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GunDeva

Alpha Tester
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  1. Like
    GunDeva reacted to AUTO6PL in Excited for Falcon Heavy?   
    It was great
     
    [/img]
  2. Like
    GunDeva reacted to Grizzord in Custom Personal Defense Weapons   
    i agree thats why i originally suggested just cosmetic changes.
  3. Like
    GunDeva reacted to NQ-Nyzaltar in [DevBlog Feedback] Our thoughts on Territory Protection Mechanics   
    - Yes, the one who claims a territory in an ASA or MSA first owns it for as long as the player is active.
    That would make no sense to give the ability to expulse a player from his safe territory if he's active and would lead to massive abuses / harassment. 
     
    - The Force Field Unit / Protection Bubble mechanics are meant to help players defend themselves in Unsecure Areas. Again, that would make no sense to implement this feature in Secure Areas where players are already permanently protected, and would lead to massive abuses.
     
    In any case if some unexpected abuses appear, the dev team will react with fixes accordingly.
    Game design isn't something graved into stone: It evolves with time, especially in MMORPGS.
     
    Best Regards,
    Nyzaltar.
  4. Like
    GunDeva reacted to Tsyolin in EVE Online's $1,000,000 Battle Bust and What it Means for Dual Universe   
    I originally submitted this post to /r/DualUniverse (which you should totally check out if you frequent reddit) but considering this forum gets more attention I figured it would be best to post it here as well.
     
    So if you're a fan of MMOs or Sci-Fi games in general you probably noticed a post on /r/gaming about a possible $1,000,000 battle that was gonna go down in EVE Online. It blew up and even made national news in Canada. https://www.reddit.com/r/gaming/comments/7sa25p/after_15_years_eve_online_is_having_its_first/
     
    Now for those who followed the event (or if you were like me you were there personally), while it was intriguing to watch and talk about it was clear that overall it was a pretty big bust. Granted, the reddit post in question somewhat predicted this, what couldn't be predicted was all of the server issues that would plague this battle. Being that EVE is a big influencer of DU and another sandbox Sci-Fi game, I want to address some of the mechanical and server-side issues that came up and what they mean for DU.
     
    There's more reasons then just the server as to why not a whole lot happened but I really won't go into detail about them since they aren't important. This battle broke the previous record of pilots in one single system with a peak of somewhere around 6,100. That's HUGE, it may not seem like many but when you consider most modern MMO's aren't single-shard and that many games in general can't support more than 64 dudes in one instance, it's really quite impressive. Over 6,000 people in one place and as a result the server node, which was heavily reinforced by CCP, shit the the bed. So generally when a server node is under a lot of stress the game will automatically start to slow down so the server can keep up with all the calculations. This is referred to as Time Dilation, or TiDi for short.
     
    Tidi can slow down the action down to less than 10% real time which means actions can easily take 10 times longer. Once the server gets past 10% tidi it begins prioritizing certain commands over others and that's when shit starts breaking, client crashes are frequent and modules break resorting you to spamming them hoping they turn on or off accordingly. The reason the fight ended prematurely is because carriers couldn't replace lost fighters due to server lag. Needless to say, even on lowest graphics settings (which is necessary in these fights), your framerate will be awful. Still, the fact 6,000 people were in one place and the sever had to calculate all of the actions of those players and their drones/fighters and the node didn't crash is somewhat impressive. Before Tidi the server would simply crash under too much load.
     
    So I wanna raise a similar question regarding Dual Universe. Now I know the technology EVE was built on is outdated, and even tho server hardware has been upgraded over the years, the game still runs on a single core rather than multi-threading. Switching over to multi-threading would mean having to rebuild the game from the ground up. Dual Universe has the privilege of being developed today where the tech is better rather than 2003. Hell, Novaquark have even released videos displaying stress tests of how well the game handles a lot of people in one place. While impressive, it doesn't necessarily put all my doubts to rest. Calculating 1,000 people walking around in a small area isn't quite the same as 6,000 people shooting at each other among other things.
    It could be argued that due to EVE's focus on PvP that those sort of fights are more prone to happen in EVE than in a less PvP focused game like DU. However being that it's a sandbox title, by nature anything can happen. Players generally like to work together to forge massive empires and alliances full of thousands of people. And naturally, wars will break out because let's face it video game wars are fun. It's not unreasonable to think that a fight like this could happen in DU if the pieces fall into place. What I'm wondering is if the game can handle it, obviously we don't really know as of yet, but I think it's worth being discussed.
  5. Like
    GunDeva reacted to Orius in The Arkship Arkand   
    Hey there. I know I butchered the comments section, but this is my first fan fiction. Saying that, I still want your honest opinions on the story, no matter how harsh. I completed the prologue. I'm gonna seperate this story into 5 parts, these five parts being no longer than your average short story. These five parts will be uplladed as soon as I finish them. Here's the prologe: 
     
