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SirJohn85

Alpha Team Vanguard
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  1. Like
    SirJohn85 got a reaction from MNarath in What is an ATV test?   
  2. Like
    SirJohn85 got a reaction from Anonymous in BOO - Band of Outlaws Recruitment   
    Amazing posters! It supries me every time.
     
    Oh and today at google birthday surprise spinner:

     
    Should I apply?
  3. Like
    SirJohn85 got a reaction from MrShaw in BOO - Band of Outlaws Recruitment   
    Amazing posters! It supries me every time.
     
    Oh and today at google birthday surprise spinner:

     
    Should I apply?
  4. Like
    SirJohn85 reacted to Megaddd in Idea to make people wait productively   
    What you suggest here will not work because they have already enough people as it is to stress test their server architecture, and now that they have a concrete number of the maximum amount of people that could load their servers, throwing it up into the ether again would be a bad move.
     
    However, what would be interesting to me personally, is a single-player version of the game for messing around with (a client+server bundle), however considering their server tech is (extremely likely) proprietary, they probably don't want to distribute it freely. Would be pretty cool, not happening, unfortunately..
  5. Like
    SirJohn85 got a reaction from DarkHorizon in Novaquark Monetization     
    Whether voluntary or not  - I already see enough advertising in real life.
    Why should I watch (real) advertising in a game? If that were the case, then I demand low monthly fees for the game.

    And now let's look at the lore:
    The lore says that the world we know will no longer exist. So were we supposed to represent real products that will no longer exist in this world?
     
    I'm against it.
  6. Like
    SirJohn85 got a reaction from TheBlender in Novaquark Monetization     
    Whether voluntary or not  - I already see enough advertising in real life.
    Why should I watch (real) advertising in a game? If that were the case, then I demand low monthly fees for the game.

    And now let's look at the lore:
    The lore says that the world we know will no longer exist. So were we supposed to represent real products that will no longer exist in this world?
     
    I'm against it.
  7. Like
    SirJohn85 got a reaction from GunDeva in Novaquark Monetization     
    Whether voluntary or not  - I already see enough advertising in real life.
    Why should I watch (real) advertising in a game? If that were the case, then I demand low monthly fees for the game.

    And now let's look at the lore:
    The lore says that the world we know will no longer exist. So were we supposed to represent real products that will no longer exist in this world?
     
    I'm against it.
  8. Like
    SirJohn85 reacted to Anaximander in Novaquark Monetization     
    Liek with the other threads, matey, you didn't bother looking uip if NQ has replied on this.

    They don't want a cosmetic shop. The DAC system is more than enough to generate extra revenue. 
     
    Also, Player Studio for Everquest 2 and Planetside 2 ruined the games as of performance. You know, 1 billion different meshes means 1 billion different system + memroy calls.

    Also, I get that you are not a gamer, and that you have zero  context of why these ideas are bad given the COUNTLESS times they were implemented and failed, but saying "modding for an MMO iun a single-shard" is like saying "HEY, LET'S MAKE THE GAME CLIENT 100 TERABYTES BIG! IT WILL BE FUN GUYS! POPPING TEXTURES AND 1 HOUR LOADING SCREENS ARE NICE!!! "
     
    Also, on the "Subscription" model you expressed... you seem to not have EVER used a subscription model. Your "6X hours, 2 months to use it for 60 USD a year" is the epitomy of what's wrong with you F2P crowd. 60 USD at the current model gets you 6 months of unlimited play. 6 Months, no limits on hours. 
     
    You could rname this post "Soup of all the Monetisation Plans for MMOS that lead the game to F2P death, All in One Thread!"
     
    Also, let me introduce you to the world of money - or why you should do research on what you speak of.

    Call of Duty is an annual franchise, with Season Pass - that not many pass over (puns) . That brings the game up to (or around to) 100 USD - 120 USD in price. If you buy the Expansions seperately, you will pay 110 USD to 130 USD.

    Remember, this is an annual franchise, people buy it annually to get the next piece of regurgitated crap Infinity Ward puts out with Activision's blessing.

    So, if Call of Duty was a "free to try, subscription to play game with free expansions" but the same price range... it would come down to 10 USD a month subscription (120 USD a year).
     
    That's DU. A "free to try, subscription to play game with free expansions". I know, shocking, DU costs like a Triple-A title every six months? How dare they create a unique idea of a game and want to make a profit out of it. They should be happy with starving to death.

