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SirJohn85

Alpha Team Vanguard
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Everything posted by SirJohn85

  1. It is an interesting rat tail when looking at the organizations more closely. (Relating to the clients of the above organizations) It may be possible that there are trolls. But how do you want to prove that? If the person is not hiding behind a proxy, hardly any evidence is possible. If you take the opportunity to structure your organization and members, the chaos is perfect. It is also correct that all, irrespective of whether with or without donation, can already join and serve. With an "All persons fictitious disclaimer", you also reduce the possibility of initiating legal proceedings. The pretext would be that it is a public figure. Perhaps NQ could use "misuse of identity" as a reason to deactivate it provisionally until the members have proved and can identify as these persons. The situation looks different when there are fictional characters who appear in books. These are protected works. NQ should ask the people to rename themselves and the organization. Except the members can prove that they are the author.
  2. Thank you for your willingness, that you have summarized everything.
  3. That would be a typical scene where I would simply say "Hold my beer and watch this."
  4. I just go from what we have now. My post is based on this video. http://youtu.be/L-ftJKTKPiA?t=1m32s If you look at the holes, these are damn big. That's why I do not really know how it could look with 3 or 4 people already.
  5. I thought the same thing. I have no idea of the description. Then it would be wiser to take 15 people to gather the resources anyway and drill the hole in chord. It is probably more beneficial to hire people instead of building a machine that is expensive and slower and requires a lot of maintenance. Or am I missing something?
  6. The answer is multilingual search. Preferably, of course, in XML so you just change the text, nothing more to the programming. A simple extension of the code. I type Iron - I get Iron. I type Eisen - I get Iron. Or you can organize a kind of localization index from the beginning. Thus you can expand an infinite number of languages with minimal effort. It changes only the text, but not the localization ID. NOT RECOMMENDED: Here is an example of how it would be cumbersome - but hopefully understandable what is going on. -- Automatically adding localized strings once the LocalizationManager has loaded Hooks:Add("LocalizationManagerPostInit", "LocalizationManagerPostInit_LocExample", function(loc) loc:add_localized_strings( { ["loc_ore_iron"] = "Iron", "Eisen", ... ["loc_ore_copper"] = "Copper", "Kupfer", ... } ) -- Player is typing iron, no matter which language if SearchTheMarketResult == ["loc_ore_iron"] then -- do the code end end
  7. I am talking exclusively about the user interface and everything about texts. No more, no less. In the game, the players will develop their jargon, it will not change.
  8. Lake is called Sørvágsvatn. It's an optical illusion. http://imgur.com/KfffJTW
  9. I would not worry about that. This can be done quickly. Just an example: function GUIToScreenRect( x, y, w, h ) local base_w, screen_w = 1920, ScrW( ); local base_h, screen_h = 1080, ScrH( ); screen_w = screen_h * ( base_w / base_h ); local screen_scale_w = screen_w / base_w; local screen_scale_h = screen_h / base_h; x = screen_scale_w * x; y = screen_scale_h * y; w = screen_scale_w * w; h = screen_scale_h * h; return x, y, w, h; end
  10. Let's take the page above as an example. This platform is used by the other developer to provide his English text in other languages. If the developer publishes texts, they can be viewed by the community. One proposes a translation for words such as iron, thruster, etc and sentences. The community can vote if a translation already exists or write something, if nothing exists. Edit: Sorry, I've forgot you need a (free) account. Here's an overview of the site (my account): http://imgur.com/a/oszB3
  11. First of all, I am aware that somewhere exists a thread for translation. I suggest a different direction, that not the developers but the community should translate. Dual Universe has a massive, big advantage: it does not have quest text. We have something in this forum which is very valuable: Multilingual People. It is a long way to the release and we have a lot of time. So why not work with your community? The system is not even a new one. The system has already taken advantage of another game. Long talk, short sense. Look at how another developer makes it. https://www.getlocalization.com/SpaceEngineers/ The language is provided when it reaches 100%. And the community can correct and coordinate together what is useful. The only requirement: NovaQuark has to provide the texts to us. More infos from the other devs: http://www.spaceengineersgame.com/localization.html Edit: Sorry, I've forgot you need a (free) account. Here's an overview of the site (my account): http://imgur.com/a/oszB3
  12. Zukauf von Beta ist korrekt, nicht aber die Zeitspanne. Ich nehme an, du beziehst dich auf diese DACs. Das ist sowas wie die WoW Tokens oder PLEX bei EvE, falls dir das ein Begriff ist. Diese werden erst beim Release ausgehändigt. Die Beta ist nicht mit bestimmten zeitlichen Einschränkungen vermerkt. (Ausser Entwickler sagen, Beta Phase geht 6 Monate z.B.) aber dann hast du Zugang in dieser Zeit. Je nach Plegde bekommst du die DACs deines Ranges. Bei SILVER wären das 11 - Also hättest du 11 solches DACs, Tokens, PLEX, nenn es wie du es möchtest. Damit kannst du Spielzeit gegen diese DACs eintauschen oder ingame Währung kaufen. Ich hoffe das es verständlich geschrieben ist.
