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Stig92

Alpha Tester
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Everything posted by Stig92

  1. Fine? I may not be native English speaker, but I not so bad that you should fine somebody for it. There is one person from US that has proofread my fanfiction since 2015 but never even talked about this one with her.
  2. Almost done, I just got the whole story completed, though I'm not really good at short stories and there isn't much time for any editing.
  3. Last time I was hard at work on writing other things so I didn't even try to come up with anything (I also find short stories difficult), but I just finished latest rewrite for my manuscript so maybe I can fit this in between while editing and searching for beta readers. At least I got first few hundred words started.
  4. I think this would be useful without bad side effects. It might also be decent way of moving between floors without running around stairs with less moving parts than elevator. I could also consider a system that needs to have some specifically built connection between transport units so it would be possible to say build a cable between separate buildings in a base/city, or very limited range transport between constructs that can't be used to transfer large quantities of cargo or travel between planet's surface and orbit. Or how about pipes that you fly through quickly like in futurama
  5. Since the game is still in development there are no demos. After launch (late 2018 hopefully) there is supposed to be free trial period for new players. Alpha should happen this autumn (September supposedly) and beta sometime during first half of 2018, if you have paid enough in crowdfunding to be in those (I think beta is 60€ and up. Alpha is more).
  6. Where exactly does that definition come from and why should we care about it? Exactly, if player finds one dual universe wiki all of the useful information that has been gathered should be there. There is no point in having multiple wikis/sites. That is just more work for people behind them and several sites to search for information when it could all be in one place. Only reason to not have ie. orgs in there yet is because without the game they don't really exist and it might be better to just focus on things that are in the game, rather than things that have been discussed on the web.
  7. Praise be praise be. Would you like to join me in building a temple for Klang to sooth his anger in order to protect those using rotors and pistons? U-wings anyone?
  8. I'm more on RightBigToe's side. I don't see why you should limit wiki just pure game mechanics. If it is supposed to help players, especially new players then knowing about player created things like organisations, central player made locations or other things like player created events etc. is just as valid information. All those are definitely useful information for player entering the world, or even long term player who can't keep an eye on everything in-game alone. Isn't wiki community created content too and why should there be some other place to write general information on community created things in-game if there is already a wiki. Sure organisations have their own pages to market themselves, but wiki would have change to have other point of view than own marketing, also write down their history. As for changing nature of organisations, it is true that one decision by one player could render wiki page obsolete, but does that mean it shouldn't have existed. Lot of things tend to change over time, sometimes unexpectedly. It just means people contributing to wiki need to be active for those parts of the wiki to be up to date and useful as more than historical achieve. I would also recommend highlighting date of information whenever writing something as being the current status. If you want to clarify different topics you can also classify/title wiki articles as information on the game itself (game mechanics etc.) and the world/player made content (orgs, places, events etc) so people know what they are reading, but I don't see any need for some completely separate place for that information. Though I would be careful in writing about organisations for example before game comes out. They aren't really established until people get to create them in-game. At least I would separate pre launch info from what actually ends up happening.
  9. I pray to the magic teapot in the sky that you are right. As for "largest extent", I assume that means french law and if it becomes a problem it would be better to move the servers somewhere else.
  10. I'm disappointed in this community. There have already been at least 2 threads about people hoping for censorship and pretty much first thing people think about after seeing screens introduced is how to censor what other people put on them. If it is a screen then it is something located in certain place in the world that you can see if you are there. If you see something you take offence to in someone else's construct you can either ignore it or go somewhere else. If you are building as a group/organisation then the group can have internal rules on what to have in the common construct and outsiders have the previous 2 options. I swear with some of the people here I might just have to build the nazi moonbase from Iron Sky (image from the movie through google) just to trigger the easily offended who think other's should be controlled by their personal feelings. I don't care about your NSFWs (that I had to google). Unless you work for Novaquark or plan to run youtube channel on DU, Dual Universe is not your work (Not Safe For Work) and I don't have a wife (Not Safe For Wife) +If you have one, its not something that should affect anyone else. You'll have my support if someone puts up irl threat/direct incitement of violence/crime, reveals personal information or spread false information about a person. If you try to censor beyond that I'm 99% likely against you. Would also safe NQ's time and resources to not control what people do and let people deal with disagreements and make rules between/inside organisations in-game. Damn I think this is my third rant on this subject.
