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Traceur

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  1. Like
    Traceur got a reaction from wesbruce in Food and Water   
    This might be slightly unrealistic, but using your [insert future biotech-babble], if they remove the cap on how much you can fill your food bar, then instead of obtaining food filling your inventory with food and then eating it each time you are hungry, you could just eat it when you obtain it and have the stomach serve as the food inventory. This way you get the immersion of having to actually eat without the annoyance of making it any more of a chore then putting it in your inventory in the first place.
  2. Like
    Traceur reacted to this3ndup in FTL Jump drives   
    In a game like Star Citizen (a common comparison), the experience primarily revolves around spaceflight.  You're flying a ship, docking at stations, and landing on planets, but you're not exploring planetary surfaces for resources, gathering, building, and fostering ground-based civilizations.  It's a very limited sandbox, and emergent world-building is limited.  In a game like this, there will be entire worlds to explore and colonize without ever setting foot in space.  There will be infrastructure to be developed on a grand scale.  Discovering a single planet could open up a land grab contested by a vast number of players and organizations.  
     
    While discovering a new planet in many other procedural space games is a novelty for the player discovering it that might offer some new resources, opening up access to a new planet in a game like this would bring with it an entirely new round of emergent gameplay on a grand scale.  New civilizations, politics, and economies would rise up and exert their influence.  A shift in the previously established balance of power would follow.  The consequences would reverberate throughout the game world and players and organizations would have to adapt accordingly.  This possibility is tremendously exciting, but it also means that discovering new worlds should be a task demanding a significant investment of time and resources.  Every time you stumble on a new world, you have done more than add another point on the galaxy map.  You've opened up an entirely new--but connected--game world.  
     
    There will be players who are turned off by the fact that they can't slap an FTL drive on their single-person ship and jet off alone to all corners of the galaxy discovering interesting worlds, but there are other games for such endeavors that are much closer to fruition (e.g. No Man's Sky).  This game is something different, and it seems like a lot of people are coming to this expecting to play a voxel-based version of their favorite sci-fi space game subgenre.  Unfortunately, this game can't be everything to everyone, and I'm personally excited for the possibilities inherent by what is unique about this game, as opposed to re-creating experiences that are being addressed well by other developers.
  3. Like
    Traceur reacted to Darius Sanguna in Historical early 21st century VR pub   
    Please say that you have also found the recipe for Guinness
  4. Like
    Traceur got a reaction from Scruggs in Full PvP or allow player-created PvE zones? (outside of Ark)   
    I can see why that stance would derail into catfights...
     
    Safe zones don't become a problem for PvP players because PvE players go there, they become a problem because other PvP players can go there, and thus exploit them in various ways that are often perceived as damaging to the PvP dynamic as a whole. This isn't a case of one play style demanding everyone else plays the same style, If this was a server-split game, I wouldn't care if their was a no-PvP server. But when it's all put together, when there's the potential for someone to blow up my base with ships built from a factory that I can't blow up back, that's going to be a problem.
     
    Also, it's worth mentioning your perception of PvP is very much screwed to a rare griefer kind, usually of younger years. A lot of PvP players in sandbox games are social PvP players, they aren't looking for the next kill to feed their ego, they like taking part of large organizations with something to loose because they enjoy the politics, the large scale cooperation and strategy, the comradery, the sense of duty and the feeling that you are needed and perhaps most importantly, the sense your actions and choices have consequences. You are right that there's ego food involved, but while you are imagining a 13 years old troll getting off on a kill, it's more often a 35 years old taking a break from a life of circumstances to feel like something they are doing is of value.
  5. Like
    Traceur got a reaction from Warden in Full PvP or allow player-created PvE zones? (outside of Ark)   
    I can see why that stance would derail into catfights...
     
    Safe zones don't become a problem for PvP players because PvE players go there, they become a problem because other PvP players can go there, and thus exploit them in various ways that are often perceived as damaging to the PvP dynamic as a whole. This isn't a case of one play style demanding everyone else plays the same style, If this was a server-split game, I wouldn't care if their was a no-PvP server. But when it's all put together, when there's the potential for someone to blow up my base with ships built from a factory that I can't blow up back, that's going to be a problem.
     
