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LittleJoe

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  1. Like
    LittleJoe reacted to yamamushi in Recruit Me   
    I actually have a copy of Roberts rules of order in the backseat of my car haha 
  2. Like
    LittleJoe reacted to yamamushi in Recruit Me   
    Name: Yamamushi
     
    Region/Timezone: All the time
     
    Language: English
     
    What type of Organization are you looking for?
    I am looking for an organization of people who want to help organize events and that will value what I have to bring to the table.
     
    Desired role(s) you wish to play in-game: 
    Events organizer, project manager. I have started numerous projects in and out of DU. If you know who I am, then you know what I can do for you.
     
    Roleplay interest?
    Yes
     
    Other: 
    As I've told others, I am not going to fill out your application to join your group. If you want me for my talents and for what I have to bring to the table, then you already know what I've done in DU and you presumably want to help those efforts. If that is roadblocked by me filling out a form to join your group, then you don't value me anyways and quite honestly I'd rather work alone than with people who are going to treat me like another cog in the machine. I already have a day job, I don't need a second one. 
     
    I'm looking for a group that will work as hard as I do on things and has people that are excited to jump in and assist on projects. 
     
    I'm not looking for org drama, I'm not looking for people that are going to micromanage me and tell me what to do. I want the freedom to keep working on these projects under someone's banner so that I can get help with them (DU Radio, The Contests I run, the giveaways I've had, the physical items I've had made, the list goes on). So it goes without saying that I am looking for an org with at least a handful of motivated people in it, and not solo orgs or people who don't have the time to work with me on anything. 
     
    I don't have a lot of high hopes posting here, and more and more it seems like I'm just going to end up playing the game alone, but I figured someone out there might be interested in having me under their umbrella.
     
    Preferred contact method: 
    Discord
  3. Like
    LittleJoe reacted to Durendal5150 in Let’s Talk Logistics. Cargo, Inventory management and sundry topics.   
    We’re all sure it’s going to be a big part of gameplay, so how do we make it fun? Simply being ‘emergent’ or freeform isn’t enough to make a mechanic fulfilling in and of itself, of course. So what can we do to keep the player engaged with this aspect of the game, or at least make it feel rewarding for its own sake. Or, if nothing else, make dealing with it not a chore.
     
    I’m going to be touching on a few subjects as we go here.
    ~Construct Inventories
    ~Market Inventory Mechanics
    ~Storing and Deploying Constructs
    ~Shipment Jobs and Contracts
    ~EDIT: Tactile Containers
     
    Part of the “Durendal has highly vocal opinions about game design” series.
    ~ Construct Mining and Balance: https://board.dualthegame.com/index.php?/topic/13238-mining-constructs-balance-and-you/
    ~ Logistics and Cargo Management
    You’re already here.
     
    Part Zero: What’s an Inventory Anyway?
    This should probably be established early on. What is an inventory? The obvious answer is that it’s where the player stores their stuff, but the form it takes can vary. The most popular form of inventory is a simple screen with a list, or a grid into which representations of items are slotted.
     
    So let’s take a moment to look at a few examples of how games have handled inventories.

    From Left to Right, we have Minecraft, Astroneer, Hellion, and EVE Online.
    In minecraft we can see a very simplistic and effective grid based system. EVE takes a similar approach, displaying items in a list as icons, much like a windowed computer interface.
     
    Astroneer and Hellion take a vastly different approach. We can see in Astroneer that the player's items are stored directly on their characters backpack, or carried around ‘by hand’ with the mouse cursor. Whereas in hellion, anything the player wants to set down, needs to be racked onto a shelf or container in the world physically.
     
    These represent various takes on two approaches, which we’ll call “Listed” and “Tactile” inventories. One represents the inventory as an abstract space, the other as a physical part of the game world.
     
    So, which approach does DU appear to be going for?

