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KlatuSatori

Alpha Team Vanguard
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Everything posted by KlatuSatori

  1. Yeah that's okay. I think any solution needs to take two things into consideration. There needs to be some kind of aiming involved, and there needs to be some chance of friendly fire. I'd support any solution that allows for these two elements.
  2. Thanks for the link to this interview OP. Sending out robotic probes to open up new star systems is interesting. I think there are better ways of doing slow interstellar expansion, though.
  3. This is pretty much the same as my suggestion https://board.dualthegame.com/index.php?/topic/621-firing-arcs/#entry5331
  4. I'm not sure why you think people in that thread are assuming a global market. I am sure the opposite is true... because DU will not have a global market. Markets will be setup by players and have limited range - meaning you can only see what is trading at the market you are at. There will be elements called Information Units which will be able to connect or network markets together but the exact mechanics are not yet known. Here's the devblog on markets https://devblog.dualthegame.com/2014/12/04/from-barter-to-market-economy/#more-364. There's more information on the Information Units somewhere on the forum... possibly in the market economy devblog thread, if I find it I'll edit this post. I'm not sure what you mean by limited data items. Do you mean that exploration data (and when I say that I mean it to encompass a lot of subcategories of data) should not be destroyed when it is sold? I.e. so it can be sold multiple times? If so, I agree. Nyzaltar has said that explorers will be able to sell information on resource locations, etc through contracts. Whether the buyer can then sell it on after, I'm not sure and I think that would be a sensitive topic.
  5. It seems to me that this is an argument for open world PvP, not against it. As an aside I think PvP is not really the right phrase here because everything in DU will be PvP - open market trading, designing and building, exploring, even mining - in every one of these activities you are competing against others to get/have/do better in your field in order to be recognised or viable. This thread is clearly about combat and fighting but I think it is important to establish that it is an open world PvP game in every sense. Dual Universe is intended to work on a cycle of creation and destruction. Environment -> Resources -> Materials -> Equipment -> Destruction/Loot. Without the destruction phase there is no need for the resources. However it is only one stage of many and it is heavily dependent on the other stages! Combat oriented players are dependent on the builders for equipment just as miners, builders, etc are dependent on friendly combatants for protection against enemy combatants. 10-15% of players being combat oriented sounds reasonable to me.
  6. I completely agree that a pure tab targeting system would be disappointing and I also think it would have negative consequences for the game - fighting extends to battles which extend to war which extends to territory control. If there is little or no real time skill involved in fighting then the possibilities for each of those larger elements are reduced. It is hard to say exactly what the devs have in mind though because we know that there will be targetting but we also know that there will be multiplayer ship crews which presumes manning of guns. We also know that there is LUA scripting, but that it will be limited such that having real players manning stations will always be vastly superior to a "robot". It seems to me that these things three things are kind of contradictory. Scripting a robot to target nearest and fire is easy, and we know that that is possible because there will be automated defenses. There is target selection, of course, but that is a fairly minor element and also not too difficult to script multiple weapons to work together well.
  7. Single players will not be claiming territories to themselves. Claiming territories is for groups of players. A single territory tile has enough space to build a large city for hundreds of players. Or it might have enough resources for a mining company of dozens of players. It all depends on who and what are on the tile, near the tile, etc. But in any case we can safely say that planets will not be divided up into hundreds of territories owned by single players. Arkification and territory claiming should be kept separate. Invulnerable no-pvp zones should be free ports, available for anyone to use and claimed by no one - just like the Arkship Secure Area. In order to keep the systems separate there had to be minimum distance allowed between arkified and claimed territories.
  8. I would definitely like to see a more simulation type flight model with HOTAS options. We know they're going for first person view in one man fighters so that might be an indication. It would be cool to see differences between flying in atmosphere and flying in space too. I am not a fan of tab targeting but there is a string possibility that that is what it will have to be. They are looking at making huge battles with hundreds or even thousands of players possible so they have to minimise the strain on the server somehow.
  9. This is what I would guess too, and the user of the component would just see the names of the events and functions it can call.