  13. Ehrm... Ich bin mir jetzt gerade nicht sicher, ob du die offizielle Seite mal genauer betrachtet hast: https://community.dualthegame.com/pledge (Speziell die Grafik weiter unten) Da steht, das man erst ab Silver (60€) einen BETA und ab Gold (120€) einen ALPHA Zugang erhält. Alpha ist für die erste Jahreshälfte 2017 angesetzt und die Beta für 2018.
  14. Above all, you would only start the launcher on Steam. Game download, updates, etc are then only made through the launcher. Look at ArchAge on Steam and SWTOR on Origin.
  15. I honestly do not have a big desire to discuss this. This is the nice thing about a community. You have an idea, people come together and think about how to solve a problem with existing resources. Even if everything is on paper at this stage of development, one has to point out the questions to be asked in order to check the feasibility. Ripper asked for an element, instead we offered him solutions, which he should pursue. None of the answers are wrong. Because it is a sandbox game.
  16. A good question ... os.time, os.sleep, os.difftime ... That would be handy. In the worst case, you can put a local "timer" on the driver, which you activate with a button from the gate. Example: - All the drivers lined up. - Button 1 is pressed - Vehicle timer = 0 - Countdown is running - 3 - 2 - 1 - Go! - At the Go! a further event is triggered, which triggers a boolean variable and thus allows the timer to be incremented. (Of course, a tick function should run in the background, so that this does not count up arbitrarily.) But is anything at all possible? It is known, that the elements communicate with each other - but what about player data? I have not seen a command block that reads or saves custom data. If it does not exist, the whole idea is no longer relevant.
  17. Warum muss ich gerade an Milliways - Das Restaurant am Ende des Universums denken?
  18. No, this is certainly not a problem of the community. And I never said I wanted to build the building obviously. I've played Star Wars Galaxies, so do not tell me I do not know what a sandbox game is. But to explain again why it can hit anyone: If an organization places an outpost, regardless of whether it is guarded or not, whether all defenders have died and can no longer be re-established in the outpost (because resurrection node was destroyed), the raiders can place a swastika. And that is the jumping point.
  19. This can also be a handful of people in an organization. Basically, it does not matter. As I've already written, it can hit anyone.
  20. Griefing has several faces. I think you can and should discuss everything here. But I do not agree that I should remove swastikas from other players. Are you crazy? After all, I am also a customer and have not drawn it. Why should I be responsible if another customer was the culprit?
  21. The others have already described in detail what possibilities exist. But the topic can not be considered as done. I understand your worries. My Fear: I have an outpost. This outpost becomes a victim of a raid. The raider "beautify" my outpost with swastikas. NQ said somewhere that they can track who has set the blocks. But how do I deal with it as a player? I do not want to be associated with anything that would harm my reputation as a player and a human being. And here everyone could be affected. Even if it is presumed to be in the EULA, the damage would have been done. - Do I have to prove NQ that I have nothing to do with the perpetrator? - Do I have to remove it by myself, or is it removed by a game master? - Do I have opportunities to report "works of art"? I am aware that it is an isolated case. I still trust that we do not do something like that. But what if?
  22. All in all, again, I agree with ATMLVE. In the end, you can not know at this time. Although I have a guess where it could lead, but that is subjective. I have to write a little more. Unfortunately, I can not take EvE as an example, which is why I try to explain it differently. (Perhaps someone can describe the EvE view, how it goes there?) This phenomenon can be seen well in the past. The beginnings of the mmorpg was at a time when there were not many internet connections. 2001/2002, Dark Age of Camelot has had around 300'000 active players. They knew each other on the servers and knew who they were talking to. You were like a small family on the server. Then the big bang. WoW scored over 1 million players. Even more players had internet, the mmorpg grew out of the niche - a complete success. But to come back to your question again - you will meet many different players with different views and habits. We are going through this pre-release phase, which we now have, the DAoC time, where it is a "niche product". The players know each other and discuss in the forum. I suspect that it is more likely that the organizations that now exist in the future also work closely together (or not, just because you know each other) Large projects will have a lack of resources. With a "mass handling", for example job hubs or the market, you do not even have to talk with individual players. Would that be the right way? I do not know. After all, they would not be part of the family or organization, they would be "just" simple players. We are on the Internet. When I look back, I have the impression that the Internet 15 years ago was different than today. When the big bang comes, the final release, ... Then you have all the players. Serious players, toxic players, trolls, YouTuber with their fans, just everything. Is this something bad? Not at all. You will choose your partners, allies, etc. in a targeted manner. In order to get resources, you will need the mass. I consciously leave the scenario open after the release. (Months, years) I'm not sure if I've answered your question. At the very least, I'm thinking about it when I read your text.
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