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Supermega

Alpha Tester
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Posts posted by Supermega

  1. This is such cool news,  I couldn't be more excited, A few questions though.

     

    How does Anti-Grav Generators effect Static Consructs?

    Do Static Constructs need Anti-Grav Generators to stay airborne? like if I build a floating city building with a Static construct, would I need to put Anti-Grav Generators on it to make it float in place?

     

    Also, I to am wondering if we cover the "Wing Element" in voxels, would the wings still work/function? This could greatly effect the design process for builders, so I'm very curious.

     

    You guys/gals at Novaquark are amazing, I eagerly look forward to the next Devblog.

  2. @Warden
    Good points
    I wouldn't rely on a database. I would suggest that pilots providing neutral services put all their info publicly, the Forums, Twitter, Discord, introduce yourself to Org channels. Pilots should also advertise themselves and there services in the actually game as well, where ever possible. That way anybody can easily look them you. If Org's want to make a database, that would be handle internally. But, the neutral pilot would be able to be identified regardless. Hey, I just thought of another thing, maybe even add contact info as well, so the pilot can be reached directly if need be.

     

    I also, wouldn't rely on UN type alliances, they are too unstable. That's why I suggested that the pilot should register on a Org by Org bases, with all the people and or Orgs they choose to provide services too. If any Org or player doesn't want them, then the pilot knows to avoid that group at their own risk, and can depend on protection from Orgs they do associate with.

     

    your right that some players will have a kill on sight attitude toward everything no matter what. That's a risk no matter what you do, or how you choose to play DU. But, that is there loss for rejecting potential friends and allies, and making themselves an antagonist in the game.

     

     

     

    @NanoDot
    Well, what happens when you're in a situation where you're low, or ran out of Medpacks? Do you spend hours traveling to a market in friendly Org territory to get more, or just travel 5 minutes to that Medical ship thats right in front of you?

     

    In the context of DU, medical ships can do more then be a supply line for medpacks. You forget about Resurrection nodes? JC mentioned in a video that you can set permissions on Resurrection nodes similar to other elements in the game. So imagine a medical Ship that provides a place for players in deep space to go, if another Resurrection Node is unavailable. I've consider making a medical frigate that travels in deep space.

     

    This isn't a hardcore military campaign orientated game. from what I've observed, most Orgs are Gaming Guilds, peaceful Nations, or for profit Corporations. So I'm pretty sure there will be plenty of Orgs that will welcome services from neutral pilots/groups even in wartime. It might even give an advantage to those Org to have that extra supply line of help.

     


     @CoreVamore

    True, but spies can be anything soldiers, merchants, miners, builders, etc.... so that's kind of a moot point. Do you think people will attack all merchants because a merchant can be spy?

     

     

     

    Providing Neutral services is definitely risky business, but I do believe it can be a fun and viable type of gameplay. I encourage players to just "DU It", if its really something they want to do.

     

  3. I like this Idea, I would love to see stuff like Hospital ships, Deep Space Refueling vessels, General Rescue, etc..... But it would be difficult for many reasons,  which have already been mentioned. But, still could be possible. I believe that usually this type of thing is agreed upon, and enforced by the UN, in the form of war crimes, in the real world.

     

    Here is my idea on one way this could be done in DU:

     

    1.) First the solo Player and/or Org would have to register their single ship with all Orgs they want to safely provide services too. Registration should include at the very least.... The Pilot's name, Registration number of that specific ship, a picture of that specific ship, a list of that ship Weapons load-out, and the function or purpose of the ship. This would be a good starting point to identify ships and their pilots, and build a database.

     

    2.) The Pilot should also have to follow strict universal protocols when encountering participating Orgs. For example, if a neutral ship is approached by a participating Org, they have to always identify themselves with name and registration number when asked, NO EXCEPTIONS. Also, their symbol and Registration Number must be clearly visible on the outside of the ship. If the pilots info does not match-up, then they must turn around immediately or be fired upon.

