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Kiklix

Alpha Team Vanguard
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Posts posted by Kiklix

  1. I imagine because we can script constructs that its possible to make ED 209 sized automated robots....that will be the kind of pet I keep around anyway. Although if would be fun/funny to have a little alien cat thing that follows you around on your ship. Or goes around and does its own thing. 

  2. When I make spaceships in other games I often make larger vessels that can cross the galaxy. This means work stations, quarters, mess hall/kitchens, lavatories (shower, toilet), ship systems, rec rooms, cargo hold, etc.  

    I know there will be elements to help ships fly, land, etc but I wonder if will there be elements for "facilities"? I ask because although for me it is immersive, they offer nothing in game play outside of the immersion (well unless game play elements exist where our toons have to alleviate themselves occasionally). It makes sense that right now the core functions of the game should be focused vs fashion and flair so I would not expect this kind of stuff. 
     

    Ultimately I am looking to make my constructs as immersive and realistic as I can.

  3. Ahh...I can see where the mini game being attached to the actual game can be more immersive. Kinda like the holo game in the millenium falcon. This would help make the build feel more immersive and alive which I am all for. 

    Speaking of...I need to go make a new post on one of the most immersive elements needed in any game.

  4. Hello there,

     

    I would tend to KISS principle : Keep It Simple, Stupid. Else, people will get lost and it will create faucet between players.

    Also, the more complex building is, the more time it will consume.

    Remember that, even if we all like to build cool stuff, Dual Universe is also PvP oriented.

     

    I think that Space Engineers has the right compromise. If you have not seen it yet, I suggest taking a look at ships made in steam workshop which can be really sophisticated and beautiful, even if they are based on basic shapes (attention, some ships may also use mods).

     

    Regards,

    Shadow

     

    I agree and understand the premise but I will say that I am currently making ships in another voxel game that completely outshine anything I have seen in space engineers (I also play Space Engineers), of course those ships cant fly but this is in part due to being able to manipulate the voxels. It does take longer to build, but the build (in looks) is more rewarding. 

     

    I like things to be simple as well, but at the same time there is something to say about  being able to refine ones skill and continue growth in a voxel build due to being able to manipulate the vertices (I know the corners are technically "voxels" but most think of a voxel as the cube, not the corners). In the other game I play this alone has kept some of us to continue building (admittedly not that many) with very little development seen over the past year. 

     

    I am less concerned about players finding new ways to make shapes with voxels and more concerned about the large workstations this often requires that ugly up the environment. 

  5. I just watched an unreal 4 demo...man, I cant wait to see how novaquark uses that engine.

     

    Anyway. It will be very interesting to see large player constructs where it takes multiple people to fly it properly. I am curious if larger ships will be able to fly/warp faster/farther than small ships. I never much cared for the idea of small one man vessels being able to traverse entire galaxies. It would make sense to me that a larger ship could store more energy/fuel and equip larger more powerful engines. I am just thinking of reasons why people should want to be part of a large ship to help facilitate community and those builds. 

    I will personally try for millenium falcon/serenity sized ships when I can (when I have materials to make them and knowledge of in game building is up to speed) but I would really like to try a ship that is about 50% smaller than the NX-01 from Enterprise. 

  6. No problem. Some things could be built while instanced which should not be a problem with a large community with various game play elements to have fun with. Building inside an instance is only detrimental when the only thing going on in the game is building. I think it would be hard to craft a large building into the terrain if building took place in instancing...so ya, tough call. One option would be to have build templates be invisible to anyone except the builder and when those copied voxels are placed outside of the "template zone" then they would be visible. This would not eliminate the workspace but it would reduce the amount of stuff seen in the world. 

  7. Now imagine an optional setting that would hide the floating name until that player said it Would be nice for those who are heavy RPers. Could turn into a simple mini-game that might spur additional social interaction. Of course it could back-fire aswell.

     

    I have wished for a pvp game that did not have the enemy name plates up for a long time. It makes sense to see friendlies, esp if they are in your party, but it never made much sense to me to have enemy name plates up. I like to use terrain and cover in FPS but when your name sticks out, it kills that strategy. I would rather the default be off and the option to turn it on. 