    Prologue
    Before the launch of the Arkship named Arkand, unbeknown to the Novark data files, a designated human captain was assigned out of paranoia that the A.I. onboard would steer the Arkship towards a collision with a black hole, star, or a planet, along with a system to decide the next captain after the first captain died. The way that the Captains were chosen throughout the course of the trip was by a process of elimination, weeding out the smartest and most capable people onboard, in the event that a planetary body was discovered that could have the potential to harbor human life. In the event that a habitable planet was discovered, the Captains were the first ones out of the Arkship to scout out the planets and the rest of the star system that the planets reside in. As a bonus, the Captain is able to name the planets in the surrounding system, since the Captain would be the first person to discover the planet. When the Captain has finished exploring the star system and surrounding planets, the Captain returns to the Arkship with the data gathered from the expedition, which allows the onboard A.I. to create the simulations for the Alpha Team. With the data gathered from the Alpha Team simulations, the A.I. then creates the simulations for the Beta Team. By the time that the Alpha Team simulations have been completed, which will most likely take a few years, the Captain, depending on their time of awakening and age upon departure, will be dead or close to dying. This process is exclusive to the Arkand, and there are many other methods used by other Arkships in the event that a planet is found that could sutain human life.
     
    With the discovery of new planets, there also comes with it the danger of the native life. Predators roam the planet, searching for their next meal, and have not yet begun to fear humanity and place humans at the top of the food chain. Foreign microbes reside everywhere, and any one of these microbes can be dangerous. Some of these microbes can do horrible things to the human body, such as take control of the mind and induce an uncontrollable rage that can only be satisfied by taking other human life. The possibilities are endless. But, for now, there is no worry of these creatures, just the hope that humanity will have a new home. 
     
     
    Part I: The Arkship Arkand - Google Docs.pdf
  6. Like
    GunDeva reacted to 0something0 in Lasers Are Overrated.   
    In Star Trek cannon, phasers are particle beam weapons, which to be fair isn't as popular as slug throwers (chemical or electromagnetic), lasers, or missiles. I would like to see (realistic) particle beam weapons.
     
  7. Like
    GunDeva reacted to 0something0 in Lasers Are Overrated.   
    The USDoD has working on laser weaponry for quite a bit now. The SKiD is first alerted to in the 2030s. With the re-emerging threat of ICBMs and projects such as Project Starshot before that, laser systems are here to stay. In fact, lasers might be vitial to evacuation of the solar system: high powered lasers pushing laser sail powered starship to near lightspeed.
  8. Like
    GunDeva got a reaction from Cybrex in Project Tortuga   
    Great to see cities like this be build for the community !
  9. Like
    GunDeva reacted to Lethys in PvP System   
    No but that's what Du is about for now and ppl should accept and realise this. 
  10. Like
    GunDeva reacted to Lethys in PvP System   
    See https://www.dualthegame.com/en/news/2018/01/30/our-toughts-on-territory-protection-mechanics/
    For further detail
  11. Like
    GunDeva reacted to NQ-Nyzaltar in [DevBlog Feedback] Our thoughts on Territory Protection Mechanics   
    Hi everyone!
     
    A new Devblog has been released on Territory Protection Mechanics: you can find it here!
    As we plan to post now all DevBlog articles directly on the website, we will have one dedicated topic per Devblog.
    Feel free to give your feedback in the present topic for "Our thoughts on Territory Protection Mechanics".
     
    Best Regards,
    Nyzaltar.
     
  12. Like
    GunDeva reacted to Hades in [DevBlog Feedback] Our thoughts on Territory Protection Mechanics   
    They shouldn’t be easy to get either though.  If a ship is difficult for a solo player to get (in matter of hours/days even) then a territory control unit should be a week or so.
     
    Land should be coveted, and every legally owned piece of land should be hard-fought for.  (Not physically of course, no PvP involved... but you get what I mean).
     
    If land is easy to get, early players are going to snag everything.  And I do mean everything, just because they can.  Heck, if territory control units are a dime a dozen I’ll place them (the maximum limit) down immediately personally.  If I need to move it, I imagine that’s possible.
     
