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Aesir

Alpha Tester
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  1. Like
    Aesir got a reaction from Sambo726 in [Lua][Script] HTML handler   
    i removed the file and put a pastebin
  2. Like
    Aesir got a reaction from WildChild85 in [FAQ] Anti-cheats and choosing EQU8   
    While i'm very glad that coders are making insane things here, its also normal to play the game with the same rules as anyone else. Indeed their is still needed features for the game, but its BETA and their is a lot of more needed features for the majority of people. Coders are not second hand, they're just not on top of other players.
    I can really understand the frustration of seing lot of things you made and invested yourself in being not allowed anymore.
  3. Like
    Aesir reacted to Sybily in Camera elements that can link to screens   
    Perhaps people could create security cameras throughout their base (or large space station) and can monitor them from a control room. This might add an interesting twist to PvP.
     
    Another use case would be for large ships that would otherwise be difficult to land or maneuver through structures or or cities (though a 3rd person view might mitigate this point). Or perhaps to allow a ship captain to better orchestrate the crew on-board.
     
    I'm envisioning a control room like in sci-fi movies that have dozens of monitors, each of which correspond to different cameras. 
     
    I'm not sure what technical hurdles would be to achieve this, but the cameras could be a low frame rate and low resolution. For cameras near the player, i would imagine that the image can be rendered on client side (I don't think trusting the client for this would be an issue since its the client viewing the images in the first place). Cameras at a distance from the player would have to render the images server side when the player approaches the monitor I would think. I can't say what the performance considerations would be for that but perhaps long distance cameras would have a hefty cost to operate, so as to artificially reduce the amount players make, thus less work for the server.
    Of coarse I could be speaking out of my a** in regards to the implementation details but those are just my thoughts. So I'll leave it up to the Dev Team
     
     
  4. Like
    Aesir got a reaction from Alan_Adams in Attach a ship to another   
    Hi guys,
    I heard NQ will think about an element which allow your ship to be "docked" to a station, like some kind of plug in/out system.
    But wouldn't it be cool to have a a ship attached to another ? Like if you have a big one you may want to attach few smaller ship to it or any DCU construction. If you can even make the LUA script interract with different DCU it would be a whole new world of possibilities... Like automatic fuel reload or reconstructible ship, would be a great thing for the market as well as you may upgrade just one part of you ship very easily (let's say new thrusters) as long as they are provided by the same company or so ...
  5. Like
    Aesir 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.
     
     
  6. Like
    Aesir got a reaction from Veln in Attach a ship to another   
    Hi guys,
    I heard NQ will think about an element which allow your ship to be "docked" to a station, like some kind of plug in/out system.
    But wouldn't it be cool to have a a ship attached to another ? Like if you have a big one you may want to attach few smaller ship to it or any DCU construction. If you can even make the LUA script interract with different DCU it would be a whole new world of possibilities... Like automatic fuel reload or reconstructible ship, would be a great thing for the market as well as you may upgrade just one part of you ship very easily (let's say new thrusters) as long as they are provided by the same company or so ...
  7. Like
    Aesir got a reaction from TheAtlasWarrior in Attach a ship to another   
    Hi guys,
    I heard NQ will think about an element which allow your ship to be "docked" to a station, like some kind of plug in/out system.
    But wouldn't it be cool to have a a ship attached to another ? Like if you have a big one you may want to attach few smaller ship to it or any DCU construction. If you can even make the LUA script interract with different DCU it would be a whole new world of possibilities... Like automatic fuel reload or reconstructible ship, would be a great thing for the market as well as you may upgrade just one part of you ship very easily (let's say new thrusters) as long as they are provided by the same company or so ...
  8. Like
    Aesir got a reaction from Fuz_Logic in For Pre-Alpha testers only: Saturday 30th Sept - FAQ   
    Could we have the full weekend as an apologize ? 
  9. Like
    Aesir got a reaction from AHawkins in For Pre-Alpha testers only: Saturday 30th Sept - FAQ   
    Could we have the full weekend as an apologize ? 
  10. Like
    Aesir got a reaction from pasc32 in For Pre-Alpha testers only: Saturday 30th Sept - FAQ   
    Could we have the full weekend as an apologize ? 
  11. Like
    Aesir got a reaction from TheBlender in For Pre-Alpha testers only: Saturday 30th Sept - FAQ   
    Could we have the full weekend as an apologize ? 
  12. Like
    Aesir got a reaction from Malthur123 in For Pre-Alpha testers only: Saturday 30th Sept - FAQ   
    Could we have the full weekend as an apologize ? 
  13. Like
    Aesir got a reaction from StoerteHB in For Pre-Alpha testers only: Saturday 30th Sept - FAQ   
    Could we have the full weekend as an apologize ? 
  14. Like
    Aesir got a reaction from Midaxos in For Pre-Alpha testers only: Saturday 30th Sept - FAQ   
    Could we have the full weekend as an apologize ? 
  15. Like
    Aesir got a reaction from CyberLacrus in For Pre-Alpha testers only: Saturday 30th Sept - FAQ   
    Could we have the full weekend as an apologize ? 
  16. Like
    Aesir got a reaction from MinerMax555 in For Pre-Alpha testers only: Saturday 30th Sept - FAQ   
    Could we have the full weekend as an apologize ? 
  17. Like
    Aesir got a reaction from Veln in PvP Mechanics and wrong gameplay direction ?   
    Hi Everyone,
     
