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Robert_Brightstar

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  1. Like
    Robert_Brightstar reacted to NQ-Nyzaltar in HUGE ANNOUNCEMENT   
    Hi everyone,
     
    Yes, CvC is now officially a thing for the Official Release !!!
     
    @Kane Hart: while we can understand your confusion about other people than Novaquark's staff able to create topic in this section, this is not a valid reason to reply in an agressive way to other community members. True, Lights may have not posted in the most relevant section. However, you could have mentioned the issue .This small issue is going to be fixed quickly. In the meantime please stay courteous, even in cases where you think someone has done something wrong.
     
    Best Regards,
    Nyzaltar.
  2. Like
    Robert_Brightstar got a reaction from Villspor in Will Mechas be possible?   
    Just give us the tools, we'll figure out the rest.  I'm sure someone will MacGyver something together.  When there's a will, there's a way.  It may not be pretty but that doesn't matter.
  3. Like
    Robert_Brightstar got a reaction from Sketch in Vanguard Mercenaries -- Recruiting   
    Good luck with your group.  Who knows, I may have to contact you one day. 
  4. Like
    Robert_Brightstar got a reaction from Gojo_Ryu in Scripting Range   
    I've heard alot about scripts won't work unless you're online and close to the object.  What exactly is the range on these scripts?  Do they all have the same range or do they have different ranges depending on type of object / size / power used / skill level?  Is there a way to extend that range with other objects or skills?  This is very important for us small organizations who don't have too many other players to rely on.
  5. Like
    Robert_Brightstar got a reaction from Villspor in Alliances / Non-Agression Pacts (NAP)   
    Back to the topic of Alliances/NAP agreements.  I like the idea of setting up a contract agreement where terms can be clearly laid out as to what is acceptable and what constitutes breaking the agreement.  So many questions....I can't wait for Alpha to start so some of these questions can be hashed out already.
  6. Like
    Robert_Brightstar got a reaction from Hotwingz in Lateral movement inside a construct?   
    I thought this devblog kind of explained it enough to give us an idea how to work it:
     
    https://devblog.dualthegame.com/2015/09/
  7. Like
    Robert_Brightstar got a reaction from DarkHorizon in Navigation and Exploration Mechanics   
    Perhaps at popular locations on the planet and in orbit you could have "homing beacons" installed to help travellers navigate and land at those areas.  Meanwhile, "personal beacons" could be deployed by individuals or organizations where they want for there use only.
  8. Like
    Robert_Brightstar reacted to Lord_Void in Post-Meet Up Thoughts   
    So as most of you know there was a small meet up and livestream with JC tonight. I was there with a few other people and got to chat with JC and see the version of the game they currently have.
     
    While I was already very excited for this game, and confident about it's future, I am now doubly excited and confident in this project. For so long this game has been nothing but a few trailers and a forum to me, so to finally see it in person was incredible. The game was not perfect; there were some bugs and moments when things did not quite render properly (really they just took a moment to load in) but the sheer immensity of the game and the moments that created were astonishing. Watching the sun peak over the horizon, and the shadows being cast by objects in the world. When JC got lost flying between worlds. Zooming from the surface to orbit and then back to another point on the surface. Pointing to a spot in the sky and then flying to it, only to discover a whole new planet with entirely different terrain. Looking at an island from space and then Zooming in on it to see just how big it really is.
    There was moment in particular that struck me: JC was showing us Alioth from orbit when suddenly a large dark spot started to move across it. It took a moment for us to recognize what was happening; there was an eclipse going on. For a game this early in development, the world already feels quite vivid and immersive, and I'm sure it will only get more refined as time goes on.
    JC himself is also quite fun to talk to. His enthusiasm for the game is quite evident and his passion is contagious as I could not help but get more excited the more I heard him talk. He is both the dreamer who dreams big, and the realistic one who can make those dreams into a tangible reality. This game could have no one better at the helm than him.
    Having seen some of the backend technology that runs the game, I can attest that this game seems to be literally built for success. It's built to deal with the challenges of a single shard mmo voxel based game.
     
    In summary, NQ believe in their project and they care about their community. The biggest thing that strikes me is their openness and honesty; the way they present their game is sincerely genuine. They truly believe in DU, and that makes me believe.
     