    “Listed” for sure. And given the scope of the game, one can see why. Having all the items players create physically represented in the game world would be impossible in a game like DU. That said, of the two styles, a tactile inventory is the more engaging and rewarding to actually interact with as a user experience. So is there some way we can implement aspects of it while still keeping within the technical and usability limitations placed on DU’s gameplay? I’m going to venture a ‘yes’ and present some theoretical mechanics and use cases.
     
    Part 1: Construct Inventories
    We can see in the screenshot above, pulled from the Pre-alpha tutorial videos, that the player’s personal inventory consists of a branching,sortable list of items. As an extension, we can assume the inventory of a construct would be similar. Perhaps taking the form of minecraft-like ‘chests’ into which items are simply dragged and dropped. This is absolutely a functional system, but it’s not a very satisfying one. It doesn't leave a lot for the player to interact with. So how can we take some elements of a tactile inventory system and apply them to DU’s listed system?
     
    Before we get into the meat of that, first of all we should establish how the player is going to interact with the contents of a construct. The most obvious answer is ‘they walk up to cargo elements and press the interact button’ but this has the potential to become more tedious than immersive.
     
    The most straightforward way would be some means of inventory pairing. With this, a character could set a current construct as their ‘active inventory’ and have the things within in available to them as if they were in their personal inventory. So long as they remain within a certain range of the construct. This allows the player to move things from one construct to another without tedium. Simply by moving from the construct that contains their active inventory to another, and interacting with it normally.
     
    With that out of the way, let’s discuss a constructs inventory in and of itself. NQ has stated that a construct will have access to ‘storage elements’ which are required to contain items. These may be specific to certain item types, such as solids, liquids, elements, constructs, etc.
     
    One way to make this a bit more engaging is to implement a two-stage inventory for constructs. In this, there are two primary types of inventory elements: Containers (previously ‘storage elements,’) and Racks.

     
    When a storage element is installed on a construct, it contributes to that constructs capacity to hold items. Interacting with it, or opening one’s player inventory when paired to the construct, will allow the player to drag items between any appropriate spaces. Be it their inventory or the Containers of a linked construct.
     
    A Rack, on the other hand, allows Containers to be installed in it directly. This allows them to be used in the manner described above. In addition, however, when interacting with a rack or other construct, a player can drag an entire Container from one Rack to another. Allowing the movement of physical containers from one consruct to another. (The Rack element here will display the container it contains, but that container won’t be a separate element. Though it may affect the characteristics of the Rack as if it were.)
     

     
    This should allow a great deal of flexibility in cargo handling and inventory management. As well as giving a pseudo-tactile to feel to the process. Giving the player the possibility to see their cargo hold actually ‘fill up’ with goods in some way should add at least some small aspect to making the task fulfilling. It also has some knock-on effects to other mechanics, taht will be discussed in following sections
     
    Part 1b: Secondary Conjectures
    This is stuff outside the scope of the above, and is more conjecture than solid suggestion or opinion.
     
    ~ Containers could be allowed to be dropped freely as physics objects? This could be problematic. But having either an ‘ejection’ rack or mechanism for detaching containers rapidly could allow for some interesting interactions. It also ventures the possibility of placing containers in a ship without a rack, or piling them by some method in a warehouse without racks. This is beyond the scope of the proposal, though, and probably incurs too much overhead for what it achieves.
     
    ~It might be possible to store multiple smaller containers in a larger rack. This incurs the problem of designing a UI element to display how this is being accomplished, in the case of odd fits. While it’s perhaps possible to clearly communicate how much space is remaining in a give rack for containers, this may also be more headache than is necessary.
     
    ~Possibility the distance an inventory transfer can take place it is related to ‘nano beamformer’ elements? This may be an unnecessary complication. But the elements themselves would provide a jumping off point to script the automatic transfer of containers and cargo.
     
    Part 2: Storing and Deploying Constructs
     
    Dev blogs have stated it will be possible to store entire constructs inside of a storage element. So how do you get them out? And how does that play with our new Container and Rack system?
     
    In addition to container types for different resources or items, one can assume there will also be one specifically for constructs. In fluff terms, we can consider this as a complex device that stores a complex object deconstructed by nanoformers as its component parts, along with all the information to reconstruct it.
     
