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ShioriStein reacted to NinjaGmBh in In-game voice.
I feel in-game voice should defininetly be in the game. I was talking with a friend of mine and I got this idea about something like a ship to ship comms-system so you could cordinate fleets. I know there is already stuff like Discord or Teamspeak but it would add to the immersion. Just imagine you see one of your ships getting destroyed and just before the comms break up you just hear the screams of the crew :).
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ShioriStein got a reaction from Supermega in DevBlog - Feedback on New Engine and Ship Dynamics
Seem like it can only use for dynamic construct as it can move but the static construct isnt move you know ? So from the begining the static construct maybe have 2 kind: one to make base on the planet surface and other one is to make a space station. (i read it from dev diary some where ?! i forgot it)
The anti-Grav only help those dynamic costruct stop being pull back to the ground by the gravity.
So your answer is: None, you dont need it for static construct as it wont ever able to make fly city.
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ShioriStein reacted to Atmosph3rik in .Penalty Of Death.Scaling Ideas.
11. Permanent ban from the game. A full refund. NQ actually comes to your house and takes your computer so you can't play any other games.
12. Electrodes are placed at strategic points on your body...
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ShioriStein got a reaction from Queejon in FPS Combat?
summary : we wont got fps combat.
reason:
+ Server cant hold it, especially in 1000+ player combat.
+ Not worth. Combat is an aspect not the main.
+ Lag. Lag kill us all.
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ShioriStein got a reaction from dw_ace_918 in Politics, Government and Player Voting Power
@dw_ace_918 It is rule of civilization. It must be and will be but i dont know how will it go since it is a game where people just stop playing or keep playing that all.
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ShioriStein got a reaction from dw_ace_918 in Politics, Government and Player Voting Power
Umu i can understand some of your point. You are right all the org power will be into the hand of those who create org from foundation so the people who join later will have "less" power.
But i think if the need arise people , who prefer democracy, will join together to create an org where everyone is legate. But as you say we "maybe" only see it in the mid of the game when people tired of dictator so they will join together but we never know when.
So you have a right point here but, truth is in long term i dont see any way better than what we know right now.
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ShioriStein got a reaction from dw_ace_918 in Politics, Government and Player Voting Power
What do you mean? It isnt a "personal org" , dont wrong about create org on website and create org in game. NQ already said create org in game will subject to RDMs and different than create org on website, and future they will add it later but now it isnt.
Well this everyone want include me. But first we have to have a good foundation.
This part make me some confuse. Forum is a place for you to discussion, you can choose to practice or not. And about org, you dont have to, you can play solo or create your own, anything is possible
Well so terrible i'm sorry, but if my tone sound like bullied you i'm sorry. Because after all i'm not native English speaker so i only choose the simple word i can use to chat.
So in the end what is bothering in your mind ? Just telling here and i also with some great guy will help you to understand it.
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ShioriStein got a reaction from Ben Fargo in Politics, Government and Player Voting Power
I'm using phone so cant give you link, but you can search for RDMs ,it say pretty clear there.
NQ already give you tool for democracy already. It called 'legate'.
If it is dictator, legate will be set for one player or only a group to vote for the way of the org to go. If you want democracy, just legate everyone in org, everyone will have vote power. Then they can vote to choose who will be President/Prime minister/Leader of the org and give specific command which only that 'tag' can give without voting (they should talk about that decision before execute because if it angry major of member they can vote to demote or exile you ).
So I dont know what you want now for a system already in game.
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ShioriStein reacted to Lethys in Dual Universe Exile Mod?
Uhm....what?
It takes resources, but it's planned to have (weaker) automated defenses in static cores
RDMS - it's your friend here
Who/what should penalize you? You kill him. That's it. If He places a bounty (however that may look like) on you then that's His choice. There are no mechanics to inherently penalize you (cause those are stupid mechanics)
Just build it that way by mining different resources, producing different armor voxels and place them accordingly
That's Up to the defenders really. You can have protection bubbles which Go into invul mode once attacked (with dmg threshold or whatever) for 48h. You get a mail in that Case to notify you. In that time, defenders can organize a force to repell attackers. If none show Up, the attackers just kills the shield and takes whatever He wants.
Already answered
Depends. If you're rich you can hire mercs....more ppl = more dmg
See above
If you die you respawn at the nearest resurrection node. If you brought one with you, you can spawn relatively near the action again. It's up to your Scouts to find those RN-stores and destroy them to prevent the enemy from fast Recovery after death
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ShioriStein reacted to Vyz Ejstu in Fake tag/role
'
Perhaps, we can use the mechanics of hacking access from other RPG's. For example, in WatchDogs 2, the amount of any game element: money, popularity, 'network' (forgive me, I can't remember their actual names), you can hack from phones, is fixed by random variables. You can never get more than what the dice rolls - so to speak, and conversely, you can never get less.
