Jump to content

CoreVamore

Alpha Team Vanguard
  • Posts

    1186
  • Joined

  • Last visited

Reputation Activity

  1. Like
    CoreVamore reacted to Leafenzo in I am in fact not real   
    It was a pleasure filming this.
    To dispel popular belief, I was not actually part of the cast. Despite any resemblances to the guy you 7th to the right. (I've never met him in person.)
    I actually only helped in the lighting department. 
  2. Like
    CoreVamore got a reaction from Anonymous in Multi level Residence areas   
    I think the plan is that multiple levels of RDMS can be set up, for example:
    1) Full Control (builder/Owner)
    2) Manager - can assign rooms and user voxel add/remove rights
    3) Renter - can only go into rooms assigned to him/her and can only add/remove their own constructs in that room space.
     
    This would enable control of a building by the owners and freedom to express by the renters.
     
    I believe NQ envisions that the RDMS can be setup however the corp and/or owner wishes, it can be super pyramid shaped, it could also be flat as a pancake. There is no "One Way" to do it
     
  3. Like
    CoreVamore reacted to Kuritho in [Totally not self-promotion] What records would you like to see broken in-game?   
    [Totally not sponsored]
    Have you heard of BOO before? It is this great organization that cares for its members!
    There's this person called Lethys who's like, totally smokin' hawt.
    And then there's meeeee, a person who isn't even registered in BOO. 
    So join BOO, break the records.
  4. Like
    CoreVamore got a reaction from Queejon in [DevBlog Feedback] Our thoughts on Territory Protection Mechanics   
    Some people here assume I am a griefer when in fact I am a builder.
     
    Nanny systems can, and do, get worked around, and in the end can give a false sense of security. "The system said he was good then he killed me - or someone did...."
     
    I used to play Eve. I discovered that it's a tough game, not for the faint hearted. I wont get into super detail, but in it are three levels of space. High Security Space, Low Security Space, and Null Security Space. In High Security space there are space cops that come to help you out if you are attacked by any player. Players are marked by a system similar to what you are suggesting. So you would think that High Security space is the safest part of Eve. On the contrary its the most random and dangerous. I know this because I went to what some in Eve consider as the dangerous parts of Eve, Null Security Space. There I found organisations that protected and self policed their own patches of Null Sec. These orgs spread intel on who/what was in what systems - basically what was coming. Knowing this players could react in appropriate ways. Builders would get safe. Warriors would get into their attack ships to defend their turf etc.. In these situations corps marked other players/corps as either friend, neutrals, or enemies to be Killed On Sight (KOS). This way you knew who your friends were, for the most part anyway. (Always be a tad paranoid - it will help you survive)
     
    The bottom line is that even though having no cops, and where a nanny system became irrelevant, it was the safest part of Eve. I ended up viewing High Security space as the lawless one, the most random one, the one that could get you killed without provocation. In Null Security space you had a much better idea of friend, or foe.
     
    And....
     
    The upside was that all the big battles, all the major movement of players, resources, bases, etc happened in Null Sec space. Yes it was, in theory, the most dangerous space, it was also the most fun, the most engaging, the most challenging.
     
    Yes, battle fleets could show up, and due to their corps size, field ship after ship after ship to blow players and resources to the wind. And sometimes they did it for weeks and months. This type of thing could be done for by them for training, to lower your solar systems ability to fight back, sometimes for just shits n giggles. It wasnt really viewed as griefing (just annoying lol). You still learn how to live in such a situation. You adapt. You get better. And as a builder sometimes, just sometimes, you learn how to fight back.
     
    This can challenge you, Definitely! This can be a pain in the ass - most assuredly. This can bring you to tears (I never cried - honestly ).....
     
    But in the end its lots of fun, long time engagement, not just a game you play for a few weeks/months then drop. Thats one reason why Eve has survived as long as it has.
     
