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Takao

Alpha Tester
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Everything posted by Takao

  1. That what is the benefit of sellable bookmarks without any secured information about what’s „inside“ it, compared to bookmarks which contains such information?
  2. That’s exactly why there are scan results, so that this is not possible. See my first post for what is visible of the scan before you buy it. The whole purpose of the scan results is, that you can relative risk-free buy coordinations for ore deposits. There is no real benefit of that compared to selling the scan results as an in-game item. The only thing that it brings you is that you can scam people way more easily, which is not a good game mechanic, because it will only benefit a few and highly frustrate many.
  3. Why should this be boring? You don't fight battles in deep space over nothing. You fight over space stations or above critical locations on planets. If you need to bring down equipment on planets at specific locations, those ships will need protection. With the somewhat realistic orbits and flight between planets there will be "tunnels" where ships need to get though in order to get from one planet to another, so as an attacker you need to clear them.
  4. Well my knowledge about Voxel engines is not very good. So I assume, that Voxels in multiplayer, when the server does all the calculations like in DU, is not just a case of sending a voxel manipulation order back to the clients? Back to the topic: I think in DU it will be much more difficult to actually catch or even find someone. DU is not Eve Online. In Eve online you can see if someone is in your system, not in DU. You can directly see if someone is in over 100 km distance (what is the accurate limit here?) and you can scan the entire solar system with a direction scanner, regardless the distance and light travel time, and see where someone is. That is not the case in DU. I think (hope) there will also be no interdictor bubbles that prevents ships from using their warp drive or slowing them down. If you are mobile and don't want to get caught, you will not get caught.
  5. And that's why there is no need for a data manipulation skill imo, because it will not add anything useful to the game.
  6. I don't see a problem here that even remotely equals the benefits of the tradable scan results. Without them you simply can't sell them at all. NQ doesn't have a problem with lone wolves. They have sad multiple times, that you can play the game solo, in small groups or in large groups (corps), although you can't achieve anything without a large group. Exploration and scanning would be a very good perfection for players who don't want to play in groups. They will be able to make money with it (whats the problem here?), however corporations will most likely have their own scouts who scan for new deposits, so they ether don't need those lone wolves or can make more money with scanning then they do.
  7. I didn’t mean adopting their tech, because for that it’s now to late. I mean learning from them how do increase the overall voxel (rendering) performance or how to build tools to manipulate voxels. The basics should be the same? No matter if you have a singleplayer or mmo, the players computer needs to render the voxels.
  8. @NQ-Nyzaltar Have you considered buying Voxel Farm? There is a version that includes the full source code. They have years of experience with voxel technology.
  9. @Tyson Haze Benutze lieber Deepl, dass übersetzt deutlich besser als Google. @Lethys Better use Deepl, that translates things way better.
  10. Yes, that is certainly true, BUT mining consists of two parts: Scanning and extracting the scanned recources. With the ability to build mining drones and stations, the scanning part would still be unchanged, but the extracting part would be changed from "holding LMB" to: designing and building mining ships, drones and stations programming mining drones defending those mining bases and drones Of course only after you have actually enough resources to build mining ships and drones. Scanning should be more important then the resource extraction itself and also not only a case of "how high is my characters scanning skill" but rather more an actuall player skill. And why do you need the game mechanic of holding LMB to obtain those skills? One solution would be, that scan results are ingame items. Without buying it, you can see everything, except the exact location of the deposit. Why shouldn't they? They can still mine, even with mining ships and drones... Also, after manual mining for their first ship, they could build themselfes a mining ship and mine more...
  11. In order to make scanned deposit locations (more) sellable I would suggest the abillity to generate ore scanning results, which are normal items that can be traded. The scan results can not be manipulated, so their information is correct. They store the following information about the ore vein: Type(s) of ore Amount of that ore Depth Planet Position (some sort of projection at the location in the ground where the deposit is) The hex field on the map Date at which the scan was done The amount of ore, depths and the exact position would be depending on the players scanning skill and precision at which the deposit was triangulated. So you don't have the exact amount of ore and not the exact location, so you have some error there, of course. When you place the scan result on the market players can see everything, except the exact position and the hex field on the planet. That way you can effectivly sell scanning results without the need for a huge amount of trust involved. One problem would still be, that the ore deposit might be already mined, so players should be able to rescan deposits and then update their scan results on the market.
  12. You made two arguments against mining elements for ships (which would also result in mining drones and therefore the automation of mining), which are definitiv not "evidence that automation is OP": 1. New players need something to do and earn money after they start playing DU. Manual mining would this be. That's a nice way of saying "there is nothing to do for new players except mining", which wouldn't be a nice game loop at all. Also there is (see below) still scanning and trianguling, which should be more time consuming then the actual "hold LMB" progress of extracting the resources. 2. New players would gain experience while mining. What experience are you talking about here? Experience in holding LMB? Even with mining drones / bases you still need to scan and triangular the resource deposits manually, which new players still can do and still earn money with it (sell the locations). THAT would be the part where new players get actual experience in how to effectivly scan resource deposits, because that would also include moving around in non-save areas. You still couldn't come up with a realistic solution that would allow a single person or a small group to effectively protect serveral mining drones or several static constructs. Spamming turrets is not a real solution here, as this will cost a significant amount of resources to build them and, in case they are mounted on the drones, will increase the weight of the drone. Also: "When everyone is super, nobody is". Which mean, that when everyone has access to something, that something is not realy OP. It may be a "game changer", but because everyone has (acces to) it, it's a constant, which mean you can leave it out of your calculation. A single person would still need to: Scan a resource deposit (Optional) Triangulate the exact position. Send the mining drones to that location (after building them of course) If the exact position of the deposit is unknown you need to mine away a lot more After the drones are full you need to bring the resources somewhere and process them That somewhere need to be build and protected Then about the actual topic here, building robots: We know that there will be blueprints, but we don't know if there are blueprints for static constructs and if you build a construct in a factory if that construct directly spawns at the factory or if you can move it disassembled, like in Eve. As we will be able to extend an existing construct with new cores, it would be possible to build a large building piece by piece by first assemble the separate parts in factories and then add them together at the building side. I don't know I would want to leave a building robot alone with building a new base, while I'm not around...
