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Eternal

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Posts posted by Eternal

  1. Also, if I'm not mistaken, existing constructs also display from the Minimap? I suggest to remove that information as well in Hostile Zones. 

    When people step in to the Hostile Zones, they have to be wary of their environment (atleast they have to be visually wary). This will give you the same feeling as you are walking in to the forest in Southern Philippines and you have to be aware of your environment. Someone can come out of nowhere (someone out there is probably watching and preying on you), and then PK you and loot you.

    The Hostile Zone must feel like you are stepping to a territory like Southern Philippines full of insurgence hiding in the forest and mountain. It has risks and it has rewards because important resources are in there. Lawless elements who PK and loot people can exist there.

    The Hostile Zone must feel unknown and scary. With the existence of player and construct position information, it gives you more safe feeling because of much better visualization of threats.

     

    I know the Combat and PVP of this game is not on the works yet, but I'm just giving my suggestions of what I want implemented. The Hostile Zone must feel unknown and have no predictability of safety (you have to be more observant and aware). It should feel like Afghanistan. Speaking of Afghanistan, we should have landmines in this game deployable only on Hostile Zones with counter-mechanics to disarm untriggered spotted enemy landmines. Just like Engine Exhausts, if you cover it's sensor, it will not work (it will not detect anything), so they are detectable and not impossible to detect by the naked eye when deployed (just visually hard to detect because of camo and size). So you have to be visually aware of your environment, if you don't pay attention, you will step on or trigger a landmine and take damage/die and then looters can come in and loot your corpse.

    Landmine.jpg

  2. Yes, that should be optional as well. But in Hostile Zones, these information should not exist, not even as an option. The only option that should be available in Hostile Zones is to display the information of friendlies (players that you are organizationally affiliated with), that's it. You can see from my screenshot example that it reveals player position of potentially enemy players - this just kills the strategy of warfare because it exposes players so easily. If these players from my screenshot move to the forest, you can still easily spot them because of the information provided. Guerilla warfare will not exists in this game because it's not viable and efficient.

     

    This screenshot is from NQ Tutorial Video. My idea is to paste(deploy) these environment mineable materials to the skin of the construct itself as I've seen from Demo videos that they do stick (and then trim them to your requirement via mine/dig tool). Camo will be used to the advantage here.

    FU4GeGX.png

     

    08-04-17-3ABCThideAndSeek03.jpg

  3. Proposal:

    Hide Username and player position information from Minimap on Hostile zones. These information should not exist because of PVP. Make these information available only on Safe zones for the sake of convenience.

     

    Here is a scenario that I was thinking;

    This game can potentially have guerilla warfare. You can build a reconnaissance vehicle, paste Soil or Forest Soil mineable materials on the Voxel Airframe Skin of your Dynamic Construct Vehicle so it can stay camouflaged from afar. Also, the Armor that you will wear must blend with the environment to provide camouflage to your Avatar. On an Arctic environment, you will use white Voxels on your constructs and paste Snow mineable materials on exposed surface. You will use the Gun-Elements in this game as stationary howitzer battery in which a flying vehicle can easily spot making it vulnerable to airstrike - you will roof it with voxels and you will paste Soil / Forest Soil mineable materials on the roofing to camo it from aerial view. muzzle-of-a-105mm-light-artillery-gun-po.

    The things that happened in Vietnam war will also happen to this game. People will create underground tunnels in this game for strategy and survival. War will be strategic taking advantage of the environment if you don't have sophistication in technology, equipment/resources, manpower, and firepower to go to war on direct confrontation.

     

    These will not be possible if you will continue to display Username information and player position information from Minimap which give away player position - I suggest we remove their display on Hostile zones and show only the avatar, in which you have to visually spot and then shoot.

    shsdhh.png

  4. Edited:

    I removed the RNG from refinery and instead added qualities of raw Crude Oils mine-able in environment which is the basis of the quality of processed material as a result. If the Crude Oil you mined is of crap quality, you should get crappy heavier, more viscous, and therefore lower quality processed material when you refine it.

