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0something0

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  1. Like
    0something0 reacted to Dwarf3d in Balanced Telerobotics   
    Just to link the source for remote control units:
     
     
  2. Like
    0something0 got a reaction from Supermega in My biggest worry about this game   
    People play a game where-
     
    * BANG *
  3. Like
    0something0 got a reaction from Supermega in My biggest worry about this game   
    Imagine when you go outside, you are met by a bunches of thugs with guns. You then pull out your gun, call your militia friends, and shoot them.  This happens regularly. Is this really the DU we want to see?
  4. Like
    0something0 reacted to Forodrim in My biggest worry about this game   
    even without scoreboards or full loot or any other gain:

     
    Wild West Online had its first test recently, as far as I know they had a FFA PVP. 
    after the test they ditched it as their bounty concept could not stop griefers and team killers:
    http://massivelyop.com/2017/12/06/wild-west-online-seems-to-be-dropping-ffa-pvp-in-favor-of-faction-based-pvp/
  5. Like
    0something0 reacted to Anaximander in My biggest worry about this game   
    You view feudal behavior in null sec as a problem, I don't. It breeds the perfect territory for some really immersive behavior, like being a scout and patrolling the border,  so the carebears PVErs who suck at PvP can dock up safely and avoid an incoming roaming gang. Yes, it's not EVE's problem if you play the game as a singleplayer. It's an MMO, learn to live with other people and depend on your Alliance / Coalitoon / Corp / Intelligence Chats. They are there to make your experience far better/

    You view Mercs doing their thing (griefing on demand) as a problem, I don't. I have been in the receiving end of some mercs in EVE, I don't find it at all a problem. I made a monopoly, their employers wanted me to stop my monopoly in the region (logistics drones, really profitable in war-time), I said no, they sought to push me out the region via force - which eventually they did, but I got my investment a hundredfold by then, so it was okay, I lost nothing - which is how you measure defeat in EVE, in money spent vs gained. It's funny though,  later I found out you can gain immunity to Mercs if you were to join one of their groups, since all of them have a NAP between them. See, even Greifers don't grief each other.

    In fact, you should just ask for absence of "Scoreboards" like EVE's killboards, so to not incentivise random ganking - like in eVE - to maintain a "positive" score, like the Kill/Death ratio of some shooter games. That's a problem in EVE, that people gankg Skiffs for their money's worth - like a mining barge shoiws yo uare good in PvP or something.

    EVE's problem is not on its sandbox really, it's on its - for lack of a better word - professional appearence.  EVE feels like an Excel Feature Pack, as the joke goes, and it's sadly very true. It feels like a second job at times, with deadlines to meet - especially for haulers - retention on a project and a bunch of know-how and the jargon to go along with it on top of the "you need to be Isk-Positive" mentality for PvP, that drives bad ganking behavior. That's EVE's main problem, it throws too much on your face, too soon. "Here's an Ibis, go flak yourself* was EVE when I started. I asked aropu8nd - you know, like you do in MMOs, you talk to people, it's not Skyrim, it's an MMO. I spoke to people and they explaiend to me what to do and what not to do, like fitting autocannons on a railgun ship, or how tracking works, or how to gage distances, or how to warp properly so I don't get intedicted like an idiot.

    Laws an Alliance / Coalition has in EVE, are enforced by appointed LEOs of said coalition / alliance. Those people act as moderators and will kick or send people after a person who started a fight or didn't respect the laws set forth by said coalition - that includes bickering over mining spots. I don't know what part of EVE you palyed in, it clearly didn't involve those LEOs obviously. It's not total anarchy in Nullsec man, in fact, Nullsec is far safer than High Sec in EVE.

    This "barbarity" you speak off, is what's the passion behind EVE's nullsec wars and why the game keeps going - unlike all other MMOs since EVE's launch ,which died. Remember SWG? It died, it had a multibillion dollars franchise, and it died. Why? Cause they made the game more WoW and less Sandbox. 

    If you like games with no consequences or bad guys, you can play WoW. I heard player agency is taken really seriously in WoW, this is why everyone is "the Chosen Zero of Destiny".

    Cheers.

    P.S. : God bless even though I didn't ask for you to tell me - or cared for that matter to know of - but regardless, have a nice holidays for you and your whole extended family. Peace. o7
  6. Like
    0something0 reacted to Kurock in [NovaWrimo2017] Bastille   
    Tomorrow never comes xD
  7. Like
    0something0 reacted to Anonymous in Which biomes do you prefer for planets? Poll   
    Other: Mix of biomes. Singular biome planets are a silly idea - no planet has that outside Star Wars etc, and even minecraft was doing it over a decade ago.
     