  13. I dearly hope that there will be rotors and pistons I don’t know if there are planned or for when their release is planned.
  14. Shield domes will not help you defending your base actively. First we don’t know the details on who they will be implemented. Even if they would allow you to shoot out of the bubble, you could just shoot the shield from far away, without the risk of getting shot be the turrets. Then you need to set the turrets up manually after they got destroyed in the middle of a fight -> no Also you need to be at the location at the first place to do so. conquering and maintaining large areas with automated mining will simply not work
  15. Good like trying to place so many turrets. They all will need power and the power generation will consume fuel which you have to bring to the base. Even if you build drones bringing the fuel to your base(s), you still need to protect them. If you build the turrets spread out, then they can't all cover themselves. If you cramp them together, they will block themselves and can be taken out with AoE weapons easily.
  16. How should one person ever be able to do this? One person can’t be everywhere, so how do you want do solo defend several constructions? How do you want arrack solo enemy constructions? Automated turrets are not as good as a player, so you will have a really hard time to protect every construct only with turrets. Also, you forget that there is more then 1 player in DU: if everyone has access to something then it will not change the overall balance. A corp will still be way more powerful then a one-man-show. Also there are several corps, so every corp has the ability to build large, so everything that automation would do is make things bigger.
  17. Only because they sad that, doesn't mean it's absolutely certain. It only means that they will only ever implement it, if the other option(s) is(are) way worse. I can understand why they don't want mining ships: Less people will be able to get more resources faster, which means that corperations doesn't need so many people to become powerfull. Also you will be able to build bigger ships more easily because the resources are cheaper. And not to mention, that you would be able to build automated mining drones, because every element on a ship is (and needs to be) Lua controlled. I personally would prefere if you could build mining ships, stations and drones, because I don't think that this would be a simple money printer: You still need to scan the deposit per hand. Mining ships / drones need to be build and protected while mining. Mining equipment is (should be) expensive. And minig stations can't move. The argument "new players need hand-mining to earn money" isn't that valid imo, because first, it assumes that you have a constant stream of new players (pyramid scheme?) who will mine for the coperation and also, why should they only be able to get money through mining? They can use the mined resources and build their own ship and earn money with that. However, we should first wait and see until mining is properly implemented in the game.
  18. Well, let's put it that way: Regulating specific groups of players would simply be racist and could cause real legal problems for Novaquark and is therefore completly of the table in any form. Also it would violate the core principle of DU: Success through teamplay. YouTubers have an advantage over other corp owners that they have a (more or less) big community and could therefore create a corp with a lot of members really fast, BUT only because you are a YouTuber doesn't mean you are good at the game, at organising a corp, etc. (as already mentioned here). Also, do you know any multiplayer game where a or several YouTubers "broke" or otherwise caused relevant problems to the game itself?
  19. At the moment there is no overview of known bugs and submitted suggestions (that I am aware of). That means it is likely that several people will send in the same bug report or the same request via the support page or create a forum topic with an idea that Novaquark did comment on somewhere, sometime ago. Also (I think) we don't know that well what Novaquark thinks about the posted ideas (most of them at least), when they will get implemented or if there are currently beeing worked on (same for the bugs). I'm aware, that there is an unofficial wiki, but on the main page a couldn't find any overview of planned and suggested features. It would also be usefull if, when typing in the title of a support ticket, the database is searched for similar known bugs / ideas and display those to prevent sending a ticket for a bug that is already know and worked on. If there is already a thread on the forum, then there should be a link to that thread. I'm pretty sure that NQ has an internal overview of bugs and suggested and planned features. I just hope it's not just an Excel sheet -.- If not, e.g. it's in a database, then it shouldn't be that difficult to integrate it into either the forum or the support page (time wise, not technical, because technical it's no problem at all).
  20. I don't think that this is necessary, a appropriate (regarding the developers goal) game mechanic for DU, nor to relevant at the moment: Planets are so big that it will take a long time, until the resources will run out. And before that player will be on other planets or even in other star systems. Re-spawning asteroids would mean, that you could harvest recourses without that much risk. They are relativ small objects who are scattered in the system, in comparison to ore vens on planets which you can (have to?) claim and in that case need to defend, after you scanned them down. And if they are res-pawning you can gain a lot of resources out of a system without getting into to much risk at getting caught. When resources do re-spawn, then there is less need to move out of the starting system.
  21. As Simon already sad, wheels are not planned in a short term. The only ground vehicle for the start will be hovercrafts. Then they got empty... This will take a very long time, because planets are big. There will be defintive no "magic 3rd person view" like in Eve. If there is one, then only via a camera drone that can be shut down or a 3rd person view where you can only see what your sensors can see. A 3D map of the sourrounding would indeed be very usefull, however this will also fall under the "no magic 3rd person view", so you will only see your ships if they transmit their location and you will only see enemy ships if your fleets sensors can detect them.
  22. Automatisms for building (and other game aspects) will not be part of the game. Dual Universe is not a single player game, it's multiplayer. If you can't build or afford a construct allone, then you will not be able to maintain it, too. They have, however, sad that a "construction mode" where you can design a construct without limitations is considered, but not a priority.
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