     

  5. This is my proposal of the mechanics:

     

    1.) You cannot dive in this game without a working diving-gear. You will change your gear to diving-gear-set to dive for longer periods. Make it so that without diving-gear, you can only dive underwater very limited period without re-surging for air, with diving-gear, you can dive for longer periods but still limited based on your oxygen-tank load/capacity.

     

    2.) To detect present Crude Oil deposit in seabed soil, silt, sediment, rock, the diver-avatar uses a handheld infrared spectrometer instrument underwater to scan the site (no need to take samples of the soil/rock). It can detect oil(hydrocarbons) present in soil in the form of raw "Crude Oil" which still need to be processed.

    To drill, extract, and store, the nano-former will do it's job (the "Mining Tool" can do that itself).

     

    You can have different qualities of raw Crude Oils if you want. There are more "Sweet" Crude Oil (which means it's of higher quality, lower sulfur content, lighter), and there are more "Sour" Crude Oil (of lower quality, higher sulfur content, heavier). If you mined a more "Sweeter" Crude Oil and took that to refinery, it has better result of producing higher quality processed material (if the raw material is of high quality, it will produce higher quality processed material. It's as simple as that).

     

    Yz1k8sP.png

    *you need an instrument like this that works and is built for underwater.

     

    3.) You will take that to refinery, the machine will break down the raw Crude Oil, what you will get out of it will be based on the quality of your raw Crude Oil.

     

    ztRhSVU.png

    *You will call this machine "fractional distillation machine". It will break down your "Crude Oil". Lighter materials(such as methane which is a gaseous material) will remain on the top, heavier materials(such as Asphalt) will remain on the bottom. What you will get out of your raw Crude Oil will be based on the quality of your raw Crude Oil itself. Make the heavier materials the more common ones and less of market value. The lighter the material in this chart, the rarer. The more viscosity it has (which means "resistant to flow in terms of grading"), the less quality that liquid gas is(or whatever state of matter it is), hence less value (that will be something like Diesel compared to the more quality Kerosene and Gasoline).

     

    In this chart, from lower quality to higher quality will be from bottom to top. Lower quality to higher quality of raw Crude Oil will be from Sour to Sweeter Crude Oil. You will balance this out, you should get higher quality processed material from higher quality raw Crude Oil.

     

    4.) Then after that, these processed materials can be used for further mixture, synthesis, whatever form of Crafting-process they are used for. For example, the Kerosene, it is one of the requirement for making Fuel that is of high quality petroleum-based(petroleum blended) through synthesis (more volatile, more flammable, more cleaner, etc.).

     

    P.S. Also, pls do not forget a Forestry Industry in this game. Same thing as the above, the raw wood has to be processed in a wood processing facility to create various processed materials(such as Rubber, Methanol if you distill that wood, Charcoals which you can use as fuel for the Furnace for iron and steel production for example, whatever) that can be used for further Crafting-process.
    Logging will be done by the nano-former.

     

     

  6. If you are looking for new releases, nothing so far is available now and nothing so far will be available soon. We are currently in a drought in terms of new MMORPGs.

    Ascent Infinite Realm will probably be the soonest to come out next, but it will be available at 2019.

     

    Maplestory 2 is not worth it (not your time and not your money).  I played both the CBT1 and CBT2 of Maplestory 2 and I can tell you that that game is nothing but a cash-grab piece of ****. Stay away from it. It is Pay-to-Win as well. Nexon is a terrible greedy and corrupt company, you wouldn't believe what they just did to me. They ghost-banned me and IP-banned me just to silence my opinion about this game. You will see no negative review about their game because they are doing censorship. Their game is not even alright, it's really bad. Maplestory 2 is just a Cash Grab that delivers really nothing! (not even a working gameplay)

     

    Bless Online is another cash-grab piece of ****. The problem is Neowiz do not know how to develop a game. Every decisions they make from game-design and updates, are just retarded. The result of this is a $60M+ game that is nothing but a piece of crap. Forget the upcoming Bless Unleashed for the Xbox One, it will have the same(or something similar) garbage combo-based combat that we just got for the Steam version. There is no 5th-chance if the combat will remain to be or resemble the same garbage. They need to remove that combo-based system, but based on the news, they are gonna keep it. 