    The capability to store constructs in this way is vital for a number of reasons. Both to facilitate mass production and to reduce server load. (While the image of a lot of ships for sale is delightful, it may be hard to handle for multiple reasons, including interaction with market mechanics.)
     
    So first of all, how do we store a construct? We can posit that a construct becomes any other item and is placed into a container suitable to it. Issue arises with constructs that take up more volume than a single container holds. How does one put battleship soup in a can? Here, we can assume that a construct could be ‘partitioned’ across multiple Containers, that become a linked item, or at least a cross-referenced one.
     
    Next, we need to get Constructs both into and out of containers. An issue that arises here is that we don’t want this to happen instantly. While time has already been invested into making the construct, we also don’t want units being deconstructed in combat to save them, or freighters instantly spitting out fighters from their holds. So this process should take some time.
     
    To facilitate it, we have two elements. We’ll call them a “Garage Array” and a “Construction Array” for brevity's sake. A Garage Array deploys or undeploys dynamic constructs. It’s either linked to secondary elements defining an enclosed space, or has some sort of volume set on its deployment. A Construction Array deploys and undeploys static constructs wherever the operator points it.
     
    The size of the array elements themselves determines the maximum size of the construct they can work on, and how quickly they do so. (Possibly in conjunction with player skill.)
     
    Thus, storing or deploying a capital ship or large station should take a fair bit of time, while fighters and houses should be quick affairs.
     
    The Container that an undeployed construct should be placed in would be selected via GUI upon beginning the process. While deploying one could use existing UI elements. (The item sidebar specifically.)
     
    Part 2b: Secondary Conjecture, The Second.
    ~It may be a Good Idea to factor the deployment time into the time needed to manufacture a construct in the first place.
     
    ~If a container for part of a construct is lost, a Factory Unit should be able to replace it by being provided with the other containers. To prevent IP theft by copying. (Splitting something into five containers and ‘replacing’ the other four off each.) When the process is initiated, remaining containers should become inert. Though if they’ve been stolen or simply misplaced, the construct soup in them should be reclaimable for raw materials as a consolation prize.
     
    Part 3: Market Inventory Mechanics
    So now that we have containers, how do they interact with markets? It’s been stated that a market will need storage for goods waiting to be sold, so we can facilitate that in the following ways.
     
    1: A container attached with no rack to the market construct and linked to the market unit provides loose item storage to it.
    2: A rack attached to the market unit allows for containers within it to be sold, including their contents. (And potentially bought, but this has some issues, as a market order for ‘a size 3 Container with exactly 30k iron ore.’ raises UI questions.)
     
    Alternatively, we could also allow containers in racks to be flagged to contribute to the total loose storage. Or to only do so until they’re empty, or any other number of possibilities.
     
    The major takeaway of this part though is that racks and containers facilitate bulk sales for allowing entire containers of goods to be sold and delivered as a unit through the market terminal.
     
    Part 3b: Secondary Conjecture; third time’s the charm.
    ~If market terminals also facilitate delivery or transfer contracts, this neatly sidesteps the problem of ‘placing buy orders for containers of goods.’

    ~That said, providing an empty container to a market terminal along with buy orders that are collectively tied to its capacity is a Good Idea.
     
    ~Buy orders that are tied to a target containers capacity are a Good Idea in general, because they allow factory owners flexibility in receiving deliveries from freelancers. But that’s probably out of scope for the cargo post.
     
    Part 4: Shipment Jobs and Contracts
     
    Containers should allow for shipment jobs to be generated easily. Instead of specifying specific items, a client can now simply say they need a container shipped from A to B. Unfortunately, a simple contract like this fails to allow for some use cases.
     
    If an efficient trip means transporting a crate from a market terminal near the client’s business, to the spaceport, to an orbital transfer, then via freighter to another transfer and down to another planet, orchestrating all of this could be problematic. So it may be ideal to allow the client to specify the legs of the journey and the payout for them.
     