    One month of the game costs 13 USD to play (10 USD if you buy in bulk). That's 3 cups out of Starbucks that will last you for 5 hours tops in total?  You mean to tell me that the "13 USD sub" is not something people can afford... but a 20 USD costume for their in-game character is something they will afford?

    Also, your VR Tourism idea is known as "TwitchTV".


    All in all, this thread is a nice Subscription / F2P thread disguised to look as a cash shop "whale hunt" suggestion.

    Final Score on the Thread:

    9 / 10 for effort and write-up.

    8 / 10 for delaying the hot topic most of the thought process went to for the sublatteral part of the post (Partial Subscription that makes no sense when you scale it to the current price range of subscriptions O_o ?! ).

    1 / 10 for fact checking or knowing how monetisation works in any video game.
     
     
    Cheerios to you sir.
  9. Like
    SirJohn85 got a reaction from Shockeray in Novaquark Monetization     
    Whether voluntary or not  - I already see enough advertising in real life.
    Why should I watch (real) advertising in a game? If that were the case, then I demand low monthly fees for the game.

    And now let's look at the lore:
    The lore says that the world we know will no longer exist. So were we supposed to represent real products that will no longer exist in this world?
     
    I'm against it.
  10. Like
    SirJohn85 reacted to Cybrex in BOO - Band of Outlaws Recruitment   
  11. Like
    SirJohn85 reacted to devu in Sharing   
    Here it is... finally had a chance to get my hands on professional orchestral sound library ( and some spare time )and remade the main theme piece with it.
    Sounds way better than synthesiser hope you enjoy it too.
     
    https://soundcloud.com/daniel-wasilewski-4/homeless-march-of-giants-1
     
    Will leave old versions for a while but ultimately will replace entire album with new flavour
  12. Like
    SirJohn85 reacted to CyberCrunch in Gamescom insights   
    The DU gameplay at Gamescom was really amazing. I learned so many new things from talking to JC and actually playing the game that I would like to share them with you.
    I’m very surprised no one else started a topic about the Gamescom jet, as there were people who spend much more time at the NQ booth then me…
     
    Disclamer: None of this information is official! It’s just my interpretation of the conversation I had with JC. Also none of the features are final! I got the impression that a lot of details are not fully thought out and will be changed during development.

    I hope we can freely discuss features “as seen in the Gamescom” without violating any pre-alpha NDA… I just think this will be interesting for those who were not there.
     
    Orbital mechanics:
    In space there are actual physics calculations like in Kerbal Space Program! I managed to catapult my ship into orbit with atmospheric engines, but it was pulled back in a parabolic curve by the gravity.
    JC said that atmospheric engines are actually a bit overpowered, as you could reach escape velocity with them and fly straight into space… without any control… because the engines only work in atmosphere… xD
    I have to say that I really liked the atmospheric flight mechanics; they felt very realistic just like a real airplane.
     
    Damaging system:
    Functional parts get damaged on impact and are supposed to lose their function until they get repaired by hand. (currently tweaked as it’s a little bugy)
     
    Lua Scripting:
    We already know about the minigames you can create in DU, but what about the multiplayer capabilities? Interestingly enough it’s already possible to connect multiple programming units together by just using global variables, which are shared inside one core unit.
    Thereby multiple sup-components on a big ship can be interconnected and exchange information between each other.
    In theory it could also be possible to communicate to another construct using the same mechanic, but with a growing distance the update rate of the data would be decrease…
    They are thinking about creating a component that can be accessed “globally” by any programming unit in range… but the whole topic about distributed systems will be another milestone that has not been considered jet.
    Another thing I asked was if we could use an external IDE for programming, as the ingame one was kind of limited… JC said in theory you could import an external library in the ingame interface, which should access the Lua scripts directly from your PCs hard drive.(not sure about the Lua limitations inside DU though)
    Or you just copy the code over to the game for testing.
    The Lua development is also tied to the ingame IDE as each connected component actually provides predefined event-function-blocks that are triggered by certain events (e.g. a switch has an on, and an off block) and you have to place Lua code in the corresponding function blocks.
    I’m sure in the long run NQ will develop a fully fledged IDE for the game, so this will become no issue at all….
    The breakout minigame was also simply some code executed in the “start” function that was able to receive keyboard inputs and generated svgs that were displayed on the screen-unit.
     
