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MookMcMook

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  1. Like
    MookMcMook reacted to yamamushi in Warping   
    They've said that if you choose to, you could go the slow route and manually fly to another star system without having to use probes, but that it would take days or weeks to get there so it's not something most people would attempt (considering fuel consumption among other things). 
     
    Most people, on the other hand, will opt for using probes and stargates. 
     
    It was one of the main reasons I got into DU.
  2. Like
    MookMcMook reacted to Warden in Reputation network   
    First off, hi!
     
     
     
    Sitting here thinking it over, my first impulse or question was: What's with the good old days where you would judge reputation by yourself, with your mind instead of, say, abstract values and numbers.
     
    I also think too many aspects that may play a notable role in judging people or making up your mind would be over-simplified or "washed away" in a simplified +/- system where it's kinda like trying to judge something based solely on simple "likes" or "dislikes".
     
    Now, if I get this right, you ask for an implemented system rather than people just doing this "somehow", e.g. making notes for themselves or rating things for themselves. You may likely guess what I'm about to refer to at this point: The implementation effort and whether NQ can or wants to cover this at this time, or the near future (not counting if the larger community wants it or not, that is).
     
    Of course "it takes resources" cannot be a universal argument or explanation to possibly shoot down ideas that may be interesting or useful for the future, no doubt, but so far I simply think my mind (or manual notes) can cover what you suggest so far. While it might be easier to track a few things with such a system, with a bit of inquiry you could do the same. The possible downside I see is that, eventually, some people or many might rely on it too much. This could, maybe, lead to false conclusions solely based on + or - values.
     
    In short, even with that system you'll likely can't stop thinking or inquiring. I can get that it might be a good idea or useful at times, but on the other hand I currently think it can't be "too reliable" in the end.
  3. Like
    MookMcMook reacted to CalenLoki in Warping   
    I've read somewhere that to use any warping, you need and anchor point at both ends. So no ship-based warp drives.
     
    Edit: found it: In one of Q&A with devs
    "Tsunami: How exactly do you imagine FTL Engines (Faster than Light) and Stargates? How does it works?
    NQ-Sophon: It’s a long topic, we will probably shoot a DevBlog on this. But the key idea is that for both, you’ll need anchor points at destination, that you need to setup first. Then you can travel faster between points of your network."
  4. Like
    MookMcMook reacted to Hades in Warping   
    I don’t think so.  The whole point of interstellar travel is that you have a link between both places, which is hard to accomplish.  You can’t just jump into the unknown, you actually have to travel and explore there first.  Rightly so imho 
  5. Like
    MookMcMook reacted to CalenLoki in [DevBlog Feedback] Our thoughts on Territory Protection Mechanics   
    Considering that base can be few kilometres underground - for sure. I'm worried that attacking base may be almost impossible, unless outnumbering defenders 10:1 in AvA combat. It's just too easy to build entrance as shaft down, that leads attacking forces to an open platform in the middle of large open cavern. Draw-bridge prevent you from even getting to the door, while rain of lead and/or lazors blaze from small windows all around you... Nowhere to take cover, nowhere to hide, nowhere to run. No help from your mighty fleet - they can't get there, due to too narrow entrance. 
     
    @Lethys - After some thoughts, I have to agree with you. Possibility to make both claimed and hidden base would be an good thing. Maybe that map already shows only hexes that player explored, and found claimed? And even if someone sneak base right under your nose, after you find out you can just turn it into dust. And I expect larger orgs to claim several tiles around their major bases anyway.
  6. Like
    MookMcMook reacted to erichconvair in Lesson from the past   
    Once upon a time in a universe called Multima, ecology was a big part of the system. 
    A brand new universe filled with criters, a flock of players, what could possibly goes wrong ? 
     
    https://www.youtube.com/watch?v=KFNxJVTJleE
     
    Even internal testing couldn't figured that...
     
    enjoys
     
  7. Like
    MookMcMook reacted to Gerald_Deemer in two questions   
    It´s a long term project. Maybe things like that will come in future but I think this is not of high priority because who wants to sit in his well designed living room when there is a universe to explore/built/conquer?
  8. Like
    MookMcMook got a reaction from Vyz Ejstu in Pet's walk   
    Hmm, ""Petimon DU GO"": You have to race around the universe searching for new pets to collect... using astrological data over light-years to geolocate pets and perhaps their scientist creator/trainers... .
     
    Agree attention to detail concerning pets being functional and visually representing that @Vyz Ejstu Very interesting.
  9. Like
    MookMcMook reacted to Vyz Ejstu in Pet's walk   
    'You need improvement on your poetry. Lessons start by five.  
     
