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AlexCout

Alpha Tester
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  1. Like
  2. Like
    AlexCout reacted to Velenka in consequences of non-regenerating planets and ressources   
    I'm the sort of person who sees a big hole in the ground and is proud of it. Don't you dare fill in my holes.
  3. Like
    AlexCout reacted to Violet in consequences of non-regenerating planets and ressources   
    You have this problem in minecraft because inventories are incredibly unrealistic and you can also destroy matter by dropping it in a fire or lava. So people tend to strip mine because there is no penalty for having tons of cobble stone in the inventory.
     
    I hope they go for the more space engineers type system, that you cant really destroy matter so you either have to build warehouses full of rock or dump it back into the world, people will still trash areas but having areas that are that "mined down the bedrock" would not happen because people would need to fill in the hole with waste material because otherwise they would have to take it with them.
  4. Like
    AlexCout reacted to yamamushi in How are you going to play the game?   
    The entire time blaring this song
     

  5. Like
    AlexCout reacted to NQ-Nyzaltar in Does Community Content Belong on the Wiki?   
    Hi everyone,
     
    Here is the official stance of Novaquark regarding the wiki made on Gamepedia. We launched the wiki on this platform with the goal in mind to let the Community fill/improve/complete it. we really thank  all those who have already participated in it. However, the wiki was never meant to reference player-created content (hence organization descriptions). It's made to describe official content, game mechanics and possible emergent gameplay.
     
    Here are the reasons for our stance:
     
    1) To keep some meaning for each website.
    - The wiki is there for the gameplay and the game mechanics and the official content.
    - The community portal is the place for all the community-created content (as it will evolve a lot with the arrival of a dedicated web developer joining the team soon).
     
    2) If we start to include Organizations description, we will have to do it for every organization or none of them.
    Referencing a few organizations will raise a ton of issues while referencing will gave the wiki contributors an unreasonable amount of work.
     
    3) To keep a certain neutrality and peace on the wiki.
    We aren't blind or naive. The moment some player-created content (especially organizations description or history) is included on the wiki, it will become a battlefield and we don't want that. The wiki is not made nor designed for that. Remember what happened recently on the Community Portal with a system not (yet) fully implemented to take into account attempts of sabotage.
     
    So for all these reasons, we don't want to see Organization pages appearing on the Gamepedia wiki.
     
    Other wiki mentioned in this topic are, in our opinion, not relevant examples:
    - World of Warcraft is a theme park MMORPG where Guilds are not in direct competition (sure, there are Battlegrounds and Arenas for PVP, but there is no reason to reduce the visibility of any guild, while there can be in sandbox MMORPGs like EVE Online or Dual Universe).
    - No Man’s Sky is not a MMORPG. Not even Multiplayer, so there are even less reasons for this case to go wrong.
     
    Best Regards,
    Nyzaltar.
  6. Like
    AlexCout reacted to Hextaku in 3rd person "drone" SHIP MANOUVER   
    The Idea could be very interesting.

    Because of the speed of a small drone, this would only be used in a situation where you must maneuver exact but slow.
    And in fighting it would be easily destroyed.

    I definitely like this ^^
  7. Like
    AlexCout got a reaction from Hextaku in 3rd person "drone" SHIP MANOUVER   
    So if i correctly understood what has been said about 3rd person is that there won't be any... 
    But what about being creative? For example, I am flying on a big ship, having some complex maniuver to coordinate between my ship mates, I need to juge the space I have left between a wall/ other ship qnd my ship... It would help if we could have 3rd person, not from a gameplay pov but more from a technical one, what I mean by that is that we could have a drone operator ON the big ship wich could control a small, really tiny and reactive drone with a camera strapped on it, and the video feed could be transfered to a screen onboard... the question is:
     
    will we be able to control a ship remotely? I mean I don't see an obstacle in scripting exept transmitting instruction from a ship to another one and more importantly transmitting data... i don't know how practical it would be but it seems feasible and usefull for those who miss 3rd person on ships
  8. Like
    AlexCout reacted to Omfgreenhair in Moving parts and mechanics   
    LORD KLANG BE PRAISED!
  9. Like
    AlexCout reacted to Stig92 in Moving parts and mechanics   
    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?
  10. Like
    AlexCout reacted to ostris in Gameplay publishing in Alpha   
  11. Like
    AlexCout reacted to Alex_Rogan in (Spaceship-)HUD - highly scriptable   
    True, but sometime I want to do something like that just because I can.
  12. Like
    AlexCout reacted to Ben Fargo in Compliments to the Artists   
    I would like to compliment the artists who are designing the elements.  I thought the early placeholders where good, but when I see the recent designs, I am impressed that they have become even better.  In a science fiction setting, it seems easy to make things appear either too mundane or too fantastic, but I feel the artists are getting the balance just right and giving the elements a strong sense of believably. 
     