    Alternatively, allowing potential contractors to establish routes from one freight terminal to another, simply with a fee for transit of a Container, may be a better solution. Here, the customer would select a destination in the market terminal, deposit their Container, and the contractor is paid upon its arrival. This allows a shipping company/org to worry about all the interim stages without involving the customer, but still allows such jobs to be established without require a clerk and notation on the player’s part.
     
    4b: Secondary Conjectures One last time
    ~Yeah, just kidding. This whole part was mostly conjecture.
     
    And there you have it. Ways to handle logistics and the potential benefits thereof. There could be ways to make these mechanics even more hands-on and engaging, but they’re likely outside the scope of development NQ has set. The above seems, to me, like a fair compromise.
     
    I ran out of steam on the graphics to accompany this. I might go back and add some more later.
     
    EDIT EDIT EDIT
    Part 5: Tactile Containers
    I forgot this one before I posted last night.
     
    Tactile Containers would be things like lockers, shelves, weapon racks, armor stands, etc. Things players could use to display personal items such as weapons, tools, spacesuits, and various small decorative items that aren't worth making 'elements' in and of themselves. These would be placeable or retrievable just by holding the item (or nothing to retrieve) and interacting with a 'slot' on the container. These would be specifically not linked to a constructs overall inventory, and might as well includes safes or the like. (Normal containers that are not visible to the outside inventory system by anyone.)
     
    The items on these would just not display to people not suitably close to them. And mostly are a way for players to facilitate showing off their personal Stuff, which is something one imagines they'll probably want to do.
     
    As a wild conjecture, I'd approve of globes of planets and models of player constructs, generated somehow from in-game data, as ideal decorative items to slot into such elements.
     

     
  4. Like
    LittleJoe reacted to yamamushi in Official Dual Universe Discord   
    It sure has been active this week, happy to see all the new faces around and getting to know the new patrons
     
     
  5. Like
    LittleJoe reacted to yamamushi in Official Dual Universe Discord   
    As of today, there are 1537 people in the community discord  
     
    We are doing giveaways pretty regularly, and NQ pop their heads in from time to time and talk to people, which is a radical change from the last time this thread was updated haha. 
     
    It definitely has picked up in activity and seeing all the new patron pack owners coming in to play the game and ask questions has been pretty awesome lately. 
     
     
  6. Like
    LittleJoe reacted to yamamushi in [DevBlog] Update DevBlog (every Month)   
    https://dualthegame.com/en/news/
  7. Like
    LittleJoe reacted to yamamushi in DU Memes   
  8. Like
    LittleJoe reacted to NQ-Nyzaltar in Canadian   
    Hi everyone,
     
    Please refrain to argue about international leadership. That has nothing to do in the topic.
     
    It's not in our intentions to appreciate or depreciate residents of a specific country. 
    We have no interest of having such practices. Ideally, we would like everyone to be happy.
    We understand that it may seem odd that Euro is the currency used for Canadian customers.
    This is something that is going to be discussed with Novaquark management as soon as possible. 
    However, we can't promise anything at this moment:
    That's a complex matter, and we aren't always able to go for the solution that seems the most "fair" from every customer point of view as there are sometimes constraints we can't avoid. We will keep you informed on the topic as soon as possible.
     
    @maxxuser
    While we can understand your frustration, that's not a valid reason for not following the forum rules.
    Please keep a courteous tone if you don't want your posts to be moderated.
    Thank you for your understanding.
     
    Best Regards,
    Nyzaltar.
  9. Like
    LittleJoe reacted to yamamushi in Parachutes   
    I'm surprised I've only seen the word "parachute" mentioned in two other threads, but since it hasn't been brought up before as its own specific feature request...
     
    It would be really nice to have some sort of parachute item that we could use either when bailing out of a ship at high altitudes or perhaps something we'd use when skydiving into a territory during a covert ops mission or something. 
     
    Preferably it would be something that we'd have control over ourselves, and not something that auto-deployed (because a parachute would be pretty visible, and you might want to deploy as close to the ground as possible to avoid being seen). 
     