    Although, I agree with ShioriStein. The animation for this robot is reflective of its size. The way it jerks up and down is indicative of the tonne(s) of metal those mechanical limbs are lifting and easing with every move. 
     
    This small pet here moves faster and I dear, say in a 'smoother' fashion, as befits its small size: 
     
     
    Yes, a robot with silky movement animations will be nice. There is still one more pet in this set as shown in the picture here: 
     
     
     
    And we have heard nothing of these other pets (the humanoid is one nice looking pet  )
     
     
     
    We might get more pets. We might not. To me, the animations are quite 'cute' as they are. Appreciation of aesthetics varies from person to person, something I appreciate as well. You can ask NQ for an eight legged bot. Just remember, it has to look sci-fi and functional. The aesthetics of the bots so far favour a sci-fi, utilitarian look. Developing something like a spider has to appeal to the larger user base too. They can't make cosmetics to suit the demands of individual requests.
     
    Cheers.
     
    '
  10. Like
    MookMcMook reacted to Shirosaki in Shirosaki's Ideen   
    Hello, I am german and can only in german explain what exactly I am thinking about. Sorry for not translating this post. (I try to find time to try to translate it)
     
    Ideen tauchen bei mir hier und da auf. Ich fange mal an, aber das wird noch erweitert und befindet sich nicht im Endstadium.
     
    1. Planeten:
    a) Es gibt meistens Klasse M Planeten, wo eine Atmosphäre herrscht oder auch nur teilweise. Meine Idee wäre nicht einen ganzen Planeten darzustellen, sondern einen zerbröckelten, gespaltenen und durcheinander gebrachten Planeten in Einzelteilen zu erstellen, so wie man es aus den Drachenjägern kennt: Schwebende Erd- oder Gesteinplattformen, teilweise mit Gebilden und Gebäuden versehen und all das immer noch in der Atmosphäre. Natürlich kann man einen kleinen Planeten in der Größe eines Modes nehmen und Plattformen draufsetzen, dekorieren und einen Mond drumherum schwirren lassen.
     
    b ) Orientierung:
    - Es gibt grüne Marker, die Planetenpositionen anzeigen. Bei Release wird man das Sonnensystem aber verlassen können. Um nicht ins Leere zu fliegen, sollte man einen Marker angezeigt bekommen, der sich von denen der Planeten unterscheidet. Z. B. nicht grün, sondern gelb oder orange und am besten eine andere Form als Marker, um Farbenblinde nicht zu benachteiligen. 
    - Falls die Planeten auf ihrer Umlaufbahn fahren, sollte man zumindest persönliche Initialien (editierbar) oder den Originalnamen (nicht editierbar) des Planeten über der Entfernungsanzeige angezeigt bekommen, da sie ständig ihre Position verändern werden.
    - Dasselbe betrifft das Drehen der Planeten um die eigene Achse: die Koordinaten sollen an Ort und Stelle des Terrains angeheftet sein und nicht im Raum, sodass der Planet sich dreht und die Koordinate sich permanent verändert.
    Neu entdeckte Planeten würde ich gerne selber benennen, sofern diese zufällig sind.
     
    2. DLC:
    Ich hoffe auf kostenlose Erweiterungen, wie z. B. ganz neu eingeführte Sonnensysteme, die unserem sehr ähneln oder ganz und gar keine Ähnlichkeit mit unserem haben. Ein Meteoritenring, wie in unserem Sonnensystem zwischen Mars und Saturn, wo alle Millionen Meteoriten einnehmbar sind wäre cool. Saturnringe sollten materiell sein und random Nebel im Weltraum versperren einem komplett die Sicht und wahren Geheimnisse für Entdecker (Planeten, Monde, Raumstationen, andere mysteriöse Gebilde, ...)
     
    3. Galaxien: Ob es nur eine geben wird oder mehrere, bleibt anzuwarten. Aber zum Thema Sonnensysteme möchte ich vorschlagen, dass ein Sonnensystem (wie bei #LongJourneyHome ) mal auch zwei Sonnen besitzen kann, die beide unabhängig voneinander von verschieden vielen Planeten umkreist werden und die Arten und Größen der Sonnen und Planeten variabel ist.
    Die Marker zu den Sonnensystemen sollten auf die Größte Sonne im jeweiligen Sonnensystem zeigen.
     
