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Kiklix

Alpha Team Vanguard
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Everything posted by Kiklix

  1. I like the conveyor idea..I don't think I would have ever thought of that.
  2. Lots of harvesting. Something I ponder though. I wonder if each organization is it's own arkship and if so, do large organizations get a planet to themselves. The game will depend on player driven content/creations. In a PVP world this is best solved by allowing people to not be bugged/ganked while building. I know there will be safe zones, but it makes a ton of sense on many fronts to give each organization their own arkship and possibly even their own planets. It could be months before people have the materials gathered to fly. This would allow for civilizations to get their cities/strongholds up and running. If this is not the case. I predict a lot of ganking, pvp, griefing and attempts to keep other organizations from building their cities. In the early days of dual this could be bad. It makes sense to me to let people get in and start making the world, unhindered by pvp.
  3. As most of you are aware Novaquark is laying down the foundation for Dual Universe. They need to get the game in a strong alpha state before they launch their kickstarter campaign. This means that some of the purely aesthetic aspects of the game will have to come later on, like outfits, player customization etc. This thread is for those who would like to dream of the kinds of elements or "props" as they are called in some other games that they would like to see in dual. There are many different types of elements. • Active elements: Elements that have a function and will most likely be scriptable (rocket boosters, guns, conduits for energy transfer, etc). • Superficial elements: Elements that are made for decoration only. These are to help add atmosphere to a construct (pots/pans, soda cans etc). • Superficial Working elements: Elements like stoves, sinks, toilets. Elements that "work" in game with opening doors, flowing water etc, but have no function outside of immersive aspects. • Emitter elements: Elements that give off an effect such as lightning or electric arcs, waterfalls/flowing water, steam vents etc. These would fall under active elements in most cases. List what kind of active or superficial elements would you like to see ultimately in Dual Universe? I will start off with these: • Active elements: Ramp doors. Doors that extend outward to allow for easier ingress/egress into a ship style construct. Shield windows. Windows that have closable blast shields. • Superficial elements: Desks Chairs Soda cans • Superficial Working elements: Rotating fans. Fans that rotate at various speeds, couple well with steam vents. Spinning gears. Gears of various sizes that rotate to make mechanical looking machines. • Emitter elements: Steam Vents that blow gusts of steam. Electric arcs. Heads up displays with the ability to change the color of the hud. ​
  4. Welcome Qddiez! I feel ya on the playing games only a few hours a week. For myself, there is just nothing pulling me in. The gaming industry seems to be in a lull in regards to good MMO's. Also, your English reads fine, no need to apologize. Anyone who ever gives you hell for your English is just jealous they can not speak another language.
  5. Hey TylerFB. Welcome to the Dual Universe forums! Dual is shaping up to be a pretty amazing game. Make sure you check out the dev blog and their art. Some really cool stuff! https://devblog.dualthegame.com/​ http://www.dualthegame.com/medias​
  6. I just wanted to say THANK YOU to the COPS community for pushing us past the 50 member point. Glad to see there are so many like minded individuals coming to Dual Universe and finding interest in our growing community.
  7. My point of view is that designating ship types adds fun and depth to the constructs we all make. From a practical perspective though people will call their ships what they want to call them simply because they like the name type. Delegating ship types names will be doable inside of an given organization, but I highly doubt these names types will be reinforced on a global, game wide scale. I say let people call their ships whatever they want to call them. Personally I would love to go up against a mothership that is the size of a smart car, with it's two person capacity.
  8. Welcome Yondu! Dual Universe does look like a dream game! If you have not already done so check out the dev blog and visit the media section to see more images of the game. Welcome aboard! ​
  9. Welcome Astralator! Dual is shaping up to be a very exciting game. If you have not already done so, make sure you visit the dev blog and visit the media section to see more images and eye candy to help you understand the game even better! Take care!
  10. Well said Wardion2000. You might be right...well and if this is the case I admit defeat. I was under the impression that Novaquark was creating a single shard sandbox where hundreds of thousands of people can build cool stuff, explore, create worlds, governments and factions... and to possibly make some money on the side with a healthy fan base existing of people who adore many aspects of game play. I must have missed the Dev Blog about how the game is designed to solely cater to people who code and that the other aspects of game play take second stage to coders and that Novaquark is ok with a 20 year plan to recoup the investment cost of making Dual Universe due to their infinitesimal player base of coders. I am sorry for misunderstanding that Novaquark was trying to appeal to as large as player base as possible. The...the only I can't figure out is why they would need all this server tech designed to hold thousands of players in a small space. I don't understand why they felt the burning desire to change game engines to a game engine that handled a larger player load. I don't understand why some of us were invited into alpha to test the building tools as the prolific builders we are. I am confused...all of a sudden so many things are not adding up.
  11. I suggest you go back and re-read my posts. Your assumptions here have already been explained in detail above outside of the fact that you are brining up points that are irrelevant to this discussion as you are arguing semantics and not the fundamental issue, which is do we allow the smallest portion of the player base the most power, which is exactly what some of the people in this very thread are proposing...no conspiracy necessary.