    Why limit ourselves?
  8. Like
    0something0 got a reaction from gyurka66 in An idea about construct vs construct   
    Math?
     
    t=number of words Capt.TwerkMotor has posted on a thread
     
    s=Volume of salt in kg produced by the servers
     
    3t^2 = s
     
     
    Request to lock thread. You don't educate people by salt. Give some actual salt-free websites.
  9. Like
    0something0 got a reaction from Atmosph3rik in An idea about construct vs construct   
    Math?
     
    t=number of words Capt.TwerkMotor has posted on a thread
     
    s=Volume of salt in kg produced by the servers
     
    3t^2 = s
     
     
    Request to lock thread. You don't educate people by salt. Give some actual salt-free websites.
  10. Like
    0something0 reacted to Takao in An idea about construct vs construct   
    Recursion appears when a specific things repeats itself. What does this topic has to do with that?
    This is only true if the target has a constant velocity and zero acceleration (and therefore no change of course) or a constant acceleration.
    If the target, after you fire an unguided projectile, evades in any way, a slow projectile has a much higher chance of missing the target.
    Therefor: Faster projectile = better.
     - Objects neither have force nor work. A force is applied to an object (from an object) and work is done by a force.
    - Your statement definitive sounds like bullshit, so please post some actual mathematical examples or sources.
    - Also, when your acceleration is zero, your entire statement stops working, because you don't have any forces if your acceleration is 0. Furthermore, because F = m * a, the resulting force will effectively be small, because heavy objects (in our case ships) won't be able to accelerate fast and light ships are, well light.
    1. Density is mass / volume. As long as nether of both change, the density doesn't change ether. The mass of an object will only change, except from the obvious that you add or remove parts from that object, if you move at a relativistic speed.
    Furthermore combat will not take place during relativistic speed, because you won't be able to reach that speeds in planet orbits and between planets you won't find your target.
    2. An object will not explode, as a direct result of acceleration, when it receives a very high acceleration. It will simply get crushed. In case of it falls into a black hole, it will get torn apart, but only because the acceleration difference between the molecules (or even atoms) is so big.
    An object can explode when suddenly decelerating, but is a result of the sudden chance of their aggregate status (mass -> liquid / gas) because of heat, which can accrue when two object collide at very high velocities (e.g. railguns).
    That statement is outright WRONG.
    Anti-Tank missiles (HEAT) RELY on hitting the target, otherwise their penetration would drastically decrease. There are some heat missiles that detonate above the target, with a downwards facing steam, but those missiles rely on the far less armoured top of vehicles.
    Anti-Ship missiles also do NOT explode before the target. They have a contact fuse with a delay and explode inside the ship.
    If your missiles main damage source is its shrapnels and your target is lightly armoured, then you want to detonate bevor hitting the target (or inside it, if the target is really big (=ship)).
    Please stop making this claims if you don't know what you are talking about.
    This makes sense, BUT it doesn't make sense, that the missiles explosion radius is here taken into account (explosion radius decided by signature radius?).
    If missiles had a sensor value which represents their ability to detect small targets, then ok, but not the explosion radius.
    My point here is, that it makes no sense, that small ships in EVE are basically immune to big missiles which are at least as fast as they are and furthermore the missiles stats are misleading, because a big explosion radius should be always a better thing, because its directly proportional to the amount of explosives and therefore should also work against smaller targets.
    If I fire a cruise missile or torpedo at a frigate, then who much damage do I even to?
    If the target is stationary, then the slow explosion speed of the torpedo (which is totally unrealistic) doesn't reduce the damage, but the huge explosion radius, compared to the frigate small signature radius will do.
    Or is the damage still high enough to outright destroy the frigate?
     
    My points here are:
    (In game) The explosion radius should not reduce the damage to a target, just because it's small. It's just the distance where the explosion can potentially damage a target. The damage done is scaled accordingly. (In game) The missiles damage value is not the total damage it does across its entire explosion sphere, but at point blank range (r = 0). How well a missile can detect targets should not be anti-proportional to its size, but rather it's sensor capabilities. Explosion velocities are really fast. And to hit a target with a missile you generally need to be, compared to the target, fast (I know you can predict the shot, but that doesn't help you in any situation, also the target may have CIWS to defend itself), which means that the missiles owns speed plus the explosion speed should always be fast enough so that a target can't "outrun" the explosion. Which speed does the calculation takes into account here?
    The "absolut" speed of the target or the relativ speed of the targets towards the missile?
    Is the missiles speed added to the explosion velocity?
    If the missiles explodes in front of the target, then the explosion will move towards the target at
    missile speed + explosion speed + target speed (assuming non-relativistic speeds here).
    I haven't played Eve for a long time now.
  11. Like
    0something0 reacted to Kurock in Distance of Allioth to Earth   
    I am not particularly for this.  They should provide the tools so that we can make our own in-game starmaps.  Starmaps have the potential to be a large part of DU (though I expect this would only be implemented after release)
    Also since the solar system is effectively destroyed, we would not be able to find it anyway. Black holes suck.
  12. Like
    0something0 got a reaction from Captain_Hilts in Distance of Allioth to Earth   
    A note to the untrained reader: This following post contains mathmatically caluclations of the DU lore.
    A note to the trained reader: This following post probably contains glaring and stupid mathmatical errors.
     