  8. Angelsheart, if you have not already read the dev blogs, I highly recommend it. Lots of cool information there 

    http://devblog.dualthegame.com/page/4/

    This one specifically should shed some light on NovaQuarks direction with Dual Universe. 
    http://devblog.dualthegame.com/2014/08/03/shape-the-universe-leave-your-mark/#more-290

     

     

    I was discussing the ideas of voxel manipulation in dual with a friend the other day. Something we talked about that many people do not touch on is that games where you can manipulate voxels like landmark often need templates and a giant ugly immersion breaking workspace to make things. Games like minecraft you just need your UI to select the brick you want to use.

    One one hand I would like to see voxel manipulation in dual so we can make cool stuff like we can in LM. On the other hand I dont want to see it done like we do it in LM due to the workspace required which is not only ugly and immersion breaking, but also a drain on resources (data streaming). 

    Not sure what the answer is, just bringing up points to consider. 

  9. I am an avid fan of 3rd person games. In wow, I would easily zoom out 50 yards plus to see the entire playing field in pvp. That is a fundamental issue with 3rd  and 1st person games in regards to pvp, you really cant have both and be fair to the 1st person player. If 3rd person camera zoom is limited to just a few feet behind the player it will close the 'fairness' gap, but if the third person player can zoom out far it gives them an unfair advantage. 

    We also have to consider camera clipping. In first person mode, constructs can be built to scale of the characters. In 3rd person mode the issue is the camera will clip when you have low hanging ceilings. This is why other voxel games have you build their stuff with a minimum of 30 voxel tall ceilings. In a game like duel where physics and weight will affect your constructs, its easy to see how keeping a ship smaller and lighter can have benefits in some cases. Small ships will only be viable in 1st person as a gain 3rd person allows for camera issues .

    As much as I love third person, I can see the benefits of limiting the game to first person, at the very minimum when in combat. Maybe allow 3rd when the character is stationary and you want to see them, look around etc but in combat you should be forced into first. Even then this would give someone an unfair advantage in seeing a larger playing field. 

    Its really hard to say at this point because none of us have seen how the game plays out.

  10. Myself, i am a big fan of character customization. I think the closer i can get to being able to anyone's real face the better.

     

    As for written biographies, I'm not a huge fan for the sole reason that it is for role play, which when you think about it, its weird that someone can know your life story before you even say hi. If its on a console or data pad on your ship or residence, I'm all for it. Now how that relates to character customization, its simple, clothing.

     

    Clothing can be a visual biography. For example, Things can be as simple as a red arm patch to show that you are an expert pilot versus say a green arm patch that says you are a novice pilot. Maybe you could have fancier helmets the more building work orders you complete. You could have a formal looking suit when you get enough money from the exchange/market/auction house. So on and so forth. But if this route is chosen, It would be extremely nice if you could change what you are wearing at any given time, might need to visit a closet or outfitter though.

     

     

    I understand the lack of realism brought forth by the ability to know someones back story. My feeling is that in a sci fi game, the only way someone can know this information about you is to 'scan' them. Even then I suspend my disbelief just like I suspend my disbelief when I see someones name floating over their head.

  11. About your point on the "player store". If I'm correct in assuming you mean players creating in-game designs/blueprints and then NQ selling them for a real world currency profit for other players to buy, would the player who also created said design/blueprint receive any income?

     

    It sounds like a system implemented by a game like Second Life, and one other Sci Fi game I can't recall right now. So the system obviously works, but personally I'm not too big a fan of it.

     

    I'm all for an in-game market, but the currency in which to buy them with should stay strictly in-game. 

     

    Hate to derail the topic, but I just had to comment on Kiklix's thing. :D

     

    - The Scruffy Pirate

     

     

    I am not really opposed to either direction. In game currency or making money irl or both, but the upside to selling blueprints (or schematics or whatever they are ultimately called by NovaQuark) for real money is that NovaQuark makes money on the transaction. If blueprints are only sold in game on an auction house or at your own market stall in your city for in game currency, then NovaQuark makes no real money on the transaction. There needs to be a steady constant supply or stream of cashflow for NovaQuark. Of course I dont want to see the game become play to win but at the same time if someone makes a stellar design that works well in combat or its intended function, there is no reason they should not reap a very strong reward from it. If it feels too much pay to win, then others in the market should step up with their own designs that function well. 

     

    We dont know how the game will be paid for right now. B2P, subscription (I personally hope for a subscription), cash shop or combo of all. My initial idea was intended to help with a cash stream for NovaQuark. If this game is as fun as it sounds, I would like to see them make the money to continue development on patches or expansion packs or whatever.  I can seriously see this becoming a game that is played for easily 10 years. 

