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Supermega

Alpha Tester
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Posts posted by Supermega

  1. 18 hours ago, Eternal said:

    People in this game mine using their own labor and equipment on an unclaimed territory. Those resources are their personal equity. Guess what they will do: they will donate those resources to their organization that is under the dictatorship of a legate and the people he awarded rights to. These donors have no personal rights to their personal property that is rightfully theirs from the start. 

     

    If that is not socialism, what is it? Is this game about character development or group development? Because if it is the later, it is a socialist game!

     

    We made a mistake copying Eve Online. Most people here who supported this game came from that game so what do you expect? Admit it, you people are a bunch of socialists!

     

     

    What you describe here is capitalism, not socialism. what that American told you is incorrect, stop listening to Americans, and educate yourself on the topic by doing your own research, you can literally google this. but I'll try and put it as simply as I can.

     

    CAPITALISM: is when a "capitalist" owns and controls the resources and means of production, an can decide what to do with those resources.

     

    So in an org, the Legate/ Capitalist takes ownership of the "Members/ Workers" resources, and they alone have the power to decide what to do with those resources.

     

     

     

    SOCIALISM: is when the "workers" own and control the resources and means of production. an can decide what to do with those resources.

     

    if Orgs where socialist, there would be NO "Legate/ Capitalist" , because "Members/ Workers" would own and control the resources and means of production, and they would collectively decide what to do with those resources.

     

     

    That's the basics... you can research and learn more on your on. which I highly recommend.

     

    -----------------------------------------------------------------------------------------------------------------------------

    so·cial·ism
    /ˈsōSHəˌlizəm/
     
    noun
    noun: socialism
    1. a political and economic theory of social organization which advocates that the means of production, distribution, and exchange should be owned or regulated by the community as a whole.

     

     

     

     

     

  2. 15 hours ago, blazemonger said:

    An example is the call for better building tools, NQ will mostly translate this into "we want a vertex editor" and then go into detail on how difficult that is and how much resources it takes. What we actually need is more options to build without resorting to voxelmancy.. More brush options like slopes broken into two voxels, corner pieces and things like that. Making smooth and beautiful ships using voxeltech is great and some designs are amazing but there is no middle ground here between that and basic blocks/boxes. Why can't we have basic shapes like the ones we see in (or instance) Space Engineers? Why is there no single voxel size tetrahedron making it possible to make corners. here's basic block which IMO should be readily available in game (old SE source but valid here)..

     

    The "general" public is not looking for a vertex editor, they just want/need more variation in basic blocks and would be perfectly happy with these. The argument "use a voxel library" pretty much rolls back to my earlier comment about NQ (and a good number of experienced players) not seeing the issue of  this being to complex for an entry level player.

     

    What we need is:

    • In build mode, select voxel placement tool
    • press E to cycle though basic shapes
    • press-hold E to bring up either a radial menu, use scroll wheel to cycle through all available blocks or the option to "click and pick" from a more varied choice of block "brushes"

     

     

    I literally wrote a detailed forum post over a year ago saying the exact same thing. So, I completely agree with this point, I wish someone a novaquark would at least take the time to read it, and read the comments suggestions by other people in that thread.

     

    Here:

     

     

  3. @Elrood I did not miss understand anything. You are the one who miss understood.

     

    First of all I never said anything about mining... Mining and Crafting was not even in the game at that point in Pre-Alpha.

     

    Also, I quoted what J.C. himself said, so if you have issue with the statement, you can take that up with the CEO who was the one who made that statement.

     

    Point Being, is that during per-alpha everything was usable as a building material, you didn't need to mine specific ore. So the statement was correct based on the mechanics at the time.

  4. Novaquark will not address the issue anytime soon, and when they do, they will probably NOT do anything about it. So prepare for that.

     

    The best thing you can do is warn people about what happen, because apparently the safezone, is not safe at all.

    Post in the Forum, Reddit, Discord, even tag JC and DU on Twitter, Or even contact some game journalist who are covering DU, I'm sure they would be interested in knowing about these issues as well. Their are many people having similar issues, so the more you all speak up, then Novaquark will have no choice but to actually do something.