    I saw a post on the fourms a while back about the distance of Allioth, though it was based on mere speculation. But, if you look at the official lore, it gives us some details about Novark's travel to Allioth that we can make caluclations from.
     
    Travel Time: The Arkships leave between 2510 and 2536. While we are given that the Novark is the 17th Arkship to leave Earth (1), we are not given how many ships in total were launched. So, we will assume a launch date of 2523, in the middle of the 2 dates. So the travel time is 12477-2523=9954 years The Arkships are relativistic vessles, going at past 0.99c (2).  
    I also will make some assumptions, most noteably that the ships are accelrating at 1 gee, or 9.81m/s^2 and that the ship will reach a max velocity of exactly 99.5% c. But since we are dealing with relativistic velocities, we are going to have to take relativity into account. Of course, I could keep rambling about this and lay out my calulcations. But I'm too lazy and I remembered there are calulcators online dedicated to solving this kinds of problems.
     
    I used this one: http://gregsspacecalculations.blogspot.com/2014/11/relativistic-rocket-calculator.html
     
    and got resaults of this: http://gregsspacecalculations.blogspot.com/p/blog-page.html?a=9.80665&b=91542242.45978841&c=313515239106.8169
     
    Some key information:
    The total distance travelled would be 9902.4861 light years The Lore Bible also says the Novark travelled towards the Scutum-Centaurus Arm, so Allioth would be around here: https://imgur.com/KOeebti This might have some problems with the Galactic Habitable Zone. (Light Green is the Scutum-Centaurus Arm, Dark Green is roughly where Allioth is located at) How do I make the images show on the post itself?. Assuming we use anti-matter fuel and our exhaust is coherent gamma rays, we are going to need 398 kilograms of propellent per kilogram of ship. The portion of the ship that we will actually be able to see probably is the small payload section and the massive engines and the propellent storage being ditched. The 15 years between the launch date and SKiD will give some dozen light years of breathing room. Not sure if that is enough though. However, the ships that are launched later may have some problems escaping the supernova caused by SKiD.  
    Good researchers cite their sources.
    Source 1
    Source 2.
     
     

  13. Like
    0something0 got a reaction from MookMcMook in Distance of Allioth to Earth   
    A note to the untrained reader: This following post contains mathmatically caluclations of the DU lore.
    A note to the trained reader: This following post probably contains glaring and stupid mathmatical errors.
     
    I saw a post on the fourms a while back about the distance of Allioth, though it was based on mere speculation. But, if you look at the official lore, it gives us some details about Novark's travel to Allioth that we can make caluclations from.
     
    Travel Time: The Arkships leave between 2510 and 2536. While we are given that the Novark is the 17th Arkship to leave Earth (1), we are not given how many ships in total were launched. So, we will assume a launch date of 2523, in the middle of the 2 dates. So the travel time is 12477-2523=9954 years The Arkships are relativistic vessles, going at past 0.99c (2).  
    I also will make some assumptions, most noteably that the ships are accelrating at 1 gee, or 9.81m/s^2 and that the ship will reach a max velocity of exactly 99.5% c. But since we are dealing with relativistic velocities, we are going to have to take relativity into account. Of course, I could keep rambling about this and lay out my calulcations. But I'm too lazy and I remembered there are calulcators online dedicated to solving this kinds of problems.
     