    Bless Online is a dead game right now, 4 servers, 1000 peak players online, 600 concurrent users, and only 3 months have elapsed so far. It is dying so quick! Not only is the game bad, the developer is very incompetent. 

     

    I tried both Bless Online and Maplestory 2 since I needed to play something for the moment, and both of them are just really really bad. My advice is stay away from them, they are nothing but piece of ****!

     

     

     

  7. By their statement "each weapon-system have to be manned", they are indicating that they don't want any weapon-system to be automatic. "Automatic" means working by itself with no direct human control. Let's not assume that this weapon-system will be manually aimed using it's mounted sight, manually fired, and manually loaded similar to Bofors 40mm. That's just World War II! 

    Let's think of a modern alternative that is manual; an RCWS(Remote Controlled Weapon System) gun with it's own optronic system and an electronic fire control computer system(console and server/interface unit all in one system) that has monitor and joystick. This optical system has no search and tracking system to remove all automatic capabilities, what it will do and is capable of, is send visual information to that FCS (fire control system) console electronically. You will fit the RCWS-gun-system in your ship and you will place the FCS-computer/console inside the control-room of your ship and you will link them together (via the Link tool). Only 1 gun can be linked to 1 computer (that means 1 person will have to operate it).

     

    RCWS Gun

    images?q=tbn:ANd9GcTdf-z-_FDgcfICMUzoTtS

    maxresdefault.jpg

     

     

    GFCS console

    Dorna_operador_consolaok.jpg

     

    300px-UYQ-21_.jpg

     

    US_Navy_050721-N-4843B-031_Air_Traffic_C

     

    Now what do you want the GFCS monitor to display? Something a FLIR camera displays (normal vision, night vision, thermal vision). 

    ok3.jpg

     

    maxresdefault.jpg

     

    Are all of these automatic like a sentry gun? No! It's electronically manual! 

    Are the guns invinsible? No! Go take out the control-room, it's common sense! If you don't know where the control-room is, go find it and take it out!

     

    Now that is what we call manual and modern at the same time. I don't wanna see World War II or else this game will turn out like Star Wars with it's 70's concepts.

     

    And do not call these guns "RCWS" because that term is trademarked. Think of another name to call these remote-controlled guns.

  8. Regardless, what they have done is impressive, but making a game based on realism of physics will take a toll on other features. 

    What better describes this? A game or a simulator? Based on what I see, it resembles a simulator and not a game. 

    The fact is, I am looking for a game, not a simulator. Making physics as realistic as possible will make your product more immersive, but if we are talking about a game, it needs to offer something to do and some kind of progression (even if through player-driven). This is not present here, so I would rather choose Dual Universe. I prefer to have contents and mechanics for player-driven gameplay that do offer rewarding progression system as an MMO-game must have.

     

    It depends on what you are looking for, but what I see here, is a space simulator, not a space game. I am looking for a game. Show me components of gameplay(like resource farming), not realism. 

  9.  

    I know that Aircraft Instruments are not accurate indications, they can make errors, but this one is just very un-calibrated. 

     

    If the aircraft is in still air, Ground Speed is 0, the Airspeed should also be 0 no matter which Airspeed we are talking about. The pitot-tube/s will not measure any dynamic pressure because the aircraft is not moving at all, the bellow on the instrument will not compress, so you should get 0 Airspeed. The formula here is definitely wrong.

    How the bloody hell can you get 2 m/s (7 Kph) of Ground Speed while your Airspeed is 56 Kph and a Wind Speed of 61 Kph (either a tailwind or headwind)? It's far far off which means the formula is wrong. The Aircraft will not even move but will be swept by the air if the Airspeed is less than the headwind. What realistic physics are you talking about?

     

    And what is Velocity? This is not a car! You already have an Airspeed and Ground Speed indications! (these are things that actually have methods of measurement)

     

    By the way, a Wind Speed has a Direction, if you don't give me a Direction, it is useless to me. 

     

    Atmospheric Pressure is measured by the static port, we use that to calculate Altitude (there is less pressure at higher altitudes). If the Altitude indication is already displayed in the instrument, what use is an Athmospheric Pressure indication is to me?  Nothing! This is something that you can omit, it has no use to the pilot at all. The Wind Speed information is still useful, but with no direction, it's useless. 