    These are obviously very talented people who put a large amount of care into their work and I thank them for their contribution to DU.
  13. Like
    AlexCout reacted to The_War_Doctor in Alpha Release   
    lol I tried to explain DU to my roommate once.....didn't go well
  14. Like
    AlexCout reacted to The_War_Doctor in mechs   
    Don't expect anything like this on release. NQ has said at one point that they have to for go wheels and tread because of the strain it would put on the game. so to avoid crashing they wont have. I assume its similar with mech legs. thought doesn't mean down the road they cant have
  15. Like
    AlexCout reacted to ATMLVE in Question about logging out/in   
    I think this is a topic that is still under debate too. I am of the mind that logging in and out is something that needs to be tracked per player; I could log out on my friend's ship, my friend sells the ship, I log back in right on the bridge and steal the ship. Impossibley easy.
     
    The true answer is that it has not been set in stone just yet; I personally feel that there should be some sort of element you log out of at, which then displays that you are logged out there, and if you don't log out at one of these elements then you respawn at your designated res node when you log back in.
     
    Others disagree of course!
  16. Like
    AlexCout reacted to Lethys in How should we go about naming our characters in DU   
    please no names over the head. And please no killboards.
     
    And yes please to hide the name so that there is the need to do in-game stuff to scout that char and get to know who he is. Interesting gameplay could arise from such a thing. 
  17. Like
    AlexCout reacted to Lord_Void in Material refinement and Component manufacturing   
    They have indicated that there will be both. You can do some basic crafting/refining in your inventory but in order to do anything larger than a few basic elements, you will need to construct refineries and more advanced production chains. To build anything larger than basic things you will probably need a fairly large production set up. 
  18. Like
    AlexCout reacted to NQ-Nyzaltar in LAG free battles   
    Hi ZipSnipe and Kirtis, 
    welcome on the official Dual Universe forum!
     
    - It's true the introduction post was a bit brutal. It's understandable as many developers released games promised a lot and didn't met the expectations of the players, and now every game projects having any significant ambition is welcome with caution, suspicion and/or disbelief. And that's okay. We don't ask to be believed just with words. We force no one to support us before having seen the game. We understand your decision. We have no problem with that.
     
    - It's also true vylqun's answer was a bit brutal as well. It's understandable as we had many aggressive introduction in the past from people who think to know what Dual Universe is about and bash it, before even inform themselves on the game. So those who took the time to inform themselves have sometimes to a hard time to answer kindly to this kind of introduction post.
     
    - Regarding the role of the veteran community members (and especially the members of the ATV group):
    True, we are happy to get feedback from the active members, but we are also happy if they welcome the new members and help them to integrate the community: "welcoming new comers and reply to their questions, even obvious ones without being rude" is one of the factor on which the ATV members can be selected as mentioned there. 
     
    Now to answer the main question of the topic:
     
    Games like Space Engineers or Empyrion were originally designed to be multiplayer for small groups of players, hosted on private/personal servers. Going this way has its pros and cons. Among the pros, there are some that made the popularity of these games like the physics applied to voxels where you can ram into a spaceship with another spaceship and breaking it in two parts moving independently. It's this kind of "waow" effect who made Space Engineers well known for example. The problem here is this kind of things is hardly compatible with massively multiplayer technology (if you want to avoid big lag problems), at least with the current level of technology across the world and the average internet bandwith of a player. 
     
    In Dual Universe, this is the kind of topic that we decided to "sacrifice": where Space Engineers put physics applied on voxels at the top priority (and it makes sense if you aim for a multiplayer game with a few friends), we put the priority on the massively multiplayer environment, while physics come second. This is essential for a single-shard universe (where the whole community is gathered on one server cluster). If we can implement physics in some aspects without stressing too much the server where we are in a situation with hundreds or event thousands of players gathering at the same place, then we will probably implement it. However, physics applied to voxels, water physics and other type of realistic features that are "unfriendly" with massively multiplayer environment will most probably never implemented unless there is a technology breakthrough to handle that properly in a MMORPG. 
     
    Large scale battles of Planetside 2 are also a great achievement, but they can't push much further as FPS real time mechanics can become a factor that limits the massively multiplayer environment. That's why we opted for a "lock and fire" mechanics in PvP combat similar to EvE Online, instead of FPS Mechanics a la Planetside 2. "lock and fire" mechanics enable us to refresh the position of players very far away less frequently without making it a gameplay issue = less data to transmit to all clients = more massively multiplayer friendly.
     
    In the nutshell:
    - We are favoring massively multiplayer environment (trying to avoid as much lag as possible) over physics.
    - We are favoring massively mutliplayer environment by chosing massively multiplayer PvP mechanics optimized for it ("Lock & Fire").
     
    So we are not trying to make a perfect game impossible to make.
    We had to take tough design decisions to make the best game possible while keeping in mind the constraints to make it doable.
     
    That doesn't mean either we promise there will never be any lag: so many factors come into play that there might be situations where you will have lag, depending on your computer configuration, your internet bandwith, the ping you have, etc... But we will do our best to minimize the lag whenever it's possible. That's one of our priorities.
     
