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Bralor

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Posts posted by Bralor

  1. On ‎20‎.‎11‎.‎2017 at 4:21 PM, Rafiki said:

    Sehr geehrter Herr Bralor,

     

    wir möchten Ihnen zunächst für das Interesse an New Berlin danken und hoffen darauf Sie als Unterstützer gewinnen zu dürfen.

     

    Der Großteil von Alioth wird durch ein Sicherheitssystem des Arkships geschützt, welches es unmöglich macht physische Gewalt auszuüben. Somit ist es prinzipiell nicht möglich jemand gegen seinen Willen auf Alioth auf irgendeine weise "auszuliefern". Auf Alioth wird jeder unserer Klienten absoluten Frieden erfahren. Wir werden prinzipiell keine Gesetze erschaffen, weil wir kein Staat sind und unsere Aufgabe lediglich im City Management sehen. Zudem würde es auch kein Sinn machen Gesetze zu erlassen, die man nicht durchsetzen kann. Alioth wird eine Oase der Freiheit sein in der New Berlin erblüht.

     

    Mit freundlichen Grüßen


    Rafiki - Eisengrind Key Manager

    Diese Prinzipen gefallen mir B) Ich werde New Berlin gerne unterstützen und ich hoffe wir werden die Oase der Freiheit erblühen lassen. 

     

    Beste Grüße,

    Bralor

     

  2. On ‎17‎.‎11‎.‎2017 at 12:03 PM, Rafiki said:

     

    Wieso New Berlin und nicht einfach irgendein anderes X beliebiges Hexagon mit Freunden besiedeln?

    Freundschaften können zu Ende gehen. Genau so wie man in Organisationen in Ungnade fallen kann. Eine Zwangsenteignung ist dabei stets zu befürchten. Zwischenmenschliche Probleme, Weltanschauung und/oder politische Absichten finden jedoch keinen Platz in der geschäftlichen Beziehung von Client und Eisengrind - sie bleiben daher stets außen vor. Die Reputation und Ideologische Ausrichtung von Eisengrind erlaubt es nicht ihren Klienten unzufrieden zu stellen. Als Bewohner von New Berlin ist man kein Mitglied eines Staates oder einer Organisation. Es wird lediglich die Einhaltung der Netiquette erwartet.

     

    Ich hab großes Interesse an New Berlin aber vorher noch eine Frage. Da New Berlin von zwischenmenschlichen Problemen, Weltanschauung und/oder politischen Absichten befreit sein soll, wird es mir dann gegen meine Verfolger und Feinde als Unterschlupf/sicherer Hafen dienen , falls ich fliehen muss und sollten sie eine Auslieferung fordern wird man dieser nachgehen oder alles tun um den Klienten sicher an einen anderen Ort zu bringen? :ph34r:

  3. I think that NQ already knows what to do so that the planets do not look barren and dead.
    I really hope that sometime after release there will be a variety of flora and fauna, animals / alienlife (not intelligent life) to explore. There would be many possibilities to derive useful knowledge for our constructions, e.g. if a player finds an animal with extremely strong body armor and then examines it to synthetically restore it, then to use for the defense of his ships or bases. Of course you would have to catch the animal first and depending on what you want to catch this will certainly be an interesting challenge. To finally produce it synthetically you need a machine / factory and the materials, which will again be a challenge depending on the rarity of the materials you are looking for.
    All in all, flora & fauna and animals / alienlife would just encourage us to do more exploring the universe, at least that's how it is with me ^^

  4. Hi everyone,

    as I understand it, Dual Universe will have materials with different properties and 'quality levels' (if I misunderstood you can correct me). This means for me that there will be better and worse materials and that, in my opinion, will cause every player to try to get the best materials. Is so far logical and comprehensible. But if everyone tries to get the same materials, understandably to get the most out of his ship, etc., the constructs will hardly differ in color, because logically every material, as far as I've seen, has its own texture. I would not think that's nice if the constructs are barely different in color, and it would be pretty easy to see which material any player uses, and so other players / groups of players could easily relate to the properties and quality of the materials used.