    Also, it's worth mentioning your perception of PvP is very much screwed to a rare griefer kind, usually of younger years. A lot of PvP players in sandbox games are social PvP players, they aren't looking for the next kill to feed their ego, they like taking part of large organizations with something to loose because they enjoy the politics, the large scale cooperation and strategy, the comradery, the sense of duty and the feeling that you are needed and perhaps most importantly, the sense your actions and choices have consequences. You are right that there's ego food involved, but while you are imagining a 13 years old troll getting off on a kill, it's more often a 35 years old taking a break from a life of circumstances to feel like something they are doing is of value.
  6. Like
    Traceur reacted to GalloInfligo in FAQ   
    I thought I would stat working on compiling all the official answers in one post, will organize later etc... if your interested in helping just reply with some info, please keep the format the same with a link to the official answer.
     
    New o e got started and stuck to the top, so no need for this one anymore....
     
    board.dualthegame.com/index.php?/topic/1122-dual-universe-faqsources/#entry13140
     
    Q: If everything is editable at a resolution of 1 meter. Then a 100km planet would represent roughly 100000*100000 * 4 * 3.14 =~ 100 billion square meters of surface. If you edit this on a 100meter shell then it represents 10 trilion voxels. If you can store a voxel on 100 octet (and it might be a lot more), then it represents 1000To of data. How will you handle that much?
    A: The trick is we don't store each voxel on the servers. Each planet is generated procedurally in real time by an algorythm when needed (when a player is approaching or on the planet). So a planet doesn't weight anything in terms of storage. This is exactly how it works in a game like No Man's Sky, the "magic" enabling devs to generate millions of planets without storing anything. Now, as we have editable planets, we go one step further: when a player edit something, we store just the modification(s) applied on the procedurally generated planet. That way, we optimize the space to store all the modifications made by players.
    https://board.dualthegame.com/index.php?/topic/544-announcement-dual-universe-at-e3-pc-gaming-show/page-4#entry6843
     
    Q: Will there be a version of this for Steam?
    A: Releasing Dual Universe on Steam is being considered (but no promise at the moment).
    https://board.dualthegame.com/index.php?/topic/820-if-i-may-ask/#entry6825
     
    Q: What is the difference between Crowd Funding and Early Access?
    A: From our point of view:
    - Early Access should be equal to selling a game, not completely finished but already fun to play and fairly stable. In other words, at least a game that has reached Beta. Those who buy a game in Early Access are consumers who buy a product to play a bit in advance prior to the official release.
    - Crowdfunding is meant for people who want to help the project and support, people to have suggestions to make to improve the game, etc. They can access the game right from early stages, in order to provide feedbacks that could be taken into account into the dev roadmap. But there are here more as supporters willing to help improving the game than consumers in the first place (but they deserve, of course, the same respect as other consumers!): they understand they are going to enter a game that isn't a nearly finished product or that the fun is not completely there yet.
    https://board.dualthegame.com/index.php?/topic/820-if-i-may-ask/#entry6825
     
    Q: When will the Crowd Funding Start?
    A: Crowdfunding campaign: it will be launched before end of 2016.
    https://board.dualthegame.com/index.php?/topic/812-crowd-funding-soon/#entry6818
     
    Q: When will Alpha launch?
    A: Alpha Launch: early 2017.
    https://board.dualthegame.com/index.php?/topic/812-crowd-funding-soon/#entry6818
     
    Q: Will this be a first person shooter or target lock style game?
    A: We totally understand that First Person Shooter gameplay would be more immersive.
    However, we have to take everything in account. And when we do, then we have to make some compromise.
    We want combat, but combat is not the main feature of the game. Only one of the main features, equally important with building, real massively multiplayer system in a single-shard universe, exploration, trading, etc. Once this was sorted out, it was logic that we wouldn't sacrifice things like the massively multiplayer aspect just to have the best First Person Shooter possible. In that case, even if it's not the best combat mechanics (we totally agree on that), target locking combat gameplay is the answer for the best compromise. So it's not a decision led by personal taste, but really the most relevant decision on the technical aspect in our case.
    https://board.dualthegame.com/index.php?/topic/779-suggestion-please-do-not-use-a-eve-lock-on-weapon-system/page-2#entry6816
     