    Dual Universe is going to be amazing.
  9. Like
    Robert_Brightstar got a reaction from Max_Carpenter in U I scale   
    Also, try to make it colorblind friendly...or at least add an option to switch to colorblind friendly for those out there that are...like me.     Ideas, use patterns or symbols with or instead of solid colors for certain functions.
  10. Like
    Robert_Brightstar got a reaction from Aesras in U I scale   
    Also, try to make it colorblind friendly...or at least add an option to switch to colorblind friendly for those out there that are...like me.     Ideas, use patterns or symbols with or instead of solid colors for certain functions.
  11. Like
    Robert_Brightstar got a reaction from Kuritho in Player generated content (How to bring cities to life)   
    How about adding some video programs to those monitors.  Then I can stay home, relax, and have a drink while watching my favorite video program, or watch the hoverboard races live from Alioth or the latest galactic news or stock market info.
  12. Like
    Robert_Brightstar got a reaction from Kuritho in U I scale   
    Also, try to make it colorblind friendly...or at least add an option to switch to colorblind friendly for those out there that are...like me.     Ideas, use patterns or symbols with or instead of solid colors for certain functions.
  13. Like
    Robert_Brightstar got a reaction from Zamarus in Player generated content (How to bring cities to life)   
    How about adding some video programs to those monitors.  Then I can stay home, relax, and have a drink while watching my favorite video program, or watch the hoverboard races live from Alioth or the latest galactic news or stock market info.
  14. Like
    Robert_Brightstar reacted to CyberCrunch in Player generated content (How to bring cities to life)   
    The community will have a big responsibility in DU. Since DU is designed as a sandbox game there are basically no predefined activities for the players to do. One of the reasons NQ is providing voxels and LUA-scripting, is that players should build any content they want inside the game.
    As discussed in various other threads, it depends on the players how interesting the cities will be in the end. (e.g. https://board.dualthegame.com/index.php?/topic/10816-opinions/ or https://board.dualthegame.com/index.php?/topic/10544-in-game-activities/)
    However what I see is that most players/orgs are only focusing on their way to get resources (miners, pirates, merchants). This is of course how we will spend most of our time. However this is only the monotone grinding part of DU.
    I guess fighting over resources is a somewhat exciting part of the game. But that is also what I don't like about EVE. This game has created very complex political systems, but the daily activities in the game are often just boring grinding jobs.
     
    Where do you go to have some fun?? I mean it’s quite pointless to build giant mega-structures when you can't actually do anything inside them!
    In most other MMOs the developers have to create special events and quest systems to give players something to do in the lategame. A good example would be Star Citizen, where nearly everything is prescripted.
     
    In DU it’s all about us, and WHAT WE WANT to see in the game…
     
    I predict that at some point every city will develop a variety of activities/minigames that are designed by players.
    Why would anyone bother playing these? Because you can win credits! With the contracting system we could even create world championships, ect.
    Here is a list of stuff I’d find interesting (mostly based on existing games):
    - Arena games (capture the flag, team deathmatch, FFA)
    - Ball games (like rocket league with hovercrafts)
    - Racing games (like mario cart)
    - Gambling games (like what DICE is planning to do)
    - Board games (like tabletop simulator… I would love to play some risk-like game with the map of Alioth)^^
    - Museums (about the history of Alioth (for new players))
    - Rollercoaster (e.g. with catapult/ physics glitches)
    - Special events/gatherings (like https://board.dualthegame.com/index.php?/topic/10756-alioth-aerospace-expo/)
    - Use networked DUCs for minigames (nice way to spend time, when you are traveling/waiting… no idea how the terminals are going to work, but we’ll figure something out. xD)
     
    Feel free to use those ideas for your projects, or tell us what activities you would like to do in the game.
    This thread is not about how these things could be realized. (There are already threads in the Gameplay Mechatics forum)
    Obviously NQ has to limit the complexity of the game at release, but as the game evolves I’m sure more and more of the above will become possible.
    So I know it’s very early to talk about this stuff now, but it’s important to think about the possibilities, so people can say “I want to build this!”
    When the Game is released I hope someone creates a list of all these unique places in the Wiki, so people can visit them.
     
    tl;dr: What would you like to see in the game to bring cities to life?
  15. Like
    Robert_Brightstar reacted to Lethys in Is there a max # organizations you can be in?   
    You have to kill yourself in 2 out of 8 occasions.
     
    Tbh: I have no idea
  16. Like
    Robert_Brightstar reacted to Anaximander in Skill Training   
    Well, I agree with all of that, that's the general sentiment from anyone who played EVE and understands the merit of said system. Albeit, let the resets be once a year and if possible, they could make the attributes in a radial style, so people know what kind of skills are affected by what  attiributes more, that overlap with the skilll web (as it's not tree the way they depicted it so far) so people know that "oh, if I put 10 points to Strength I will start with X skills given my starting "race" (lore part, may not apply in-game on launch) ".
     