    So yea, I think the safe zones/sanctuary worlds that NQ is building into DU will be enough to keep people who want to be safe, safe. ('Criminals' have a right to be safe too. - keep in mind one persons terrorist is anothers freedom fighter.... ) Then there is excitement for those willing to take the risk, and get the rewards, by going outside of those zones. Knowing full well they may be attacked, but, with enough friends as backup, they will also know that if attacked they are perfectly free to fight back. Again, and again and again if need be. And yea, that can be scary. But there is nothing like charging into battle knowing you will likely die, lose your hard won ship that you probably built,
     
    but....
     
    your heart is racing, time slows, palms moisten, and at that point you realise "Shit - this is hell fun!" 
     
    Cheers
     
    CoreVamore
  5. Like
    CoreVamore reacted to Warden in [DevBlog Feedback] Our thoughts on Territory Protection Mechanics   
    @CoreVamore
     
    Well said... or written, rather.
     

     
     
     
    In mobile right now where typing longer texts is a PITA, so I elaborate later, but by mindset I'd rather see myself on the risk taker crowd since that is largely my history.
     
    And to those who prefer it safer: the other side of the coin (risk, PvP, etc) isn't bad, it spices things up even if it may not be your preference. Even you might likely profit from it by picking a branch or business that focused on logistics or makes things that are blown up or used up in wars.
     
    I think DU will offer a fair compromise in that regard and in terms of bridging worlds and (sub-)communities.
  6. Like
    CoreVamore got a reaction from geronimo553 in [DevBlog Feedback] Our thoughts on Territory Protection Mechanics   
    Some people here assume I am a griefer when in fact I am a builder.
     
    Nanny systems can, and do, get worked around, and in the end can give a false sense of security. "The system said he was good then he killed me - or someone did...."
     
    I used to play Eve. I discovered that it's a tough game, not for the faint hearted. I wont get into super detail, but in it are three levels of space. High Security Space, Low Security Space, and Null Security Space. In High Security space there are space cops that come to help you out if you are attacked by any player. Players are marked by a system similar to what you are suggesting. So you would think that High Security space is the safest part of Eve. On the contrary its the most random and dangerous. I know this because I went to what some in Eve consider as the dangerous parts of Eve, Null Security Space. There I found organisations that protected and self policed their own patches of Null Sec. These orgs spread intel on who/what was in what systems - basically what was coming. Knowing this players could react in appropriate ways. Builders would get safe. Warriors would get into their attack ships to defend their turf etc.. In these situations corps marked other players/corps as either friend, neutrals, or enemies to be Killed On Sight (KOS). This way you knew who your friends were, for the most part anyway. (Always be a tad paranoid - it will help you survive)
     
    The bottom line is that even though having no cops, and where a nanny system became irrelevant, it was the safest part of Eve. I ended up viewing High Security space as the lawless one, the most random one, the one that could get you killed without provocation. In Null Security space you had a much better idea of friend, or foe.
     
    And....
     
    The upside was that all the big battles, all the major movement of players, resources, bases, etc happened in Null Sec space. Yes it was, in theory, the most dangerous space, it was also the most fun, the most engaging, the most challenging.
     
    Yes, battle fleets could show up, and due to their corps size, field ship after ship after ship to blow players and resources to the wind. And sometimes they did it for weeks and months. This type of thing could be done for by them for training, to lower your solar systems ability to fight back, sometimes for just shits n giggles. It wasnt really viewed as griefing (just annoying lol). You still learn how to live in such a situation. You adapt. You get better. And as a builder sometimes, just sometimes, you learn how to fight back.
     
    This can challenge you, Definitely! This can be a pain in the ass - most assuredly. This can bring you to tears (I never cried - honestly ).....
     
    But in the end its lots of fun, long time engagement, not just a game you play for a few weeks/months then drop. Thats one reason why Eve has survived as long as it has.
     
    So yea, I think the safe zones/sanctuary worlds that NQ is building into DU will be enough to keep people who want to be safe, safe. ('Criminals' have a right to be safe too. - keep in mind one persons terrorist is anothers freedom fighter.... ) Then there is excitement for those willing to take the risk, and get the rewards, by going outside of those zones. Knowing full well they may be attacked, but, with enough friends as backup, they will also know that if attacked they are perfectly free to fight back. Again, and again and again if need be. And yea, that can be scary. But there is nothing like charging into battle knowing you will likely die, lose your hard won ship that you probably built,
     
    but....
     
    your heart is racing, time slows, palms moisten, and at that point you realise "Shit - this is hell fun!" 
     