  12. I like mini games when they fit the lore of the universe and are 'part' of the universe. That being said, I can't imagine running out of 'normal' game stuff to do between harvesting (if we have to harvest materials), building/scripting/designing, fighting/pvp, running a guild or business or governing body. I personally don't think I will ever run out of work to do just in making spaceships/rovers/mech or even housing or get bored of it. 

  13. I had a friend in another voxel building game tell me about Dual Universe around July 2014. He quit the game we played a couple weeks later. He only mentioned that DU was a voxel building game with the ability to make vehicles roll, fly etc. That itself was enough to get me excited, but as time went on and I read/reread the Dev Blogs I got and get more and more excited. 

    The ability to make our own world, structures, governments, spaceships itself seems very appealing although for myself I would be happy enough designing spaceships that not only look good, but function well. I dont just want a pretty ship, I want to design ships with purpose, utility...ships to be admired. I do not subscribe to the idea that a "good design" just means pretty...that is all to common with people. A good design is one where form follows function, but the form is aesthetically pleasing. I want to see if this is something I can accomplish. 

    The game seems vast, deep, serious (this is something I really admire...a serious game, not goofy stuff). I know it will take time to get it all there and that the DU project will probably never be 'complete' but just being able to craft good looking ships that function well....man for me, that is what dreams are made of.

    I would like to see a player 'store' where we can make construct blueprints that can be sold for real money. It would help push people to make cool, functional stuff and it would help create some revenue for NovaQuark. 
     

  14. As some of you know I am currently spending my time in other voxel games making spaceships. In one of the games (which is mostly 3rd person) you can customize your character with height, name, skin color, face (eyes, nose mouth etc) hair style just like many MMO's. However in the other game (mostly first person) where you can actually make constructs work there is no character customization outside of the color of the space suit you wear. 

    My question is: Is there going to be reasonable character creation and customization for people who like to role play, or at the minimum like to play in a role play community as it greatly helps with immersion in game?

    Also, if this IS the case and we can make unique males, females of all colors etc will there also be a UI element (that does not really need to extend past the interface) that allows for us to give a back story on our characters, their alignment like Neutral good, neutral neutral, neutral evil, Chaotic good, etc? 

    If there is not going to be a character 'stat sheet' (I am thinking like pen and paper Dungeons and Dragons), will DU allow for addons like world of warcraft?

    Thank you,

     

    Kiklix/Alien Paragon

     

  15. I think its human nature to treat someone differently that you know (long time forum posters/testers) vs someone who you do not know (new players). That being said, I hope NQ does not do this. I play another voxel game that is seemingly dying. Some of the people who left did not like that the developers paid attention to certain long time players more than new people. The devs were always showcasing stuff from the older players which left the newer people feeling left out. Secondly, that game has a market model where players can make things in game and sell them. The players who were "advertised" by the devs more made more money vs the players who made equally as good if not better stuff. Simple advertising and it works. So for this reason I also think devs should not play favorites. 

    If we come to know some of the designers/coders/artists in DU and we chat personally, that is ok. But when certain players get more promotion from the devs, this has a negative effect on many of the people who do not get the same kind of promotion.

    So imo its best to keep it neutral, balanced and fair.

  16. I just read the Dev Blog again on LUA Scripting. I can't wait to play DU. I have made a couple hand full of spaceships in another voxel building game, but they only fly in my imagination because there is no development going on to make builds do anything more than look pretty. 

    I can't wait to get into DU and make my first tiny attempt at a spaceship. Will most likely be something small, easy to make and get up and running. If/when you guys pull this off, DU is going to be the coolest game in existence!

  17. Man this is amazing. I don't know jack about scripting or lua or anything (I am a visual GUI kinda person) but I know some people who do. I hope I can get them into the game :D.

    I have spent countless hours in another building game, sometimes months on a single project, but at the end of the day those builds do nothing but sit there and look cool (or not). The ability to make somthing that works in DU is stupidly cool. Outside of spaceships, mechs, land vehicles, we can make automated bases, defense towers, etc. I can't wait to play this game when it comes out!?

  18. I no longer play landmark, but they have a proximity based chat and frankly it's nothing more  than a pain in the butt. If someone is working on something and you come over to see it and chat etc, you have to constantly follow them around. In that game, the builders can fly on their claims the visitors can not so have to constantly use a grappling hook to stick to the side of buildings etc.

     

    I am all for immersion. I still miss feeding pets and crafting and using ammunition in world of warcraft but actually using a proximity based chat in game is cumbersome and not very fun to use. 

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