     

    VS is Vertical Speed, it should be measured as m/s per time(minute).  It is a rate of climb/descent, not speed of climb/descent. 

     

    That blue and brown thing is an ADI, not a navigation system lol. It has a pitch angle and bank angle index. 

     

    Basic instruments like Compass/HSI is missing. (how will you know where you are heading? That's important!)

     

    I don't think they know the basic of Flight Instruments.

  10. These are all defensive elements:

     

    Give us an Automatic CWIS Element that has their own tracking. Purpose of a CWIS is to counter missile attack. No bullet mechanics, just make it animate and sound like it's doing 5000 rounds/minute. Automatic defense system, not manual. This will be RNG. You will be less likely to be hit with missile attacks. 

     

    Also, give us Chaffs/Flares launched from their launcher-Element

    When you launched the chaffs, it will create something like this.

    Navy_Drill.jpg

    missile-attacks locked into you will likely miss by RNG. The chance of missing will be higher than without chaffs/flares. For ships to survive(more survival), they need supplies of chaffs/flares to get hit less often. If they don't chaff/flare, they will get hit more often. From RNG.

     

    Give us Electronic Warfare Elements. Let me break it down (ignore "Electronic Protection [EP]", we don't need that one).

    three-components-of-ew-n.jpg

    We only need an ECM-Element which is basically a Jammer. It uses Electromagnetic Wave/Energy to jam potential tracking system(a Radar).

    fig4k1.gif

    And an ESM-Element. An ESM detects present Electromagnetic Wave/Energy(coming from an ECM ofcourse) and when you detect such presence, you will coordinate it to your team to neutralize it(an airstrike perhaps).

    banner14.jpg

     

    there are 3 types to Electronic Warfare, we only need the 2: A Jammer and a Jammer-detector.

     

    And ofcourse, for these defensive systems to work, they need to detect an incoming threat first. If they don't detect an incoming threat, how do you expect them to react/respond? That's the job of a Radar. If a radar detects an incoming missile, the ship will chaff automatically, CWIS will know ahead that there is an incoming missile, and maybe ECM can turn on to jam it. 

     

    This is how it's gonna work. 

    A missile needs a signature for it to track it's target. They will need either a radar or heat-signature. Heat-signature(infrared homing missiles) will be the short range(you have to be close to lock it, it has to detect heat-signature). Radar(active radar homing missiles equipped with their own radar transceiver to receive information from the tracking radar) will be the longer range. 

    You will counter infrared homing missiles with chaffs/flares.

    You will counter ARH missiles(active radar homing missiles) with ECM.

    All will be RNG. this will work in lock-and-fire tab-targetting combat system that we have. 

     

    last resort will be the closed-in-weapon-system (CWIS), meaning if it get's really close. 

     

    You can also manually operate ECM. The counter-measure to that will be the ESM. ECM jams Radars, ESM detects ECM(it doesn't detect it's location, it detects that there is a presence of Electromagnetic Wave/Energy. Obviously that means there is an active Jammer nearby). Take that ECM out with airstrike or whatever so your radar can work. If your radar works, then your tracking system works. You then can lock ARH missiles to detected-targets within the range of your radar. If there is an ECM jaming your radar, then you cannot track and if you cannot track, you cannot defend yourself(your defensive systems will obviously not work). You will not know that there is an ECM jaming your radar unless you use an ESM-system to tell you such. If there is, you must neutralize that ECM(to reactivate your radar), use your ECM on manual, spam the chaffs on manual, and flee (if you cant win).

     

    You see, this game will employ strategy and tactics that blends with it's combat-system. Not everything will be a close quarter fight. It will also be range(something you cannot see but detected within range).

  11. Add a Conveyor Belt element to this game. Same thing that you did with your Cable elements, make a straight one and make a corner one(90 degree bend. if you want, you can also add a 45 degree ones for more extensiveness). 

    https://ak3.picdn.net/shutterstock/videos/12241733/preview/stock-footage-baggage-bags-moving-on-arrival-baggage-belt-in-airport-k-luggage-carousel-is-full-of-bags.webm

    There are many applications we can use this for, such as line assembly, industrial, screening, freight-loading, to even human escalator.

    airport-conveyor-belt-loader.jpg?v=15094

    and make them be able to be placed on(by rotating them) to angled level, not just flat.

