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SirJohn85

Alpha Team Vanguard
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  1. Like
    SirJohn85 got a reaction from AcedBit in New Gold Member   
    Lake is called Sørvágsvatn. It's an optical illusion.
     
    http://imgur.com/KfffJTW
  2. Like
    SirJohn85 got a reaction from Anaximander in U I scale   
    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
  3. Like
    SirJohn85 reacted to yamamushi in Involve the community: Localizing   
    And for translating real-time chat, use an API service like Smartling: https://www.smartling.com/  
  4. Like
    SirJohn85 got a reaction from yamamushi in U I scale   
    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
  5. Like
    SirJohn85 reacted to DarkTemplar in How would you refine resources before there are refineries?   
    I feel like the best way for it to be done is a small scale refinery through a persons inventory. Can only refine basic/common materials at a slow rate. There could possibly be bigger/better refineries on the Novark which could introduce thievery and the like. (Not saying its a bad thing(
  6. Like
    SirJohn85 reacted to Lord_Void in Involve the community: Localizing   
    I fully support this idea as it lets the game reach more people and doesn't cost the developers much money or time. I remember reading about how the Russian community and EVE were angry because the localization was poorly done. They wrote an excellent open letter petitioning for this same thing, which can be found here. I didn't create this or have any part in it, so I take no credit for it, but would like to share a few excerpts:
     
    First, a summary of how professional localization can fail to meet the needs of the playerbase.
     
     
    Secondly, and example of the community working to select the appropriate translations.
      I highly recommend reading the whole thing.
  7. 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
  8. Like
    SirJohn85 got a reaction from Anaximander in Griefers and how they will be handled.   
  9. Like
    SirJohn85 reacted to Anaximander in Griefers and how they will be handled.   
    If two Plane Exploring Nebulas In Space get in a fight, is it a dogfight, or a cockfight?
     
     
    (https://en.wikipedia.org/wiki/Cockfight : for those with a dirty mind, this should clear things up).
  10. Like
    SirJohn85 reacted to Lethys in German speaking Members around? :-)   
    Zusätzlich wäre noch zu sagen, dass DU Pay to Play sein wird. Ergo musst du monatlich ca. 13€ zahlen, um zu spielen. Oder du nimmst diese 11 DACs. Sind die weg, zahlst du
  11. Like
    SirJohn85 got a reaction from Lord_Void in Steam?   
    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.
  12. Like
    SirJohn85 reacted to Lord_Void in Steam?   
    That does come with a cost though. Having a game on Steam can obligate NQ to either pay them a fee or give them a percent of revenue, which means less money for development. 
  13. Like
    SirJohn85 got a reaction from Lethys in Racing Gate Elements   
    <slap>
  14. Like
    SirJohn85 reacted to Anaximander in Engine intake and exhaust considerations   
    Well, a better solution to this, would be for thrusters, depending on their potency, to have a "no build zone" behind them for a certain length and in a cone. i.e. a 1 MegaNewton thruster having a 50 meters "no-building" zone the way its exhaust faces in a cone of 15 degress.

    If engines causing damage is THAT much of a deal, a no-building zone will definetely not be an issue to implement.
     
  15. Like
    SirJohn85 reacted to Atmosph3rik in Racing Gate Elements   
    Some people seem to think the forums are like a game of Whack-a-mole.
     
    Every post has to be smashed down immediately as a show of dominance.
     
    It is too bad every discussion has to be buried in four pages of argument.  But i guess it takes some people twenty posts to properly express their disapproval of an idea.  
  16. Like
    SirJohn85 got a reaction from Anaximander in Racing Gate Elements   
    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.
  17. Like
    SirJohn85 reacted to Ripper in Racing Gate Elements   
    Excellent points SirJohn85.
     
    I'm wondering if we can use the RDMS to issue a timestamp.  Each gate would be scripted to only apply the timestamp if the previous gate timestamp existed.
    After running the race, the start and finish timestamps are compared and could be submitted for ranking on a leaderboard.
     
    We really need more information on RDMS, LUA Scripting, and Sensors.
  18. Like
    SirJohn85 got a reaction from Ripper in Racing Gate Elements   
    Definitely a challenge.
     
    But regardless of what players feel as important for an expansion, let's take a look at your actual situation. The first obstacle you already describe yourself. How do you deal with it? ATMLVE has already delivered you the solution. 
     
    To avoid possible fraud attempts, you will work with RDMS. The gates get superior rights while you create a driver group.
    Consequently, the hierarchical order would be: Owner > Gate > Driver
     
    The drivers are proactive = They automatically trigger the scripts at the gate.
    The gates are reactive = you react to the incoming driver.
     
    I do not know if you ever programmed a game. But to transfer data between two points (or levels), you should build a game state machine for your purpose. A separation of global and local variables becomes necessary. The drivers would be local and the start / end gate global.
     
    Study this link to understand the idea:
    Https://www.sitepoint.com/saving-data-between-scenes-in-unity/
     
    I strongly recommend that you join LUA programmers. It is a big hurdle to do it alone. Especially since the programmers can tell you what is possible and what is not. (Lua technically doesn't have OOP syntatically)
     
    And what you have to find out in the game as early as possible:
    - Are the results overlapping when several sensors are placed next to each other?
    - What is the radius of the sensor? Is a vehicle detected with speed X?
    - What is the radius of LUA? Maybe you can place a screen only at the first / last gate?
     
