because there's some economic benefit in being closer to the dozens of other industries that supply them with things they need. None of those reasons apply in MMO's.
     
    That's why MMO's have to provide specific (usually artificial) incentives to encourage players to concentrate together in the game world. Players are usually highly mobile, and they're playing because they want fun action, not because they want to RP an office cleaner on nightshift.
     
    In MMO's, players don't need to commute to work every day, or sleep 6 hours every night, or worry about freezing to death if they can't pay the heating bills in winter. In MMO's, players don't go home every night and watch some TV after a hard days questing... 
     
    In MMO's, cities are mostly the equivalent of RL shopping malls, players go there briefly when they need to buy stuff. Then they leave.
     
  9. Like
    huschhusch reacted to Kurock in Question on losing inventory upon death   
    When you die in DU you lose your inventory (half disappears and half is lootable) but keep your quanta and your master blueprints. (At least that was the original plan from NQ)
     
    Lootablilty of DACs is a sticky topic. Originally NQ said they would *not* be lootable and there was a loud disproportional stink about it. So this has been discussed before...at length. You can wade though that topic here:
     
    A point that was raised is that someone paid real money for the DAC and then it got stolen. Let's repeat that: A player paid for something and got no return for it. NQ is ethically and morally bound not to allow that. And no, crying "git good noob" does not somehow make that OK.
     
    Solutions: 
    The EvE system to bank PLEX is one solution but will take precious dev time. Another that was suggested is that DACs are unlootable until they are sold for the first time. The effect of this is that hoarding in-game bought DACs carry an inherent risk which I have no issue with. A player can pop them immediately for time or accept the risk of keeping them.
  10. Like
    huschhusch reacted to The_War_Doctor in Question on losing inventory upon death   
    It was just a silly example of Quantum Mechanics mainly. It was just meant to illustrate the the random nature of it. We may learn more later but right now they only refer to quantum mechanics in the older blogs.
  11. Like
    huschhusch reacted to Kuritho in City Building Standards   
    Easiest way to do it: Build whatever the hell you want.
    Hardest way to do it: Hang those who disobey the Ten Building Code Commandments.
  12. Like
    huschhusch reacted to Loglyn in Dual Universe Building Fonts - Ennea Font   
    Building in Dual Universe could do with a simple basis font that is small so that it can create any letter, and the larger the font is the more different it can become. for the limited options of small sized fonts a simple name for that font would be useful; Which I propose as Ennea Font. (Ennea is greek for 9; the amount of voxels this type of font takes up per letter.
    There is also a Hexa Font. Alas, some letters are hard to read at this level.
    W and M require a minimum of 4 voxels wide, and I doesn't need any width. S is actually more legible as 2 voxels wide. 
    I hope having names for these fonts and the font being available to be copied for in game will speed up some design processes.
     
    ~Loughlin


  13. Like
    huschhusch reacted to Stig92 in Airlines?   
    Would love to see airline with this name. Also "real quick landings airlines", "one plane, one landing airlines" or "get out anytime airlines".
  14. Like
    huschhusch got a reaction from CoreVamore in DU Memes   
    English (deepl used)   If I'd known I was only allowed to fly as a eunuch, I wouldn't have signed it.
          Die Waldfee
  15. Like
    huschhusch reacted to DarkHorizon in Reputation network   
    That just makes things worse in my point. You can't see peoples reputation unless you assign reputation yourself?
     
    I feel like the only real reputation system we could have is something that is automatic based on players actions. If you've played WatchDogs, it's something like this, but that was a single player setting whereas this is live, but for the sake of examples lets just go with it for now.
     
    You, as person-A, shoot and kill a person who is either unarmed and non-combative or does not have their weapon drawn, -5 rep for person-A
    You, as person-B, shoot and kill a person who has their weapon drawn or has physically attacked you, -3 for person-B.
    You, as person-C,  shoot and kill a person who has fired at you, -1 for person-C
    -after the above fact-
    You shoot and kill person-A, +5 rep.
    You shoot and kill person-B, +3 rep.
    You shoot and kill person-C, +1 rep.
     
    From a human perspective, this would still be highly subjective. Were they defending themselves, who provoked who, was it an out of game event that triggered this, etc. I'm trying to look at this from a computer's perspective, but there is only so much that can be done before we get to something a computer can't do, since again, we are talking about a live, person to person-environment here.
     