     

    3.) Orgs should have very strict enforcement for anyone who abuses this privilege. Until the Player/Org resolves the matter, Orgs should refuse to do business and/or stop working on projects with them , exclude them from selling on markets in Org territories, expelled them from playing in any DICE type games/ tournaments, exclude them from any Org events/Expo's, or in an extreme case Orgs attack that Org/Player until they get the message. Those are just examples, but you get the idea.

     

    I think this would be a good starting point, but I would recommend keeping things simple, no need to over complicate it. That would probably create other problems. I know no system is perfect, but if enforced by Org's, and discouraging abusers with very harsh punishments, would be enough to deter all but the most persistent of meatheads. 

     

     

     

  4. These are some quotes from a recent article regarding Building, and Cities in DU. Not allot of info, but its great to hear the thought process and direction JC is going in that regard. I don't know about you but this has got me even more excited.

     

    You can read the full Article here: http://massivelyop.com/2018/05/02/massively-op-interview-dual-universe-demo-shows-off-advances-in-city-building-space-travel/

     

    Quote

        “Apart from the city, which is something we are working on (and we have very very good hopes that we are going to fix it) — apart from that everything is totally fluid already,” he told me, noting that there might need to ultimately be a limit to how much construction can happen in a specific volume of space to maintain that, but he doesn’t think it will get to that point.


        Speaking of limits, there are a few already. For instance, players cannot stack a million office chairs in a space to create a lag trap. As Baillie emphasized, “We will have limits that make sense from the creative standpoint, but will still prevent someone [from] trying to create sort of a lag ship — something that flies near you and just lags you.”

     

     

    Quote

    Baillie noted that he was seeing some of the builds in our travels for the very first time, and for him that’s a major asset of DU; he loves being surprised, and this game offers new things to discover constantly. That is something I am really looking forward to as well.


        In our afternoon tour we traveled to various planets and moons (there are 12 now), checking out a number of various bases and ships. We perused underground builds, mountaintop builds, and waterfront builds, from castles to cathedrals to outposts to mega bases. We even visited a player-build city (one of the specific events devs requested to test specific features).


        M.J. Guthrie, Write of the MassivelyOP Article says: "I fully admit that one of my favorite things to do will be exactly that: traveling the universe and admiring all the creations."

     

     

    Quote

    Baillie noted that his devs have read and listened to what many MOP commenters have said: They want the option to build creatively without the fear of having it destroyed by PvP. Back during our first interview, Baillie remarked that there would likely be additional safe zones beside the one spot around the game entry point. That has come to pass. I can confirm that a large moon in game with 20-30,000 land tiles is already designated as a sanctuary. That means that no one can take a property tile away or damage the contents of it. It should be noted that current plans are for players to only own one tile on a sanctuary planet or moon, while they can own multiples on other open planets (though owning many becomes increasingly more expensive). Other sanctuaries are planned for other solar systems.


         Baillie emphasized that “no information will ever be lost.” That even includes ships lost in battle; if your ship is blown up, you can rebuild it from the snapshot that is taken of the ship before it was destroyed so that you can rebuilt it and include all modifications and upgrades.


        Baillie stressed to me that the game is about the content that the players make — the political intrigues, the economy, and the stories. “It’s not just about building stuff, building spaceships or cities, etc.,” he said. “It’s also building the stories, building what people are going to fight for, whom you’re going to join with as a gamer — what kind of agenda you are going to stick to.” Put succinctly, “It isn’t just building structures; it is building social structures and goals.”

     

     

    Also, there is NEW video with Pre-Alpha footage, check out the city that some players are already making in DU. (Video was released with permission from NovaQuark).

     

     

     

  5. Recent info regarding Markets:

     

    Quote

    Baillie expounded on the market system, explaining that the range that other players can see your wares for sale will depend on the range of the seller’s market scanning skills and equipment. Sellers will be able to link stuff together to link to form larger markets with a longer reach.