  12. If you build something and it's not maintained, it decomposes like an organic matter? Wow! Clearly, you do not know the procedure of maintenance or even the term "maintenance" is. They lose serviceability if it's not inspected and maintained just like any machine. If you don't use them, they still lose service-life due to environmental factors. 

  13. @boots_1588 We are both Canadian. $30/month is not expensive to a Canadian with a job. Gaming is a hobby and a hobby has an associated costs. You spend money on things like gym-membership and you couldn't pay a single cent to an MMO? I do not understand some people, seriously. 

    Buy-to-Play alone and without a Cash Shop does not work on an MMORPG, let alone Buy-to-Play with only Cosmetic Cash Shop. $50 for base-game and you expect them to maintain the server for years with frequent additional content and fix updates?

     

    I support the Pay-to-Play system of this game. If there are monthly-costs, so be it, we want a good game with no pay-to-win, pay-to-progress, pay-to-convenience, whatever the hell they call them.  

     

    My problem with free-to-play games are the free-to-play-players contributing nothing to the game. The players who are paying, they are the only ones who are paying and keeping the server up (and they are paying way more than a pay-to-play game).

     

    Face the reality that there is no such thing as free (not even free-to-play-games are free)! What you are proposing here as a buy-to-play is to buy a car at a one-time fixed-price and then complain that there is a gas and maintenance costs associated with it.

  14. Hi! This is Eternal. I would like to publicly announce that I would be temporarily leaving Dual Universe. It has been proven by my experience itself that I could not bear to play this game at this early pre-Alpha state. I understand that this is "pre-Alpha" and that is why I am willing to wait, but right now, I just cannot take it. There are enough people to test this game, I'm sure you don't need me. There are people here who have left the community and came back (like KittyKhatt for example) and I intend to do exactly the same. 

    Let me talk to you on how I first got into Dual Universe; I am just a typical 20+ year old male who plays nothing but MMORPGs, I tried to play other genres but nothing stood to the level of an MMORPG in terms of contents, depth and customization, and player-interaction. This is why I love playing this niche genre. My first MMORPG was Ragnarok Online, and back in the days, I played a lot of Traditional Asian MMORPGs, so I love the old traditional system like grinding, slow progression, rewarding gameplay, tab-targeting combat, etc. that you find in games like Final Fantasy XI and Vanilla World of Warcraft in comparison to modern-MMORPGs. When Revelation Online failed because of it's greedy and incompetent Publisher, I was left with no MMORPG to play, this is when I got into backing Dual Universe. I reviewed all Kickstarter-programs and I found out that Star Citizen, Ashes of Creation, and Pantheon: Rise of the Fallen are not worth it based on the current available information and presentation. This is when I chose to back Dual Universe instead, I am already impressed with what Novaquark is doing. I believe that this game will change the genre, but it cannot change it NOW, the game does not exists yet. This is why I am willing to wait, this is why I will take my temporary leave because I could not bear to play the limited weekly test. I know what this game can potentially deliver, I played the tests, and it's impressive. It definitely have that immersion in it and it meets the criteria of what I'm looking for in an MMORPG. I have passion when it comes to building and entrepreneurship, and I'm familiar with the Aviation Industry in real-life since I work as an Aircraft Mechanic. Adding the fact that I prefer the Traditional-system of MMORPGs, this game suits a player like myself.  

    What am I gonna be doing for the meantime? I will kill the time in Bless Online until this game reaches a more developed state and more frequent test becomes available (if this game is not releasing anytime soon, I can bear a more frequent test, but not the once a week that we currently have now). By all means I am not giving up this game for Bless Online. Bless Online Is NOT a permanent game. 

    I would like to take my temporary leave and come back at a later date. I could not play this game at this current state. I play on each test for 8 ~ 10 hours straight and it's not even enough to complete my goals. What I need is a more frequent test, I don't care how long it takes to build, I can achieve it if a more frequent test is available which doesn't currently exists. My problem is not the build-mode being time-consuming, I can put up with that, my problem is there are no frequent test.

