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Nebenfigur

Alpha Tester
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  1. Like
    Nebenfigur reacted to Stig92 in Show your banner, emblem or the like   
    Since the topic came up, I would recommend this video. It has pretty good discussion on some things you might want to consider for a good flag, banner, emblem with good and bad examples as title suggests.
     
  2. Like
    Nebenfigur reacted to Griphass in Dual Univers RocketDock Icon   
    I made us some Duals Univers icons for the Rocket Dock program. Help yourself and enjoy!
          
     
  3. Like
    Nebenfigur reacted to Grizzord in In-game voice.   
    I have been watching this thread for a while now and i see that the biggest worry is stress on the server. the fact is, is that voip servers do not have to be integrated with the main game server at all. in other words there could be a completely different server the voip is running through and the main game server simply connected to it and having to encode/ decode the audio coming through it simply plays the audio. granted the server would have to calculate distance and whether you are in a ship or not but, the server already does this for different rendering mechanics and gameplay mechanics. in my mind the server has to very minimal extra work in order to implement this. Also i saw a comment suggesting the there be a voice comms/ paging mechanic for sip to ship communication. i entirety agree with this. for situations like entering a planet owned by a large organization, you can quickly ask for passage without needing to go through join 3 different discord servers. i agree that yes i will be talking to my friends through discord but i would agree that in game voice is necessary for full launch. prob not in alpha but at least for launch.  
  4. Like
    Nebenfigur reacted to THEMADE in how will the large crew that large ship may have work in a game like this   
    If that would be true, it would be basically equal with a suicide from them.
     
    I can't even imagine how can anyone even think about forcing a such bad mechanism. DO you think that you are the first one who thought about this idea? Hint you aren't, many games tired it before, AND it did failed every time.
    In wow, there are multi person vehicles on battlegrounds, with a driver and turret(s) etc. They are much more powerful that players, yet the turrets are empty most of time.
    Blizzard thinks that they reinvented the wheel and they attempted the one unit multiple player idea in their other games too, in hots for example with the hero chogall(one moves, other one fires). basically noone picks it....
     
    Deal with it, the idea of multiple players working together on a same unit isn't working.
    The reason is simple: it's boring, it only takes away fun while give nothing in exchange, you only get handicap this way but gain nothing. You also bound to other players, so you can't even just paly whenever you want.
     
    lol, the combat in a scifi game is boring already, you want to take it to a entirely new level? Can you even imagine how f boring it would be to just stand before a single cannon, click on a enemy ship, and then push one button to fire? What do you think how many hours would it take to get bored of it? Hint: less than one...
    Even if it would be not lock&hit game, but aimed, it would be still f boring (in wow there was encounter where some players controlled cannons, it was fun on the first run, and became a boring chore afterwards...)
     
    There are no reason behind this handicap anyway. It wouldn't balance anything, it would only promote botting.
     
    Also ROFL, even in the WW2 there was warships where AA turrets was remote controlled. It would be 100% legit not be allowed to use technology already available in the past century in a time, where you can build spaceships by hand, and travel in the universe...
     
    Like the human is so critical where you can't even see your target with a human eyes as it will be km's away, but yeah sure someone needs to stand there to "aim" with them lol, or you mean that in the future the cannons will be loaded manually? what would you load into a leaser battery anyway?
     
     
    In the first place there are exactly zero reason to limit big ships anyway. Every player have exactly same privileges. I think they not going to give admin rights away randomly, nor spawning materials for certain players, so if x player was available to build a big ship, then every other player also have exactly the same chance to build it, so where is the problem? You are lazy to do it and want to punish the others who actually put time into it?
    Ofc big ships should be very expensive. Both to build, repair and to use.
  5. Like
    Nebenfigur reacted to NanoDot in how will the large crew that large ship may have work in a game like this   
    Not quite, very few space games (any ?) require all larger ships to be multi-crewed.
     
    DU is an MMO, so players will quickly calculate the most efficient way to deliver dps. If 5 players in 1-man ships potentially deal more destruction than 5 players manning turrets on a battleship, battleships will probably be a rare sight.
     
    And we've yet to see how attractive the game play will be as a turret gunner on a multi-crew ship. Flying your own fighter sounds like a much more entertaining option...
  6. Like
    Nebenfigur reacted to Razorwire in Sleep/Rest Mechanics   
    Then just stick a label on it, as in your two examples there.
    If I want to play 20 hours straight on a Saturday because I can't get on in the week due to work, why should I be punished? I shouldn't, is the answer.
     