  5. This is my idea for how I think Fast Travel could be implemented. Please feel free to comment and let me know you're thoughts.


    So basically the idea would require to main things. A new element, for now I'll call it a FTL Drive. An the second thing would be Data for the location of the celestial body the player wants to travel too. I say celestial body because it doesn't have to be a planet necessarily.

     

    Here are the basic rules I came up with on how it would work.
    -------------------------------------------------------------------------------------------------------------------


    FTL Drive Element:

    • The FTL Drive is a craftable item that basically works by distorting space and allowing dynamic constructs to travel to and from celestial bodies only within a single solar system.
    • The FTL drive must be linked to at least one or more space engines on a dynamic construct to access this function.
    • The FTL Drive requires its own special fuel in order to work.
    • The FTL Drive also requires spatial data of a celestial body, in order to travel to that location.
    • The type of Celestial bodies that can be traveled too depends on the spatial data gathered by the nanoformer.
    • The FTL Drive is not instant, it takes a few minutes travel time (similar to super cruise in Elite Dangerous) and depends on the space engines size/quality/ or quantity.
    • The FTL Drive will only drop the player off in orbit, or near the celestial body, but not to close.

     

    OTHER IDEAS

    • By default, the basic function only allows fast travel to the closes celestial body that the player has data for.
    • Linking the FTL drive to more then one engine can increase the range, and/or speed.
    • The FTL drive doesn't work if its linked to damaged engines.


    -------------------------------------------------------------------------------------------------------------------


    Spatial Data

     

    • Players can use their nanoformer to gather general spacial data of celestial bodies that they visit. this data can then be used with a FTL Drive to fast travel to that location.
    • In order to collect this spacial data, a player must be at that location in orbit or the surface, but it will take time (1 hour for example), and the player must stay in range of that celestial body until the process is done. But, how long it takes to collect this spatial data depends on a players Talent tree.
    • The nanoformer "basic" function can only keep data for a limited amount of celestial body's, and must be upgraded via the skill tree to hold data for more locations.
    • This function must also be upgraded, using the "talent tree", to save spacial data for different types of celestial bodies for example: Terrestrial planets, Jovian planets, Asteroids, orbit of the Star, Comets, etc.....
    • This data can be saved to a Chip, and sold or traded to other players.


    -------------------------------------------------------------------------------------------------------------------
    That's the basic idea. I tried to think of limits and link certain aspects of its use to the Talent tree, to add some gameplay reasons for it being in the game.


    The reason I suggest using the nanoformer for collecting spatial data, is so that a player is never left out of being able to use fast travel. Even if you're a new player you can collect spacial data with you're nanoformer, and have the basic means to fast travel. Maybe this could be even linked to the Pilot Talent Tree to make navigation a even more viable skill.


    I'm against using gates for inter-planetary fast travel, because this would just become a PVP bottleneck that only Pirate groups, and large orgs would benefit from, An that would defeat the intended purpose. Traveling to planets will be a common thing for players, so fast travel should be accessible to all players.


    I agree with JC that fast travel is a necessary gameplay mechanic for the longevity of DU. long travel times is great to scifi enthusiast, but in a videogame, taking hours to go from planet to planet will get old very fast, and most gamers aren't that patient.


    Please share you're thoughts in the comments.

  6. @captainpanama  I share you're sentiments, but I think Novaquark is headed in a good direction. The current tools, and builds we've see are already really good. Keep in mind that they are still developing and refining the voxel tools. Like the ability to edit the control points of voxel shapes is on the Trello todo list. Trello: Voxel Control Points

     

    I also did a thread on ways Novaquark could expand on their current tools: Voxel Shapes

  7. Wouldn't the mission system Novaquark plans to create cover courier missions?

     

    Quote

    The "quest market" or "job market" is something we are still working on. The idea is that it will be closely linked to the contract system that will allow any player/org to specify a two sides agreement where "you get this if you do that". We would like that the expressivity of these system could be rich enough to express much more complex jobs that just "get me some X". So, it will be more sophisticated than the passive market way of declaring that you need a particular asset by setting a buy order. Our long term vision is that this job market could be the first thing you look at as a new player, with jobs ranked in difficulty so that you can decide what level of risk you are willing to take.        Source - Kickstarter AMA

     

    It could work similar to the Market Units. There could be a Mission Kiosk where players can take courier missions. When a player accepts the courier job, they are given access to take a storage container, that they can  put in their inventory or ship. Only players with RDMS access can see the contents or open that storage container. Payment for the mission is in escrow, so once the package is deposited into the destination Kiosk, the player can collect the funds.