    If you did gather all the info on this game you may have notice 3 things:
    - JC said (approximately) : "would be cool to have a lua script which make your ship doing an automatic front to back (180° turn) with one button so you can face a foe behind you"
    - The game will be first person view.
    - As everyone know, pvp will be lock then fight depending of characteristic of your ship, I guess he has EvE gameplay in mind.
    Problem:
    This 3 "things" belong to very different game design choices, because the first one is "arcade" or "simulation" gameplay, where you need to react fast to face your taget (and aim?) in order to shoot at it correctly. The second, FPS mode, is also arcade gameplay where you have the limitation of the view angle and camera, increasing the difficulty of finding your target compared to a third person.
    Last is tactical gameplay, where you certainly have to react fast as well, but more important, have to do choices giving a certain situation, you analyze and react, prepare the situation before it comes (design your fit). It is all but arcade mechanics, compare EvE online against Elite Dangerous and you'll get what I have in mind.
    Well, it is emergent gameplay ! Why not mix ? Well ... because you are manoeuvring your ship in an arcade way, you expect to eventually dodge, do nice things moves and enjoy a dogfight ... while the damage you do and you suffer are actually not dependent of this here... In a more technical way, the game is using position prediction to simulate smooth movement while the position information of player are updated not frequently enough to simulate a dogfight. You may say, it is not the goal of the game, indeed, so why would we even need "arcade" mechanics ? Just put a ship list on the right of your cockpit UI and click on "target" then "orbit at 10km" if you know what I mean.
    I could also add to this the concept of big ship with plenty of automatic weapons < big ship with plenty of manual weapons controlled by several players, (why would I ever want to sit on cockpit and click on "target" then "fire", then "target, then "fire", etc).
     
    I am not shooting at the game right now, I just want to expose my concern about the risk of such a gameplay, it could be very frustrating to have smooth and cool control of your ship but with no relevant impact in a fight. Overall, the mix is dangerous and could lead to unhappy or unpleasant gameplay feeling. And yes I know that there is technical reason underneath, but here we may need an emergent technology to solve this... (Lock then P2P to avoid Server overload, would be like P2P on the fly with your target ? I'm not really a specialist in that specific domain you probably thought of this already)
     
    That's an open topic, please throw your thoughts.
     
    Aesir

     
  18. Like
    Aesir got a reaction from Shadow in OAuth 2.0 service for 3th Party sites?   
    agreed, but definitely not a priority
  19. Like
    Aesir got a reaction from huschhusch in Straw Poll, Let's build our Alpha City together !   
    @huschhusch
    Ja, natürlich !
    Es ist nein mein Stadt, Es ist die Stadt der ganzen Welt.
  20. Like
    Aesir got a reaction from Chuckinator in PvP Mechanics and wrong gameplay direction ?   
    Hi Everyone,
     
    If you did gather all the info on this game you may have notice 3 things:
    - JC said (approximately) : "would be cool to have a lua script which make your ship doing an automatic front to back (180° turn) with one button so you can face a foe behind you"
    - The game will be first person view.
    - As everyone know, pvp will be lock then fight depending of characteristic of your ship, I guess he has EvE gameplay in mind.
    Problem:
    This 3 "things" belong to very different game design choices, because the first one is "arcade" or "simulation" gameplay, where you need to react fast to face your taget (and aim?) in order to shoot at it correctly. The second, FPS mode, is also arcade gameplay where you have the limitation of the view angle and camera, increasing the difficulty of finding your target compared to a third person.
    Last is tactical gameplay, where you certainly have to react fast as well, but more important, have to do choices giving a certain situation, you analyze and react, prepare the situation before it comes (design your fit). It is all but arcade mechanics, compare EvE online against Elite Dangerous and you'll get what I have in mind.
    Well, it is emergent gameplay ! Why not mix ? Well ... because you are manoeuvring your ship in an arcade way, you expect to eventually dodge, do nice things moves and enjoy a dogfight ... while the damage you do and you suffer are actually not dependent of this here... In a more technical way, the game is using position prediction to simulate smooth movement while the position information of player are updated not frequently enough to simulate a dogfight. You may say, it is not the goal of the game, indeed, so why would we even need "arcade" mechanics ? Just put a ship list on the right of your cockpit UI and click on "target" then "orbit at 10km" if you know what I mean.
    I could also add to this the concept of big ship with plenty of automatic weapons < big ship with plenty of manual weapons controlled by several players, (why would I ever want to sit on cockpit and click on "target" then "fire", then "target, then "fire", etc).
     
    I am not shooting at the game right now, I just want to expose my concern about the risk of such a gameplay, it could be very frustrating to have smooth and cool control of your ship but with no relevant impact in a fight. Overall, the mix is dangerous and could lead to unhappy or unpleasant gameplay feeling. And yes I know that there is technical reason underneath, but here we may need an emergent technology to solve this... (Lock then P2P to avoid Server overload, would be like P2P on the fly with your target ? I'm not really a specialist in that specific domain you probably thought of this already)
     
    That's an open topic, please throw your thoughts.
     
    Aesir

     
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