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Sunrider44

Alpha Team Vanguard
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Everything posted by Sunrider44

  1. I'm always up for science, so I gonna follow your evolution. Good luck!
  2. Yes...but not necessarily a full-access granted. Depending on the case and the player identity. Yes, just because community projects can make moving the lines and spread common knowledge. I like this idea, it could feed some interesting organizations: newspaper, historical, NGO, scientific or medical...some touring org?
  3. I didn't know, it looks thrilling! Reminds me Stronghold, well, for the stronghold part...It makes the zombie thing more interesting than just make a juice and meat firework. Classes look nice too...
  4. I was wondering how urbanism would emerge in DU. Chaos, imposed by a central authority or a collaborative rule? In any case, all will depend on the the gameplay and the problems that pop up. For instance, in a crowded place, if everybody have a personal ship, the risk of collision is going to rise dramatically. It could be a problem, considering that everybody tend to use a personal vehicle. What kind of answers will emerge? It will depends of the ideas from the communitiy, or from the ruler of the place. Then, a selection will be made one way or another (debate, negociation, vote...). The idea which will be choosen will be the norm. Anyway, I believe it's unproductive to debate about what people will do, because it will depend on the context and the IRL culture of the players involved. So, when we debate about what people are going to do, we are actually speaking about what we want to be done as individuals. This confusion leads to sterile conflicts or a painful tension. So, I invite you to speak about your ideal city, or how you imagine a city could work, rather than what is going to happen. This way will be far more creative and useful for the community and the game. Coming back to Alphard project, well I think it's a good idea to use time to help to choose a place for buildings and shape the architecture. Anyway, the more ideas there are in the air, and the more new ideas will emerge. I'm not sure how my perfect loved city looks, but I would like it with a lot of ways, footbridges and towers. I think I would set building up a way that could optimize the use of sunlight. I would like to make some biodoms or gardens...And areas dedicated to spaceports of course, with the appropriate fly regulation. The city ruler could hire some architects or creators to design public buildings or all-made blueprints for people houses.
  5. Welcome on the forum Sheeve_Palpatine! I'm sure DU will be a thing ^^.
  6. Nice to read you CyberCrunch, I'm not sure to understand you well, it would be better if you organize and sum up better your ideas. For now, I feel that you have a wrong idea about DU gameplay: DU will be probably close to Space Engineers, Minecraft or Avorion for the building/fighting/gameplay part, with in addition a MMO aspect ( hundred or even thousand of people playing on a unique instance). Comparing DU to a MMORPG (that's what WOW is) does not really make sense, because the kind of game and so the gameplay are pretty different. NQ said there will be few "RPG" or "survival" gameplay in DU for the release, excepting the skill tree or the craft tree. The technological breakthrough that NovaQuarks is branding aim to push forward the limits about player numbers and 3D calculations. So I suspect that NQ is developping a kind of physical damage model similar to the model of Space Engineers (remember that SE landscape is made of voxels, just like all DU superstructures). That could explain why CvC was a streach goal, everybody can understand that developping such a thing is complicated...Not speaking about balancing all the data.
  7. Welcome to the forum GimmeMyGold! I'm sure the Alpha will be a nice experience, see you soon ...
  8. So, a new Trading org is born... with some marketing highlight. Welcome and good luck!
  9. Welcome Stormfire962, You can also find official info release and early articles from JC Baillie (senior dev and founder) on the DevBlog here: https://devblog.dualthegame.com/ Cya
  10. Dev Diary for May and from Jun, or for May from May. That's the question .
  11. That's a good question, I suppose It will be like explosions and shots re-shaping voxels, just like mining shape the landscape. Derelics hulls and loot crates are tricks to use less calculation power, or because ships are made once and for all by the devs. A scavenging tech will probably work like mining, but in a wreckage. Voxels technology allows to create 3D models in real time, so it would be weird that the DU devs don't use all this 3D potential. The only limit is probably the servers power and their optimization: for instance, games like Space Ingineers (with ships made of 3D blocks) have lag issues because of the huge amont of wrecks that spread everywhere after a battle or a crash. Admins from private servers need to clean them very frequently.
  12. Welcome and good luck with your endeavour!
  13. Ships are voxels, like planets or asteroids, so it is expected that the wreckage remains until someone interacts with it.
  14. To come back to the topic, I think the question need to be answered on a gameplay side: Planetary resources are so huge that they are virtually inexhaustable, so the question is more like how could we interested in dealing with a resources shortage? The expected answer is trade, but there is more: - Industrial recycling : get rare stuff, avoid resources (and monney) wastage, build an eco-friendly industry and civilisation. - scavenging : get easily rare stuff and make profit, prevent dangerous equipment and weapons from spreading, clean up wrecks which are a danger for navigation. So, a recycling gameplay seems as interesting as a mining gameplay to me.