    These are 3 questions that come to my mind. But you will definitely have to start small. The others have made examples where the absolute lowest common denominator is.
  19. Like
    SirJohn85 reacted to _TE5LA_ in Subscription should not be its pay model   
    A subscription is pretty much equivalent to a cellphone contract. You're locking into the carrier and can't go anywhere else. That's what I'm talking about. Most sub games offer longer "contracts" at a lower rate and this locks a person into that one game. You don't want to play anything else because you feel you're wasting money. In a F2P game, I can play as many games as I wish with no worry that I'm losing anything by taking a week off from one. Now you don't do that with cellphones. You pay as you go (F2P) and leave and go to another carrier when you want and you aren't losing money. That was my analogy.
     
    WoW has a shop with mounts, pets, helmets, and even a level boost to 100. Is that not pay-to-win on top of a sub? WoW succeeded because it was the first really large professional MMORPG. It has lost millions of subscribers since but still remains top simply due to its numbers.
     
    Eve Online's system of earning ISK in the game to pay for a sub is highly unrealistic. It is nearly impossible to earn enough credits to buy the card for gametime. Only people who have already put years into the game and are in a large corporation may be able to do it. No new player is going to come close. I know people running bot mining programs that mine 24/7 and still don't earn enough.
     
    I know a lot of "F2P" games pretty much require you buy something to get the good stuff, but STO does not require a penny for anything. All content is open to free players and anything a money-spending player can get, a free player can get as well. It will just take longer. STO has been around for 7 years and is still strong. World of Tanks and World of Warships is another example of good F2P models. Spending money doesn't buy you anything better, it just speeds up the process.
     
    DU can choose whatever path they wish; it is their game, but facts are that the F2P model makes the most money for companies and this is why it is vastly more popular. As I said before, you have to do it right. I often joke of making a Tic-Tac-Toe MMO that is F2P: Everyone gets two X's and two O's for free, but you have to purchase additional ones in the shop. That's a bit like some of the F2P games, but I think it's unfair to lump them all into the same category.
     
    And to be honest, a lot of games fail not because the game is bad or the business model is bad, but simply because the community is bad. I can't count how many games I've started and the community were such jerks that, instead of trying to help new players, they flame them for asking questions. These people don't seem to realize it is in their own best interest to be nice to others and help the player base grow, but a lot of people are turned off by it and quit.
     
    And, BTW, I've been in the automotive electronics industry for over 35 years and mobile phones were not that expensive. In fact, most high-end cellphones are twice as much. Mobile phones were about $200.  Cellphones were never free or even cheap. Those "free" phones were $300 or more cost to the dealers and were given away only with a contract because that's how the money was made. This isn't happening anymore.
  20. Like
    SirJohn85 got a reaction from Atmosph3rik in Griefers and how they will be handled.   
    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. Like
    SirJohn85 reacted to Anaximander in Griefers and how they will be handled.   
    That is then NQ's problem. If they say "creative freedom", that may include Swastikas being allowed. And in other cultures, the same symbol means something different. So, you see, there's no win-win. NQ will have to limit "literal" insults, either in chat or voxel editing in-game.
     
    However, if someone went and wrote " Kill all Blue People", then yeah, that's actually racism and NQ should ban whoever wrote it - as they can find out who edited what on the servers.
  22. Like
    SirJohn85 got a reaction from Anaximander in Griefers and how they will be handled.   
    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.
  23. Like
    SirJohn85 reacted to ATMLVE in Opinions?   
    Welcome to the forums! It's hard to say at this point what will happen of course. A whole bunch of people getting thrown together in a procedural universe, who knows. How players will make money will depend on what they want to do within the game. Yes, in order for a huge project to be accomplished lots of people will have to work together to achieve it, and someone, or a group of people, will have to be pretty rich to build it, whether they pay workers or not.
     
    NovaQuark has said that there will be gameplay reasons for grouping together and building cities, so we can expect that people will most likely do that. And quite honestly, look at what some of the insane things people have done in games like Minecraft... People will have much more incentive to build expansive cities, if not solely to look cool, because whatever they build has the potential to stay there and be seen by countless players.
     
    When the game comes out everyone will be equal, but as it progresses some people or organizations will get rich by some means. At that point, with new players coming in, I think it's very viable that those who are rich will pay new players to work for them. But the internet is the internet, and whether that will or happen, or how long it will take for large structures to become common, is all speculation. However, in my opinion, which is the point of this topic, I don't believe that organizations paying anyone outside of their organization to build things will be very common. How do you know they won't sabotage something, or how do you get them to work hard, or be organized? I personally don't think it'll be common at all. But I think large organizations working with other large organizations will be more common.
  24. Like
    SirJohn85 reacted to DarkTemplar in Some Ideas Relating to PvE   
    Yes. All the yes. But a reason why the bugs/monsters arrived in the first place could be the introduction of stargates.
  25. Like
    SirJohn85 got a reaction from Anaximander in Some Ideas Relating to PvE   
    To support CaptainTwerkmotor:
     
     

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