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MookMcMook

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  1. Like
    MookMcMook got a reaction from Holylifton in Realistic incentives for City building   
    It might be that cities and population density should be a function of population size and paying customers. IE Large Orgs end up creating these things for their large memberships out of "blood and fire" (or space equivalent). So maybe it will come after. I kinda assumed it would come first, but it really depends on the game systems and how much agency of player combat and how intense competition is.
     
    I do agree, creativity seems high ceiling in this game as you describe above but maybe a product of war as opposed to an alternative?
    Yeah I think you hit the same idea as me: Cities being a product of org success as a consequence and suitably well organized and defended and functionally useful to the industrial-war-complex of the org itself and it's continual power projection?
     
    I do hope to see my Gothic Cathedral with JC Bach's Toccata and Fugue in D Minor though!
  2. Like
    MookMcMook got a reaction from Bambino in The generic "Some questions about this game"-topic   
    Sub is going to be the right pricing decision for this game.
     
    It's be a good game to play whatever the success rate.
     
    It's a different genre to most other space games: It's a Virtual World MMO.
     
    No Man's Sky in scale seems like a VW but it's just not got any interconnected systems at scale that I've ever seen in it's videos. It's like one large level 1 or something to use a comparison. There's never level 2-100 as it were...
     
    SC, has all the hallmarks of a failed software development project. I'd be careful with that one and if you're not refunded I doubt that money is ever coming out of that now esp. given the change of TOS. This leads to pre-purchase of DU: I would not bother personally until they at the earliest hit alpha and even then it is likely better to wait further.
     
    Side-note: It's odd that NMS and SC warrant longer sentences the first 2 which are accurate. I guess that's a product of untangling errors and misconceptions. In some cases then the conclusion is, it's better not to bother with information holding too low value given the lack of economy.
  3. Like
    MookMcMook reacted to CoreVamore in Imprisonment and Judicial Punishments   
    Just pray they dont have lua access to their constructs etc or they might be able to do something similar to you.... for example if they were the builder that built your high security buildings and removed group access from all the doors.... or shuts down the power supply (or self destructs it).... or  turns the large city gun systems to raise the city to the ground....
     
    Just saying 
     
  4. Like
    MookMcMook reacted to Supermega in Imprisonment and Judicial Punishments   
    I think its really up to the Orgs on how they choose to handle meta gamers. Some Orgs may not care about alts, as long as the character you're using is law abiding. Other orgs may track you down all over internet and/or real life, and expose you. You can create as many alts as you want, and orgs can always eventually track them all down if they chose, its your time and money if you choose to play the Meta game. I personally avoid that sort of thing, and just play games to have fun. To each his own. Meta gaming is a deep rabbit whole, and it gets dark down there sometimes lol.
  5. Like
    MookMcMook got a reaction from Lethys in The generic "Some questions about this game"-topic   
    So true. NPC formula is based off faulty design imo for Virtual Worlds. The population with MMO is players. All that brain power not being used otherwise... for free.
    It needs large profit. The current market pricing reflects: 1. Generic 2. Derivative results of current products. Hence Free. If the quality of the product is sufficient then sub will be effective. As with UO then EQ/WOW I think DU can be very profitable and sustainably so as an inception game for a genre.
  6. Like
    MookMcMook reacted to Lethys in The generic "Some questions about this game"-topic   
    Only smaller animals, but no "threats" for now
     
    There are no "classic" NPCs at all in Du. There are no aliens, no quests, No missions, No pve, no NPCs which give quests or can be hunted. Everything comes from other players. So you would need other players to man your guns. Maybe (! Still undecided !) NQ allows for turrets to be automated for static (bases, forts, stations,...) Constructs but not for dynamic (ships) constructs
     
    Those market "NPCs" are bots in fact. Same as a discord bot with no real (ingame) appearence in the game.
     
    To me this is the exact reason why i bought into the game. Pve and NPCs always get boring really quickly for me. At some point it's only rinse and repeat boring and dull things. PvP or Player created content is always changing and new - that's why Du got me
  7. Like
    MookMcMook got a reaction from skalibran in The generic "Some questions about this game"-topic   
    Sub is going to be the right pricing decision for this game.
     
    It's be a good game to play whatever the success rate.
     
    It's a different genre to most other space games: It's a Virtual World MMO.
     
    No Man's Sky in scale seems like a VW but it's just not got any interconnected systems at scale that I've ever seen in it's videos. It's like one large level 1 or something to use a comparison. There's never level 2-100 as it were...
     
    SC, has all the hallmarks of a failed software development project. I'd be careful with that one and if you're not refunded I doubt that money is ever coming out of that now esp. given the change of TOS. This leads to pre-purchase of DU: I would not bother personally until they at the earliest hit alpha and even then it is likely better to wait further.
     