    A warning on the initial load screen is enough. If an informed adult hurts themselves, that's on them; don't restrict my service because they might ignore the warning.
  7. Like
    Nebenfigur reacted to Eternal in Different kinds of Auxiliary-Ships   
    Since we have a Nano-Former in this game (a device which can deploy just about any material), I propose a 3D-printing Mechanical-Arm than can be fitted to an Auxiliary-Ship for Repair-purposes. They can weld back a damaged-ship and provide that support of Repair to a fleet. If we have such technology as Nano-Formers, ofcourse this Mechanical-Arm can Cast(Repair) anything. How does the Arm work? Hydraulic-Actuators and remote-controlled! (just like fly-by-wire, the electrical-control is converted to mechanical-movement)
     
     
    The Arm must have a Welding-Torch (it's Torch and Filler in 1-Nozzle). Make it spark when you are doing Repairs due to Arc. Add a time-mechanics to the Repair. To Repair, it takes time. 

     
    Look at this Ship in the picture below. Do you see that Hydraulic-Crane/Hoist in the back? This is an example of where we can fit a Mechanical-Arm. This is an Auxiliary-Ship, it's purpose is nothing but to provide support.

    ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
     
    Also, give us Replenishment-Tanker/Refueler-technology. The Fueler has a remote-controlled-Drogue, and the input-Ship has a fixed-Probe(an intake to receive the Fuel). This Replenishment-Tanker is another Auxiliary-Ship that will provide support of Fuel-Replenishment. This Ship is designed to accommodate large volumes of Fuel through it's Fuel-Tanks. With their help, they can increase another Ship's Range or Endurance through Refueling. Add a time-mechanics to Refueling (it will take time to channel all the fuel needed).  
     

     

    --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
     
    Another thing that I would like to talk about is the concept of Resupplying. 
    An Auxiliary-Ship can arrive, shoot a line, and through that line, we can send Crates from Ship to another Ship. Inside these Crates are Supplies to increase a Ship's Endurance. Things like Ammunition, and any necessary Materials to keep an operation going (Food, if we are gonna have such mechanics).

     
    Another method of Resupplying is through Air-Drop.

    ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    One last thing for an Auxiliary-Ship is a Hospital-Ship like USS Mercy. It will pick up the corpses of the dead and bring them aboard their ship (to make sure that their bodies do not get looted). They can also provide Fresh-Crew capable of performing necessary duties to another Ship and replace the dead. For example, a Ship is short of Gunners because most of them died when the Ship was hit. The Hospital-Ship will pick up the dead, or they themselves will loot the dead (to prevent them from being looted) and stay out of the crossfire (this means less risk, thus, their loots are safer), while also replacing the dead-crew with fresh-ones(different Players). When you die in this game, it might help if somebody can save your ass. Without any sort of Medical-Mechanics implemented to this game (which I support the idea of having one) then the Hospital-Crew can board my Ship, loot my body and run away, then give it back to me after.
     
  8. Like
    Nebenfigur reacted to Lethys in Sleep/Rest Mechanics   
    So.....you want to force ppl to take rests.
    And at the same time you "force" them to be AT LEAST 6h on to gain +50% XP boost (which is the only real valuable resource ingame).
     
    Makes sense....
     
    @dualism with @name you can link names.
     
    And no, I still don't agree - it's up to players to decide how long they want to play. If they want to play 24h straight - it's their life. If someone is happy playing 24/7 - let them. They have to pay for it so it wouldn't make much sense to restrict them. You can't punish them for being online.
    Plus: a casual gamer only logging in once or twice per week doesn't have any disadvantage (skill wise). The ONLY thing a nolifer will have more is quanta. But never skills
  9. Like
    Nebenfigur reacted to yamamushi in WEATHER!!!   
    All I can say is
     

  10. Like
    Nebenfigur reacted to Anaximander in Scripting Languages   
    Your post reminded me of this.

    LUA works due to the game engine's heavy use of C++ code. Look up Unigine 2.


    They code an MMO, not a mobile game :V .
     
  11. Like
    Nebenfigur reacted to NQ-Nomad in atmosphere   
    Hi guys! 
     
    Topic has been moved to a more appropriate section. 
    Thanks, @Lethys!
     
    The answer is: no, it doesn't work exactly like that. While the idea could be seducing, introducing such mechanics would imply many complicated things in terms of development. We try to allocate our production resources as best as possible and we have many other aspects of the game in the pipeline, as I'm sure you know. 
     
    Here's how it works for now: if your avatar is on a ship that doesn't move and is near a planet, your avatar will be submitted to the planet's gravity. If your avatar is on the same ship but in movement, it will be submitted to the ship's gravity. If your avatar is on a ship and this ship is in a bigger ship itself and not moving, planet's gravity will attract everything. If the big ship is moving, your avatar will be attracted by the small ship and if you move far enough from the small ship, it will then be attracted by the big ship. A big ship will have a wider attraction range than a small one but for now, as long as you're entering a planet atmosphere, planet's gravity has the "priority" on everything else (when it doesn't move). It can appear a bit counterintuitive said like that but in lots of situations and use cases, it makes practical sense. 
     