    But if they’re expensive, and take a lot of effort to build... then I’ll place one down, and work on my other ventures outside of safezones.  Allowing other players to get their shares.  The more diverse amount of players that get their shares, the more that go up for grabs when they end up quitting.
     
    Edit:
    Honestly, I don’t think every player needs their own plot of land.  If someone can profit from making a garage for people to park their items... I imagine they will.  The fact that a safezone is there is all that matters 
  13. Like
    GunDeva reacted to Hades in [DevBlog Feedback] Our thoughts on Territory Protection Mechanics   
    I think it would work perfectly for DU.  If you don't visit the territory, you shouldn't hold it.  It would require careful planning before placing down a territory.  It would also make territories more fluid, as an old vet doesn't need, or utilize, their MSAs on the starting zone... but a new player would.  And if you have a huge market rolling in the starting system, you better be visiting more than 1ce every 3 weeks.
     
    However, I do think it should be dictated by the RDMS.  You could give certain people access to the ability to manage your territory controllers.  This would be mighty useful for a large org.
     
    Also, travel times will decrease as technology grows.
     
    As an aside, I think it should be relatively simple to retrieve a territory control unit.
     
    Edit:
    I would like to reiterate, the timer should only be for MSAs and ASAs.  If your defenses can hold a territory in UA territory, by all means... it’s yours
  14. Like
    GunDeva reacted to NanoDot in [DevBlog Feedback] Our thoughts on Territory Protection Mechanics   
    That would largely defeat their purpose in the case of MSA's...
     
    Safe zones are not aimed at large orgs or organised groups, they're there to protect the assets of the solo/small group player. Making their protection unaffordable means the feature will not be utilised widely by its intended audience.
  15. Like
    GunDeva reacted to yamamushi in [DevBlog Feedback] Our thoughts on Territory Protection Mechanics   
    One suggestion here would be that this would be a great place where a Novaquark provided API would be handy to have. 
     
    Emails get lost for all sorts of reasons, and having a notification show up on my phone would be extremely useful in events like this. 
  16. Like
    GunDeva reacted to Forodrim in PvP System   
    But exactly because of this, PVP is a touchy topic. All Sandboxes I have played so far are torn between the two player bases. The non-PVP people (miners,crafters etc, often dismissivly called "Carebears") and the PVP crowd. If you don't get the balance right, and make both sides welcome, feel like they have a place in the game and their playstyle is viable this can tore the game apart. I think more then one sandbox failed because of this. 
     
    but they created the environment which makes this possible and even encourages it. You mentioned killboards before and those are a perfect example of this. There are players who only want to boost their killboard, they do not care if their target is worth it, has good loot etc.. They just want the kill to boost their killboard-ego
     
  17. Like
    GunDeva reacted to Supermega in PvP System   
    @Felonu
    I couldn't have put it better myself. That's one of the main things that drew me to the game, is that in most interviews JC never really talks much about combat. Even when asked about combat, its more of an after thought, compared to all the other features. Its a stark contrast to the way most space game developers talk. Even on the website, the first thing you see in BOLD letters is "Dual Universe: THE CIVILIZATION BUILDING MMO ". You have to scroll down 7 pages, to the bottom, before it even mentions combat. An even then it doesn't says free for all PVP combat, it says Warfare.
     
    I think every player understands that you will have the ability to kill each other. But, I don't think free for all PVP is Novaquark's main focus for DU, based on what they say. Ultimately, it will be the mindset of players who shape this game.
     
    @Captain Jack 
    The way I see it is, civilizations can only be build if there is stability first. You can't build on unstable ground or in an unstable environment.
     
    Scenario 1: If players have no way of securing there build site an resources while working on a project, then what will happen is 90 percent of the player base will stay in the 1 crowded safezone, and the whole Universe beyond the safezone will become a PVP gankfest, with nothing but bases used like combat arena's for PVP. An eventually, gamers may feel DU is no different then other space games, not worth the monthly fee, and move on to another game.
     
    Scenario 2: If players have access to good defensive systems (Shield Domes, Ion/EMP cannons, enemy/weapon detection, land/space Mines, etc..) and not just guns, then it should create a good enough balance that players can actually build civilizations outside of the safezone. Grouping up in a Organization doesn't help most of the time, Because you're friends/org mates aren't always online, and if you have to spend most of you're time chasing away griefers, and most of your money paying for protection, then you have less time/money to do anything else.
     