    Rendering/Performance:
    Ok, the game is not the prettiest rendering wise.
    All vegetation and functional components get only rendered up to a certain distance (few 100 meters) than they get de-spawned. Also all lighting and shadows are only active up to this distance.
    Further away voxels also get simplified a lot… I honestly don’t care about the visuals that much, but I’ll admit the space station looked kind of squashed from far away.  But JC said they are working hard on improving the rendering.
    On the flip side flying around was very smooth! In god-mode I flew to the moon of Alioth in 2 seconds without any noticeable frame drops!
     
     
    So, that’s all that was new/interesting about the game for me. Maybe most of this was already known, but it wouldn’t hurt to share it here…
    I actually did not have enough time to cover all my questions. But others are probably able to share a lot more insights from Gamescom, so feel free to post them to the rest of the community!
  13. Like
    SirJohn85 reacted to Sharknoon in Gamescom insights   
    I had the pleasure to talk to JC for about one hour at gamescom. Here are some hopefully new informations I can remember:
    JC dont know when the Alpha is ready but it is going to happen in 2018 The Market-Feature is going to be implemented in the first update for the alpha (some weeks after the alpha launch) They havent done much yet to prevent hackers To prevent glitching when standing on moving objects (like space engineers or GTA) they give every construct their own relative coordinate system, called Local-Frame, which the player is bounded to. To detect which Frame is the right one (e.g. jumping from a ship to a planet) they send a ray downwards and the ray detects the Frame underneath the player. Right now only the skybox is rotating, but planet rotation is planned for the future On Tuesday, August 22, Novaquark has implemented a sitting function for the couch (not a joke!) They are hiring several new people starting in september, including a webdeveloper, who is going to work for the first 4 month on the community portal full-time JC itself has written the LUA-Scripting, flight-mechanics, logical-gates and the HTML/SVG Screenunit The Community Managers are really happy seeing such a growing community and that much interest in the game Most of the people at novaquark are playing the game mosty at work, not very often at home You can freely reskin the entire UI of the game, the whole UI is made up of HTML and CSS, NQ wont prevent making changes to the ui Right now, you can embed any HTML-content, except for Javascripts, in the Screen-Unit, e.g. embedding a Youtube-Video works right now, they arent sure, if they continue to allow that The client and the server are written in C++. The client needs C++ for the performance, the server is also written in C++ due to the high amount of the same code with the client. They wished, they could make it in a safer language like Java, but htey simply doesnt have the time to write a lot of code twice. Traveling to other planets takes in average 2 days, to other solar systems 2 weeks When the player has a limited internet-connection, they lower the refresh-rate of constructs and players When the player has a slow computer, they are limiting the viewing distance and also lowering the refresh-rate of constructs and players The goal is to reach 30fps on every mid-sized pc Thats all for now, sorry for my bad english and some typing errors
  14. Like
    SirJohn85 reacted to Lord_Void in Reduce mining/building radius   
    I don't mind the size; I feel that it is important to not have people getting bored with mining, especially considering the massive amount of mining that will need to be done for things. I do wish that there as a bit more control over it. I feel like with that tool they just sort of carved out a random blob of space. I would want to be able to create a fairly coherent shape when mining. 
  15. Like
    SirJohn85 reacted to Cybrex in €725 000 pledged   
    Do whatever you want. Not our place to judge those who NQ put in the ATV, so if you pledged or not I don't care, nor should anyone else. 
  16. Like
    SirJohn85 reacted to Lethys in BOOM - BOO Mass test for alpha   
    Greetings people,
     
    As alpha is approaching fast we would like to announce the first player organized Mass tests, called BOOM!
    For all alpha backers out there we in BOO would like to do those tests with as many people as possible. As this is an MMO with a strong focus on player interaction we want to help NQ in testing their server tech.
    It’s perfectly fine if you test the game for yourself or with friends but doing the same things in huge groups has to be tested thoroughly too - so watch this thread (follow it!) or discord for the announcements of the next BOOM!
     
    tl:dr facts:
    - player organized mass tests
    - narrated and guided by BOO staff
    - two tests on the same day (8pm GMT+2 and GMT-6) for EU and US timezone
    - NQ will monitor these tests for further evaluation
    - weekly tests of different areas of DU
    - g-drive storage for bug-reports and easy access for NQ
     
    What YOU need to do:
    - join https://discord.gg/CYNYpT9 (BOOs relay discord) 
    - go to https://drive.google.com/open?id=0BzJofzdOkjNAU0RuMkYtVWE4QkU
      and RTFM
    - download the spreadsheet and enter your details (ingame name, system, drivers)
    - watch out for the announcement and join the voice channel in the BOO discord
    - hopefully understand english
    - if you hear “CHECK CHECK” - STFU
    - do what you are told to do
    - have fun!
     