  11. I'm not sure if that is a good plan. If you sell too much too good stuff one organisation may win over other and if they aren't fighting /arms racing anymore who's going to buy your stuff. Better to sell to both sides and keep war going (Choose carefully whether to do this publicly or have different people approach each side under the flag of different orgs and then produce different styled ships for each side while being actually a single group of people that builds both styles of ships). Some cloak and dagger stuff to incite fighting and increase need for ships would also be interesting. Or, you could sell warships cheaply to some nasty folks like pirates or otherwise aggressive orgs and then cash in by offering people ships to counter them/armed cargo ships that survive better. Or you can just have one group of friends be pirates while secretly allied with force that sells protective services. Stage some fights and otherwise keep the pirate side away from ships that pay for the escort ships. You make money from people by robbing them and pay charging them not to get robbed win-win. Or pirates could just directly charge people for not getting attacked. So many possibilities for evil schemes. Am I right.
  12. One of the strengths of DU is that it is made as a MMO, but this also sets limits. Developers only have time to create limited amount content and especially in building games this limits things (look at space engineers, vanilla ships are really boring inside). Usually modding community can help this, but as stated DU is MMO so you can't have people creating any an all overpowered components that they want. I still think there are some ways that players could bring in content or help to add to the game. I'd like to hear what people think and for some ideas if they could even be done. 1. Images and sounds for elements The world would already benefit greatly if the game has screen and sound elements and if players can load images/sounds they want to use instead of some limited preset options. Best would be if it wasn't any kind of "mod" but just something that you could load from file on the computer to game and screen in-game, for example the logo of your organisation, or signs you use to guide people in your builds. This could be useful in many ways and would be great addition for ability to make things look better, but it shouldn't affect the game balance. 2. Design contests/screening of ideas. Basically instead of just uploading mod to be used NQ could have either contest where people could submit proposals to ad to the game (raw concepts, full artistic designs or something that already has code in it) Things that NQ likes and community likes that are/can be made +balanced, would be added to the game either in update or next expansion (Maybe have contest when starting to make each expansion to see what people want and come up with). People who made the proposals should get some rewards. Maybe if you had just a concept but it was good enough to end up in the game you get some DACs in-game. If you practically programmed the whole thing you should be rewarded even better. 3. Design frames. (better term can be made.) Due to the MMO model balancing is the major hurdle to player made elements, but if things effecting that are locked the more artistic individuals in the community could still contribute to make the DU world feel wider with larger variety of options. This is the idea where I don't really know if technical limitations would prevent it, but someone who knows better can clarify that. Basically the idea is that NQ makes "frames" that preset everything for an element that affects it's balance. For weapons this would include at least range, firing speed, damage, dps, turn rate, -speed and -angle, acuracy, energy/ammo cost, durability etc. as well as build cost and limits for min and max size. Then players could design the actual visual appearance of the weapons that doesn't affect balance. Do you want dome shaped turret or something that looks like battleship turret (accounting for the set elevation angle). For less functional blocks like THE ALMIGHTY SOFA there would be mainly size limits cost and functionality that you can sit on it. The could also be vetting process before design is allowed in game to avoid things that just look silly and/or immersion breaking (Like making a turret that looks like a monkey throwing bananas at the enemy or gray non textured box that just has laser beam come out of it.). I think something like this could help to make DU at least more visually diverse, even if NQ can design and balance only so many elements. Different players/organisations could also create their own styles down to the elements they use.
  13. Stig92