     

    Of course, there is a cost to running the market, and the larger the market, the more expensive it will be. Players will place and maintain the markets themselves; there are no NPCs making or controlling markets in any way. These markets include actual containers set up with the physical goods, or empty ones to accept the goods you have listen on buy orders. NPC bots will, however, sell the recipes on the marketplace that players will need to build decorations and such; finished products will ultimately be made and sold by just players.

     

    Also, info small bit of info regarding Mining:

    Quote

    On the subject of mining and resources, Baillie noted that there are currently no animations for gathering resources like chopping trees (right now it just disappears from when you edit the landscape), but there are some in an internal build for the next release. He then reminded me that resources are finite, and things like wood — a surface-only resource — will become more scarce as time goes on. With this in mind, I asked about the possibility of replanting or farming. Baillie is for the idea, but it may not be feasible. He said,

    “I would like to, but there are technical constraints behind that. Because imagine if you plant millions of trees everywhere, you basically have to remember all the positions of all the trees. Whereas in [the current] case, all the positions of the trees are calculated implicitly in the formula so you don’t have to store them.”

    Baillie explained that it doesn’t cost anything for the engine to know where a procedurally generated tree was when it’s placed, but storing the information of planted trees could be overwhelming. Could designated areas or specific farming plot items for bases help the situation? It could, but it isn’t an obvious answer and would need lots of work. It’s all about scaling according to Baillie; it has to work with millions of people there in game. No matter what, it isn’t something that could come for the first release.

     

    Source: http://massivelyop.com/2018/05/02/massively-op-interview-dual-universe-demo-shows-off-advances-in-city-building-space-travel/

  6. @ostris I think I need to clarify my thought process....

     

    I wasn't implying that PVP is less important. What I meant is DU has many features/ things you can do, and together all those features together form this complex sandbox game. No feature is more important then the other. My impression is that Novaquark intends for there to be a sort of symbiotic relationship between the features/play styles, where they effect each other in an dynamic an organic way. Hence the use of emergent gameplay to describe DU.

     

    In Physics, a Complex Machine, is a combination of Simple machines.... PVP being like one of those simple machines, that makes up the Complex Machine that is DU...  thats was my thought process when I typed that. Not sure if that makes sense? but, apologies on my part lol. 

  7. 50 minutes ago, Lethys said:

    Well to me the Post from supermega does say indeed that He doesn't want FFA PvP. But hey, that's just me.

     

    And yes, there are means to protect yourself in UA. See the devblog. We're talking since 2,5 years now about protection bubbles. 

    I never said that.... so please don't twist my words to fit you're narrative....

    also, Can you please COPY AND PASTE the quote where I said the things you claim, regarding FFA PVP!!!

     

    I spoke to what the developers have said about the the kind of game they are making, they are the one's who imply that DU will not be a FFA PVP. I personally never even explicitly stated what type of game I personally want or don't want. An my responses to you were purely a rebuttal to you're statements, do you know what a rebuttal is? Please stop trying to twist what people say, and just use you're own words to make an argument.

     

    @Felonu you are correct, thanks for clarifying that.

  8. @lethy

     

    I never said, or insinuated that Dual Universe was a Building only game!!! so whats you're problem? My statement was purely a rebuttal to you're pvp driven arguments. I've always said, in many posts, that this game is a civilization building mmo, as stated on the website and by the developers.

     

    I'm not sure what you're problem is, seems like your trying to argue for the sake of arguing. Anyway, good day to you sir.

     

     

  9. @lethys I get it .... you're a pvp player.... you only care about running and gunning, and shooting people in the face with all the pew pew. Nothing wrong with that..... but DU isn't a pvp only focused game. Pvp is one small aspect of the the game. Ultimately the game will be defined by the mindset of the playerbase, so we'll see how it goes.

     

    Also, to be very clear: IM NOT AGAINST PVP...... I NEVER SAID I DISLIKED IT....

