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Bella_Astrum

Alpha Team Vanguard
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Posts posted by Bella_Astrum

  1. Cryofreezing pets wouldn't have been possible. There was a very strict limit on the number of humans allowed on the Arkships, let alone pets. Not to be biased to humans or against animals or anything, but there would have been an outrage among the other humans denied passage. DNA samples is much more likely.

    That's a good point, DNA sampling then possibly. I'd imagine there'd be some sort of DNA database of plants and animals for settlement elsewhere.

  2. I don't think I've personally ever fully been clear on the voxelmancy concept. The reason being: there are players who are good at voxel manipulation (ie creating new yechniques/voxel shapes etc) and there are players who are good at using those techniques to make something outstanding. There are those in between and a rare few who are adept at both, though not that many.

     

    I've been called a voxelmancer but don't consider myself one. I just build what feels inspiring. I don't create weird vox3lmancer shapes. Though I have used/discovered my own techniques others asked me to show them.

     

    The term voxelmancer caused some rifts in some aspects of the community in other voxel game, in the alpha stage, simply because there was some frustration from some (not myself) that voxelmancy was on the verge of being elitist and prevented some less adept players from building at a high standard because instead of solid tools, players were left to invent their own ways around voxelmancy by making up new techniques (work-a-rounds). These were never my arguments but as time has gone on I've come to see the points behind the frustrations some players had.

     

    There are pros and cons of voxelmancy. I guess it is a term that is now out there, though I agree with Kiklix the 'mancy' aspect has connotations of magic rather than Sci fi.

     

    My hope is voxelmancy in DU will mean a player is simply good at building, instead of what it means in the other game: inventing new microvoxel techiques, because that would likely mean voxelboards and I would really like to get away from those. If it's not possible then I will embrace it, but personally I have found the past year of learning work-around after work-a-round frustrating. If we can do what microvoxels/offsets etc can do with Dev made tools, I will be super happy.

     

    I have much faith in NQ.

  3.  

     

     

    Off my current thought about pets and onto another. I was having a conversation today about pets in DU and we talked about dogs and cats. I think traditional "Earth" pets are viable through cloning, having some that were in cryo sleep, or through the quantum mechanics resurrection thing. 

     

    I wasn't keen on the idea of dogs and cats, but this is a good idea. Considering how bonded humans are to domesticated animals (I have two cats myself), it makes sense some humans would want to bring their beloved pets along with them on the Arkships. Makes me feel sad thinking of all those people boarding the Arkships, leaveing behind their loved ones who couldn't make it onto a ship....but maybe it could lessen the hurt a little if their pets DNA was saved for cloning later on, or simply put into cryo sleep as well.

  4. I think you would fit in beautifully, Miss Astrum. If you plan to be a merchant player, joining the Empire would have considerable benefits including protection and a steady market without much cost on your part. Most probably just tax benefits for selling in the Empire and higher taxes for external trading.

     

    Here is a (messy) flowchart for your convenience:

     

    http://imgur.com/xw0QWBC

     

    Flow of power represented by arrows.

     

    Thank you for the flow chart  :D. It all seems very interesting. A little complex perhaps in some ways, but could certainly create some interesting player interactions. I like the idea of having a mighty Empire, whether that is Emperor, Senate or Nobility, yet also living as an independant merchant of sorts appeals as well. That said, for all I know I could end up being more of a pirate  :lol:.

  5. Questions that arise in my head:

     

    Is this a player run Empire? Or one that's designed as a functioning game system by the devs? I know there is the BlogPost (http://devblog.dualthegame.com/2015/03/20/organizations-build-your-corporation-faction-nation-or-empire/) which uses the terms Organisations, legates and members, which sounds similar. In both cases, I feel a need to know a little more about how this would function in the game, what shape will it take in terms of actual game mechanics, will it be a case of mega guilds (alliances), and then small guilds join in pre-defined roles?

     

    If I can see a diagram, or a way of getting a sense of how this system would take shape in the game, it would be easier for me to picture it in action.

     

    I have some desires to run or be part of an Empire potentially, though I'd need to see how effective/how smooth this would be. Otherwise I'd be a small mercantile type player and do my own thing. If being part of an Empire or Organisation felt restrictive, say I have my role, and I have to stick to it in service of the other guilds, and not be able to divulge from it, it would further entice me towards the smaller end of things. That said, I like the sound of Nobility. 

     

    This reminds me of a recent kickstarter game: Crowfall, which has its own system known as Eternal Kingdoms, which has players (Monarchs) owning land, controling taxes, creating pvp areas etc. The hierachy is: Monarch, Noble, Vassal and Tenant. The noble, in service to the monarch, much like yours, does the bidding of the Emperor. The Vassals own land, as distributed to them by the Noble, and the Tenant merely uses the land and buildings made available to them. 

     

    I can see this working well, I like the idea of hierachy, I've just not seen/or experienced it personally to know how it works, if it works well, what in-game systems are required to do it. My only closest experiences is of alliances and smaller guilds being part, but even then, that's more of an equal partnership of guilds, rather than a hierarchical system.

     

    Who gets to be Emperor? Well from what I can gather of Crowfall Monarchs, players have been able to buy into it, at a very high real money cost, but in-game I believe they'll be able to work towards it. I would say, work towards it. If players want to be Emporer's, make them fight for it.

     

    I do look forward to hearing more in time how DU devs plan to do Organisations as described in the blog.

  6.  

     

    That... will be another topic for DevBlog Post. We have a social media project that should facilitate this kind of roleplay preparation (that will be one of its purpose, but not the only one), even before the release of the game. But I've already said too much for now  :ph34r:...