    So I wanted to ask if it would be possible to dye materials/voxels in the game?

  5. 1 hour ago, NanoDot said:

    If any member of an org does something that damages the other members, that player will be rapidly ejected from the org and its territory. Members of an org in DU are not like the faceless citizens of a city like New York. In DU, everyone knows everyone else, because you need to watch for spies all the time.

     

    If an org in DU outlaws a drug, your life span as a potential customer for that drug will be extremely short in that org...

    This reminds me that the effect can set as 'not obviously visible' for other players.
    This would make the affected organization review members' health (and health plays an important role in a future, because governments are already interested in the health of their citizens). With the background of NQ for this game, I think that's a good connection, because I think if someone was picked up on the arkship, then only healthy people would be there, so at the time there were such health scans.
    I'm thinking of something like how sensors reflect the values of important bodily functions. These sensors are then available through crafts or other ways in the game (should be made with little effort but there are several levels of quality and the higher the quality the harder to set up
    ). With such sensors, the standard values of a character are then specified for comparison. After having scanned its members, it can be determined by comparison with the normal values whether any substances have been taken and maybe you can still pack something in the direction of genetics or the like, but I would not like to go into that.

    As a result, the responsible organization would know who is a consumer among its members and who is not. Then you could throw the consumers out of the organization or make an investigation to find out who supplies the stuff and manufactures.
    And maybe this will give you a great opportunity to make a profit, be it new territory or credits or anything else 
    B)

  6. 4 minutes ago, NanoDot said:

    It's a very poor example you quoted there.

    Ok thats your opinion but i liked the idea. In addition, many others find the idea of narcotics good. We'll see how the developers decide.

  7. On ‎22‎.‎10‎.‎2017 at 6:32 PM, Shynras said:

    What defines an item illegal in DU? The law is made by the players, so they're the ones who decide what's illegal and what's not. NQ can't simply add an item in game and say "Hey, that item is illegal", because noone would care. 

    Why players would want to declare an item illegal? Why it is in the real world? Because it is damaging for the player who uses it AND ALL THE OTHERS. 

     

    What do we need to make an "illegal drug" be possible in the game:

     

    -A strong istantaneous positive buff on the player.

    -A strong negative effect that last longer, but acts only after the first effect ended (you can take more drug to interrupt that effect, but the negative effect stacks later = addiction gameplay)

    -An effect that damages all the other players, not physically, but economically. Example: you use drugs and the pollution on a certain tile (or group of tiles) increase, giving a debuff to all other players, elements and items in that area. If it's just a couple of people using drugs the pollution is still manageable, but if there's a lot of drug residues in the air it quickly becomes a problem, so much that can cause depopulation because that territory isn't worth living in anymore. A nation, to protect itself, will likely declare that drug illegal to prevent that from happening. Different drugs have different effects and depending on what the nation is specialized in and what's the territory purpose, they may decide to make them all illegal or just a few ( a nation specialized in military activities, may decide to let players use a drug that has as downside " x% reduction on resources mined", while a mining corp would certainly ban that drug in its territories)

    This is just one of the good examples here in the comments. Pls read the comments above NanoDot. There are good ideas how you can bring 'drugs' as a useful function in the game.

  8. 2 hours ago, NanoDot said:

    Game play design decisions trump all "logical arguments" as to why things should be a certain way.

     

    If NQ don't want a single player to control multiple turrets on a ship, they'll simply design the game in such a way that it becomes impossible. If players find "workarounds", NQ will patch them out.

    Of course you are right with what you say. If NQ decides that a player can not control multiple weapons, then that's the case.
    However, we are here in the forum to discuss it so developers can see what the community wants.
    For my part, I am absolutely in favor of a player being able to control several weapons. I'm not talking about a single player being able to control a huge warship in full. Nevertheless, even a single player should have the opportunity to build a remarkable ship.