    Another possibility would be a wingsuit of some sort... 
  10. Like
    LittleJoe reacted to Mod-Merwyn in Canadian   
    Calm down guys.
    Shouting and insulting is only going to get the thread locked and people punished.
     
    @maxxuser, keep in mind that you are currently backing a game. Having lots of different currencies to trade is not going to help NQ develop the game.
    They will probably update sales closer to the release, once the try to actually sell the game.
    From experience, I can tell that pushing the subject publicly and pushing NQ's hand is not a good idea. You will just make them angry too.
     
    For the others, even if you have good reasons to get angry, it's always better to stay correct and helpful. We don't need league of legends community.
     
    I'm gonna ask for a CM to clarify the subject.
     
    ~ Merwyn
  11. Like
    LittleJoe got a reaction from Hades in Canadian   
    How it is:
    Patron = $180USD and €180Euro
    Euro to CAD €180 = $280CAD

    For reference:
    USD to CAD $180USD = $230CAD

    What the OP wants:
    Patron = $180USD and €147Euro (to make both currencies equivalent)
    Euro to CAD €147 = $230CAD

    Edit: Note, I'm not saying this is how it should be, because I don't know everything that goes into this, I'm simply clarifying what the OP is suggesting.
  12. Like
    LittleJoe reacted to NQ-Nyzaltar in A lesson from ARK: Survival Evolved.   
    @Orius
     
    We do know Ark and we have already taken game design decisions to make sure it won't become the same.
    If you haven't read it yet, we encourage you to read this DevBlog article from January.
     
    As the concern has been answered the topic is going to be locked, to avoid further digressions.
     
    Best Regards,
    Nyzaltar.
  13. Like
    LittleJoe reacted to yamamushi in Dual Universe DAC Challenge Coins   
    I will be handing these out primarily at conferences I attend to other backers from the forums and discord that I meet in person (not just every random person I meet, haha).
     
    I'll also send some out once they arrive, but I won't be selling them. They're just little collectibles I made for people who go that extra mile to see some DU. 
  14. Like
    LittleJoe reacted to NQ-Nyzaltar in Apology from Slaxx to NQ and the Dual Community   
    All right, this topic is going to be locked.
     
    Surprisingly all these "TheSlaxx" defenders are fresh new accounts.
    Apparently some think it's okay to create accounts just to try to strongharm Novaquark's decision, even if this was already discussed and explained in private many times.
    Making it public will NOT change Novaquark's decision. If someone opens another topic on TheSlaxx to try to change Novaquark's mind, expect your account to be banned permanently from the forum without further notice. We don't have time to waste on this topic anymore. This practice of coming back again and again on a decision made by Novaquark will only make the situation worse.
     
    TheSlaxx hasn't been banned for the shady practices regarding the Organizations.
    He has been banned for what he did after.
    "He has changed now" will never be a valid argument to rehabilitate him.
    If we make an exception for him, we will have to make exceptions for everyone else that has a toxic behavior. 
    That's not gonna happen.
     
    Best Regards,
    Nyzaltar.
     