    Cheers
     
    CoreVamore
  7. Like
    CoreVamore got a reaction from JackolusGamer in [DevBlog Feedback] Our thoughts on Territory Protection Mechanics   
    Some people here assume I am a griefer when in fact I am a builder.
     
    Nanny systems can, and do, get worked around, and in the end can give a false sense of security. "The system said he was good then he killed me - or someone did...."
     
    I used to play Eve. I discovered that it's a tough game, not for the faint hearted. I wont get into super detail, but in it are three levels of space. High Security Space, Low Security Space, and Null Security Space. In High Security space there are space cops that come to help you out if you are attacked by any player. Players are marked by a system similar to what you are suggesting. So you would think that High Security space is the safest part of Eve. On the contrary its the most random and dangerous. I know this because I went to what some in Eve consider as the dangerous parts of Eve, Null Security Space. There I found organisations that protected and self policed their own patches of Null Sec. These orgs spread intel on who/what was in what systems - basically what was coming. Knowing this players could react in appropriate ways. Builders would get safe. Warriors would get into their attack ships to defend their turf etc.. In these situations corps marked other players/corps as either friend, neutrals, or enemies to be Killed On Sight (KOS). This way you knew who your friends were, for the most part anyway. (Always be a tad paranoid - it will help you survive)
     
    The bottom line is that even though having no cops, and where a nanny system became irrelevant, it was the safest part of Eve. I ended up viewing High Security space as the lawless one, the most random one, the one that could get you killed without provocation. In Null Security space you had a much better idea of friend, or foe.
     
    And....
     
    The upside was that all the big battles, all the major movement of players, resources, bases, etc happened in Null Sec space. Yes it was, in theory, the most dangerous space, it was also the most fun, the most engaging, the most challenging.
     
    Yes, battle fleets could show up, and due to their corps size, field ship after ship after ship to blow players and resources to the wind. And sometimes they did it for weeks and months. This type of thing could be done for by them for training, to lower your solar systems ability to fight back, sometimes for just shits n giggles. It wasnt really viewed as griefing (just annoying lol). You still learn how to live in such a situation. You adapt. You get better. And as a builder sometimes, just sometimes, you learn how to fight back.
     
    This can challenge you, Definitely! This can be a pain in the ass - most assuredly. This can bring you to tears (I never cried - honestly ).....
     
    But in the end its lots of fun, long time engagement, not just a game you play for a few weeks/months then drop. Thats one reason why Eve has survived as long as it has.
     
    So yea, I think the safe zones/sanctuary worlds that NQ is building into DU will be enough to keep people who want to be safe, safe. ('Criminals' have a right to be safe too. - keep in mind one persons terrorist is anothers freedom fighter.... ) Then there is excitement for those willing to take the risk, and get the rewards, by going outside of those zones. Knowing full well they may be attacked, but, with enough friends as backup, they will also know that if attacked they are perfectly free to fight back. Again, and again and again if need be. And yea, that can be scary. But there is nothing like charging into battle knowing you will likely die, lose your hard won ship that you probably built,
     
    but....
     
    your heart is racing, time slows, palms moisten, and at that point you realise "Shit - this is hell fun!" 
     
    Cheers
     
    CoreVamore
  8. Like
    CoreVamore got a reaction from Lethys in [DevBlog Feedback] Our thoughts on Territory Protection Mechanics   
    Some people here assume I am a griefer when in fact I am a builder.
     
    Nanny systems can, and do, get worked around, and in the end can give a false sense of security. "The system said he was good then he killed me - or someone did...."
     