    We plan on doing those tests on a weekly basis, depending on the server-uptime and our RL. As the adults we all are you should easily be able to understand the rules of these tests and how to deal with the spreadsheet.

    If you want to help organizing stuff for these tests (building ships in advance, scripting, building bases to test in,...) feel free to contact a staff member of BOO.
    If you have any questions, issues or just want to improve stuff - please reach out to us.
     
    We will upload a document before each test where we will outline the basic testing scenario. Feel free to reach out to us via discord or in that document (you can edit it!) with your ideas! Each of these documents will be in the respective folder on the drive to let you guys know in advance what to prepare for the tests and what we will do.
     
    The first BOOM will include:
    - movement
    - gathering people in a spot
    - jumping/crouching/running/whatever with different distances to each other
    - (hopefully) a little surprise for you all
     
    *NOTE* The spreadsheet might be subject to change, as we want to make the reports as convenient as possible for NQ for further evaluation
    See you in alpha
     
    The first mass test will be announced here and on discord - most likely one week after official alpha release of DU
     
    Note: As things change in such a phase of a game, things like the discord, gdrive and other stuff might and possibly will change too. In order for everyone to be on the safe side (NDA) and because of the ever changing nature of a pre-alpha and alpha, I'm in contact with NQ since the beginning.
  17. Like
    SirJohn85 reacted to Anasasi in An Apology and Explanation   
    Whilst I do not agree with what you did,
    thank-you for the apology. 

     
  18. Like
    SirJohn85 got a reaction from Kurock in This has to end...   
    The backer can found an organization in this development stage. He invests money, which in turn means trust. And any backers, undecided or interested parties can already join an existing organization. The amount of work is reduced and all who are serious about it are rewarded.   Seems to be fair.
  19. Like
    SirJohn85 reacted to NQ-Nyzaltar in This has to end...   
    Hi everyone!
     
    The following organizations will be removed very soon:
     
    1) Internet Banking Federation (IBF): https://community.dualthegame.com/organization/intergalactic-banking-federation-ibf
    Reasons:
    - Real life people represented
    - Real life company names involved
    - Imaginary people from popular IP represented
     
    2) United Gérard Depardieu: https://community.dualthegame.com/organization/united-gerard-depardieu
    Reason:
    - Real life people represented
     
    3) What is an Alt: https://community.dualthegame.com/organization/what-is-an-alt
    Reason:
    - Fake accounts spam
     
    About the preventive measures we have in mind (we would like to have your feedback on this):
    Giving the right to join an organization only if the user is a backer is a bit over the top in our opinion. 
    However, we are considering to give the right of creating organizations only to backers. This should limit abuses on this topic.
     
    @Warden:
    This is not explicitely forbidden at the moment as the Forum chart doesn't cover some cases that could occur on the Community Portal.
    However we should update this soon. 
     
    All in all, it's also a matter of common sense:
    As long as an action can have a negative impact on the Community Portal (flooding with fake organizations, fake accounts, and inappropriate content), damaging the visibility of legit organizations and/or members, yes, some action will be taken from Novaquark side (and later, with the help of the Community Portal team).
     
    Regarding this phenomenon, while it won't impact directly the game development, it will impact it indirectly. 
    Here is how it works:
     
    - As the community is growing, relying that mods will handle always this kind of things manually eternally wouldn't be very smart.
     
    - The most logical way of handling such situation, would be to update the portal in a way to dissuade such behavior.
     
    - Until now, the Community Portal has been developed internally, by developers who are also developing the game. At the moment, updating the portal means we take dev time that would be used on the game itself otherwise. That's an issue, we are aware of that, and that's why we are currently looking for recruiting a Web developper, that will be dedicated to the task, in order to have everyone focusing on their own specialities and to prevent any disruption in the workflow of the developers who are supposed to work on the game itself.
     
    - Handling such abuses on the Community Portal is also time taken away from Community Managers to work on more constructive things. True, this is part of our job, but while we are handling this kind of situation, we aren't doing something else (regular reports to the dev team, new wave for the Alpha team, internal tasks related to the Alpha phase preparation, internal tasks related to the Community Portal, Moderators selection, helping the Customer Support, writing Kickstarter Updates and Newsletters... and that's far from being the whole list).
     