  15. Like
    LittleJoe reacted to Msoul in Linux crowdfund please   
    As an avid Linux user myself I figured I should chime in with my two cents on the topic. While it would be amazing to see Dual Universe have native Linux support I do agree that it should not be a top priority at the moment. I want DU to succeed and to me that is more important than getting all the features that I want implemented right away. There are core features that must be in the game for it to become the smash hit we want and Linux support is not one of those features its a bonus. Although you raise the argument that lack of this feature locks out part of the demographic I do not feel that is the case. Most Linux/Mac users acknowledge that their OS selection is limiting when it comes to playing games (slowly changing but still a long ways to go) and so many compromise with various alternative solutions like dual booting or emulation. I also fall into this category, personally I dislike windows but I simply liked DU much more so now its running on a dedicated windows SSD with nothing but dual universe and discord installed. Sure some might have extreme views and condemn the game for a lack of Linux support but this is a small number of people and I am willing to bet most will bend their ideals in order to play the game. I do hope that NQ tries their best to incorporate additional OS support in the future but I feel their target should be a quality working release first and then add in features afterwards. I like your idea of showing our desire for additional OS support financially but I still feel that all funds should go towards a strong foundation first. The main reason I feel this way is because history has shown that when devs delay their release to cram in more features it just makes the players unhappy and gives room for the competition to walk in with some other amazing game and steal the show. For now I think we should focus our efforts towards assisting alternative OS users with the conversion as much as possible. Speaking of which I keep hearing these rumors of players successfully getting DU to work with wine, if anyone happens to know where these geniuses are please get them to contact me, perhaps together we could create a guide or better yet a convenient package for running DU on Linux.
  16. Like
    LittleJoe reacted to NQ-Nyzaltar in Player Recruitment & Advertisement: dos and don'ts   
    I) About Dual Universe (and/or a DU Organization) Advertisement
     
    (a) It's fine to advertise the game and/or your DU Organization(s) to players you already know or with whom you have already played with in other games without harassing them. If they aren't interested, do not insist.
     
    (b) It's absolutely not acceptable to enter other gaming communities with the only intent being to randomly advertise Dual Universe or your DU Organization to players you don't know. Being polite isn't enough. Participating in said group with the intention to legitimize your advertisement is not enough either. You won't fool many people with this method. While one player may be convinced to join your Organization, it will most likely antagonize significantly more players, making them hostile toward you and Dual Universe due to these cheap and inappropriate practices. 
     
    If you don't understand why this is wrong, just imagine players coming from 10 different game communities and invading your Discord, subReddit, or Steam group, falsely pretending to be interested in the game you’re playing while instead being there to make advertisements for the game he plays in your channels. Any person would quickly be tired of this behavior and ban them all, as well as form a negative image of the game that has been advertised. Please don’t do this.  Not only is this rude, this can be considered harassment in addition to brand damage, which could result in a ban from Dual Universe for such behavior.
     
    (c) While it didn’t seem clear for everyone so far (despite being in our EULA and in our forum chart here), here is a strong reminder: impersonating Novaquark staff is a serious offense. This will result in a permanent ban without further notice or discussion. There is also no limitation period for this offense (meaning: if we got proof of Novaquark staff impersonation several months or even years later, the sanction will still be applied).
     
    (d) While this has been some kind of grey area until now, there won’t be sanctions applied to involved Organizations for the past actions. However, from now on, Organizations that will benefit from the aforementioned bad practices could see their member list reset at Novaquark’s sole discretion. We wish to make it clear that there is nothing to gain from such advertisement and recruitment practices as well as inform other gaming communities that the Novaquark staff will not tolerate these methods of advertisement and recruitment.

    II) About Gifting Practices as a Recruitment Incentive
     
    Novaquark has not enforced any strict rules regarding gifting practices so you are free to gift DACs or Supporter Packs as you see fit. However, we don’t encourage use of this freedom as a recruitment incentive unless you are perfectly fine with the definition of "gifting" (giving something for free to someone else without expecting anything in return for this gift). 
     
    Before gifting a DAC or a Supporter Pack, you should carefully consider that a player could leave your Organization or simply never join it at all. In this situation, this will be your responsibility and we will not refund nor reverse the gift you made to another player. The Novaquark team will not step in to oblige the receiver to fulfill his part of the bargain either (if there was any).
     
    So choose and gift wisely.
     
    If you have any further questions on the topic, please let us know.
     
    Best Regards,
    The Community team.
  17. Like
    LittleJoe reacted to yamamushi in Can you (not pilot) move freely inside ships mid flight and craft, build as well?   
    Yes, you can. While a ship is in motion people can move around freely inside of it and build and do various other ship related tasks. 
     