    Best Regards,
    Nyzaltar.
  19. Like
    AlexCout reacted to Anaximander in In game rule enforcement/censorship. Good/Bad?   
    Very nice way of saying "I have a fetish of having a gun on my head" but most of us don't share in that fetish matey.
     
    Let me illustrate with one of my escapades.
     
    In another game, I had an SJW go ballistic on me when I said "I watched the end of BSG and I cried like a bitch". Why? Shit if I know, but my bets are because I dared to assume other humans have emotional triggers to bittersweetly ending romances ( uhm, spoilers ).
     
    I guess I should have assumed female canines or any female of any species is an emotionless golem, and I should have also stuck to my privileged white male role and not even dare to shed a tear or two over how Roslin and Adama ended up.
     
    How dare I have feelings, amirite?
     
    NQ should actually ban anyone showing any form of emotion. They should in fact require you to declare your sex, gender, race, ethnicity, and if you even DARE say something outside of your privileged role, you should be immediatelly sentenced to death by a thousand spoons.
     
    For example, if you are straight, male, caucassian and european, if you dare say "I love japanese cartoons" you should be banned from the game for insulting japanese culture.
     
    IF you can't see the issue with a PC police culture or policies within a game world, then I can't do anything else to point it out to you.
  20. Like
    AlexCout reacted to Anaximander in In game rule enforcement/censorship. Good/Bad?   
    Good plan.
     
    You got a sorta messy bedroom? Nuke it from orbit. You won't have to tidy up a bedroom, if there's no city block for it to even matter.
  21. Like
    AlexCout reacted to Lethys in Huricanes, weather   
    I would love to see such events, but I doubt it will happen at all. 
     
    Supernovae would be a bit of an overkill as they emit a gamma ray burst (brightest ever observed explosions) which would kill any and all lifeforms on a planet in a dozen LIGHTYEARS radius if it's directed there. 
     
    It would definitely make up for a good patch (planetary as space weather) after release if they manage to implement it without breaking the servertech. I doubt it and it's not that important to me, but it would be cool
  22. Like
    AlexCout reacted to NQ-Nyzaltar in Creative mode   
    Hi there, 
     
    It's true that:
    - Massive Constructs "battlestar cruiser" size or "death star" will require incredible amount of resources and may not (or hardly) be possible to build alone.
    - We don't plan to let players import design from 3D tools like 3DS Max, Blender or Zbrush.
     
    However:
    - It's also true that trial & errors will have a massive cost in resources if designing/prototyping a very large of spaceship must be done in the "real" in-game universe.
    - It's also true that it would force all large ship designers to get huge amount of resources just for designing, not even for building. The ideal situation would be that the designer role shouldn't be tied to gather huge amounts of resources (this should be left to the production role).
     
    In conclusion:
    Yes, having a creative mode inside the game, just for designing purpose (without giving any free resources in the "real" in-game universe) is something we are considering.
    However, this is a huge feature to develop, and while we would like to add it to the game, there is a high chance it won't be implemented before the official game release. If it's implemented at some point, it will be probably after, in an expansion.
     
    Best Regards,
    Nyzaltar.
  23. Like
    AlexCout reacted to Kurock in Emote Detector   
    A long time ago there was a post about Emotes.  This suggestion builds on that: An element (existing or new) that can detect when an emote has occurred within a definable area/location.
     
    But what use could such a detector have? Sure, saluting a door to have it open is funny the first few times but let's take it a bit further. How about showing a warning on a screen when someone gestures rudely? Or using a combination of gestures to open a container? Or a drink pops up at the bar when someone waves? Or making a in-game game called Emote Emote Revolution? With LUA the possibilities are limited only by your imagination.
     
    DU you have more suggestions of what could be made with an emote detector?
  24. Like
    AlexCout reacted to Lethys in LAG free battles   
    Watch the server tech videos and read their devblog about it. 
     
    It's understandable that ppl are sceptical and that's fine. Alpha will start in about a month and those thousand or so will tell you what it's like
     
    Just on a sidenote:
    There is no classical pve in DU.
    And maybe watch your passive aggressiveness there a bit, two out of three is an achievement only our kitty is capable of
  25. Like
    AlexCout reacted to NQ-Nyzaltar in A sorting system for ideas?   
    Hi Elildar,
     
    Sorting the ideas posted in this section is part of our to-do list.
    We also want to make a table on which we would answer if the idea is:
    - accepted and included in the roadmap before the official launch
    - accepted and included in the roadmap after the official launch
    - accepted and might be included but much later.
    - rejected temporarily (because of some reasons, but that reasons may disappear at some point)
    - rejected definitely (because of reasons that have no chance to disappear or because it's just not compatible with our game vision).
     
    However, as we have a lot of priority tasks at the moment, this hasn't been done yet.
    If someone was willing to make at least a kind of summary of the ideas already posted (with links toward the involved topics) right now, this would help both the Community and the Community Team.

    Best Regards,
    Nyzaltar.
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