    I used this one: http://gregsspacecalculations.blogspot.com/2014/11/relativistic-rocket-calculator.html
     
    and got resaults of this: http://gregsspacecalculations.blogspot.com/p/blog-page.html?a=9.80665&b=91542242.45978841&c=313515239106.8169
     
    Some key information:
    The total distance travelled would be 9902.4861 light years The Lore Bible also says the Novark travelled towards the Scutum-Centaurus Arm, so Allioth would be around here: https://imgur.com/KOeebti This might have some problems with the Galactic Habitable Zone. (Light Green is the Scutum-Centaurus Arm, Dark Green is roughly where Allioth is located at) How do I make the images show on the post itself?. Assuming we use anti-matter fuel and our exhaust is coherent gamma rays, we are going to need 398 kilograms of propellent per kilogram of ship. The portion of the ship that we will actually be able to see probably is the small payload section and the massive engines and the propellent storage being ditched. The 15 years between the launch date and SKiD will give some dozen light years of breathing room. Not sure if that is enough though. However, the ships that are launched later may have some problems escaping the supernova caused by SKiD.  
    Good researchers cite their sources.
    Source 1
    Source 2.
     
     

  14. Like
    0something0 reacted to Felonu in AIDS   
    Foreign Aid can always be handled by Organizations in game.  It is something you could try to get your org to do if you feel strongly that it should exist.  In the RW aid doesn't come from magical sources.  Other countries put it together to send to countries in need.  There are many reasons to do these types of things (better your perception, get future profit from that other organization, hide a smuggling operation in your aid shipments, gather intelligence about actual personnel numbers and locations, or just doing what you think is right).  This is the system I think we should see in the game if anything.  NQ seems to understand that any in game systems they implement take away emergent gameplay options from players to take care of these things, and I hope they continue with a generally hands off approach.
  15. Like
    0something0 got a reaction from Shockeray in To Be Fair, You Have To Have a very high IQ to understand Rick and Morty   
    To be fair, you have to have a very high IQ to understand Dual Universe. The mechanics are extremely subtle, and without a solid grasp of advanced programming most of the developer's decisions will go over a typical gamer’s head. There’s also Twerk’s nihilistic outlook, which is deftly woven into his characterisation- his gaming philosophy draws heavily from EVE Online, for instance. The fans understand this stuff; they have the intellectual capacity to truly appreciate the depths of these game mechanics, to realise that they’re not just immersive- they say something deep about LIFE. As a consequence people who dislike Dual Universe truly ARE idiots- of course they wouldn’t appreciate, for instance, the lack of automation tools and robotics, which itself points to the real life dilemma of potential mass unemployment caused by AI. I’m smirking right now just imagining one of those addlepated simpletons scratching their heads in confusion as Novaquark's genius wit unfolds itself on their computer screens. What fools.. how I pity them. ?

    And yes, by the way, i DO have a Dual Universe tattoo. And no, you cannot see it. It’s for the ladies’ eyes only- and even then they have to demonstrate that they’re within 5 IQ points of my own (preferably lower) beforehand. Nothin personnel kid ?
  16. Like
    0something0 got a reaction from Armedwithwings in To Be Fair, You Have To Have a very high IQ to understand Rick and Morty   
    To be fair, you have to have a very high IQ to understand Dual Universe. The mechanics are extremely subtle, and without a solid grasp of advanced programming most of the developer's decisions will go over a typical gamer’s head. There’s also Twerk’s nihilistic outlook, which is deftly woven into his characterisation- his gaming philosophy draws heavily from EVE Online, for instance. The fans understand this stuff; they have the intellectual capacity to truly appreciate the depths of these game mechanics, to realise that they’re not just immersive- they say something deep about LIFE. As a consequence people who dislike Dual Universe truly ARE idiots- of course they wouldn’t appreciate, for instance, the lack of automation tools and robotics, which itself points to the real life dilemma of potential mass unemployment caused by AI. I’m smirking right now just imagining one of those addlepated simpletons scratching their heads in confusion as Novaquark's genius wit unfolds itself on their computer screens. What fools.. how I pity them. ?

    And yes, by the way, i DO have a Dual Universe tattoo. And no, you cannot see it. It’s for the ladies’ eyes only- and even then they have to demonstrate that they’re within 5 IQ points of my own (preferably lower) beforehand. Nothin personnel kid ?
  17. Like
    0something0 got a reaction from Code24 in To Be Fair, You Have To Have a very high IQ to understand Rick and Morty   
    To be fair, you have to have a very high IQ to understand Dual Universe. The mechanics are extremely subtle, and without a solid grasp of advanced programming most of the developer's decisions will go over a typical gamer’s head. There’s also Twerk’s nihilistic outlook, which is deftly woven into his characterisation- his gaming philosophy draws heavily from EVE Online, for instance. The fans understand this stuff; they have the intellectual capacity to truly appreciate the depths of these game mechanics, to realise that they’re not just immersive- they say something deep about LIFE. As a consequence people who dislike Dual Universe truly ARE idiots- of course they wouldn’t appreciate, for instance, the lack of automation tools and robotics, which itself points to the real life dilemma of potential mass unemployment caused by AI. I’m smirking right now just imagining one of those addlepated simpletons scratching their heads in confusion as Novaquark's genius wit unfolds itself on their computer screens. What fools.. how I pity them. ?