    Here's an example of this (albeit a small example):
     
     
  18. Like
    LittleJoe reacted to yamamushi in Can you (not pilot) move freely inside ships mid flight and craft, build as well?   
    Not entirely correct, there is no "barrier" you cross to enter a construct, rather the construct you are attached to is determined by raycasting from your character downwards. The first object that the ray hits determines what construct you are attached to. That's a simplistic way of looking at it, but you can see it illustrated in the video I posted above. 
     
    With that, the engine can determine what frame of reference your character should have relative to the construct that it is attached to.
     
    Technically everything in the game is a type of construct, from planets to asteroids to ships, they just operate differently (i.e. you can't move an asteroid by pushing it through space). 
     
     
  19. Like
    LittleJoe got a reaction from GraXXoR in Subscriptions and DAC's: Can You Afford Them?   
    TLDR: Nobody has an excuse to not be able to pay $10-20 a month for DU.
  20. Like
    LittleJoe reacted to Kurock in old subscribers treated worse   
    What founders generously received when the supporter packs were announced are mostly cosmetic in-game items and not entire "packs". What those cosmetics are, are listed in the post where that image comes from:
     
    https://www.dualthegame.com/en/news/2018/03/07/supporter-rewards-for-founder-backers/
     
    Besides cosmetic in-game goodies:
    Silver Founders now get access to Alpha 2 (not beta like the would have previously)
    Gold Founders gets a name reservation
    (Sapphire Founders and up get a few more cosmetics.)
     
    NQ have stated that they are looking into allowing upgrading from Founder packs to Supporter packs as there are quite a few people asking for this.
     
    Are NQ really treating Founders worse by handing out free stuff?
  21. Like
    LittleJoe reacted to Mod-Meldrik in old subscribers treated worse   
    Hey Emtec3PL,

    In my opinion, I think Founders have actually been treated better now this run, as their packs, got for free, the perks of the Subscriber Packs.

    Example:
    Silver Founders previously only had access to Beta - With Novaquark's auto reward system, they now have access to the game from the Alpha 2 Stage. Gold founders get some of the perks from the Sponsor Pack. Essentially, getting FREE perks added on top of their Founders Packs.
    This, to me, is totally fair, Novaquark did not have to do this for us, but instead, they were generous to the Founders to give them the Free Additional Perks.
     
    This is the reason why Founders can't UPGRADE to Supporters - As perks have already been given.
     
     
    ~ Meldrik

     
  22. Like
    LittleJoe reacted to yamamushi in Dual Universe DAC Challenge Coins   
    I had these custom gold and silver challenge coins made using the design of a DAC from the pledging website:
     

     
     
  23. Like
    LittleJoe reacted to Hampius in Any LANDMARK builders here ??   
    Mmm...Landmark...whenever someone mentions it, I get this nostalgic feeling. That game (erm?) made me feel like I was reinventing my gaming - the freedom of creation, the tools that were being improved over those two years, the feeling that we (the EQ:Landmark community) were a part of something big that was being created - that was just pure epicness. Ruined by Daybreak (the name stands for itself...) and it's lack of vision and resources to continue creating Landmark and Everquest:Next. Sad... but it was one hell of a ride when it lasted
    That's why I'm still looking forward to Dual Universe (and lately I became less skeptical about the project) - I'm really looking forward to the same freedom of creation + I'm a fan (and current player) of EVE Online, so it should be a win-win situation, when (if?)  the DU game is released.
    Speaking of Landmark again - to all of you that were there I congratulate that we were able to witness such fine creations made by Landmarkanians
    And to think, it started so humble in 2014...
     

     

     

     
    And after that it skyrocket with possibilities...

     

     
    Pure magic of creation possibilities...

     
    We were building it for the higher goal - it sparked imagination and many contests were hosted, which was even better for that creativity spark

     
    I dream of something similar in Dual Universe... Please, make it happen
     
    Kind regards,
    Hampius
    Ex-Landmark builder
  24. Like
    LittleJoe reacted to Atmosph3rik in Any LANDMARK builders here ??   
    So this was a project i started in Landmark right at the end of Beta.  I was going to get back to it eventually after the last wipe but never got around to it.
     