    Side-note: It's odd that NMS and SC warrant longer sentences the first 2 which are accurate. I guess that's a product of untangling errors and misconceptions. In some cases then the conclusion is, it's better not to bother with information holding too low value given the lack of economy.
  8. Like
    MookMcMook reacted to Greenfox in Convince Me To Buy a Pledge   
    ;3 no worrys.
    But this isn't a  star citizen.
     
    Not to dizz them.
    But the CEO wanted 4 games in one game. With the prettiest graphics ever.
     
    What he made were these 4 games in the end.
    Scrapping one or even two of them.
    And fucking over the maingame, as the engine isn't meant to handle more then a handfull of players and ships at a time.
     
    When your engine is meant for FPS shooters ...solo ones. It's not the best idea to go MMORPG with that.
     
    Dual has some promising ideas and concepts. And one can see the devs are working on things.
    Just check back next year. Probably will be around Alpha/ Beta if lucky~
  9. Like
    MookMcMook reacted to Greenfox in Convince Me To Buy a Pledge   
    :3
     
    I started learning LUA for this too.
    Javascript came to me for the game called screeps.
    Check it out.
     
    It's always good to know more languages. And java isn't so different from LUA, after learning a bit more LUA.
  10. Like
    MookMcMook got a reaction from STEALTH7 in What makes this game stand out?   
    You're merely talking about "Skill Abstraction" systems.
     
    The design emphasis of mmoRPGs very much is orientated around some peculiar notion that the CHARACTER (hero's journey completely ripped to shreds btw) is the centre of the universe "so to speak". Look at the designs. Or if that does not appeal, just put it that these mmoRPGs designs have much much more in common with each other than they do with DU, DU being an outlier to the extent it should have a different categorization merely through relative divergence.
     
    It's for this reason that these "worlds" have been such low interaction environments: As @BlorgonSlayer has been saying there's a cost associated to MMO scale and this very much is the cost of these mmoRPG designs: They're dead worlds or ghost towns. For some financial reason devs of mmos have assumed that each player is predominantly a power-projection of the player's ego. It's a limited and limiting design. The real potential is in networks of players within a highly interactive virtual world building construct... combining what computers do very well networking and data:-
     
    Physical systems -> logic -> player conceptual basis of the preceding -> Virtual World simulation game systems eg social tiers: combat, trade, politics and so on... these large systems then generate the necessary emergence.
     
    RPG is just a genre trope afterall in video-games it's not a fixed thing: ""Stats of chars is wot players H-M like in the market"" I say complete BS. Bartle did an interesting analysis recently: What things DON'T players like in games and that's partly how you end up with various genres. Fair enough: What about beyond that though? What creates new experiences via making video-games?
  11. Like
    MookMcMook reacted to blazemonger in Convince Me To Buy a Pledge   
    To be honest, as you present yourself (nothing negative!) I do not think pre-alpha or even Alpha will be for you.
  12. Like
    MookMcMook reacted to Vengorin in Convince Me To Buy a Pledge   
    Hi was just looking thru the web for something to sink some hours into when i stumbled onto Dual Universe.
     
    I need to be a little careful when spending so i have 1st a few questions i would like to ask and then will follow with where i spend my time normally and what i enjoy and don't enjoy. If you can answer my questions thank you very much....and then just let me know why i would enjoy this game.
     
    1. If i bought a Pledge how long until i can play.
    2. If i join the game before launch will everything i have done be wiped.
    3. What kind of environment will i be getting into as in pvp, pve, pvpve, slow paced, Fast Paced, grindy, hostile, competitive and so on.
    4. Is this game small server based, Large server, or MMO Scale server.
     
    My Games = Space Engineers, 7D2D, Empyrion Galactic Survival, Avorion, From The Depths, SWTOR, Elite Dangerous, GTA V, Rimworld and Egosoft X series of games. are lots more but this should give a good idea of what I'm about.
     
    This is just a list of things i like and don't like ... not necessarily meaning i want them all to be or not to be in any given game.
     
    Things I enjoy = Building, Designing, Crafting, Farming, PVE Content, PVP At my own choice, Loot(i Love the loot), complex character Building (as in stat management skill trees upgrades)... there are more but this will do.
     
    Things I don't like = Steep grinding curves, Very Clunky, No Customization(Charter or arsenal), Forced pvp+Full Loot, Nasty Communities, Nothing much to do(repetitive), Bland Game play,
     
    Thanks all Who respond.
  13. Like
    MookMcMook reacted to CoreVamore in What I will do when I get Dual Universe   
    Its doable   good luck as you wont be the only one doing this
     
  14. Like
    MookMcMook reacted to Atmosph3rik in Size of each "block"   
    For static and dynamic constructs the voxels are 25cm.
     