     

    3 hours ago, NanoDot said:

    We have no idea at this point how NQ will enforce the one-player-per-weapon design, or whether that will apply to turrets only. Fixed forward-facing weapons may or may not be subject to that rule, because if you can only fire at what's in front of you, combat becomes a lot more tricky.

     

    IIRC, all weapons in EVE are turreted, i.e. the direction your ship is facing is not important for firing solutions, and target locking doesn't require keeping a reticle on a target (you simply select the target from a menu and initiate locking).

    Furthermore, I would not find it good if there are only dull forward weapons that can only hit what is in front of you.
    It would be much more exciting (and more realistic) when there are weapons systems that are also pivotable in all directions. Fixed weapon systems are also great for hunters and similar, but swivel weapon systems bring a lot more variations into play that will ultimately affect the design of the ships.

     

    6 hours ago, 0something0 said:

    I have in mind a concept ui for a balanced system that allows for multiple turrets per person that basically forces micromanagement of turret subsystems.

     

    I havent been able to find time to work on it though.

    Balance is obviously an important point. If you have time to work out your idea, I'm curious to know more about it. 

     

  9. Good day everybody,

    First of all I would like to say that I recently discovered Dual Universe but was fascinated from the beginning with NQ's vision - a game in which EVERYONE can do what HE wants!
    Now I read the comments here and lose my hopes of a game without limits :(
    A game in which everyone can do what he wants, should not have the condition of having a crew. That should not be misunderstood. I know that NQ also wants players to team up and do great things and I think that's a great thing but for me that does not mean that every player needs a crew to experience the full potential of this game !!
    I, for example, have imagined joining an organization and like to play with the members of this organization but I do not want to be able to cooperate with other players every time I am online in order to play or steer and defend my ship , Sometimes I just want to switch off and do my thing and then I would like to have the opportunity to do it alone! And I think others also like to play alone. Which does not mean that these players do not belong to a group ...
    The idea that a ship with many weapon systems can not be fully controlled by a single player is absolute nonsense!

    In Dual Universe we are all part of a high-tech society. A society that is able to travel and populate star systems.
    So why should not this society, or at least some with the necessary skills, be able to create a ship that has 100 weapons systems, all of which can be controlled by one person? Of course it is difficult for a person to handle but it would be a shame if this possibility does not even exist!
    And for those who say that a group is always better than a single person, they are seriously mistaken. Groups have many advantages but also have disadvantages. A single person only has to take care of himself and any mistake made can only be traced back to himself. This is not the case with a group. Here I have read some comments in which it is said that it would be much better if a ship with all its weapons, etc. can only be used by several people. I see a lot of big problems and many have been mentioned here as, for example, if a player with an important role in the crew is not online the ship may not be fit for Action.

    Another reason that I think was not mentioned yet is this:
    Not every player will have friends with whom he starts to play Dual Universe, so anyone who starts playing without friends will NEED to seek a crew. I do not think everyone wants to put together a crew. A motley crew really only brings disadvantages. And finding a crew to work with is not easy and takes a lot of time.
    Therefore, it must be the case that even large ships with complex systems can be handled by a PLAYER using LUA.
    Another possibility that flew through my mind is the following:
    If the Unit Core is brought into play in small variations so that you can build droids, it is possible that a single player could use a big ship with all its features. To do this, he would need to set only the droids through the LUA so that they activate the weapons, shields, etc. You can program the weapons, shields and whatever else you can with LUA beforehand, so that these elements follow very simple commands.
    An example where you can see that in full glory is Star Wars.
    I think droids would be an awesome Extension.

     

     

    As a final word, I just want to say please remember that this should be a game in which everyone, whether alone or in the group should be able to do anything.
    It should be a game without limits so be so nice and do not set yourself the Limits.

     

     

    https://youtu.be/4Vrf50dZrv4?t=98 at Minute 1:38 the devs said u can attach severel Elements like weapons, doors etc. to a Control pad! So there is not one Person = one weapon. 

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