     

     

    I've read all of your post Nyzaltar, as always interesting and promising stuff....this however made me especially curious  :D looking forward to that DevBlog post too!

  7. Hi Daddio, this snippet might help answer your questions about playable areas/one huge universe etc. It's from the "A Single-Shard Continuous Universe: One World, No Boundaries" blog post http://devblog.dualthegame.com/2014/09/26/a-single-shard-continuous-universe-one-world-no-boundaries/

     

     

    The approach we have developed is based on the idea of subdividing zones according to their population density, in a recursive way. If only 5 people are roaming the surface of a remote lonely planet, it will most likely be handled by one single server. Come thousands of visitors spread on the surface and the initial area will automatically divide itself. Player clients are dynamically reallocated to the new servers in charge of their area. This process can repeat itself up to areas as small as 8 meters large. The interaction between different areas is handled with a complex cluster-wide synchronization mechanism, and an actor-based model that we might talk about in another post.

     

    The other crucial part of this algorithm is that we have designed a method that is efficient to guarantee that the further a player is from another one, the less frequent the updates of position will be between them. When two players are close to each other, they will be updated very frequently and see each other with a great level of fluidity. However, when players are far away, there will be some delay in movement (because interpolation needs several updates to proceed), but they will still see each other in a visually convincing way.

     

    The prototype is working, but we need to make much more testing of the current implementation to have hard results to show in terms of the max number of concurrent players. So far, it?s looking pretty good, and should allow us to provide a continuous, single-shard universe, where you are totally free to move around without instances or zone limits. If you have a few hundreds of thousands of friends, don?t hesitate to invite them to join our future beta testing! ;)

     

    JC Baillie,
    Project Lead

     

     

    On the voxel tools, Nyzaltar said there's going to be update on voxel tool topics soon, which might offer us some insight into the little details, which is something I've pondered on.

     

     

     

    There will be soon an update on several topics regarding the voxel tools.

    It will cover: 
    - The voxel tools operational so far (and those still under development).
    - The possibility to have a Voxel Editor: Pros & Cons.
    - Voxel Elements presentation: an alternative to Voxel Boards.
    - Our stance on "Voxelmancy" (microvoxels, antivoxels and such).
  8. Hello Kiklix, (hello all, actually),

     

    As far as I understand voxel tools, you should be able to make nearly any kind of shapes, so you could make whatever object you want and give realism in your ships, stations, and so on... they won't be usable though.

     

    Regards,

    Shadow

     

    Hopefully, I'm looking forward to seeing and trying out the effectiveness of the building tools in DU, perhaps they will allow us to make small things with efficiency and detail.

     

    That said, I notice there are concept arts of interiors and items that I am guessing will be made available for us to furnish our ships and abodes, so *crossed fingers* there will be some bathroom props in there too  ^_^

  9. That all sounds good to me Nyzaltar, so in theory a mechanical worker could be a droid like R2D2  :D potentially anyway, but obviously creations more original and unique to DU. 

     

    The way you describe pets is exactly as I'd expect, not game impacting, and perhaps only significant of achievements obtained etc. It's definitely not something I'd expect to see lots of development in, because that would take away from things that are infinitely more vital to gameplay. I see pets as vanity items to a degree, things that could eventually be added after the game has been released for two or three years. Much as I remember in Aion, they eventually added pets, but I'd left shortly after that update strangely enough, and that was due to endgame no longer keeping my interest.

     

    However, I see DU as the kind of game that will grow over time, and expand by the hand of both developer and player. It's going to be amazing.

  10. Some good thoughts/points. Thanks for the links provided. I wouldn't consider NQ focusing on anything like pets for a long time, I'm under no illusion that there are far more important aspects.

     

    When I think of pets, I think of cosmetic, none-advantage giving types. And not necessarily anything that's going to follow you around everywhere. That said Ellegos, I would not say no to my own droid either :D

     

    If organic pets were ever something we see, I'd definitely not be seeking earthlike animals, such as cats, dogs etc, but instead things unique to the planets NQ design.

  11. Was talking to a friend about Dual Universe and pondering some possibilities, and for some reason the idea of pets popped into my head. I wonder if pets would be a possibility in DU. Maybe ones we can make ourselves from blueprints and using scripting, and/or even maybe alien animals from planets which we can tame and capture and bring back to our homes/spaceships. 

     

    Just a random idea I'm throwing out there.  :lol:

  12.  

    I will personally try for millenium falcon/serenity sized ships when I can (when I have materials to make them and knowledge of in game building is up to speed) but I would really like to try a ship that is about 50% smaller than the NX-01 from Enterprise. 

     

     

    Makes me wonder how much room we'll have to build things  :D

  13. I like this idea.

     

    Also, we could have some kind of scanner to identify people, as long as the scan requires a bit of time and can only targets one person at a time.

    That could lead to interesting "Bounty Hunter" gameplay where the hunter needs to identify the target.

     

    Regards,

    Shadow

     

    Bounty hunters sound really cool to me. I wonder if there could be a criminal system of some kind, I can't remember which games have this kind of thing, but if players choose to be 'bad guys' and build a reputation as such, maybe there could be 'bounty hunters' to try to catch them, both using technology to their advantage.

  14. In building I'd prefer to see the camera detached entirely from the character for ease of movement and a much wider FOV. If anyone's built in any of The Sims games you know what I mean by that.

     

    I can see situations where 3rd person is handy, but I'm looking forward excitedly to see what Dual Universe has done with 1st person. It's been a long time coming where I've wanted to play an online game that engages me and is in 1st person.

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