    I used to play Eve. I discovered that it's a tough game, not for the faint hearted. I wont get into super detail, but in it are three levels of space. High Security Space, Low Security Space, and Null Security Space. In High Security space there are space cops that come to help you out if you are attacked by any player. Players are marked by a system similar to what you are suggesting. So you would think that High Security space is the safest part of Eve. On the contrary its the most random and dangerous. I know this because I went to what some in Eve consider as the dangerous parts of Eve, Null Security Space. There I found organisations that protected and self policed their own patches of Null Sec. These orgs spread intel on who/what was in what systems - basically what was coming. Knowing this players could react in appropriate ways. Builders would get safe. Warriors would get into their attack ships to defend their turf etc.. In these situations corps marked other players/corps as either friend, neutrals, or enemies to be Killed On Sight (KOS). This way you knew who your friends were, for the most part anyway. (Always be a tad paranoid - it will help you survive)
     
    The bottom line is that even though having no cops, and where a nanny system became irrelevant, it was the safest part of Eve. I ended up viewing High Security space as the lawless one, the most random one, the one that could get you killed without provocation. In Null Security space you had a much better idea of friend, or foe.
     
    And....
     
    The upside was that all the big battles, all the major movement of players, resources, bases, etc happened in Null Sec space. Yes it was, in theory, the most dangerous space, it was also the most fun, the most engaging, the most challenging.
     
    Yes, battle fleets could show up, and due to their corps size, field ship after ship after ship to blow players and resources to the wind. And sometimes they did it for weeks and months. This type of thing could be done for by them for training, to lower your solar systems ability to fight back, sometimes for just shits n giggles. It wasnt really viewed as griefing (just annoying lol). You still learn how to live in such a situation. You adapt. You get better. And as a builder sometimes, just sometimes, you learn how to fight back.
     
    This can challenge you, Definitely! This can be a pain in the ass - most assuredly. This can bring you to tears (I never cried - honestly ).....
     
    But in the end its lots of fun, long time engagement, not just a game you play for a few weeks/months then drop. Thats one reason why Eve has survived as long as it has.
     
    So yea, I think the safe zones/sanctuary worlds that NQ is building into DU will be enough to keep people who want to be safe, safe. ('Criminals' have a right to be safe too. - keep in mind one persons terrorist is anothers freedom fighter.... ) Then there is excitement for those willing to take the risk, and get the rewards, by going outside of those zones. Knowing full well they may be attacked, but, with enough friends as backup, they will also know that if attacked they are perfectly free to fight back. Again, and again and again if need be. And yea, that can be scary. But there is nothing like charging into battle knowing you will likely die, lose your hard won ship that you probably built,
     
    but....
     
    your heart is racing, time slows, palms moisten, and at that point you realise "Shit - this is hell fun!" 
     
    Cheers
     
    CoreVamore
  9. Like
    CoreVamore got a reaction from Hades in What would the 7 Greatest Wonders of DU be?   
    <dumb joke ahead>
     
    I dont know what the number one wonder will be, but I'm sure one of the wonders will be "Can I survive outside of the safe zone?"........
     
    <end of dumb joke>
  10. Like
    CoreVamore got a reaction from MopnexAndreyno in Stealth, Fog of War, ability to hide Territory hex claim.   
    In principle I have nothing against the ability to hide things, or put in dampening fields to hide the electro magnetic signature of electronics and machines. However I also think that doing so should have a penalty, for example when the dampening field is on then you cant trade in the nearby market, or communicate with people/machines outside of the field - after all you are trying to be stealthy and comms gives away your position.
     
    Note: You already have the ability to build underground bases, so that ability is already there.
     
    Secondly, to be really stealthy, you would not have a base force shield,  to do so would advertise the fact that you are there. If you have either the force field going you should be able to be seen from space when someone first enters orbit.
     
    As far a beacon objects, nopes. If you set down a territory unit that identifies you as the owner of that land - think of it as a land deed, or mining rights deed etc. People will know you are there simply because they can quickly, electronically, look up who owns what from the 'planetary land register'. So to be truly stealthy you just dig a base without any territory unit - with all the risks that go with doing that......
     