    It was meant to be a sort of Scifi condo that would be part of a modern city in a hostile icy environment.  I know weirdly specific.
     
    https://imgur.com/a/bZobv
     

     

     

     

     

     

     

     

     

     

     

     

     

     

     
     
  25. Like
    LittleJoe reacted to Elkay in Any LANDMARK builders here ??   
    Hey guys...we're using this Thread to connect actual Landmark-Builder fans...not to hurl fecal matter at each other like monkeys in cages.  While many like myself were drawn in by the lure of EQ-Next (I do desperately want another GREAT MMO to come out) that doesn't mean the creative side of my personality didn't show thru with my creations.  I very quickly became a fan of just building.  Heck, i'd have loved an EQN World where i was nothing more than an architect for guilds to hire and construct their...whatever.  Castle/keeps/homes/taverns whatever.  Learning how to use the sandbox became the game for me and it was just fine for that.
     
    For all the problems it had, there were a hundred great things it also did and i'm posting these NOT TO PAT MYSELF ON THE BACK but to prove a point.  If you or your friends or your enemies are going to sit there and say, "Landmark was garbage you could do nothing with it" then how do you explain the items myself and many other far more talented builders made???  MY personal stuff was by no stretch of the imagination "the best" - there's at least fifty other players that i can think of almost instantly who could out-build me with their eyes shut.
     
    But there it is.  Here's what *I* built using "That broken piece of dung Landmark that nobody could do anything with"
    This build was wiped in Alpha and re-built several times but this is my first recording of the overall structure:
     
     
    This next vid was *not* the final version - but it was the final version i vid-grabbed.  It's the same "Keep" as above but several months have gone by and quite a lot has changed.
     
     
    Don't like square corners, blocky structures?  How about something a little more organic like my Kerran Monastery?
     
     
     
    VERY VERY VERY Few props were used in ANY of my builds - with the sole exception being the "Monastery" where there was the clear need for an over-abundance of plant-props and other sundries.
     
    Everyone knows DBG crapped the bed when they fired everyone worth a hoot - everyone with the dream and the drive to make EQN - THOSE were the people who killed EQN, not SONY.  SONY stopped development on it because they didn't want 20 mil in debt on their books when trying to sell off their game-development division...NOT because Voxels are stupid or unusable or whatever...and oh BTW the Enterprise?  Uses ZERO "Voxelmancy" - that's pure built with the built-in tools.  Don't tell me what i know.  I know what i know.
     
    As for Voxel manipulation how bout this?
     
     
    My train set wound up being a collection of 12 cars each built where nothing is what it appears to be - all of the voxels were offsets or insets or inverted or turned.  Had to in order to make it work the way i wanted rather than the way the Voxel-Farm intended the voxels to be displayed.  Is that breaking the engine?  Or is that expanding it?  Did i build this using nothing but glitches???  DONT TELL ME WHAT I KNOW.  I KNOW WHAT I KNOW
     
    Sorry everyone - i'm so sick to ()*#)ing death of the general public ragging on LM simply because they're mostly made up of instant-gratification-required individuals afraid to work their brains a little to figure things out.  Just sick and yeah tired.  Can we please, PLEASE stop with the LM bashing????  
     
    I posted these videos to stand up and say to those who made/make those claims, "Yes. You CAN do this.  THIS was made USING LANDMARK and by someone who doesn't know the first thing about "voxelmancy" (I always hated that term btw...called those peeps "Voxelnancies" yeah i'm a child get over it.)  Sure a lot of my builds used fancy bits n pieces all of which i was taught by those specialists i'm referring to.  Were it not for their help, i'd have figured it out - just would have taken a lot longer and hooking up with other builders was actually kind of fun from time to time.
     
    Ok stepping off my soap-box now.  PLEASE lets stop with the LM Bashing.  Let the old girl lay in peace.  PLEASE.
     
    We're very quickly going to embark into a new world where sandbox building presumably has no limits...we'll see.  We'll see
     
    -LK
     
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