     

    There will always be some risk, but that's apart of the game.

     

     

  8. Disclaimer: All ideas are based on the publicly available info, not under NDA.


    Hello, so one of my biggest concerns with the voxel building tools so far, is the lack of support for curved shapes. I really think it would be sad to see an amazing game like this, filled with only Minecraft Box spaceships. Because curved shapes are so impossible to make. So here are a few basic additions I think could really improve on the current voxel building system. I know, more advanced voxel editing are planned like being able to edit control points, and a Voxel Element Library for more complex shapes. But, there are other, more simple things I think that can be done to get curved shapes into the game sooner rather then later. So, the basic idea is to make curved voxel shapes easily available so players would be encouraged to build none box shaped ships and constructs. I did some artwork to help illustrate my ideas. Please feel free to discuss and give feedback on this thread in the comments. Ok, So lets dive right into it.

     

     

    These pictures are examples of designs that can be made with these shapes.

    transport_ship_build_by_boredtolife_dd6x

     

    recon_ship_build_by_boredtolife_dd6xum4-

     

    exploration_ship_build_by_boredtolife_dd

     

    transport_ship_build2_by_boredtolife_dd6

     

    industrial_ship_build_by_boredtolife_dd6

     

    rescuerepair_ship_build_by_boredtolife_d

     

    smuggler_ship_build_by_boredtolife_dd6xu

     

     

    Starting Primitives
    So, there are several shapes to begin with when using the voxel deploy tool. Here are some important primitives I suggest should be added as voxel brush shapes. Those shapes are Oblate Sphere, Prolate Sphere, Cone, Torus, Elbow Joint.


    Why these shapes?
    The reason I chose these shapes is because they are nearly impossible to make with with the current tools. An even with advanced editing options, they would still be difficult to get right. So it seems like a no-brainer to have these shapes as starting primitives for the voxel brush. It would make it much easier to start creating curved shaped constructs, and encourage more creative designs.
     

    This picture is of the voxel shapes I think should be added to the voxel brush tool.

    yRdbsOR.jpg

     

     

    Voxel Shape Options
    So the next thing is an a expansion on the voxel shapes, by adding parameters before/after the shapes is deployed. For example, having an option like size, and diameter of the TORUS shape before/after you deploy it, or option to set how extreme the elongation is on the SPHERE or CONE before/after you deploy it, and even maybe set the angle of the Elbow joint. So, the way I imagine it would work is, when you select a starting primitive shape, shortcuts like arrow keys, numbers keys are used to set the value of the shape options, then you can deploy it as normal. Also, having an option box that would stay on screen as long as you're using that shape could work too, so that you can continue to change options and deploy new shapes.


    This pictures give an example of what changing the options would look like on each shape.

    mhbfFKh.gif      eCfF1HE.gif     BHDY39F.gif

     

     

    Bevel, Fillet, sharpen edge tool
    So, we currently have a tool that allows builder to smooth edges, but to expand on that idea, I think we should also have the option to Bevel, Fillet, or sharpen edges as needs. The issue is that most times the smooth tool does not give the desired result, or maybe you only want to bevel an edge but not smooth it, or maybe you want some edges with a fillet and some edges sharpen. I imagine it working exactly like the current smooth edge tool, except you would be able to Bevel an edge, Fillet an edge, or Sharpen an edge.

     

     

    This pictures below illustrates how the tool would effect the edge. This is the current smooth tool.

    RXfdUxo.gif     2Pgi9o0.gif     4dGVlCg.gif 

     

     

    Additional Ideas

    ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

     

    Scale Axes
    I think this is a simple, but vary important option that needs to be available. Basically we have the option to scale the size of voxel primitives, but we should also have the option to scale voxel primitives on a specific axis (X, Y, Z). This I think would definitely add greater control to create the desired shapes, as well as enhance the freedom of creativity.