    Keep in mind that territory units generally will be to expensive for solo players to purchase, land ownership will generally be a group thing
     
     
    As far as PvP I believe there should be some form of anonymity and potential cloaking - but only up to the point that base sensors, and/or players see you - then your name bubble etc should be shown. (There are many threads on this subject - the search tool above is your friend   )
     
    So, for the most part, you can already do 80% of what you want in DU as it is
     
     
    Cheers
     
    CoreVamore
     
     
     
  11. Like
    CoreVamore got a reaction from Alsan Teamaro in Sovereignty Integral of Tilo - Soberanía Integral de Tilo   
    I started to watch the promo video then woke up two hours later ?
     
     
  12. Like
    CoreVamore got a reaction from Zorodek in Sovereignty Integral of Tilo - Soberanía Integral de Tilo   
    I started to watch the promo video then woke up two hours later ?
     
     
  13. Like
    CoreVamore reacted to Kuritho in What would the 7 Greatest Wonders of DU be?   
    That was pretty dumb.
  14. Like
    CoreVamore got a reaction from Thrice Hapus in Do you play EVE Online?   
    One aspect I think will be interesting, and partially similar to Eve, is space combat in groups.
     
    As we know everyone in Eve is a ship of some sort, and often they travel in packs to camp gates, kill structures, or brawl it out against other group(s).
     
    I think this will morph in DU. A group, instead of being several ships, will be in one. This will change the dynamic. Instead of having a fleet leader you will have the ships captain instructing everyone on board what to do. A fleet could just end up being 10 ships, one actual fleet commander and perhaps a hundred crew in total spread out between the ships.
     
    Naturally we could end up with massive space battles, with hundreds of players, but may only involve several tens of actual ships.
     
    When a ship blows - oh the carnage! Oh the humanity! Oh the looooot!
     
    So yea, DU wont be like Eve, but, I think thats possibly going to be a good thing
     
     
     
  15. Like
    CoreVamore got a reaction from Supermega in Should we be able to place a voxel without a core attached to it?   
    perhaps - a core unit makes a construct 'smart' (i.e. Lua and links etc) and constructs with no core unit are just walls/roofs/holes but nothing 'alive'.
     
    Just a guess
  16. Like
    CoreVamore got a reaction from Anonymous in Stealth, Fog of War, ability to hide Territory hex claim.   
    A thought.....  something from thousands of years ago.... yes you can build underground bases/bunkers, but when discovered, those same secret places become just one thing...... a grave.... ?
     
  17. Like
    CoreVamore got a reaction from Vyz Ejstu in Stealth, Fog of War, ability to hide Territory hex claim.   
    In principle I have nothing against the ability to hide things, or put in dampening fields to hide the electro magnetic signature of electronics and machines. However I also think that doing so should have a penalty, for example when the dampening field is on then you cant trade in the nearby market, or communicate with people/machines outside of the field - after all you are trying to be stealthy and comms gives away your position.
     
    Note: You already have the ability to build underground bases, so that ability is already there.
     
    Secondly, to be really stealthy, you would not have a base force shield,  to do so would advertise the fact that you are there. If you have either the force field going you should be able to be seen from space when someone first enters orbit.
     
    As far a beacon objects, nopes. If you set down a territory unit that identifies you as the owner of that land - think of it as a land deed, or mining rights deed etc. People will know you are there simply because they can quickly, electronically, look up who owns what from the 'planetary land register'. So to be truly stealthy you just dig a base without any territory unit - with all the risks that go with doing that......
     
    Keep in mind that territory units generally will be to expensive for solo players to purchase, land ownership will generally be a group thing
     
     
    As far as PvP I believe there should be some form of anonymity and potential cloaking - but only up to the point that base sensors, and/or players see you - then your name bubble etc should be shown. (There are many threads on this subject - the search tool above is your friend   )
     
    So, for the most part, you can already do 80% of what you want in DU as it is
     
     
    Cheers
     
    CoreVamore
     
     
     
  18. Like
    CoreVamore got a reaction from Anonymous in Should we be able to place a voxel without a core attached to it?   
    perhaps - a core unit makes a construct 'smart' (i.e. Lua and links etc) and constructs with no core unit are just walls/roofs/holes but nothing 'alive'.
     
