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Miamato

Alpha Tester
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  1. Like
    Miamato got a reaction from Anonymous in EVE Invasion   
    If you are talking about ingame LUA programming and kind of creations from items set provided by NQ - yes, it's great to have kind of building blocks that allow to create anything. 
    But if you think that allowing third-party people to develop their functionality by contributing to game code itself - it won't happen and is not a good idea. Just because it will be a nightmare to verify all that 'players magic code', keep it balanced and optimized for performance.
    As for VR - I believe game industry is not there yet. Even with few nice games released for VR - currently it's more like proof of concept, because it's too demanding to keep picture nice.
  2. Like
    Miamato got a reaction from 0something0 in EVE Invasion   
    Multi person crewed ships seems to be a dangerous concept for me. It adds dependency on other people not only in social aspect, but also on their hardware capacity. So if someone from crew drops off - it's harms much more than if just a random single-piloted ships disconnects. But we'll see how it works in future...
     
    The static spawn point of resources in EvE is not always that good. It means pvp dudes can easily predict where miners are located. Also it means if you leave on heavily populated areas - you may not be able to mine for few days in row just because someone already cleared belts/anomalies and respawn is out of your personal prime-time. 
    In DU even if you need to scan each time, you will be independent from spawn period. So it's just the same thing from another angle. 
  3. Like
    Miamato got a reaction from Kuritho in Do you play EVE Online?   
    I'm very sorry that my opinion is different from experts like you
    You just told that noone knows how DU Meta game will look like, so why are you so confident, that on large scale it will be so different? 
    I agree that there is not much you can design on your own from visual art perspective. But design in general is not limited to it. 
    What do you mean by civilian life? No-one builds personal mansions/houses? You didn't see any private 'parties' inside the game? Or didn't get any player made quests? Never heard about races? Many communities create their own stories, follow their own role play rules and add more sense into that card game they are playing with ships. The question is whether you ever tried to find that kind of content in EvE. 
     
    Probably because DU was initially designed as weird mix of EvE and Minecraft. Currently there are a lot of mechanics announced that are kind of modifications of EvE ones. The other reason is that not many MMO games about spaceships exist in released stage. 
  4. Like
    Miamato got a reaction from Borb_1 in Is the Game Worth it ?   
    I believe the best choise is to watch all dev blogs and decide whether you like what you see so much, that you want to pay 180euro or not right now. From my point of view the price is pretty high and as supporter packs will be available right until beta starts - there is enough time to make a decision and wait for more infromation from official source. 
    Also keep in mind that currently NQ will make at least one full wipe for each testing stage, so there won't be advantage after release except some personal knowledge about the game. 
  5. Like
    Miamato got a reaction from Lethys in Airlines?   
    I imagine how nice it would be to close all players on board of such transport ship, move it to some distant hidden place and leave there waiting for most of them to commit suicide. Then just loot corpses and repeat  
    Even  better is to ask them to change spawn point to some custom spawn node, go to space. make that not inaccessible, destroy beds - every passenger is not a slave
     
  6. Like
    Miamato got a reaction from GunDeva in In-game voice.   
    From my point of view - no. I bet many of players will disable this feature as soon as there would be too much noise. 
    In other words I believe DU won't be just a space chatroulette and it's pretty annoying when you walk around some busy area and everyone tries to speak, and you are very lucky if cleaver people are around. 
    Anyway it's up to NQ to decide how beneficial such feature would be for their game. 
  7. Like
    Miamato got a reaction from GunDeva in In-game voice.   
    I think ingame voice is not so useful feature. Having it integrated into the game means part of development team should spend much time on a feature, that does not contribute into gameplay versatility and can be easily covered by third party services. Especially if that cervices offer advanced setup and customization to chat channels access. 
    The second problem is that ingame voice means additional load for severs. So probably it's better to let developers work on gameplay improvements instead of features that can be easily moved outside of the game itself
  8. Like
    Miamato got a reaction from CmdrKordianPiatkovski in New Supporter Packs   
    I was pleased when I saw that topic Now everything depends on how tasty the new packs would be... I missed first backer round for 2 days, let's hope won't miss this one
  9. Like
    Miamato got a reaction from kirito in Solo player posibilities   
    Hello, 
    I'm considering to buy some package and need some answer regarding how real it would be to play solo. So the main thing that does not make much sense now is claim system for me. As I saw from dev blogs and interviews your will be able to claim territory but at the same time pvp zone is everywhere except close area from mother ship. So the questions are:
    1) are you allowed to build bases only if territory is claimed? or claim is more for management and taxes purpose? 
    2) are there any plans to add kind of reinforce system like in eve? or if someone finds your base/ship - he can destroy or steal everyting at a time?
    3) if I want to play solo with rare visits to other civilization - how real it would be to settle some far away system that won't be found or visited frequently? 
    4) I doubt I would be able to play without brakes and I don't like big alliances.  So in the initial idea of the game does it mean that if you are overblobbed - then you have no chances? 
     