    Things like assigning a person reputation because they provided good service not only requires a human input but is way more subjective. In events like this, people will build up a social reputation in a natural way. If someone is known for selling good products at a reasonable price, people with past experiences with that merchant will direct their friends there so they can get in on it. Is a pirate killing everyone they meet in an unprovoked manner? People will talk about it, word will spread, they will be avoided, and bounties will be set to have them taken out.
     
    While I'd love to look at someone and just get an overview of their past history so I can determine how positive or negative their interaction would be, it just won't be easy to implement, if even at all. It's hard to do it automatically because you don't have enough context, and doing it manually leaves it entirely open to human manipulation.
  16. Like
    huschhusch reacted to DarkHorizon in Reputation network   
    And that's wherein the problem lays, especially among organizations, they can just be one + rep circlejerk fest, just like it would be on the forums with negatives (in my experience). How do you ignore the fake reps from the real ones?
     
    The only thing you could really do to curb this is to prevent people from the same organization from giving each other a rating, but this can become problematic with people that have a part in many orgs.
     
    Even then it doesn't seem quite as fool proof as you say.
  17. Like
    huschhusch reacted to Hades in Delete item is a good thing ?   
    You’re thinking too small.  I’ll build my own planet.  May have a lot of digging to do.
  18. Like
    huschhusch reacted to Hextaku in German Info Video about Supporter Packs and everything about it   
    I'm doing a (German) Dual Universe Video series for a Time.
    In reason of the new Supporter Packs I have done a Video containing all Infos.
    I hope you like it ^^(If you can understand it)

    //German
    Ich mache seit einer Weile ein Dual Universe Video-Serie.
    Aufgrund der neuen Supporter Packs habe ich ein Video mit allen Infos gemacht.
    Ich hoffe es gefällt euch ^^
     
     
  19. Like
    huschhusch reacted to The_War_Doctor in How hard (or easy) will it be to earn DAC?   
    True, but DU will have a very realistic Economy too. Price of goods is a combination of demand and what the lowest someone is willing to sell for. Trade wars are fun and all. Local markets will vary a lot too. makes me wonder how it will affect dac prices....
  20. Like
    huschhusch reacted to The_War_Doctor in How hard (or easy) will it be to earn DAC?   
    If anything I think ore will go up. Miners and gathers will be well paid in my eyes, especially as time progresses. We know that we get factory units which will greatly speed up the development of mass produced ships, so we will need even more ore and materials to pump into the factory to get more ships. Higher demand for materials means higher pay for said materials. 
  21. Like
    huschhusch got a reaction from TannhainRP in Company registration Novark: your place for the presentation of your company, small business or economic institution!   
    categories : administrations
     
    Sammelbecken
     

     
    introduction :
    Gemeinschaft deutschsprechender DU-Spieler.
    Hier kann man sich bekannt machen oder für seine Organisation Mitglieder suchen. Während man wartet gibt es die Möglichkeit ein verjüngendes Bad zu nehmen.
    Link: Sammelbecken
  22. Like
    huschhusch reacted to Warden in consequences of non-regenerating planets and ressources   
    Maybe, for some (or sometimes), the only way to really get something done. Without friends, allies, partners, you'll be limited and maybe specific ideas might never be "born" or get somewhere.
     
    You may not need others to come up with ideas - but you might need them to turn them into a reality.
     
    Also, cross promotion.
  23. Like
    huschhusch reacted to ShioriStein in consequences of non-regenerating planets and ressources   
    as Aaron the ''salvage man'' say, none will fill the hole if it is wildness land. Org own city may fill the hole around the city they own to make it more beautiful, not a city which just survive a war.
     
    But i think it fun to see the outcome of the ' begining of industry age' in DU, it will become history about what DU people doing in the first day of new age. I will like to see the underground tunnel become history relic of old day, a maze... who know what treasure is left inside the mine after people left in hurry to join the race about get out the planet.
     
    But maybe some people see that outcome is bad like what industry revolution age have left. And they decide to fill the hold with funding from good people to fill the land.
     
    Any thing can happen, just us the player decide to do it not NQ.
  24. Like
    huschhusch reacted to 0something0 in Can a Organization control a complete planet   
    I imagine an org controlling a planet not with TCUs but by controlling the orbital space around it. If they can manage who can get in and out that grants them enormous power around a planet.
     
    EDIT: am I giving people ideas?
  25. Like
    huschhusch reacted to ShioriStein in survival mechanics?   
    Okay , if that is your will mister.
     
    Yeah it will make thing easier and save the server resource.
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