    Best regards,
    Nyzaltar.
  20. Like
    SirJohn85 reacted to mrjacobean in What Information would cause you to up your pledge?   
    The winning lottery numbers.
  21. Like
    SirJohn85 reacted to ATMLVE in The February 28th Q&A with JC   
    I have “transcribed” the Q&A from the video of the conference that was held on February 28th. This is not a direct transcription; I have cut out general conversation, anything that was repeated, and just put in an overall format change to make the discussion that occurred more appropriate for reading. The idea was to isolate information. It was often difficult to hear exactly what was being said, so this was further reason not to quote the conference verbatim. I have not added anything that was not said (there were times when I was tempted to add in some of the things I know about the game, but I didn’t!). If you feel that anything is left out, or that something should be changed, then please let me know!
     
    Something else that I have added in is ‘extra info’. This is stuff which was not directly asked about, but which came up in discussion and I thought appropriate to add.
     
    This documentation begins around the 30 minute mark of the video (which can currently be found on their Facebook page), when the Q&A started.
     
     
    How in depth will the mechanics of refining resources and creating alloys be?
    There will be some pretty deep recipe networks, which will make building complex or high-end elements quite complicated, to the point where the specializations required will be so varied that some of the components will most likely have to be purchased from the market. There will be different alloys which can be created by combining different resources and materials, which can be used to create interesting materials and properties. Alloys may be something that the player can research, to allow for them to find new ways of combining different resources to achieve different properties.
     
    Can you transport hover vehicles inside of larger ships; in other words, transport small ships inside of larger ships?
    Definitely yes, this is the whole architecture of the game. The technology of the servers are all made for that, so yes.
     
    How is in-game currency generated? Do you do missions, sell stuff, buy orders?
    It is unlikely there will be missions, but this is not completely ruled out. They may be added later, but the main source will be from NPCs/bots on the market, where you can spend your money or sell your stuff. One of the issues with bots however is that they have to be designed such that they do not disrupt the economy; the economy is intended to be shaped by players. The intent is that market bots will amplify or emulate transactions that are occurring between players.
     
    Will market bots be permanent, or will they come and go away after a while?
    The idea is that, if there is a lot of activity by players, they should go away, but this is not final. They may be used later in the game's life to make changes to the amount of money in circulation to regulate the economy. The main thing is that the amount of money in the game should be proportional to the number of players, as well as the type of activity taking place and the amount of the respective activity.
     
    Extra Info:
    The name of the currency in the game will be quanta. Quanta, the plural of quantum, is a unit of energy; since the currency will sort of be the “energy” of a lot of the game, the name quanta is appropriate.
     
    Does having things in your inventory increase your mass, and does that influence construct physics?
    Definitely yes. If a player has a lot of things in their inventory, and they step into a ship, they might push the ship down. A ship with lots of containers may fly well with no cargo, but if the containers are filled up then the ship may not be able to fly anymore.
     
    Will there be chat systems? Global, regional, planetary?
    There will be some sort of local regional chat. However, regional is not easily defined in the game; for example, a planet could have hundreds of thousands of people on it, so regional is not something that is precisely defined yet. But there needs to be something at least that allows players to talk to other nearby players.
     
    Will there be such a thing as ship linking; will there be docking ports?
    Small ships docking inside of larger ships is definitely a planned feature. However, docking two ships of the same size together gets a little bit more messy. With that feature, large layers and chains of ships could be created. At this point, which player is controlling the physics?
     
    How will construct repair work?  Will there be repair units, or will it all have to be done by hand?
    It will always be possible to repair by hand, but there will be repair units that will be able to restore a ship back to what it initially was before it was damaged, provided the unit has the required resources, energy, and time. The repair unit will know what the construct it is a part of is supposed to look like, and it will have the capability of restoring a construct back to that original image if the construct is damaged.
     
    How does the production of ships from blueprints work? Is it an instantaneous process, does it happen after a specific time, part by part?
    It is not going to be instantaneous, it is going to take time. It will take resources and energy, and probably if it is significant then it will need to be defended in some way, unless it’s happening in the safe zone. The required time will be proportional to the size of what is being built, so mass producing battle cruisers is not something that will be able to be done overnight.
     