  15. That's amazing! It reminds me some sand sculptures on the beach .
  16. Welcome and don't worry! There are already people from Landmark here. They call themselves "Landmark refugees" . You will find some posts on this topic.
  17. That's exactly what I would say: Freelancer-like. There are many games of this kind, typically jumping into a cockpit and exploring a futuristic background and fighting. Not bad, but quite the same through time.
  18. You are right saying the calculation is depending on the model precision. I'm still thinking it would require too much power to make it interesting. Plus, I was more thinking about dynamic biomes, rather than a global climate model. I mean, people use to see the biosphere like plants put on the rock, but a lot of rocks and soil conditions are created by the biological activity (limestone, oil, soil cohesion...). Basically, flora is a kind of PNJ mining, processing, editing the landscape and can, as you spoke about, even terraforming an entire planet. I'm also saying this because I realized that the natural biomes and flora on Alioth (as well as in many other games) does not seem really natural to me... I guess it's the procedural generation result: landscapes are built based on randomized units as trees, flowers...giving a "wallpaper" pattern feeling. On the other hand, IRL, flora is colonizing, spreading, actively communicating, melting, transforming and creating a living tight network. So, it appears these virtual landscaps are not created from a biological and chemical point of view, but from a statistical point of view, which is only an abstraction.
  19. You obviously expect a kind of reaction from me, so here it is: As I said to you on Discord, I'm not interested in speaking with you, because your posts are filled with rage and frustration. I will not argue with you about this topic, and I will not argue with you about any other. Actually, I don't even really read you. So, it's useless to write so long posts, trying to answer me. Unless your goal is to flood the forum? And if you want to know my opinion about you, I think you are just a "facts-collecting-guy" on the internet, wikipedia, TV, university or whatever ... Forgetting knowledge is useless and boring if there is not reflexion, brain and heart in it. This quote suits you well: "Science sans conscience n'est que ruine de l'âme", Rabelais, Chapitre 8, extrait de Pantagruel. So, I will not show you any sympathy as long as you speak me this way, trying to impress the audience and failing to impress me or my science in any way. To sum it up, you can kiss my French ass and have a nice day (if it's possible to you). That's all for my posting on this topic.
  20. That's right. As I said, I don't care about EVE anymore... And beyond this, everyone in DU community (and generally speaking) would be well inspired to put some distance regarding their gaming or social experience. It's a fact that a game is basically a tool, each people using it with a specific and subjective background. The article is pointing this out very well, speaking about the guy who organize the "blue" versus "red" fight. I mean, he is using explicitly the game structure to reach his own goal. The devs, on the other hand, have a very different conception of their game purpose. In this way, getting NQ and community (or people anyway) aware of this is very important. This point have to be linked to emergence theories, and furthermore, with "emergent gameplay", which has, still, a very blurry definition. The debate about emerging phenomena is about studying the way the universe spreads out its structure trought time and space scales. But, as it is traditionally a physical concept, experts forget that human brain is a part of the system. It means perception artefacts and pointless debates around a kind of "absolute purpose" mind-ghost. People (even being scientists) raging and trying to impose their point of view as the collective stereotype. Points of views that are typically a media-perception of the same object. Some call that mess the harsh reality... So, if we want to prevent any more religious wars on this forum or on the Discord chans, everyone here should keep this concept in mind. Which means, as a result, decreasing the intensity of passive-aggressive relationships rotting the place. This way, things will be surely more interesting...
  21. Yes, town planning is pretty important to make sophisticated cities... But I like the idea of a dynamic biosphere, an environment that evolves and reacts is a fun perspective. As a biologist, I love It. Sadly, this kind of dynamic model requires a massive calculation power .
  22. Optics have not the same purpose than radars u_u. Intel use it to survey ground locations or estimate enemy motorized forces number... 1m focus is sufficient, and military stuff is more precise. Hubble is only famous, it's not cut edge technology anymore. Even if it remains useful of course. In DU the point is the 3D optimization: the game make the background "blurry", as the 3D shapes becoming more simple along the distance. Optics don't really make sense... I suppose it's possible to find out a trick and make it functional, so the question is: could it be useful? Maybe, considering that it could push people to get wide range strategy system to prevent orbital spies...It could be a piece of a detecor array? Or, an optical detector could be used to scan a planet or moon to find a good landing zone, or a new settlement location.
  23. Self-editing environment is a big question that is not answered yet. I say environment because there is technically no big difference between a building and a landscape: both are shaped voxel. I have some concerns about it, because crazy-like environments in Minecraft sound like a bad thing to me. It could be wasting the game artwork :/.
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