    I like the idea of the game, and I understand that if developer company will make the game hard enough to stimulate community cooperation - everything should be more or less stable and calm at least for the first time. But there is a big chance of toxic people appearing that would be just camping of some warp points or borders of safe area, etc. So from what I saw and heard on interviews I have feelings that this game is not for solo players that want to explore and build some stuff outside safe zone. Please tell me that I'm wrong
  10. Like
    Miamato got a reaction from Shockeray in The Subscription System   
    Only from first glance. The same I can tell about any other game - on high level all games are just about pressing some buttons to see a different picture on monitor. 
    Eve and DU are at the same time totally different games, that have similar approaches to some gameplay aspects.
    Definitely both will be hardcore and have difficult learning curve. And this two factors are one of key factors to limit the public. The third one - less sexy elfs that fulfill fantasies. 
     
  11. Like
    Miamato got a reaction from Anaximander in The Subscription System   
    Only from first glance. The same I can tell about any other game - on high level all games are just about pressing some buttons to see a different picture on monitor. 
    Eve and DU are at the same time totally different games, that have similar approaches to some gameplay aspects.
    Definitely both will be hardcore and have difficult learning curve. And this two factors are one of key factors to limit the public. The third one - less sexy elfs that fulfill fantasies. 
     
  12. Like
    Miamato got a reaction from Kurock in The Subscription System   
    In my country average salary is ~200-250$ per month. 
    That means half of citizens cannot afford anything like this subscription. But as mentioned before - DACs (PLEX) system is best option for them. 
    If you enjoy the game - you will spend enough time to purchase subscription with game currency. If you are good at some game aspect or at least communication with other players - they may find you useful and may pay for you to stay in the team.
    I'm playing EVE since May 2009 and I disagree with anyone who thinks such kind of games may be 'purchase once and play'. If developers have not enough money to sustain severs and team - game won't exist.
    The second issue with DU as well as EVE - they won't ever become so popular as some titty-elf-rpgs, as they are complex enough to push away casual players. That is why developer company won't get insane money from initial sales.
  13. Like
    Miamato got a reaction from MookMcMook in BOts SCammers   
    the problem in eve is that people use bots on paid accounts and those people are not banned until some petitions submitted against them or until they use RMT too much. The main problem in such games is that if developers do not ban most of them on early stages - this may hurt economy of the game.
  14. Like
    Miamato got a reaction from CoreVamore in About Lua script   
    Probably things changed. Or it may depend on ship/weapon size, because it makes no sense if small ship with 2-3 turrets needs a crew to operate it - pilot, 2-3 gunners, ammo loaders, exotic dancers and a personal gardener  
  15. Like
    Miamato got a reaction from _Crabwich_ in Career Poll   
    What if I want to be exotic dancer...
  16. Like
    Miamato got a reaction from namco in Newtonian Physics. blender 3d model Import   
    This game is MMO and you won't be able to create solar systems or planets on your own, they would be procedure-generated. So in this case you will be able to explore only. You are able to change planet appearance by mining and building things on it, but from what I saw in devblogs and forums - planets would be really gigantic and it can take too much time to recreate landscapes from real life on them. 
     
    As for building stuff ingame - I believe you will be able to recreate real space rockets and adjust behavior of engines to be more similar to what we have in real life with lua scripts. 
     
  17. Like
    Miamato got a reaction from namco in State your ideas: Possible future expainsion contents   
    Actually a lot of people may come to the game if it has some descent farming simulation  Especially if you can open your own Space Donalds or Burger Queen. 
     