    I'm very curious to see what DU becomes, because regardless of all the game mechanics, every MMO is shaped by the mindset of the playerbase.
     
     
     
     
     
  18. Like
    GunDeva reacted to ShioriStein in Builder robots for large scale builds   
    IF automate turret hit chance is 1%, you only have to build 50 - 100 turret. And how can we build so much turret ? Automation build unit. And how do we got resource for it. Automation mining will do it. And if automation mining cant got enough resource you need ? Just build more automation mining.

    Left aside the scaning because that job dont require a lot people.
  19. Like
    GunDeva reacted to ShioriStein in Builder robots for large scale builds   
    It not difficult, it obvious very LIMIT no mater what how you good in programing . Oho i doubt about this "factory" , as now we know it only can build space ship but how big space ship can it make ? Also i didnt see it say anything about construct a building yet ... or already but i dont know ? 

    Ah anyway if one man can build an empire by automation why an Org cant build a star domination empire by only sleep and let automation do everything. Nah

    NQ had said : Solo player can do many thing but not everything . And Automation will help them do everything. Sad
  20. Like
    GunDeva reacted to Lethys in Should Marketplaces Have Lua Scripts/Have APIs?   
    that thread was before they changed their eula/tos to include multiboxing.
     
    viewing some (distant) market via some API/OOG tool never poses a problem (NQ too said that you might be able to check markets while you're flying for example).
    With such a tool you can already do lots of cool stuff like calculating hauling revenues, margin trading oppertunities, station trading margins, finding the best spot to buy DACs, save data to generate trends, candlestick diagrams, etc
     
    But if they just allow scripts to influence the markets then margin trading will only be done by bots and prices will be volatile AF. When many ppl use such a script (or the same if it's a good one) then cascading effects will take place, ruining the fun of markets (social aspect: know first who does what and which event could influence the price of some item). For emergent gameplay it's a killer.
    But if they allow it then I will troll everyone who uses such a script and make them lose their money for good - cause that bot won't be able to tell the difference between man made cascades and real ones
     
     
  21. Like
    GunDeva got a reaction from CoreVamore in Builder robots for large scale builds   
    LOL is this still going on even after NQ has stated it will be very limited on what drones and AI can do in the game they even have LORE / STORY on why its not used, and then they stated they want a player interactive and immerse mmo game.  It seems like some people don't want to be craftsmen and do the work themselves they would rather have a drone or AI pump out thousands or more units like there own personal factory or mine tones of ore while they sleep which seems more like a solo game to me and not very players interactive or immerse.
     
    If you had a near terminator experience would you still use AI's ?  =) Reminds me of the guy that wanted to piolet and be able to fire all the weapons of the death star by himself at one time but see nothing wrong with that ?  =)
  22. Like
    GunDeva reacted to Atmosph3rik in PvP System   
    What's different about PVP in Dual Universe is that the game won't be pitting us against each other.  In terms of creating teams, and arming us, and spawning us on opposite sides of a map and saying GO.
     
    If that ship is going to come down and kill you,  you'll probably have to give them a reason to do it.
     
    And if they decide to come after you, it's going to cost them.  Maybe just some ammo, or maybe a few of your friends show up and they loose their ship.
     
    But unlike a lot of pvp games there won't really be an incentive for them to kill you just for the sake of it.  Unless you have something they want.  Or you did something they didn't like. 
     
    But killing you isn't the point of the game.  It's just one of many options.
     
    Personally i plan on spending most of my time hiding in a safe zone building stuff. 
     
  23. Like
    GunDeva reacted to Costanius in youtubers and their orgs   
    Youtubers will be positive to give exposure to the game and they will be free advertising. More players->more attractive game ->more income for the devs -> further development of DU-> good for us all!
  24. Like
    GunDeva reacted to Shadow in youtubers and their orgs   
    I'm sure that youtubers are already there.
    They are waiting impatiently to be allowed to start streaming.
     
    Regards,
    Shadow
  25. Like
    GunDeva reacted to Lethys in youtubers and their orgs   
    And this would be a problem because.....?
    More players = more gameplay = more fun.
     
    Why should orgs which are founded now get some kind of protection? If your org can't adapt to new situations or If you can't keep up with others then just change things. 
     
    Some large org kills your members constantly? Move to another planet or try to make their lives as hard as possible
     
    Some players run the market and install a monopol there in certain goods because of their large backbone? Get their supply lines or move to another product
     
    Can't really see a problem there
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