    Like I said, it would be a technical nightmare to handle everything like you describe client and server-side otherwise and for a gameplay benefit that remains hypothetical. We already have plans to add more to that system, though and will introduce that at a later stage.
     
    Cheers, 
    Nomad
     
  12. Like
    Nebenfigur reacted to NQ-Nyzaltar in Raming ship   
    Hi everyone,

    @namco:
    As you are new to the forum, This is the first warning.
    As you are supposed to have read the forum rules before posting, please respect them.
    If you don't know where to find them, here is the topic.
    Insulting other community members is not ok. 
    In the case you would insist in this behavior, it could result in a ban.
    Thank you for your understanding.
     
    @gyurka66, @Aesir & @namco:
     
    Regarding "ramming ships", it's not planned to implement such mechanics, for two reasons (and not just one):
    1) This is not properly scalable (at least with current hardware tech & bandwith standards).
    2) This would cause game balance issues.
     
    To keep it simple:
    We will only implement mechanics that are scalable and that can be balanced properly.
    We won't implement anything that couldn't be scalable when applied to thousands of constructs and/or people concentrated in a small area. Unfortunately, Physics applied to voxels are among the things that enter this category. So no ramming ships.
      We won't implement anything that could be abused for griefing or unbalanced gameplay. Even if the technical obstacle mentioned above is solved, it's already well known that some people will install some engines on some big rocks and will use it as cheap mass destruction weapons with little to no solution to protect against, with no risk taken for the aggressor. We won't implement game mechanics that unbalance the "risk vs reward" concept. So no ramming ships. About the "why cpu is used, why not gpu?".
    Yes a lot of things are calculated by gpus nowadays, physics included... when it's related to 3D meshes.
    However, everything related to voxels are still (mostly) calculated with the cpu, and this includes physics applied to voxels. That's why it's necessary to have a decent cpu, with AVX support. If new generations of gpus start to be more "voxel friendly" then it might change some aspects of the problem, but for now it's just wishful thinking.
     
    Also keep in mind that servers have a cost, and the servers we need are not cheap. 
    Some games can be hosted on servers that aren't really expensive. Unfortunately Dual Universe doesn't enter in this category.
    Even if adding gpus was a viable solution, the cost should remain reasonable if players don't want to see the monthly subscription rise accordingly. 
     
    As this idea has been discussed several times, with the same answer, this thread is going to be locked.
     
    Best Regards,
    Nyzaltar.
     
     
  13. Like
    Nebenfigur reacted to Shockeray in Alioth size   
    The tiles are not perfect hexagons, not even all hexagons. As is normal with geodesic domes, there have to be a few pentagons (normally made of 5 triangle sections).
    If you look at the map of Alioth, it is similar to this just with smaller territories (notice all of the hexagons are skewed because you can only build a plane with Regular hexagons):

  14. Like
    Nebenfigur reacted to Lethys in Debate 10: Weapons modules   
    Again, just to bring dreaming people down again:
    AMA pt 2:


  15. Like
    Nebenfigur got a reaction from GunDeva in Automated Weapons Systems   
    automated defence doesn't have to be scripted defence.
  16. Like
    Nebenfigur reacted to Shockeray in New Youtube interview with J.C.   
    nooo, why must you quote the whole thing! *shakes fist at sky as tears run down cheeks*
  17. Like
    Nebenfigur reacted to NQ-Nyzaltar in Unofficial Discord corruption   
    Hi everyone,
     
    As this kind of topic has no legitimate reason to exist, it will be locked down.
     
    @LISPYxLUNA:
     
    Welcome on the official Dual Universe forum.
    However, even if you are new, you are supposed to have read the forum rules, posted here:
    https://board.dualthegame.com/index.php?/topic/8-forum-rules/
     
    What you just did was exactly breaking the rule III.e: "Naming/accusing people".
    Accusing publicly people on the official forum, for any reason or motive, is clearly not authorized.
    If you have a problem with a community member, you can contact the customer support team to explain the problem.
    Despite being attentive to all community concerns, in certain cases (like this one), the customer support team won't take any action.
    The reason: the Unofficial Discord is managed by community members and the Novaquark team has decided from the very beginning to avoid any attempt to take control and/or police media managed by the community.
     
    Another broken rule: 
    As a general rule, it's not allowed to post any private conversation without the agreement of all involved parties.
    Again, if you have a problem with a community member, you can contact the customer support team to explain the issue.
     
    As a consequence, any unauthorized screenshot posted publicly regarding a private conversation has been removed from this topic.
    As you are new to the forum, this a first warning. 
    Please do not insist in this kind of behavior.
     
    Thank you for your understanding.
    Best Regards,
    Nyzaltar. 
     