    And yes, by the way, i DO have a Dual Universe tattoo. And no, you cannot see it. It’s for the ladies’ eyes only- and even then they have to demonstrate that they’re within 5 IQ points of my own (preferably lower) beforehand. Nothin personnel kid ?
  18. Like
    0something0 got a reaction from LittleJoe in To Be Fair, You Have To Have a very high IQ to understand Rick and Morty   
    To be fair, you have to have a very high IQ to understand Dual Universe. The mechanics are extremely subtle, and without a solid grasp of advanced programming most of the developer's decisions will go over a typical gamer’s head. There’s also Twerk’s nihilistic outlook, which is deftly woven into his characterisation- his gaming philosophy draws heavily from EVE Online, for instance. The fans understand this stuff; they have the intellectual capacity to truly appreciate the depths of these game mechanics, to realise that they’re not just immersive- they say something deep about LIFE. As a consequence people who dislike Dual Universe truly ARE idiots- of course they wouldn’t appreciate, for instance, the lack of automation tools and robotics, which itself points to the real life dilemma of potential mass unemployment caused by AI. I’m smirking right now just imagining one of those addlepated simpletons scratching their heads in confusion as Novaquark's genius wit unfolds itself on their computer screens. What fools.. how I pity them. ?

    And yes, by the way, i DO have a Dual Universe tattoo. And no, you cannot see it. It’s for the ladies’ eyes only- and even then they have to demonstrate that they’re within 5 IQ points of my own (preferably lower) beforehand. Nothin personnel kid ?
  19. Like
    0something0 reacted to Armedwithwings in Ship Class naming standards?   
    “On that day, mankind received a grim reminder...
  20. Like
    0something0 got a reaction from CyberCrunch in Scripting and limited automation   
    I'm not against multicrewing, and will gladly work as a deck hand(probably) given a fair pay. I am however, for futurist technology, espacially considering that without automation, it will take hundreds of people to run nuclear reactors and such. On the other hand, going full Dune could also be interesting.
     
     
  21. Like
    0something0 got a reaction from CyberCrunch in Scripting and limited automation   
    @blazemongerJust don't respond. I don't want this quickly deteriorating into a salt mine.
     
    tl:dr 
    Lua is for assisting players with macros, not total automation, and JC's vision is people working togather.
     
  22. Like
    0something0 reacted to blazemonger in Scripting and limited automation   
    I would not agree.
     
    To me, automation means that when I do a flip and burn I get aided by a (scripted) process which will allow me to do this in a smooth and safe way without having to do most of the compensation going into the movement.. Much like Fly By Wire in your average modern aircraft. Or are you implying that it's a bad idea a pilot can just bank into a turn and not having to worry about a great many variables that would prevent him from flying in the first place otherwise?
     
    I agree that it's good when the game will require people working together to get things done and go places. I think it's silly that you would expect that everything is still done by hand in a time when we fly a ship full of survivors into space landing on a far away world. JC made a comment that in a (big) ship each individual gun would need to be manned. Frankly it made me chuckle as it's just a silly idea in the time the game is set in and I really hope that he either misspoke or could not find the right way to express his ideas about this at the time. Combat vessels have had automated, if not fully automated, armament (sub)systems for decades  and there is no reason to enforce such mechanic onto a futuristic game setting. And that goes for many  more areas the game allows.. 
     
  23. Like
    0something0 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.
     
     
  24. Like
    0something0 reacted to Xeno in Taking a Sec to Say Thanks DU   
    I have been gaming / father of 4 / full time tech for 14 years now. My steam account shows that if you know that type of account but i want to personally Thank ALL the devs , And workers of DU for
    bringing the world of DU to us all, and all gamer's together into a game that i think personally will change game-play mechanics for all of us for any future game. games will need to compare or beat standards being set here. Glad im a part of this!
     
    So Big thanks to JC , Alain , Maxime , And all the Programmers , Graphic designers. As I speak from most DU fans we love you guys for it
     
    No need for comments not needed its just a Thank You !
     
  25. Like
    0something0 reacted to Davis in Debate 10: Weapons modules   
    Despite what others have said, this idea is fantastic and I always love added customization. Plus I agree that it opens up an industry for players to take advantage of. You could even make some of these modules expire over time (say a month or a week or X amount of hrs of use) so that there is continuous demand for them.
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