    What happens to a flying ship when I destroy its engine in space? Does it just come to a stop or does it continue at the last known speed?
    Engines are physical. So if there are two engines, one on each side of a ship, and one of the engines is destroyed, then the ship is going to spin. The core idea is that engines are physical, so if they are destroyed then that can impact how the ship moves. There is a very good chance that, given that there is no friction in space, a ship will continue to move if its engines are shut off. However, if a player were to be in a moving ship, log off, and come back three weeks later, they would find themselves in the middle of nowhere; this is not desirable.
     
    Will there be cloaking?
    There will be cloaking. It will probably not be around at release, but it is one of the features that seems obvious for a game like Dual Universe. This is desirable for a player than may want to log off for a while; they can cloak and lock a ship to keep it safe.
     
    What methods will be available to detect constructs, and to avoid being detected?
    There needs to be a way to detect others in the game. There will be ways to scan for players, whether on or below ground; and similarly there will be something like a distortion field that allows you to be hidden from sensors. But, there should never be a totally foolproof way to hide without some weakness. It will also be possible to put trackers on ships, and a corresponding countermeasure to that.
     
    Extra info:
    The nanoformer will be able to 3D print basic and fundamental parts and components for the player to use.
    Ships can be stolen and reverse engineered; Lua scripts can be read by those who steal a ship with a script on it.
     
    How are scripts shared between players; a script runs client side, but is it shared with players?
    Scripts are always running on the players machine, but the text of the script is synchronized, so everybody can see it. So if there are different control units with different scripts in them, one player can start one of them and another can start the other script, and they will run in parallel. Similarly, whatever the scripts do is synchronized by the server for all players. Scripts are run on the clients computer, but several players can be simultaneously running and using different scripts which are all made by a single player (and thus running on that players computer), and all players can see the effects of the scripts. One exception is that you cannot have two players controlling the same element at the same time.
     
    Can scripts be hacked?
    Hacking will be a skill within the game which will allow a player to bypass RDMS systems. It will require time, and is a planned feature, but may not be present at release.
     
    Extra Info:
    Locations are something that can be itemized; as an example, the coordinates of a vein of ore within a planet can be “itemized” whereby it can be sold on the market.
    Reputation will be a mechanic within the game, but exactly how it will work is not completely finalized.
     
    Will armors for players be modular (i.e. heavy armor chestpiece type-A with legpiece type- B ), or are we looking forward to a single-piece type of armor, and in an extent, will weapons be a part of an armor or are they separate customizable entities?
    Armor will be separate; that is for sure. It is likely, certainly at release and at least for a while, that player armor mechanics will remain simplified, but the concept has potential to expand.
     
    Can a solo player fly a warship with many weapons, or does each weapon need a player?
    There needs to be a player for every weapon; that is the requirement. This is for several reasons, one being that the game is an MMO intended to have players working together, another that it doesn’t make sense for one person to single-handedly control a huge warship.
     
    Have you considered how you are going to do the updates?
    There will be expansions every ~6-12 months. Updates with new features will come out at regular intervals.
     
    If you claim two territories next to each other, do they fuse together as one big one?
    There will be ways to link territory units. Players will also have the option of having lots of little territory units, or one big territory unit that links everything. This gives the option of having one large easily defended tile which covers a huge area, or lots of distributed and less easily defendable tiles which only allow access to the local territory. One mechanic which may be present is that a claimed territory tile cannot be attacked if it is surrounded by other claimed territory tiles, provided they all have the same owner.
     
    Will players ever need food?
    The question of food is linked to survival gameplay. There probably will not be survival gameplay at the beginning, because it requires so much work to be functional, but it is something that has the potential to be added later.
     
    Extra Info:
    A bowl of rice is 8 dollars in San Francisco.
  22. Like
    SirJohn85 reacted to Haunty in Digging Machines   
    Doesn't seem like it would be worth it, if it is expensive and breaks down often, might be easier to just get 15 people together to do it by hand. And if it wasn't expensive and hard, it would be abused by people boring out huge areas just because they can.
  23. Like
    SirJohn85 reacted to Begogian in Involve the community: Localizing   
    This could be cool to test out and try and expand the communities knowledge. What is nice about this is that it brings the community into it instead of just having the devs do everything, could also help fix translation issues.
  24. Like
    SirJohn85 got a reaction from BliitzTheFox in Involve the community: Localizing   
    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
  25. Like
    SirJohn85 reacted to Lethys in Involve the community: Localizing   
    Yes I know. It's kinda hard to talk about those HML when you first have to translate that abbreviation to english and then to german and them search through the market to find it....That's why I always enforced using the english client
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