    I need to take my temporary leave, I will see you all at a later date. I will check on the game (regarding news and updates) once in a while when I do get the time, but I cannot commit to it, not at this state (how can you commit to progression when the game does not exists yet with only a once a week test?). Tell me when the more frequent test arrive and I will be there with commitment. Right now, it's just hard to bear. Also, remind me when the Supporter-Packs will end so I can Patron this account and my alt-account before the deadline.

    Goodbye for now, this is not over yet.

  15. 19 hours ago, Warden said:

    And if the bed is removed or destroyed during offline-absence? 

    Then you respawn in resurrection-node or default-respawn-spot. You cannot remove a bed when someone is sleeping in it. However, if it's destroyed (from the PVP), then they died offline and will have to respawn. That is the persistent way of doing it.

  16. Are we gonna have like a bed-element in this game where your character can sleep and log-out on, and when you log-in, you spawn in it? Since the ship is moving, the bed inside will also move along with the ship. That is 1 solution that I am thinking to have. Use the bed as a log-out-mechanic because the ship is moving, and you spawn exactly on the location where you log-out (it's not possible to spawn in the ship when it's moving). 

     

    I propose this to NQ. @NQ-Nyzaltar, please look at this.

  17. This is just an idea regarding what the player-base can do. Have anyone thought of running a commercial-Airline in this game? The Airline-fleet is acquired by ordering ship-types from manufacturers. This will be composed of assets that can carry many passengers per flight (we are talking about 300+ passengers like the Boeing 777-300ER). The crew will be composed of a Captain, a First-Officer, a Coordinator, a Mechanic/Technician, and Cabin-Crews (Flight-attendants), and maybe a medic. The airline will offer classes of seats (economy-class, business-class, premiums, etc). You have to buy your flight-ticket prior to your flight, and in the counter, they will issue you your boarding-pass. There will be code-sharing-agreement between airlines also. 

     

    I work for an airline and they give like 8 free 1-way-flights yearly as benefits for working in the company (I would like to see something like that in the game as well). The company that I work for is a low-cost-Airline. While the fares are cheaper in comparison, they charge you a lot for extra baggage and oversize (they also do Cargo, so they do profit a lot). 

     

    Have anyone seen the movie "The Passengers"? Something like that for Dual Universe, a space-based airline that will have a long voyage. 

    Image result for passengers

    A sophisticated Airline in this game will have to structure their operations and conduct (that's a COO's job), while a CEO's job is managing the whole organization. We call this firm-management. The airline will probably be owned and operated by a corporation. 

     

    Ofcourse, there are risks. It will go on the airline's "incident and accident" record and will count as a loss to the company (for example, piracy).

    When there is loss and liabilities, there is insurance. I am also hoping to see organizations in this game selling insurance coverage.

  18. I am here to apologize for my misbehavior regarding my toxic post "How complicated can this game get?". I do believe that this is not an appropriate conduct; for that I am going to apologize; I am deeply sorry! I realized that there were no logic to my rants at all and that the game is on it's current phase of development (longer testing-periods will come on later development-stage of the game).

    I don't have a better way to mend this but to express my sincere apology and regret to you all regarding my inappropriate behavior through this letter of apology. I am so sorry! 

    Here today, you are looking at the new me, the new Eternal; I am adopting a new approach to change (by means of "change", I am not talking about Obama's concept of "change", but change of conduct for attaining improvements). As much as possible, I would like to have and maintain a positive relationship with you all (the Community) as well as the Developers. I want to work and I will work towards that goal of redemption!

  19. Hi, I have a question about the Supporter's Pack. As you can see, I am a Ruby Founder, I know that they will give us the Patron's Pack as well(not all of the features, but most of it). The questions are;

    1. If I pledged again, will I get the 

    • Black Earth Legacy Outfit
    • Black Arkship Passenger Outfit

    2. What are the things I will actually get if I pledged again?

    3. When does Supporter's Pack end (the deadline)? 

    4. Is there any way to upgrade your Founder's Pack? Ruby to Emerald?

     

    I'm thinking about pledging again, but I don't know exactly what I'm gonna get.  

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