    4. Fortbewegung: Bei den 100su/h sollte es nicht bleiben (bitte). Dass mindestens 500su/h von normalen (zumindest den größeren Space-Triebwerken) geleistet werden, ist wünschenswert. Um zwischen Sonnensystemen zu reisen, sind FTL-Triebwerke notwendig, die nicht größer als die L-Space-Triebwerke sein sollten. Diese sollten Geschwindigkeiten von 18.000.000km/h betragen (900su/36s = 25su/s). Eine kurzzeitige Zündung der FTL-Triebwerke ist wünschenswert, um kurzzeitig im Notfall in paar Sekunden von einem zum anderen Planeten zu gelangen. Stargates wären auch eine Möglichkeit, aber es würde zu lange dauern, um ein anderes Sonnensystem aufzusuchen, um ein Stargate zu platzieren. Es sei denn es gibt FTL und Stargates. Beides geht.
     
    Das wars fürs Erste.
  11. Like
    MookMcMook reacted to Mod-Merwyn in Shirosaki's Ideen   
    Quick answers:

    1.a - I've no idea what you are speaking about. This may be due to translation errors.
     
    1.b - These markers will probably depend on radar / sensor you have on-board and are only place holders at the moment.
    This gameplay has not yet been shown but I'm pretty sure you'll be able to distinguish different celestial bodies.
     
    3 - New solar systems don't need to be develop: universe generation is procedural and automated.
    I don't see anything preventing to have two suns if NQ add it to the generation algorithm, but that greatly depends on current implementation so I don't know.
    You idea to bring up though.
     
    4- There will be FTL drives at some point. You can check the last AMA transcript for the last information about them: https://dualthegame.com/en/news/2018/02/08/in-game-ama-feb-3rd-2018-transcription/.
     
    ~ Merwyn
  12. Like
    MookMcMook reacted to Lethys in Shirosaki's Ideen   
    Last part is quite hard on NDA.
     
    1. See thades on dualthegame.com. there will be different planets for sure
     
    2. Since DU is subscription based, all DLCs (updates) will be free.
     
    3. See merwyns answer
     
    4. Ftl and stargates are planned, see AMA and devblogs
  13. Like
    MookMcMook reacted to Aaron Cain in Graphics engine   
    Well if it is not optimized yet, it can only get better. But for me the way it works now is already acceptable but i can imagine a moment where pvp will have an impact and the way we move will need some revamping. However, revamp to much or hinder performance and the top end pc users will have a pvp advantage due to that and lag will be killing you.
  14. Like
    MookMcMook reacted to Haunty in Player Experiences and Feedback   
    The game content and mechanics are everything I expected based on the information NQ released in the past. The development progress is slow, but I expected that after following other MMOs. The dev relationship with players is better than average in my experience, and communication has gotten better and more frequent lately. At this stage most of the community are backers and passionate about the game, generally good. After release I'd expect it to evolve into something similar to eve-online's community, for better or worse.
     
    I played Elite Dangerous for a while. It was fun but I didn't get the feeling that I was playing an MMO, it was mostly NPCs and content generated by the devs. That's why I'm interested in DU, everything is created by the players.
  15. Like
    MookMcMook got a reaction from mihoci10 in When are other alpha stages and final release coming?   
    NQ said they'd update a roadmap for the Alphas. Naturally everything comes with delays likely as opposed to exceptional.
     
    You have to PAY the correct amount to get earlier Alpha version assess. Period.
  16. Like
    MookMcMook reacted to Megaddd in Former EVE developer joins NQ.   
    For reference, Hrafnkell Oskarsson worked at CCP for over a good decade of Game Design on Eve Online since 1999, 3 years of game design on World of Darkness (failed CCP MMO), and a good year of writing lore on Eve Online.

    I believe he is a fantastic addition to the team.
  17. Like
    MookMcMook reacted to Hotwingz in Former EVE developer joins NQ.   
    Hello everyone, in case you missed the tweet Hrafnkell Oskarsson has joined the NQ team to work on Dual Universe. His LinkedIn says his new job is Executive Producer at NQ. 
     
    Some might recognize his name from EVE Online. If I understand it correctly this man was an original game designer for EVE. 
     
    I think this is very exciting news for DU. 
     
     
  18. Like
    MookMcMook got a reaction from Ezghoul in What exactly is the point of the MSAs   
    You guys are OUT-THINKING YOURSELVES here.
     
    Number 1: They're boot-strapping the development of the game in tandem with the growing population of players.
     
    Think about it to make sense of what that statement means:-
     
    DU is the "Civilization Building MMO": Where FORM = SCI-FI + FUNCTION = VOXEL GAMEPLAY are merged together.
     
    That's the game! It is being built right now via the dev tech at NQ.
     