    Q: Are there safe zones, and are you going to force PvP on players?
    A: There will be safe zones for those who don't wan't to have PvP activities. We won't force PvP on players, we want to avoid that at all costs.
    https://board.dualthegame.com/index.php?/topic/725-is-it-just-me-that-kinda-fears-it-will-become-a-sci-fi-ark/page-2#entry6239
     
    Q: Can I build a planet killing weapon?
    A: The clear answer is no, there won't be weapons powerful enough to destroy planets.
    https://board.dualthegame.com/index.php?/topic/534-whats-about-fully-destructible-planetsstars/#entry3577
     
    Q: Will Dual Universe will have the ability to cloak. And if so, I pray they have a mechanic that will not allow a player to abuse cloaking by sitting in a system for days on end, even weeks in some cases. It is nothing short of being a griefer and ruins game play for the vast majority of players.
    A: We plan stealth technology in Dual Universe (even if it's not planned soon). Afk cloaking is indeed a problem in EVE. Psychological warfare is interesting, as long as it involves activity from the player wanting to do it. From what we have analyzed, afk cloaking has been possible because of a few things:
    - the fact that all players in the solar system are displayed on the local chat. If you see someone you don't know, it migh be a spy, or someone planning an ambush.
    - the fact that a player can leave from a safe area (space stations) from a unique point (easy to ambush).
    - the fact that a player wanting to leave the solar system generally needs to use a stargate (also an easy place to ambush).
    As Dual Universe won't work "solar system by solar system" and there won't be only one point of entry/exit for a safe area, this kind of abuse should have a lot less impact in Dual Universe. And if it still does... well, we keep your suggestions in our papers as possible ways to handle it
    https://board.dualthegame.com/index.php?/topic/490-beware-of-the-afk-cloaker/#entry3428
     
    Q: I suck at building, will there be generic blueprints?
    A: We are perfectly aware that not every player that will be interested in Dual Universe will be a naturally talented voxel-based spaceship designer. or even interested to be one. That's why, right from the beginning, we plan to have generic blueprints available, to avoid that - even it's a very improbable scenario - some organizations recruit all the builders to build only for them.
    https://board.dualthegame.com/index.php?/topic/521-programming-gameplay-and-continuity/page-2#entry3424
     
    Q: I suck at coding, will there be Generic LUA scripts for me to use?
    A: We are planning to do the exact same thing for the LUA scripts: having some decent generic ones available to all players right from the beginning, to avoid any monopolistic situation, because not every player is a natural born developer.
    https://board.dualthegame.com/index.php?/topic/521-programming-gameplay-and-continuity/page-2#entry3424
     
    Q: Will there be resource respawning?
    A: At the moment, it is not planned to have resource respawning. If for some reason, there are a real necessity to add some resources on a planet, meteorite rains could be an interesting alternative.
    Unless we encounter some unsolvable scenario where it could stuck players, we will avoid the "artificial resource respawn" at all cost.
    https://board.dualthegame.com/index.php?/topic/481-resource-respawning/#entry3420
     
    Q: Can I desigin my own personal weapons?
    A: There's currently no plan to create a voxel editor to develop character weapons. At the moment, character weapons are planned to be mesh-based, and defined by developers. The Dev team has already a lot on her plate with our current goals. Maybe far in the future, but we can't promise anything for now.
    https://board.dualthegame.com/index.php?/topic/473-personal-weapons/#entry3183
     
    Q: Will DU add in a feature that would allow us to turn on various axes of symmetry while designing ships, either in virtual space or in the living game world?
    A: This is something that some devs are already discussing: Having the ability to "mirror" a pattern (a saved voxel shape) is something that is definitely worth considering.
    https://board.dualthegame.com/index.php?/topic/508-axes-of-symmetry/#entry3177
  7. Like
    Traceur got a reaction from Wardion2000 in Subscription should not be its pay model   
    I guess I was late with the post about the actual topic (subscription model)...
     