  10. This is actually very similar to a liberated monetary system called self-issued credit that has been proposed in the real world (you know, after the revolution and stuff). There are two elements that are missing if I recall correctly. One is that the currency is backed by a particular product or service and is always redeemable in that product or service. So if you have a ship building business, 1 credit might be redeemable as 1 small, basic CodeGlitch0 Model 1A shuttlecraft. This can be guaranteed by a tag that is always issued along with every credit of the currency. The second aspect is that there should be a base currency which is used purely as a measure against which all self-issued credit currencies can be compared. In the game this can be the actual game currency, and the market will decide what currency is worth based on how much your product/service trades for. Of course, the tokens themselves could be traded on the market too and you'd expect them to usually be priced around the same as the product that backs them. The issuer of the credit needs to make sure that he doesn't give out too much or else he could end up out of business if everyone comes to redeem them at the same time. But what happens in the situation where the issuer has no more of the product in stock? In that case I'm not sure. The same question goes for tags that require payments at certain times though. I guess the answer is "nothing". You trusted the wrong person. But there is no incentive for someone with real game credits to trade for player made credits. That person deserves to get scammed. The incentive comes for people that have their own resources and services, but don't have money. Let's say you are out on the fringes of inhabited lands. A micro economy has sprung up disconnected from the main markets. Resources become abundant, but you can't sell for a lot because the market isn't big enough. You could ship, but that also reduces profits. Now there is an incentive for you to trade your resources for a local player's self issued credit. Everyone in this micro economy can issued their own credits to each other, because you're all in the same situation. Perhaps living side by side has also generated trust. You are also likely to see and know that the issuer is a genuine provider of the product/service that backs his currency. It's like a sophisticated barter system. I don't know if a group of people using this type of system could spread their currencies to the wider player population, but it might be cool to try.
  11. https://board.dualthegame.com/index.php?/topic/281-diversity-of-battles-and-wars/ There has to be some kind of friendly fire mechanism and piloting skills involved in dogfighting. One way I've been thinking is for weapons to have a firing arc as well as a range. You can fire at any time, and each ship that falls within the arc and range has a chance to be hit (though only one or zero ships can be hit by a single shot). Ships that are at a short range and ships that are closer to the centre of the arc have a higher chance of being hit. Some weapons are also capable of targeting a ship that is within it's firing arc and range, but the lock is dropped if the ship leaves the arc/range at any time. Ships that are targeted when a shot is fired have a slightly higher chance of getting hit (but the above still applies). The effect of targeting on hit chance can be another stat for the weapon. Alternatively, rather than directly affect the hit chance a target lock could make the centre of the arc follow the ship for the purpose of hit chance calculations. This sort of thing makes sense for gimballed weaponry. This system can also be applied to weapons with 360 degree firing arcs, such as missiles, except these will require a target lock. Undoubtedly this is still more resource intensive than a simple target and fire system, but I'm sure it's also much less intensive than having ammunition and particle beams as actual physical entities traveling through space. The positions and velocities of all ships are already being constantly updated, so it is a matter of determining which ships are in the arc/range and then determining which of those, if any, is hit.
  12. You wouldn't need two sensors to get the velocity it the sensors provide you with x,y,z coordinates. You just need to record the x,y,z coordinates at two different times, at a known time interval. The closer the two position updates are together the more accurate the snapshot. If you continuously do that you could output graphs of speed and direction.
  13. No problem. I'm really excited by the potential this game has and have really high hopes. Now that the first trailer is out it's great to see others like yourself joining in with ideas BTW I accidentally missed out a link, but I've edited it in now. Convenience link https://devblog.dualthegame.com/2015/05/21/rights-duties-management-system/#more-458. Enjoy!
  14. Hi SkyIsGreen, and welcome to the forums You need to be very careful with invulnerable territories. A very important aspect of the game is territory control. It's virtually impossible to close all the loopholes that will allow for gaming of the invulnerability aspect in order to gain an advantage in the territory control aspect. This is why NQ have not yet confirmed arkification. They need to be sure they get it right. The reason they are considering it at all is to ensure that there is always space for new players and certain player achetypes, such as builders, to have a secure area to play their part. I think the concern is that the game will reach a point where the initial ASA will be overpopulated and essentially run out of room. So they need a system to expand that initial area. Arkification using tokens is one solution, arkification by uncovering alien ruins is another. I'm not sure that this is true. You can have rich solo players. Plus I imagine there will be a whole range of commodities on the market to suit all needs. Supply and demand should be the ruling factor as in any free market system. Even so, from your quote I'm not sure what you think needs fixing or how it ties in to invulnerable territories. My guess is that they suggest a token because it is far easier for them to control how many of them are in the game at any one time. They need to limit the number of safe areas. I could be wrong of course, that's just my guess. Claiming territories is not a gameplay aspect that has solo players in mind. It is something for organisations of players working together to achieve some goal, establish a secure area of operations, put their name on the map, attract more members. As someone who has played similar games solo, I don't understand why a solo player would even want to claim territories. What would you do with a patch of land that you have claimed that you couldn't do if you hadn't claimed it? Perhaps. But I'm hoping for enough variety and potential for innovation, skill and strategic genius for all sizes of organisation and play styles to be relevant and have an impact on the story. And I think this is the vision that NQ have. If arkification by token is included in the game, my take is that it needs to be completely removed from the territory claiming system. Arkified territories should be freeports that anyone can use, and there should be a minimum distance between arkified territories and claimed territories. Shameful self quote coming up:
  15. Hello MasteredRed, welcome to the forums! You bring up some very interesting points here. I'm not entirely sure what you mean by having governments collapse. Any governments that arise in game will made up of real players. They can organise themselves however they wish, they can create roles within it, and people can be assigned to those roles however the players decide, but every single aspect will be made up of real players. If there's a president, that person will be a real player, if there's an election, real players will be the voters. So can a government collapse? Absolutely! For any number of reasons and in any number of ways. No mechanics are needed for collapse because the players themselves will be the ones toppling the government. Here's a link to the devblog on the topic https://devblog.dualthegame.com/2015/03/20/organizations-build-your-corporation-faction-nation-or-empire/ Your second point about government and economy being linked is absolutely true. But again, there aren't any mechanics required to implement it. The system of government is devised and evolved and consists of real players, and the economy is entirely player driven. Devblog on the economy here: https://devblog.dualthegame.com/2014/12/04/from-barter-to-market-economy/ In the real world, the primary role that people perceive banks to have is storage of money. In the game this won't be necessary (thankfully) because all currency will just be stored on the server as a number assigned to an entity (i.e. a player or an organisation). However, banks might still have a role. An entity with a well defended base might create a vault where others can store their valuables for a fee. Or an entity that is good at profiting by investing in the market might offer an interest rate in exchange for liquid currency. What makes these investments safe is the tagging system which you can read about here https://devblog.dualthegame.com/2015/05/21/rights-duties-management-system/#more-458 Note that any "banks" that arise will be created, defined and run entirely by real players. This game is the story of a civilisation rebuilding itself, and virtually every aspect you can think of will be defined by real players cooperating and competng with one another. Except one: the monetary system, which will be predefined. There will be one global currency and the supply of that currency will be controlled by game mechanics (sources and sinks) defined by the devs. A while back I asked NQ whether they'd considered allowing players to create their own currencies. The response was that they needed to ensure that the monetary system was a firm grounding on which to build a player led economy. The other concern was that it's not clear whether defining a monetary system would be fun in an MMO. Which is a fair concern to have. Most people take our monetary system as given... in fact most people don't even know how it works and don't want to know! You can find the conversation on this thread https://board.dualthegame.com/index.php?/topic/21-devblog-from-barter-to-market-economy/ I wrote the above in bits and pieces when I had time during the day. I realise others have responded now, but thought I'd go ahead and post anyway. Hopefully it has some value.
  16. Hi, welcome to the forum! Very good questions and the answer, unfortunately is that we just don't know. There's no information on gravity, physics mechanics or the spaceflight model. Wet know that anti gravity exists as a concept, and the trailer seems to suggest that this may be a prominent feature, so maybe that gives us a clue. If we're lucky Nyzaltar, the community manager, will respond to the thread and enlighten us If you've read through the forums and are still interested in the game then I would definitely recommend reading the devblogs. There's lots of info on the game and they're a good read.
  17. I'll try and blitz through some of your questions, but as nora and Devis say, the best thing is to read through the devblogs. Concept: continuous single shard, voxel-based universe Economy: true player led economy, but there will most probably (virtually confirmed I think) be some NPC merchants in the starting area selling some basic blueprints and equipment to bootstrap the process Trading: players can setup up a trading post by deploying a Market Unit. System will be through buy and sell orders (very similar to Eve Online's market). There will also be a contract system. Production: not much information on this yet, but we know that materials will be mined from the universe, and constructs will be crafted and designed by players. We have information on how the building aspect will work but not the rest. Mining: yes but we don't know all the details of the process yet. We know that voxels can be sucked up from the universe using the kadpak and morpher - they're built into your character's arm and can pressurise everything you collect into a beautifully convenient anti gravity storage area. Salvaging: no info yet as far as I can recall... hopefully Claiming territory: yes, planets are split into thousands of hexes which can be claimed using territory claim units, but that will not necessarily stop people from walking on your land. But you can place automated defences along your borders amongst other things. Noob zone: yes, the Arkship Secure Area (ASA), where all players first start the game, will be an area several km in radius (20km is an old figure, but it may change) where PvP is impossible. It may be possible to create more nopvp zones but that is still under consideration PvE: eventually there might be but it's not a priority For the rest, definitely go for the devblogs. Hope to see you around
  18. Some of their questions are answered in the devblogs. Particularly about the single shard MMO and whether the tech is there. https://devblog.dualthegame.com/2014/09/26/a-single-shard-continuous-universe-one-world-no-boundaries/ The latest I read was that they've tested their system with (1,000? Something on that order) simulated players and the CPU load increase was linear, which is what they're after. Also multiplayer ships https://devblog.dualthegame.com/2015/01/30/multiplayer-ship-crew/ And scripting in LUA https://devblog.dualthegame.com/2015/09/18/lua-script-and-distributed-processing-units/ That's not to say that scepticism isn't justified. It's a very ambitious project. But I think we on the forums are very optimistic Time will tell, and alpha is fast approaching...