    Distance Tool

    Still needs proper measurement tool. The lines on voxel still mean that people would have to spend lot of time just counting squares. For example,what if I want to make something exactly 345 meters long for some reason (ie. because that fits the agreed plan since larger builds would be cooperative efforts, or maybe I want to replicate some scifi ship design in exactly real size.) I don't think tat counting 345 thinly drawn squares counts as entertaining, creative, engaging or social which I hope the game to be. Better to click on point and then other an see the distance, maybe have ability to move the point to keep up with the build. Then spend the saved time actually making the ship.
  14. From everything that I have heard of they aren't going to "create" or "add" systems or stargates. The world in proceduraly generated and to get new systems players have to go explore and discover them. Expansion of the world would depend on how much players go out there. To get stargates for those players have to build the gates themselves. They don't just exists like in eve for example. I'm actually hoping to have/be part of an organisation that builds and controls gates in multiple systems and cashes in by charging people for travel.
  15. Interesting structures, but you might want to consider roles of different ships more. Like in this picture. Would (1) light frigate lead fighters (possible if you assign fighters to support frigates for carrier for example) or (2) would fighter forces be coordinated by the carrier that launches then or (3) would squadrons of fighters be separate units commanded by fleet commander/admiral/vice admiral/someone like they would (groups of) larger ships. Much also depends on size of the fleet. There could be light carrier with escort frigates that assigns handful of fighters to each frigate and those would work and an unit with the frigate with frigate commander leading them based on the orders of fleet commander on the carrier. Frigate brings slightly heavier firepower on enemy ship while fighters protect it's flanks or support the attack. Or you could have frigate/destroyer/cruiser with 3 corvettes/frigates as escort for small 4 ship strike group following mostly the above structure. The central ship could focus on some heavy forward weapons while smaller ones are covered in turrets for defense. The first image could have large carrier flagship with admiral that has two large battleships with it and smaller cruisers/destroyers/frigates with those that fly in formation with the battleships which have vice admiral to lead the formation. In that case I would still ad few smaller ships directly under the carrier to be it's escort and include fighter/bomber squadrons in the chain of command. I would also be nice to know more about different engine types and what can be used in how small ship. Travel between systems might be made stargate based but having fighters that can traverse across systems quickly would increase tactical options for carrier. Why take your expensive fleet into combat when you can park behind some moon with carriers and escorts and launch attack waves of relatively cheaper faster to build strike ships. When they get destroyed re-spawn players on carriers (if possible to make it so) and send second wave while enemy is still wondering where the first came from (could also move the carriers between/during the waves.) Or you could just have cheapest possible fighters to throw out in waves to defend the fleet and short distance. Bit like difference between rebel alliance and galactic empire fighters. I throw around lot of military ship classes here. We obliviously don't know what people are going to build in game or what is sensible to build with game mechanics, but the main goal is to reflect on relative size, power and role of possible ships in fleets.
  16. Yes, long range firing would have to be dealt with by the lock in mechanics considering how DU servers work, but I hope it is not impossible. Of course there could be limitations, but then again a super heavy gun firing from planet's surface shouldn't be nearly as accurate as ship turret firing from kilometer away so that would be limitation for planetary anti-orbital weapons, very good to prevent enemy from crushing you with their SSD but really hard to hit. Overall I would like to see possible for multiple layers of defense at least for later game major organisations, 1. Fleets, defense stations and planetary anti-orbit weapons that could conceivably surround the planet. 2. Long range high altitude anti air (tens of kilometers up tens or hundreds horizontally) to thin out enemy force approaching your base/city or preventing landing too close to them. Would like to see missiles here. 3. AAA (=anti air artillery) and other guns when things get up close and personal. Then again, as stated, long range fights might be severely hindered/prevented by the server issues even with lock on mechanics, and developers have already said there wont be things like sniping. With this also construct fights might have limited range so you would rely on mobile fleets to defend planets, maybe bases and space station with weapons for self defense and lot of smaller ships to hit enemy fleet (and respawn spots). But all this surely won't be relevant at launch when people just get into the world, so even if these things will be in the game, I wouldn't hold my breath.
  17. Just imagine all the things that happen when the game actually begins, let alone years after that.
  18. Isn't the voxel build system the same that planets are formed. You could just build a flat earth in game. Strip mine Alioth, rebuild flat one and put a city on it. (probably needs some artificial gravity.)
  19. Yes, the two cornerstones of DU are creating things and the community that needs to gather somewhere. I help in creating a city under following conditions 1. Need really nice skyscraper, something that could be organisation headquarters 2. Must have temple for NQ the creator, and for lord Klang. 3. I like underground bunkers, city needs to have bunkers... and guns to blast the holes that you mentioned. I also don't like when my things are broken. I would also like to see super star destroyer (full size 19km) at some point. Just lets not crash it into the city.
  20. The parsec thing comes from the original movie IV new hope. Though it was referenced in Force awakens
  21. I think there is some effort to redefine kilogram, it had something to do with the most perfect/smooth sphere ever made and counting atoms in it. Also, if game has parsecs lets not mistake it for unit of time
  22. Moving parts can also great outright immediate problems with themselves. Those who have played space engineers have seen this with pistons, rotors (and also maglock landingear). You know, spontanious explosions and stuff. Then again I was considering building a temple for Klang somewhere in DU and having moving parts blowing up all around from his wrath could bring more followers.
  23. Stig92

    Distance Tool

    Absolutely. Something like this could also be very important when people work together to build something large. If I do something decent sized alone I can look what seems right and make random corrections. If you have 10 people working on single construct possibly, different parts at different times, it is quite necessary to have at least some sort of plan and measures, so you can tell people to built this to 500 meters long, make sure that all hallways are 3 meters high and airlocks 2 meters in radius so they all match each other. At that point people should be able to measure what they are building without spending half of the time to count whatever grids are shown on voxels.
  24. That would be nice though there would be problem of what is counted as your construct. With underground bases there would be lot of voxel digging and shaping that would still just be part of the planet rather than separate grid defined by core unit. Some tool of mapping areas/constructs would be very helpful.
  25. I'm pretty sure that information on timing of alpha beta and and release have been available since the beginning, and while they delayed alpha by few months, I don't remember NQ ever promising beta before 2018. You might want to read on what you are paying for before spending money on something.
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