    All I want is dynamically change hulls of the ships. As described in some other topics - a set of blocks/modules that will add movement to your bases/ships, ie rotate/slide/pump/piston things. So that you can press a button and your transport ship will change 'archived state' to big hangar state where you can dock ships, place cargo boxes, etc. Or build base with rotating circle around it, etc. But unfortunately I'm almost confident it won't happen at least few years if would at all.
  18. Like
    Miamato got a reaction from NanoDot in Multiple playable species   
    For me the difference is that if you implement new non human race, that means it should have it's own technology, as humans and that other guys never met before. So that means you need much effort at least to create similar construction parts with different design specific for the new race. In ideal world if that other race is non-human like, that should use completely different technologies. In case we have not only other player models, but all needed technologies, design, backstory - this will make sense, at least for me. 
    Just imagine that several thousands of years one race was traveling to face another space guys and then realize they have all the same vehicles, but just another face. 
  19. Like
    Miamato reacted to Vasara in Cockpits.   
    It's strange to see a similar design for flying vehicles from the far future. It look like 70 - 80 yrs old airplane with same "new" interfaces. Technically it not working good (deadly bad) for atmospheric - space pressure difference. It cant protect good from flying objects like space junk, ballistic weapons and other. If cockpit has micro damages in aggressive environment, pilot has no chance to survive. Why pilot from far future need window and physical manipulators to operate vehicle?
      I thinking, more realistic and same time futuristic to see a cocoon or capsule with human - machine interfaces like neural interfaces with fully customization camera, life supporting system, emergency life rescue and support system, beacon and others.

    Very interesting, what are you think about current version of cockpits.
     

  20. Like
    Miamato reacted to Capsuna in I just made a new desk for my computer!   
    I just made a new desk for my computer, but i measured wrong and it can't fit up the stairs... Oh well, I guess it can just go in the Dining room... I cut this tree down in my front yard, and because it looked so cool, i learned how to make stuff!

     

  21. Like
    Miamato reacted to vertex in Ship Design Atelier (Holo Deck)   
    First I want to gather distance from what has been raised already: creative mode and the like. I have searched and found the "Creative Mode" thread and while it kinda addresses the same issue, I consider it another "game mode" that would be separate from the "real" universe (ehem... just let me use the term "real" without quotes from now on - don't slap me).
     
    Atelier? Holo Deck? Holo Dock? Holo Shipyard?
    I guess I don't need to describe the atelier (holo deck) in detail - you all know the Star Trek Holo Deck, where people can create a holographic illusion that they can even interact with, or take damage from if security protocols have been disabled - it looks and feels real, but really is just an illusion/projection within a limited area.
     
    What makes this different from Creative Mode?
    Applied to Dual Universe and the role of ship designer it would mean that the designer could start by building a first atelier (static construct) which may be rather small, but lets him create concepts of dynamic constructs that fit into the room. I think the Star Trek Holo Deck is infinitely large when switched on, but this would create a "seperate world/instance" within the real world of DU and I think that would imply many issues and players hiding in a tiny spot that inside might be huge. Don't know.
     
    Second reason why I think the atelier should be just as big as the inside of the construct: designers would start small and work their way up. As this is a game and you probably aim for some kind of progression, it would be sensible to not have the one week old player design a Star Destroyer (executor- or eclipse-class, hehe) in his tiny 3x3m atelier.
     
    Third reason: it's a building in the real world, visible by other players. It adds prestige, too. It's where your company works and where other players (friends, clients) may be granted access and look at your progress.
     
    But how on Alioth would one fit an executor class star destroyer into a building that has to fit into a TCU tile!?
    Good thing you ask! Because you don't and because you shouldn't. Two reasons:
    You don't really want to have ships of this size equipped with atmospheric thrusters to launch from a planet. Once the designer progresses to a point where he could build something like this, he'd have his own space dock - he'd have his own "holo atelier shipyard", where giant rails run along starboard/backboard, topside/keel, bow/stern, which mount projector equipment to get the planning phase done.  
    Resources/Maintenance?
    You'd have to feed the atelier with power to run the projectors - but those projections don't need material as you can't take them away anyways. You might want to secure your endeavours tho as you leave the safe zone to create bigger stuff.
     