  19. I think we probably can't say too much about what kind of speeds we can expect from the trailer. The planet and moon are located really close together in the pre-alpha, I guess for testing purposes. They could have done the same thing with speed - have their ships fly really fast. It's what I would do if I were making the game! 40m/s is definitely way too slow for an aircraft or spacecraft. I'm also hoping acceleration is the major limiting factor in space flight, but we'll have to see what NQ can pull out the bag.
  20. Emotes came up a while back and it got some good feedback. The NovaQuark community manager, Nyzaltar, responded positively, asking for some emote ideas. You should check the thread and add your specific emote ideas. https://board.dualthegame.com/index.php?/topic/366-emotes-sitting-on-chairs-leaning-against-a-wall-more/ I'm all for detailed character creation and a place to write about background, etc. We don't have any solid info on this yet but nyz has said it is something they consider to be important. Regarding protection from griefers, I'll just add a little to what DevisDevine and nora have said. A defining aspect of this game is the continuous single shard cluster. Every player lives in the same virtual world. It is a single story, a story of rebuilding a civilisation, and every player has a piece of it. So essentially there is a single roleplay that includes and impacts everyone and therefore has much greater meaning than isolated roleplaying. Incorporate this into your role playing by knowing that there are nasty characters out there. There is strength in numbers but there is also strength in preparation, innovation and many other things besides.
  21. Welcome HorridDreams. Very nice post . This is exactly the type of emergent gameplay that DU are going for with this game. As well as building houses, you could just sell blueprints for the house so that others can build their own. Maybe some people come but want something a little different so you charge extra for custom blueprints. Political systems are also planned for the game. You can create an organisation, and the owners can vote on how it is run and who gets powers over its assets. It could be organised like anything from a small company, a corporation, a military unit, a kingdom, a nation - or anything else. Your organisation may be a member of a larger organisation, which may in turn be owned by another. It's a very flexible system and there's a devblog on how it works https://devblog.dualthegame.com/2015/03/20/organizations-build-your-corporation-faction-nation-or-empire/ I'll get carried away and take your story a little further. Perhaps other cities grow alongside yours, and trade routes appear between the different markets. You band together to form a primitive nation. Maybe you outlaw certain goods that cause trouble and set up checkpoints to stop smugglers. Eventually you collectively manage to build a ship capable of reaching space, and from there the story continues. And none of that mentions the constant conflict that could be occurring at every stage... Players like yourself, with a vision of a house becoming a city, can be a part of this kind of story. Hope to see you around on the forum with more ideas.
  22. This is from very early on in development (earlier than the date shown) https://board.dualthegame.com/index.php?/topic/39-props-generating-interaction-between-constructs-idea-from-estevan/: I definitely recommend reading the devblogs to get a good idea of what they are doing with this game. However on the building side, here's a very brief overview. Voxel-based Elements (voxels for short) are basically shapes made of some material. Mesh-based Elements (elements for short) are pre-designed, functional components. Constructs are player-made designs made up of voxels and/or elements. Distributed Processing Units (DPU's) are LUA programs that define what elements can do. They are almost all pre-written, except... Control Units are elements with a modifiable DPU. You can write LUA functions to respond to other elements broadcasting events and then call functions from other elements. As the name suggests, you can design a control system for your constructs. We're not sure yet how the "anchors" mentioned in the quote will work, or even if they are still planned. I imagine that something like that is still in the works but there's no info on it as far as I know. I would be very surprised if there was no way to connect player constructs.
  23. +1 for this thread All good questions. I'd especially like to know about the hovering tech for the shuttle and for the massive hanging ships/stations. We need a devblog on the flight model! On speed, I would seriously love for the max speed to be the speed of light for "normal" flight (though in pratice you'd never actually get anywhere near it).
  24. Even if there are tons of them out there, it surely would be so hard finding them.
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