    For planets and other terrain the voxels are around 100cm.
     
    According to this post.
     
     
  15. Like
    MookMcMook reacted to NanoDot in Dev Progress   
    Yes, it's pure speculation and entirely my own opinion. 
     
    NQ have never given an estimate for 24/7 availability AFAIK. Perhaps the promised "new roadmap" will give a rough estimate in that regard, but I doubt it.
    Unless I'm totally wrong, 24/7 access is too far away to even risk an estimate at this point. People tend to take developer estimates as hard facts, regardless of how many disclaimers accompany them.
  16. Like
    MookMcMook reacted to NanoDot in Dev Progress   
    There won't be 24/7 server access for a long time yet. Perhaps by the second half of 2019 if all goes well...
  17. Like
    MookMcMook reacted to Melkor Morgoth in The Dyson Sphere Initiative   
    Phase 2 my friend, phase 2
  18. Like
    MookMcMook reacted to ShioriStein in The Dyson Sphere Initiative   
    Let's build a Ring World .
  19. Like
    MookMcMook reacted to Stig92 in The Dyson Sphere Initiative   
    So now this community has gone from Death star (which devs called technically possible but unlikely)  to a dyson sphere. NQ you are going to need more powerful servers. 
     
     
    Oh and a Dyson swarm is more likely than fixed sphere, at least in the real world it would be. 
  20. Like
    MookMcMook reacted to NanoDot in The Dyson Sphere Initiative   
    It's great fun to dream, but keep in mind that DU is just a game.
     
    You could build a voxel sphere around the "sun", but absolutely nothing would happen unless NQ adds the necessary code and game features for something to happen.
     
    In DU, the sun does not radiate energy. "Solar energy" doesn't exist until NQ implements elements that can interact with it.
    Your character won't get a suntan when they take off their suit helmet, unless NQ codes-in that feature...
     
  21. Like
    MookMcMook reacted to NanoDot in "Auto-Turrets" and Artificial Intelligence in games   
    The decision about what constitutes "legitimate" code rests entirely with NQ. 
     
    If some player finds a really clever way to use Lua to automate 10 turrets on their battleship, NQ will plug that hole if they don't want players controlling 10 turrets via scripts. The player may get a warning, but probably won't be banned. The developer owns the game, not the players, and if the developer wants the game to develop in a certain way, it's their prerogative to steer it in a direction of their choosing. 
  22. Like
    MookMcMook reacted to Alethion in Ascension   
    Did someone mention .....that there is no spoon....and that that over there is no moon......im sure i heard those mentioned somwhere.....seemed important....
  23. Like
    MookMcMook reacted to Volkier in Ascension   
    Google is for the weak. I let my superior imagination enlighten me with visions of symphonic kinkiness and grandeur - such as that.
     
    <Insert a hot Japanese high school girl sitting on Ripley's chest>
  24. Like
    MookMcMook reacted to NanoDot in How much does it cost to keep the DU server online?   
    The amount of cloud-based servers needed to run DU will vary dynamically depending on player load. DU's game world is not made up of "static zones" that are assigned to specific servers (like the "classic" MMO model), but instead the "zones" in DU will shrink and expand dynamically depending on player activity and player distribution in the game world.
     
    In a "classic" MMO, the amount of objects and models in a given zone is static, only the amount of players in the area varies. But in DU, nothing is static, not even the shape of the planet surface, so the amount of processing power needed to run a "zone" could vary drastically, depending on what players are doing in that area.
     
    For instance, if there are 100 players on Alioth (all within 30km of the arkship), it could take 2 servers to run Alioth, but if there are 1000 players spread across the entire planet, it may take 8 servers to run Alioth. Once those 1000 players have built a few hundred structures, it may take 18 servers to run Alioth...
     
    Using cloud-based servers allows that flexibility, as it allows the "pool" of servers to be adjusted dynamically.
     
    But there's always an "overhead cost" involved, which means that it's not cost-effective to have small groups of players scattered across 100's of solar systems, because that starts increasing the server cost per player.
     
    Speculating on DU's operating costs will be wild guesswork at best, because the architecture is unique.
     
     
  25. Like
    MookMcMook reacted to NanoDot in Territories for landing   
    We need to make a distinction here between what player's "can do" and what they're "allowed to do".
     
    For instance, you may not be allowed to land your ship in someone's city, but you CAN do it if you're prepared to deal with the consequences...
     
    It's unlikely that there will be game rules that allow players to make certain spaces into "no-fly zones", with the game engine enforcing the rule by making it impossible for players to fly into that space.
     
    It's more likely that an intruder will be given a warning when entering such a zone, with a "You will be shot down if you don't leave this area in the next 60 seconds"... the owner of that zone would have to have the means of shooting down the intruder, of course...
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