    1) That is going to be huge huge gameplay creativity space. So do it.
    2) That means safe spaces to advertise that you can just get on with building by finding a place in these things as per advertised (see the title again).
    3) This core gameplay will be available SOONEST. This is proven whatever anyone wants to say eg pre-alpha early...
    4) It will take time to mesh systems on top of this, a lot of time and iteration to get a balance.
    5) The space taken by these safe places is TINY compared to how much MORE space/land there is elsewhere: Absolutely they're going to provide tons of space for people who just want to build. Relatively they're insignificant.
     
    Personally I envision a day years ahead where these bootstraps are no longer needed: The whole player base will have developed player-emergent interactions that self-organize some accommodation or other for builders, OR/Same thing, everyone gets over their own hump and realizes DU will work just fine in whatever way you are interested in. Then and again these things could become some raging success story... and who knows where that will take us...
  19. Like
    MookMcMook reacted to Semproser in What exactly is the point of the MSAs   
    I wouldn't worry about it, this forum is basically designed for overthinking things. Any discussion about experience with the game is under NDA and we've barely got 4 hours worth of (some very old) footage and descriptions with fairly little actual gameplay. What else can we do but overthink things
  20. Like
    MookMcMook reacted to The Red Wake in Last Post Wins   
    I mean, really, the winning move is for no-one else to play
  21. Like
    MookMcMook reacted to Hotwingz in The Subscription System   
    Even cosmetic micro transactions are a step too far from a traditionalist perspective. 
     
    Just a fact that the cash shop cosmetics must have a visual edge or nobody would buy them. All of a sudden the coolest stuff is restricted to a cash shop. So even cosmetics remove content from the actual game. 
     
    Unfortunately it's 2018 and we are way past that discussion. 
     
    But fortunately for us what NQ has said on the subject is reasonable. 
  22. Like
    MookMcMook reacted to blazemonger in The Subscription System   
    @Gerald_Deemer
    I would _really_ like to know where you rent an actual physical high end server for $15/mo .. that would be a very nice trick and I'll take a few..
     
    I think you do not really know or understand what server cluster will be required fro DU to run as NQ envisions it. Let alone running a business, developing extensions and additional content/tools/elements/features. They need highly skilled designers for modeling, graphics, sound and these people do not come cheap. A considerable team will need to be available to maintain the server cluster 24/7 as well. 
     
    There really is no argument against the subscription model if only for the fact you are being provided with an endless amount of hours of playtime when the monthly subscription cost comes in at well below $1/day.
     
  23. Like
    MookMcMook reacted to Lethys in What makes this game stand out?   
    And that's exactly the point. To you "better" obviously means something completely different than to me or to others. 
    It's personal taste only really. All games have their advantages and downsides. 
     
    For me personally empyrion is plain boring and SC will die of feature creep and Low fps and lag. Does that mean those games are Bad per se? Or that Du is better per se? No. 
    It's just better for me. 
     
    And If it's not better for you - that's ok. Stick around, follow it or don't and make ur mind up once the NDA lifts
  24. Like
    MookMcMook reacted to Lethys in FPS Combat?   
    hi and welcome to the forum,
     
    the most basic weapon you have is your nanoformer. Not much is known about the exact PVP system as of now (and I can't break the NDA too) so the only hard facts are:
    - weapons won't be customizable (every weapon will be a predefined element)
    - no swords for release (but maybe later)
    - there will be different kind of weapons
    - it's NO fps combat - it's a lock on fire method as in eve online or ESO (I think? ). No simulated bullets and no reflex based stuff - hit chance and dmg are "simple" formulas
  25. Like
    MookMcMook reacted to blazemonger in The Subscription System   
    This has been discussed to death in several threads here and there will always be those who feel they can't afford/think it will not work/need something different. Point is that for a game such as DU a subscription model is simply the most efficient. If you can't afford to pay roughly $4/week to pay for a sub you can choose to put in the effort to make the money in game and sub that way.
     
    This is not a 'play the loop, solve the game, move on' kind of experience.. There is no real endgame here and you will get many, many hours of ongoing playtime out of the game which more justify the subscription fee IMO. While my backer package will give me well over 4 years of playtime I doubt I will need the DAC for that after maybe a few months at most and make enough in game to pay for playtime. It's how I run all my accounts in EVE (about 7 right now) which is similar in that regard although EVE is probably easier to fund in-game subs due to the amount of NPC/PVE content with a good to excellent payout.
     
    Part of the fun will be to build a business model in game which will make it profitable to the point where the game characters can sustain themselves. And like myself I'm sure there's a good number of players already developing these plans.
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