    The game can be an investor scam, or it could fail it's kickstarter campaign, or it could fail in financially planning the development process once financed, or the server architecture could fail later stress tests end the game will end up a shadow of it's promised glory, or it could be all it's promised and get released only to end up unsuccessful and get canceled a couple of months after because another game targeting the same market audience outshines it or the market changes and people get sick of the minecraft trend, or an asteroid hits earth right on their studio, or trump gets elected.
     
    Approaching it with a grain of salt is wise, approaching it with a tinfoil hat is just bad fashion sense.
  8. Like
    Traceur got a reaction from DoubleBotch in Targeting and Scanning other ships.   
    One thing that could be really fantastic - though possibly too much to ask - is if they used something like XML or CSS to control the display of information, and then allowed us to edit it to our own whims. Another way to do this could be allowing us to use blueprints as holograms and control the display orientation location and movement using LUA (Like some Space Engineers mods allow), it's a bit more cumbersome but if they make sensor data available as variables and include letter blocks we could still use something like that to create some pretty diverse information displays.
  9. Like
    Traceur reacted to Wardion2000 in Price model, SAY NO TO MONTHLY SUBSCRIPTION!   
    How is this? ↑  Relevant to my response to this? ↓
     
    "Enlighten us" indeed.  If what you really want is a debate or to state an opinion.  Alright, I'll bite.
     
    If the debate is whether or not F2P can apply then yes, "Perhaps" such a niche would not benefit from said payment model.  All that matters are the numbers, and the numbers are saying they need monthly payments or an equivalent system like PLEX.  But because they are "Games that are all 2D maps about fantasy and RPG." isn't an actual reason why it wouldn't. No other MMO covers DU's scope so no fair comparisons can really be made in that respect.
  10. Like
    Traceur got a reaction from Wardion2000 in Price model, SAY NO TO MONTHLY SUBSCRIPTION!   
    Greedy bastards, the whole lot. The other day I was out for coffee and the waitress ended up giving me a bill, and there was even this social expectation of a tip flying around the air, can you believe the greed on that one? I bet she was going to pamper herself with rent. WHAT HAS HAPPENED TO THE WORLD?!  Anyway I tried convincing her that they should use a 3rd model of coffee but with less sweatener options for... just the tip... 
     
    ...But in the unlikely chance this is in anyway applicable to the underlining problem here:
    Telling a gossip inclined co-worker  that you want to try your chances at freelancing, apparently can result in your boss giving you a raise and a better contract to convince you not too.
     
    (Also, for the more likely underlining problem:
    if you are in college there's a good chance you'll be done with it and back in the work force by the time the game comes out).
  11. Like
    Traceur reacted to yamamushi in Full PvP or allow player-created PvE zones? (outside of Ark)   
    I should preface this by saying that I'm not trying to attack you AttacKat, just rebutting your points from my perspective. Please don't take any of this the wrong way. Welcome to the forums! 
     
     
     
     
    Plenty of us want this to be another Eve Online, on a bigger more detailed scale. I don't see how Minecraft is a real alternative for people, it doesn't offer a massive seamless world single shard universe, there's no seamless travel to planets in space and the voxel system is fairly limited even with mods. That's like suggesting that people play WoW instead of Eve Online because one is easier, they're both massive online games but they're completely different. 
     
    In fact the same argument could be made by anyone wanting the game to be F2P or B2P.
     
    Most of your arguments can be addressed just by looking at this chart from the devblog:
     

     
     
    1.) I don't think people are suggesting that PvE players pay for their protection. Being part of a MMO, you should have to interact with other people from time to time, and whether you're trading resources, land, constructions, manpower, etc. It all eventually goes back into the economy which supports any Alliance, without necessitating direct payments to groups for protection. Do you think that alliances in Eve demand money from their tenants? No, they expect their tenants to show up for fights when they need them. 
     
    2.) Of course PvP groups are going to earn money via destruction, that's the whole point. 
     
    3.) The DU universe is massive, and it seems there is more than enough room for people to build in relative peace without ever encountering another player. Though not wanting to be around other players has downsides, such as limiting the kinds of resources you can get your hands on. Players should have to work together to guarantee they are safe on their planets, or even their cities/homes/whatever. You shouldn't just be invincible because you don't want to have to fight to defend your property. 
     