    Just a guess
  19. Like
    CoreVamore got a reaction from Anonymous in I have returned...   
    * Waves to da dark and misty one *
     
    G'day mate
  20. Like
    CoreVamore reacted to Warden in Do you play EVE Online?   
    Funny, reading this I just thought of a ground-based counter example, and DayZ could be among them. There the hardcore groups in a particular more story and RP based servers usually roam in backs to overpower others with ease, if need be.
     
    Some planets or areas on them could be relatively lawless or always contested, and if combat will be a thing there, also expect to encounter larger groups - just like you might find larger groups in space.
     
    Safety in numbers. Anywhere.
  21. Like
    CoreVamore reacted to Mod-Meldrik in Please allow the ability to block others in the community   
    @Spartan118,
     
    1. The block user function IS already present. It is under the profile settings.
    2. Regarding the comments about necroing post. The topics to which you posted had no comments added to them after 2 months, some even since 2016. As per our forum rules, yes, they were dead. 
    3. Spreading the same link to the same 1 topic you created on those others threads, is and was, spamming, as per our forums rules.
    4. You can read our forums rules here: 
     
     
    The comments "I didn't know about it" or "It doesn't apply to me" or "those weren't dead" or "I was only sparking conversations" are no valid answers to not knowing about the forum rules and/or breaking the forum rules. As such, you'll be moderated with them accordingly, even if you have not read them. That's what creating a forum account here means. If you are not in accordance to our rules, please read the following snippet: 
     
    @Lethys @Cal Rouvenor 
     
    1. Please don't feed the troll anymore. Future problems, use the report function.
    2. Replying to such posts in such manner only servers to increase the polemics and the toxicity of the conversation and adds nothing of value.
    3. Doing so also falls under the "flaming" section of the Forums. Which is a big no-no. If you don't want to be moderated, don't do it as well.
     
     
     
    @everyone else, since the original question has been answered, and there is nothing left of value to add to this topic, the topic is now closed.


    Regards,
    Meldrik
     
  22. Like
    CoreVamore reacted to yamamushi in Why it is a good idea to pay subscription fee for Dual Universe   
    Oh yay another subscription thread - said no one ever


  23. Like
    CoreVamore reacted to Aaron Cain in Ensuring safe construct/design trades   
    Nah that was not what i was thinking, just exact the first thing you wrote: "Pretty sure the only thing stopping companies from tracking your every move and/or installing viruses into your stuff is their reputation and potential legal trouble"
     
    So if you want safe blueprints, this is what will stop the seller for adding back doors etc. You will need a system that will filter them out, by negative reputation, reporting, ear to ear messaging, no matter how. If Sellers know they can only sell one item before they are loosing their respect they will hopefully think twice, but its upto you or other sellers to think of this and how to make it. 
  24. Like
    CoreVamore got a reaction from SonEasterZombie in Ensuring safe construct/design trades   
    Well, that would be bad for their business, which, if they want to stay in business would be worse for them - so thats what would stop them doing it
     
     
     
    You may get hacked by an outside source, it may not intrinsically be the products fault. (Well except for the fact that it has a hacking vulnerability).

     
     
     
    Pretty sure that the maker of the blueprint is shown on the blueprint. So, for example, if you know that CoreVamore makes the "Flabbergaster" battleship then all you have to do is make sure that the "Flabbergaster" blueprint on the market, that you are looking to purchase, is made by CoreVamore, then you know its genuine. Simple, effective, done deal
     
    However I do like the idea of having a 3D spinable/walk-through representation of any blueprint just for the sake of giving a client an idea of what that blueprint actually produces. That saves having to actually make a construct to show off the ship (Though thats always fun as a practical demonstration as well)
     
     
     
  25. Like
    CoreVamore got a reaction from Haunty in Universal standards, and how to encourage them.   
    I think it will boil down to the elements supplied by NQ, and the dynamic core sizes, and the LUA connections to/from elements, that will end up being the only 'standards', everything else will be in flux.
×
×
  • Create New...