  12. Actually number crunching would be the complete opposite. Supply and demand ensures coders in this regard would be the ones making large profits. The only way your statement holds true is if the majority of the player base are coders and the minority are builders. If Dual Universe is found to be appealing to a wide audience, the people who code will be in short supply. The coders know this, and this is why the coders are fighting to make sure that "coding is as hard as possible in game". They are trying to unbalance the game in their favor. The understand the laws of supply and demand. If 10% of the population can code and the other 90% are builders, guess who is going to needs whos help. It's not going to be coders needing builders help, it will be builders needing coders help. Which means in an free market, the coders will be able to charge A LOT MORE for their money than a builder will. The thing is, building will take longer than coding wiil especially when you consider people can write lua ousdie of the game and simply copy paste it into game, where as builders will need to be in game. So, what this does is it makes the coders the richest of the rich with their high demand skills which means they will have to harvest less if at all as plenty of people will be willing to lay down free spaceships at their feet in exchange for some of their coding. This heavily weighs the economy in favor of people who can code, this is in fact game breaking and once the community overall understands the ramifications in giving a small group of people this much power, people will quit the game. I have seen it over and over and over again in every game that lacks reasonable balance. It seems to me that you, like so many of the coders in this thread are heavily biased towards coders being able to have this luxury....but lets not be hypocritical in thought. Lets turn the tables 180 degrees. Lets now assume that the lua scripting in Dual will be handled inside of an easy to use interface (much like voxels are) and this is all the coders get. They have limitations put on them by Dual (much like voxel builders do). Now lets assume that designers, people like myself, get to import mesh objects of spaceships or buildings or entire cities that they built in a 3D program like Maya, Cinema 4D, 3DS max etc. We get to make all of our stuff off line, out of the game and import it easily, but not just that, we also get better fidelity objects, shapes that can not be created using voxels. We simply will have the best ships, or cities in the game. These designs will be desired and will fetch a large price on the free market. Would you honestly be happy with this? Knowing that nothing you make will ever compete with the competition unless you go earn a degree in 3D modelling? Would you be happy that the game 'favors' designers over anyone else?
  13. Sorry, don't have a 360 and this thing is decked to the nines in the interior. Here is the backside of a different ship I worked on, these are the engines. I had to stop working on this project because the game could not handle the prop count.
  14. here is one I made for someone else in game. ​ If you look at the center of the ship, you will see my character standing on it. This gives you an idea of scale (longest I could make in game).
  15. We are going to be friends. ​Those who have seen my spaceships in the other voxel game I played know the kind of stuff I will be making. I will most likely be starting off with a redo-refresh-reorganization of my pirate spaceship. It's already designed to work, I just need to make it and plug in elements.
  16. Works for me. Enjoy your time in game with all your other coding buddies. Your elitist attitudes will kill it for everyone else. No one likes a know it all, especially when that know it all in truth knows very little. BTW, I do my own taxes as well for myself and my business not that it's relevant to anything.
  17. This is my point exactly. I am already seeing a holier than thou elitist attitude out of the coding communtiy. This will not go well in the game and frankly...its heavily turning me off right now. I have been one of the most vehment and postive supporters of this game over anyone, but if they allow an elisist group of the populatioon to shit on the rest of us, I am out of here. ​If a coder can make super cool amazing whoop de doo whizzler thingamabobs and attach them to a voxel BRICK and win over a hand crafted nice looking spaceship with basic scripting of the elements. This game will die before its born.
  18. No, my argument is completely solid. You again, as I told you in the PM failed to understand the core of the conversation. This is not about coding or building, its about offering the same level of play to every customer. Why should coders be the "elite" people who will make the most money in game? Answer, there is no reason. I really should not have to explain it past this point, if you fail to grasp this concept, the rest will be over your head. And your anti mesh argument, is completely flawed. The mesh is only a brush. They can set a guide to the polygon count and if need be allow the mesh to be ported in stages for larger constructs. As far as materials, simple, just make the players have to paint them in game easy. A blueprint will be nothing more than your voxel creation in mesh form. Importing a mesh made outside the game (like they did with their demo) is completely doable. ​NOTE: I am not actually arguing for the desire to import meshes, I think you missed the sarcasm. I am arguing that one group of players should not have the upper hand based on the limitations of the game for the other group of players. If you are allowed to have the upper hand in coding, then I want the upper hand in designing (importing meshes). ​ Neglecting the majority of the games population and forcing elitist attitudes right out of the gates (from the coding community) is not a good way to start off a game.
  19. You miss the point, see my message above. And your argument applies to design as well. ​You are arguing semantics, I am arguing fundamentals.
  20. Well, I think that if coders are going to be given special treatment, then so should every other player in game. Allow me to port meshes of spaceships vs working with voxels. Just like the scripting will be basic and can only get you so far, so should voxels. Coders want to the ability to outshine their competition, allow designers to do the same. Let me port in meshes of ships I make in maya or cinema 4D. Seems fair to me, I am all for it! ​
  21. I disagree. By your logic we should then only allow building to the real life designers. Why should coders get preferential treatment, especially when they will be a smaller portion of the player base. It seems unfair and illogical to cater to one......ohh wait. ​Actually no, you are right. I absolutely agree that only real life coders should be able to script ships, and just so that I am not a hypocrite I also suggest that only people with design degrees should make stuff in game. After all, I don't want to have to look or work with terribly designed voxel creations. If you don't know how to design, find someone who does and pay them to do the work you need done, or learn how to design yourself. ​(note to the laymen: Good design does not mean just pretty. Good design is the perfect marriage of aesthetics and function and just because you can lay down a voxel does not make you a designer.) /sarcoff
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