    4.) The economy of the game depends on resources being destroyed, otherwise everything will become stagnant if nothing is ever lost. This is addressed in the linked chart above. 
     
    5.) The fun is in working together to survive and be part of a game universe that we can call our own (hence the MM part of MMORPG), not in living by ourselves in seclusion in an MMO that we're paying a monthly subscription for. If I wanted to simply build things to show off to people and never worry about them being destroyed, I'd play Everquest Landmark, which certainly lacks the community feeling that games like Eve Online provide. I'd much rather play with other people, make friends, develop relationships, learn to trust people, be betrayed, wage wars, sign treaties, hold negotiations, etc.
     
     
    Everything in Eve Online that happens from a PVE perspective is still there to support the PVP side of the game. The whole economy keeps moving to keep the minerals and materials flowing upwards to support the massive alliance battles you hear about in the news. 
     
    Even Eve isn't a good example to use while arguing for PVE, because the the whole game is still open for PVP, although you suffer consequences more harshly in some areas for engaging in PVP. That's what we call Suicide Ganking: http://wiki.eveuniversity.org/Suicide_Ganking_101
     
    The only time you are truly safe in Eve is when you're docked in a station and you never leave. 
  12. Like
    Traceur got a reaction from yamamushi in Full PvP or allow player-created PvE zones? (outside of Ark)   
    If that was the case why would it need a token? How is that different from just placing defenses and an LUA script to target enemies?
     
     
     
    In a player driven economy rare doesn't mean a golden star only a few lucky ones get to enjoy. Rare just means expensive and more difficult to match the highest bidder. 
     
     
    And organizations are made out of what?
     
    You can't really introduce this kind of weapon to the game and not expect it to be used to defend key strategic points, even if you completely restrict the transfer of tokens you just end up making the token owner character the asset. I get the idea behind arkification, there is a huge advantage in giving the advantage to the defensive side to encourage players to invest in their environment and creations, but there is a line to be walked between safe areas and safer areas.
  13. Like
    Traceur got a reaction from Woodsman in FTL Jump drives   
    Yes, I think we can all agree Babylon 5 was awesome, that's sort of besides the point.
  14. Like
    Traceur got a reaction from Pneulemen in Payment model & The 3rd market of irregular income.   
    For the vast majority of people, the current planned model works really well: Most people either have a job with regular income or a lot of free time, and the ability to buy a month's subscription with either real money (to finance the game) or in-game money (requiring you'd contribute a lot to the game's economy) utilizes the best of both. 
     
     
    That's being said, there is growing 3rd market of people who have irregular income. If you do freelance work, if you own a small business, or if your income is reliant on the growing share-economy, you are going to have better months or worst off months, and it's harder to commit to a luxury (Which an MMO essentially is).
     
    What I would like to see is some sort of limited capacity for people to play without paying. Perhaps the building tools aren't available, perhaps you can't increase your character skills. A smoother transitions between pay and non-pay mode would allow people to participate on different levels depending on how they are doing. Someone is undercutting your web design clientele? Nobody is renting your airbnb? Perhaps this month you aren't going to build your own ships, perhaps this month you'll be the crew in someone else's.
      I am not exactly sure what limitations this mode would entail, but the point is that even while handicapped, you can put the bill on hold and still log in and participate and contribute in the world and your in-game social circle, which in turn would mean you are more likely to keep playing and go back to paying when the next client comes along.
     
     
  15. Like
    Traceur reacted to Fitorion in FTL Jump drives   
    In that system most ships would need to use gates.  Almost all ships would use the gates even if they could make their own jump points as gates are where they want to go any way and that way they don't have to spend the energy needed for it.  They'd only use their jump point generating capability during combat operations or exploration operations.
     
    And just like in real life people finance to get large equipment. 
     
    So a small group of people could not go outside the gate network unless they.
    1. Get backed by a larger group.
    2. Steal a ship.
    3. Hitch a ride.
    4. Take the long real space route.
     
     
     
    But... remember what type of game this is.  It's sandbox... player driven... Not a themepark... not single player.  The focus of the game is the interaction with the other players and the large organizations they make.  It isn't designed for the individual or small group to be able to do everything and can't be.  if you can do everything independent of everyone else then there is no drama.  The barriers and overcoming them are what make games like this fun. 
  16. Like
    Traceur got a reaction from Woodsman in Is it just me that KINDA fears it will become a SCI-FI ark?   
    Well, depending on how intricate the mechanical systems can get...
     