  10. Risk vs reward is not just about shooting each other in the face for stepping outside the safezone. Builders and Non-PVP players don't need the treat of being attacked as a risk, they already have many risk to deal with that don't involve combat.


    Examples.......

    • - first you got to build a ship to leave the planet, that's not easy an you risk falling back to the  planet, or getting stuck in orbit if doesn't work.
    • -Then you have to spend hours, or days journeying to another planet. That requires managing power, and fuel. The risk being you could get stranded in space or worse.
    • -Then once you get to a planet, you still have to locate and mine for resources. Because resources are finite, that means you'll have to get to it first before other players, or risk having to trade/buy ore at high price from someone else. The risk being you travel all the way to another planet, only to find that territory and resources have been taken already.
    • -Then once you get what you need, you still need to get those resources off the planet, which means re-managing the power/fuel you need to make the journey back. Risk being not being able to make it off the planet because of weight, or worse getting stranded halfway through space because you miscalculated fuel/power.

    Just a few small examples, but the point being, non-pvp player will have so many other risk to worry about when playing, they don't need constant threat of being shot in the face to enjoy the game. What pvp players don't seem to understand is that nobody is against pvp, most players just want meaningful gameplay.


    Also, the type of gameplay I describe will lead to more organic, emergent gameplay that is fun, that you can't really get from just random pvp encounters. Forcing pvp onto players just because you can, only leads to allot of Salt, and a broken community.

     

    Just my thoughts...........

  11. Sorry for the double post, but I thought of something else.

     

    So, lets say an Org builds a base in a sanctuary territory on the moon. You can't attack them or their base in that zone, but technically you can blockade the area around the planet with ships, and just wait for them the show up with those valuable resources they are bringing to their base. That's the double edge sword of having a base, you unintentionally make yourself easy to find.

     

    My mind is imagining emergent gameplay scenarios like, if an Org builds a big commerce city on sanctuary territory, and another Org wants to disrupt their cash flow. They could send a big fleet to that location and force any incoming ships to turn around, and destroy any ships trying to leave, and with no more players going to the city to spend money, that Orgs income and resources will be hurt. So, the Org that controls the city, will have no choice but to send their own fleet to fight off the Blockade. An boom, big space battle ensues.

  12. @Semproser

     

    I think your missing the big picture.

     

    In this game things won't be as easy as you think. Mining will be hard and time consuming, to locate good materials, then harvesting those materials. During that time players will be vulnerable to attack. So, players will have to build a base or defense at the mining site to protect it while they gather resources. An space travel isn't super fast like in most space games. Travel between planets will be a long voyage, which makes transporting goods to secure territory even more risky.

    Then you still have crafting to refine those raw materials into something usable. An that doesn't include building and manufacturing. An the whole time a player or org is doing that they will be vulnerable to getting attacked.

     

    The Moons have Zero valuable resources, and Alioth only has low value resources. So players will have to venture out if they want to get materials to build anything important in the game. And that's when they are vulnerable to attack.

    Also, if you really take the time to think about it, the savezones in the game are a tiny compared to the rest of the game. only a few thousand kilometers around the Arkship, and one moon. The rest of Alioth, and 5 other planets is open to combat. Players have no choice but to venture out to gather resources.

     

    If you just want to do running and gunning style pew pew, then this games is probably not for you, I'd recommend the game "Angels fall First". That's a pvp focused space game that has that type of gameplay. This game is focused on on rebuilding civilization, and you can't do that without stability. If this was just free for all PVP, then there wouldn't be any savezones.

     

    Think about it this way, Players and Orgs will be constantly thinking up clever ways to defend and protect themselves, so they can build their civilization. So if you want to attack people, then you need to be equally as clever, an think up good strategies.

     

    Also, their is another angle you should consider, and that's espionage and the meta game. Its no secret around here that some Organizations already have spy's everywhere, and are planning to destroy other Organizations from the inside. Those spies can simply steal any resources. If anything, the sanctuaries and savezones are just a false since of security. 

     

     

     

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