    More benefits?
    you could configure the projector to disable clipping and or reduce opacity you could switch to wireframe, which would be bliss (if you ever created a 3d model using design software, you know it can be hard to track down hidden surfaces that don't serve any purpose, but just bloat your model) you could switch voxels on/off as well as components on/off (easier to link fully enclosed components if no voxels are in the way) you could move, raise or lower the construct without having to worry about gravity you could switch to simulation mode in order to enter a projected cockpit and move some meters around within your atelier - speed off and your character will smash into the wall, while your construct swooshes through it and is gone (so you need to reset relative projection position) you could have guides (lines/planes) projected to your workspace - lines to align stuff and planes to view cross sections or set a mirror plane, without having to calculate double/triple/quad resource cost (as there are no resource costs) everything this device can do for you would neither break the consistent universe, nor have people vanishing into thin air, because they suddenly are in "a different game mode" of course you could still just start building - trial and error, get that thing in the air and all that - but you'd be lacking some tools and it would have the full cost in resources Freedom of Choice! This would be an option to excel at something you love - at the same time it would not be mandatory. Your choice, mate! immersion, immersion, immersion..  
    Modularity of design and construction
    All holographic constructs would be just that - hollow projections. They would not take up real space. This means you would place your projector/-s, start designing your construct and at the same time you could in fact place the core unit where you just planned it and start building the real thing as if you did a colour by numbers ("Malen nach Zahlen" in German). Your company/organization could take in someone specialized on construction/building, who helps on this process.
     
    Projectors would be an asset just like doors or cores or engines - they would need players to build them, they would need resources to be built, they could have limited projection capacities in "supported construct dimension and/or volume" - again this means scalability - this means progressing through the game - this means having something to achieve, to work for. The largest stuff doesn't come cheap, but the biggest XXL of projectors coult have clustering capability, so you could connect it with other XXL projectors to create the giant holo shipyard atelier I mentioned above.
     
    Final statement
    I'm not 100% sure if I thought of everything - but seeing the threads around creative mode, offline mode, single player stuff, creators needs, clients needs, freelancers needs, and the polarization it sometimes causes, I think this is a direction that could serve the needs of all sides. Designers could create blueprints while they wouldn't vanish from the rest of the world, but be an essential part of it.
     
    I did the search - maybe this has been here already? I hope I didn't miss it. Yeah, I've seen the note in the "Creative Mode" thread, that something like this "might" come as an addon after release. No problem with that! It's just an idea and open for discussion. Please, add your thoughts - I'm craving for feedback, as I've got a hunch this could be awesome.
     
    Merci pour votre considération.
  22. Like
    Miamato reacted to Morand in Ship Design Atelier (Holo Deck)   
    This topic is only about design, not production, and I agree with most of the points on the 1st post.
     
    This game want to be hard for everyone, but it want to be realistic as well. And you can't think that build an entire ship from scratch with real materials is realistic.
    Today, engineers are designing full products in 3D on computers before to start building it to ensure that the building phase will cost as little as possible. In the future, you can be 100% sûre this approach will be the same, even more in DU if you have to hire many people to defend your shipyard.
     
    Having a kind of "Holo deck" in DU with no material cost and no real matter is a realistic and good solution for designers, and it doesn't remove the difficulty to design, nor to build. And it is also a good way to allow multiple people to work on the same project (equivalent as the actual system).
     
    Another good point about this system, since matter is only photons, is that you could anytime unload a project from a "holo deck" to load another one. So multiple team could work in the same "holo deck" at different hours.
  23. Like
    Miamato reacted to Takao in Ship Design Atelier (Holo Deck)   
    Have you played From The Depths?
    There building a ship takes a long time, because every part of your ship is modular: Weapons, Engines, etc.
    I don't find that very rewarding.
    If you can do things faster with one technique than with another, why should the slower aproach more rewarding? The opposite is the result.
  24. Like
    Miamato got a reaction from Quantillionaire in where is september devblog?   
    I think it's not a problem to post news both via email and forum
    For me such updates are important as I remembered about the game after kickstarter campaign was finished and now cannot view closed tester forums or enter the game. Also as NQ members do not reply much on forums it's hard to understand if they ever read suggestion section, because now I have feelings that most of ideas won't go further than forum members imagination but we will realize it only after release. 
    Anyway much time left till release, hopefully we will get more updates at later development stages.  
  25. Like
    Miamato got a reaction from Quantillionaire in where is september devblog?   
    As only very limited amount of people have access to pre-alpha I think it would be nice to have at least some forum dev blog posts that in written form give short list and idea of what was done and what is planned next. It would take much less time and still will be really helpful.
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