  17. Like
    Traceur reacted to NQ-Nyzaltar in E3 ships not made in engine? (debunked)   
    We are always open to Q&A.
    It would be a good moment to start a new thread to compile all the most pressing questions with all the new members who arrived in the last week. Prepare your list, and we will discuss soon about it. However, keep in mind we can't promise to give you a precise answer for all questions as, as always, we are just in pre-alpha and many things are far from being finalized
     
    Best regards,
    Nyzaltar.
  18. Like
    Traceur got a reaction from Toecutter in Food and Water   
    Come to think of it, what would be the cheapest food to grow in space?
    Here on earth it's often wheat, but I've heard wheat has difficulties when it comes to hydroponics. Maybe rice?
     
    I'd suggest potato's but I don't want Matt Damon to sue DU...
  19. Like
    Traceur got a reaction from Kiklix in Biological ships   
    Bingo. I wouldn't mind organic materials to work with that might have certain properties and look (healing, requiring food, a "digestive system" element to connect too, etc), but I don't think this is a game about the dev's creating cool ships for us, biological or otherwise. They give us the tools to create our own. 
     
    Come to think of it I am surprised Star Citizen - which is almost completely financed by selling ships to players - hasn't yet tried cashing in on a Moya.
  20. Like
    Traceur got a reaction from MaximusNerdius in How open will the ship building be?   
    Ooh I didn't think of that: If they could license something like https://www.ivona.com/ or another text to speech software - perhaps somewhere higher on the kickstarters goals - we could use LUA to send it strings for different triggered events. I would love to use the Raveena voice for my dream capital ship.
  21. Like
    Traceur got a reaction from MaximusNerdius in Is it just me that KINDA fears it will become a SCI-FI ark?   
    I don't think it will die, but it will certainly have an overhype blowout and be much more of a niche game then it's current community is expecting. Essentially if don't enjoy exploring procedural worlds for the scenery, you are not going to enjoy NMS.
  22. Like
    Traceur got a reaction from TrihXeen in Is it just me that KINDA fears it will become a SCI-FI ark?   
    And this is why making interaction with fauna interesting is probably one of the hardest thing to do in a sci-fi game, where artificial materials are expected to be a lot more useful then anything nature can provide. I can already see this happening to No Man's Sky, where interesting and diverse fauna is one of the biggest hype factor in the presentations, but from all indications will have little to no purpose beyond naming animals and trying to not get eaten by animals.
     
    If they do focus more on developing procedural fauna at some point, then I hope they can figure out a use for having them around and discovering new ones. Maybe some animals can be "uplifted/enslaved" to serve as an alternative to droids, or maybe you could collect DNA samples from them to create various buffs that can help you survive in certain environments.  
  23. Like
    Traceur got a reaction from Ghoster in Food and Water   
    Come to think of it, what would be the cheapest food to grow in space?
    Here on earth it's often wheat, but I've heard wheat has difficulties when it comes to hydroponics. Maybe rice?
     
    I'd suggest potato's but I don't want Matt Damon to sue DU...
  24. Like
    Traceur reacted to Tnecniw in How open will the ship building be?   
    How open will the shipbuilding be? I saw in the trailer when it placed the cockpit in the front and such... but how far with the design can we go? Will we be able to design our own cockpits (that would be fucking amazing) maybe add AI (like that says "Good evening captain, currently our fueltanks are on 80%. The weather is fine and the skies are the limit") or such? Will we be able to design our own engines? or discover schematis for special types of engines or Cockpits? :3
  25. Like
    Traceur got a reaction from Tnecniw in Biological ships   
    Bingo. I wouldn't mind organic materials to work with that might have certain properties and look (healing, requiring food, a "digestive system" element to connect too, etc), but I don't think this is a game about the dev's creating cool ships for us, biological or otherwise. They give us the tools to create our own. 
     
    Come to think of it I am surprised Star Citizen - which is almost completely financed by selling ships to players - hasn't yet tried cashing in on a Moya.
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