    I mean, we don't have to go EVE Online and have an unintuitive mess of a skill training and attributes system.
     
    I'd go as far to say that attributes provide bonuses, ala Fallout series. Strength provides more stability when firing heavy guns and perceptionp roviding accuracy with weapons, like adding range on a weapon's optimal range. And hey, if and when the melee system comes, the same attributes can be adjusted for different melee weapons, but that's a stretch of the imagination, not something that can be on launch as far as the devs have commented on it. But that's just me, I'd like my attributes to be worth something more than just being "oh, I trained into guns a year after you cause I had different attributes but we got the same advantages and optimal ranges". Having attributes affecting skilsl and weapon / equipment handling, would make a certain gameplay worth it.
  17. Like
    Robert_Brightstar got a reaction from Anaximander in Skill Training   
    Forgive me if something like this has been suggested already, I only read about 2 1/2 pages worth of responses but I'd like to says a few things.
     
    1 - Since we are training skills via the Arkship through a brain implant and we're advanced enough technologically, couldn't it be we're learning the skills like "the matrix" where its not just reading but there's some mental holographic or dreaming going on in your head where you "think" you're holding an object or performing an action, etc. and therefore it feels lifelike so when you perform said skill in real life it feels like you've done it before.
     
    2 - In order for characters to feel different, specialized or unique, I'm hoping there will be so many skills available that no one will ever be an exact duplicate as one another.  I'm hoping NQ develops a huge and diverse skill tree that no one in 20 years could learn it all.  There will always be those common skills everyone needs to learn but past those few is when players become different.
     
    3 - If attributes are to be used, then let it be many attributes.  The more there is, the more unique a character will be.  Also, limit the amount of points that are distributed thus making that players attribute choice for the character very important.  Make it extremely hard to increase an attribute or else everyone will just catch up to everyone eventually.  Finally, NO RESETS OF ATTRIBUTE POINTS.  Once its done, its done.  This is a mistake I think EVE online did (several times).  You want different attributes set, make a new character.
     
    4 - In conjunction with the skill learning above, I would suggest some form of upgrade or requirement to advance to the next level/master level/or whatever.  The upgrade or requirement could be a physical item that is required (and hard to find/get/make) or some action that needs to be performed or an upgrade to the brain or something that would cost a fortune (something not easily attainable) or a combination of all of the above.  This would make being a Master "<insert skill>" something worthwhile with a great sense of accomplishment.  Not to mention he/she will be sought out for their specialty.
     
    Just my thoughts on this matter.
  18. Like
    Robert_Brightstar reacted to Anaximander in Territories in space? Process of building a Orbital Station.   
    Oh, look, I'm with you on the "less arbitrary rules", but you got to consider the average joe and people building within safezones. In Sfezones, the turret idea wouldn't work, since nothing can be destroyed, so the voxel grid owuld be the only guarantee of not being trolled - if people can build within a safezone without a territory claim unit at all that is.
     
    Also, you got to bring in some realisic scenarios. Nooone is gonna build a staging station within a 30 minute warp of another station - and yeah, warp takes time in DU as the Devs explained it, it's not teleportation, you are meant to live the ship on the inside. You got to understand the logistics behind large scale warfare, nobody is gonna waste materials ( that also deplete ) on building a staging area within sublight intercept range, let alone near a station where missiles will rain all day.
     
    Now, the distiction should be made, that 3D Objects like Elements (modules) in the game, should have skilsl associated with them for being deployed within another person's construct but not belonging to them, i.e. an engineer setting up a shield recharge device on the floor for his strike force to benefit off of, or a sentry turret, or w/e. They are not voxel entities and can be "attached" to a construct without causing arguements in the game's logic - mainly that unclaimed voxel entities are not subject to dynamic changes. That way, people can deploy expendable modules, like setting up covers for advancing up a corridor within a space-ship, or for marines on board a ship, to defend by deploying barricades ala Rainbow Six : Siege to delay the boarding party's advance, even if the marines have no rights to edit anything on the Construct itself.
     
    Also, to disambiguate, the "grids" are essentially a box space that mvoes with the Core Unit. It's a space in which within it nothing can be edited aside from the owner of the grid or the people with authority in general. This is necessary, so people who buy your stuff off of the market, don't immediately copy your ship's design and start reselling it as their own. It's a sandbox game, and the devs have to intertwine certain aspects of the game to make it work as a whole. So the grids around a Core Unit, are there to make sure you ain't griefed in more ways than one, either by trolls building an effigy to Lord Dickbutt, or people just ripping off your hard work on the market.
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