     

    Hollow Primitives
    So, this thought came to me last minute, but I think its something that shouldn't be overlooked. The ability to start with hollow voxel primitives. Either a voxel brush option to deploy hollow voxels, or solid, and set the wall thickness, or have hollow voxel shapes as a standard starting shape to choose from. I know that there is an option to cut out voxels using primitives shapes, but the main issue is that cutting out voxels gives a very ugly looking result, most times the edges don't look right at all, or you need a hard edge but the cut out has a rounded edge with a messy texture. Also, hollow primitive shapes would improve the speed, and ease of use when building constructs. Especially when working with curved shapes. Trying to hollow out a curved shape would be a nightmare, so starting with a hollow shape would be great.

     

    Voxel Elements
    So my last suggestion is in regard to Voxel Elements. Novaquark mention in this DevBlog that will have a Library of detail, or complex voxel shapes that players could use in their constructs. They mentioned a spiral staircase as an example. Well, here are a few shapes that I think should be included in that database of Voxel Elements.


    Pictures of suggested Voxel Elements to add to the Voxel Library.

    4POEzL3.jpg

     


    I know that a voxel point cloud editing system is in development, list on trello Here. That will really open up lots of possibilities for builders. But, in addition to that, having a variety of voxel brush shapes to start with is still needed to give builders alternative options, because sometimes doing things one way just may not work out how you need it to, so having other ways to create shapes is a big help.

     

    I think that covers the general ideas I had. My overall goal is to see more spaceships and constructs that aren't just limited to boxed shapes, and enable creative builders to really unleash their imagination. An I feel adding additional shapes to the Voxel Brush tool would be a good way to accomplish that goal. Please feel free to give feedback in the comments.


    Thanks for reading, see you in the next thread.

     

     

  9. @Kregon_Tempestus I like and agree with this idea. I made a post a while ago about how plants/ flora could be a great addition to the the game. Plants could be a great source of building material (bio polymers), and Medicine/ Buffs like you've shown here.  So, I +1 this idea. That would be great for the player economy because its a consumable resource, and also for the overall game.

     

    Also, did you do all the artwork? or is that stuff you found online? its a great visual example.

  10. @dylanwhiley well I would say yes. Items like weapons, furniture, and appliances will be craftable Items, and you can use them in anything you build. If you look at the many videos you can see all kinds of things like tables, chairs, beds, nightstand, even bathrooms amenities like toilets and showers. Those type of things are just decorative elements, the weapons being functional elements.

     

    We don't even know what all the building items available are yet in the final release. An Novaquark will continue to add more after release as the game grows.

     

    https://dualuniverse.gamepedia.com/Element

     

    du-sink-shower-toilets-960x540.png

     

     

     

     

     

     

     

     

    @dylanwhiley

  11. @Commander.Valkryie You many not be aware of this, but Novaquark has already developed their own custom patented server technology. Its been in development for years, and is the foundation on which Dual Universe is built on. Also, I think Novaquark's server technology may be  more advanced, as SpatialOS just looks like standard Cloud base servers, rebranded in a pretty package to make it easier to market.

     

    Also, Global climate has already been confirmed for the game, its on the Trello to do list. https://trello.com/c/w8ndh8NU/45-different-global-climates-on-planets

     

     

  12. @Sybily The game mechanics will create an environment where emergent game play can happen. Players will naturally create enforcement mechanisms  for themselves, and behavior that governs how the community of players will play the game. This is literally already happening in the community with various Orgs and players, and the games mechanics are designed in a way to help players facilitate this without forcing anything on to player community.

     

     

    All the stuff you've been saying isn't emergent game play at all, what you've been describing is just pure unhinged chaos.

    cha·os

    /ˈkāˌäs/
    noun
    • behavior so unpredictable as to appear random.
  13. @Sybily There is nothing stopping players from doing things that way if they want. Some player nations like the Terrain Union have already drafted up detailed municipal documents regarding how Codes of conduct, business deals, laws and enforcement, and other things will be handle in there nation.

     

    So if that's what you want to do, then go for it. :)

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