  18. Like
    Nebenfigur reacted to Vorengard in Require a Declaration of War to Attack a TU   
    First of all, I'm seriously opposed to any sort of timer system. Been there done that with EVE and it's simply no fun. EVE only has it in the first place because the nature of the game requires it. DU can and should avoid creating that sort of system because it's absolutely obnoxious and is easily abused, and I think I expressed my opinion on the matter rather well in this post.
     
    So, overall, I would oppose any and all timer-based systems because they're silly, annoying, and actually encourage griefing (such as setting off timers just to get people to show up, then blue-balling them). Furthermore, they divide the community into groups based on timezones, with various timezones not competing at all because of how the timer system prevents them from attacking in their enemies downtime. Then there's those groups in EVE that win conflicts simply because they have people who can log on in the middle of the night with no consequences. I've been on the receiving end of that, and its incredibly frustrating to lose territory simply because your opponent's pilots don't have families or jobs, and so they can log in at 4 AM and spend hours sieging your towers, and you just have to let them. Timer mechanics encourage this type of nasty behavior, and it's bad for the game overall.  I'm much prefer a weak asset protection system that forces people to work together and protect each other in their down-times.
     
    That being said, I totally support the idea of having to conquer hexes "inward", because it will provide some sort of protection and will turn conflicts into prolonged wars, rather than lighting strikes at critical infrastructure. However, that's going to require some serious ground rules, because currently you can place a TCU anywhere. So, what's to stop an org from placing their outer TCUs on the very edge of the hex, and then building huge defense turrets right across the border in an adjacent hex that would be totally immune to damage? That's completely broken, so any such system would mandate that TCUs be placed more centrally in the hex.
     
    Regardless, you prevent greifing and pointless wars by making it take serious investments of resources and time to take a territory, not by implementing arbitrary timers that say when people are "allowed" to fight. Such a system goes against the very nature of PvP and the open-world experience. 
     
    Edit: I'm also very against the idea of war declarations, for many of the same reasons already mentioned, and because they're restrictive and contrary to the very nature of an open-world game. There should be no arbitrary gateways for PvP in a single-shard, open world game. 
     
  19. Like
    Nebenfigur reacted to Lethys in Raming ship   
    I rather have stable servers instead of ramming
  20. Like
    Nebenfigur reacted to wizardoftrash in Cosmetic items for skill specializations   
    IDEA: A way to visually identify what players are proficient in key skills, and inversely, a way to show the players around you what your specializations are.
     
    Concept: Characters could have cosmetic items, or skins for their suit/tools, that are unlocked by reaching skill benchmarks in specific areas.
     
    Fleshing it out: Each skill category (Piloting, guns, scanning, mining, refining, engineering, etc) could have a skill icon associated with said skill. At a certain benchmark, you unlock the ability to wear that icon on your character's suit, or on an article of clothing. This would tell the players around me at least one set of skills I'm proficient in for the purposes of forming loose teams, and also inform them at what level of proficiency I am in that skill.
     
    The Engineering skill for example might have a Wrench icon associated with it. A soon as a player becomes proficient in Basic Engineering, they get access to the Wrench Icon as an accessory for their space suit, which would place it on your character's back and on the upper left-hand side of your chest. As a player progresses to Engineering Rank 2, that wrench icon changes to have a #2 incorporated in it, or a wrench with a stripe across it or something, showing the players around you that you have Rank 2 proficiency in the engineering skill.
     
    A character could only have 1 skill icon equipped at a time, but they could switch between them. This would be useful for ORGS because they could use it to display who a ranking member is within an org. The Cheif Engineer for example might be the only player permitted to equip "Engineering Rank 4" because an org could decide to use that insignia to show who the ranking officer is at any given tame, same for military roles.
     
    I see this as being especially useful though with players who are meeting each other for the first time in-game, and are divvying up tasks for a play session. If I volunteered to be our crew's scanner, I'd equip my Scanning rank insignia, the miner would equip mining, engineer would equip engineering etc. That way we know by looking at each other which one of us is supposed to do what, and players that want to join would know what skillsets we might be missing, or might be able to show us that they are better at scanning than I am for example by equipping their higher rank insignia. It might make cooperating on-the-fly more efficient.
  21. Like
    Nebenfigur reacted to Kurock in Debate 9: Tech Tree Thoughts   
    Q: How do you specialize if you have a circular skill tree?
    A: Make the circle bigger.
     
    A slightly longer answer is having a few more "bridging" skills when switching between two major "trunks".  A person that specializes in one trunk will then necessarily be further along then someone that started on another major trunk and bridged over.  A way this could be implemented is to start in the middle and as you get further away from the center each skill takes longer to train. 
     
    Welcome to the skill forest:
     

     
    A good skill forest is worth exploring.
     
    Edit: Picture is from Path of Exile and you do not start from the center in that game.
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