There is also the mechanic of hacking that NQ refers to as emergent gameplay, though the information on that is quite lacking and possibly outdated at this point. What could be possible, is a skill that allows you steal a certain amount of Quanta from someone in close proximity. This amount has a fixed ceiling - possibly dictated by skill level. Trying to 'liberate' the Quanta from one person would force you to establish a 'link' of sorts with that person with a minimum time for the link to be locked. Depending on your skill level and the amount of time, you can spend connected to a certain avatar, the amount of Quanta taken increases. That would mean you need the time, skill, place and target. Should the target move out of your proximity range, break the link (there could be tools in place for hacking detection), or should your connection fail, your effort is for not. Perhaps, NQ could put some sort of alarm that spotlights the hacker if the process fails. Risk vs Reward. It also prevents any botting action if that's efficiently possible in DU. The hackers would just identify a very predictable avatar and leech the Quanta out of it.
As for stealing someone's identity, I think that should be limited to accessing elements, with some being too secure to hack that way i.e. secured containers. Of course, if someone can hack into your base by faking your identity, there must be a way to detect and prevent that too. One way to do that may be a programming board/element that acts as some sort of failsafe, alarm or security. The element in question should be reasonably priced, not too much to obtain if the 1 month player has something to protect, and not too cheap to allow the Week 1 player to start trading with them. Remember, the effectiveness of the 'hacking' will be dependent on skill level. There's no way you'd be able to train the skill effectively in one month given the prerequisite skills and the actual skill's requirements.
Depending on how far NQ may be willing to take the idea, such security element may also be needful on crafts and ships to prevent them from being stolen. Skill level in the hacking skill mayy determine how fast the hacking process is completed, what level of security it can override, what elements it can override. Although, for the sake of gameplay, I propose that the security element be able to log the ID of the player that hacked into the construct and send such information via mail -- whether or not the hacking process was completed successfully.
Cheers.
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ShioriStein got a reaction from Anaximander in FPS Combat?
summary : we wont got fps combat.
reason:
+ Server cant hold it, especially in 1000+ player combat.
+ Not worth. Combat is an aspect not the main.
+ Lag. Lag kill us all.
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ShioriStein reacted to CalenLoki in Fake tag/role
First thing first, IMO balancing anything by hidding it behind waiting is the lazy, and in the long term inefficient way. It also promotes multi-account, which is P2W.
Besides that, I could see this idea working, but on much limited level: you can loot someone's "tag box" which allows you to use elements this person could use (buttons, diors, storage, control units). But no access to things like org management, elements rdms management or modifying constructs. Just physical objects. And just until he reset the tags (either few hours from death, from first use or set number of uses)
You also couldn't see what's inside the box - you can just guess what doors are now open for you.
And in the org logs it should show "hacked access", not tha poor man's name.
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ShioriStein reacted to CoreVamore in Fake tag/role
I did read all of it.
And I dont think being a spy should be a game mechanic skill set as its really is a 'role play' component - i.e. a person pretending to be friendly within an org, being promoted up the ranks, then, at the right time, causing shit to happen. That is true spying/espionage/sabotage.
Your proposed system is also a lazy way to discover the internal workings of an org because as far as I know org roles are not displayed on character name tags. It also doesnt make sense that being near a dead body would allow you to discover what role(s) that person had in the organisation(s) he/she is a member of.
That brings us to another issue. In DU you can be a member of multiple orgs - how do you propose to handle that variable?
This all just sounds like a 'lazy' way to create "DU Mechanics Systemised" spies instead of spending the weeks, months and years of being a true MMO spy - with all the risks and rewards associated with such an activity.
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ShioriStein got a reaction from ThatAlex in Will there be any form of resource regerantionH
NOPE.
Just like real world, people move on to another area to find another vein of ore. I dont see any reason for them to revisit an area than either there is a town/city/market/base there or just the view of that area.
Seem like there is non regenerate resource vein here. But there maybe a farm is the only got regenerate resource but i didnt know if farm is confirm in game.
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ShioriStein got a reaction from Kuritho in Will there be any form of resource regerantionH
NOPE.
Just like real world, people move on to another area to find another vein of ore. I dont see any reason for them to revisit an area than either there is a town/city/market/base there or just the view of that area.
Seem like there is non regenerate resource vein here. But there maybe a farm is the only got regenerate resource but i didnt know if farm is confirm in game.
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ShioriStein got a reaction from Bambino in Will there be any form of resource regerantionH
If that be so my GREAT GREAT GREAT GREAT GREAT GREAT GREAT GRAND CHILD will mine those crystal vein that for me
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ShioriStein got a reaction from Evil_Porcupine in Will there be any form of resource regerantionH
NOPE.
Just like real world, people move on to another area to find another vein of ore. I dont see any reason for them to revisit an area than either there is a town/city/market/base there or just the view of that area.
Seem like there is non regenerate resource vein here. But there maybe a farm is the only got regenerate resource but i didnt know if farm is confirm in game.
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ShioriStein got a reaction from Alsan Teamaro in Sociological survey: what's your main focus of fun in DU?
Dont fool yourself, you know what your HEART want. That right, it is it. You know better than anyone else that the most thing you will want to do in DU is ....
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...
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MINING.
Who dont want to create a big HOLE right ?
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ShioriStein got a reaction from Zamarus in Volcanic and Seismic Activity
Umu i'm wrong, NQ said "there will be some planet without lava core such as moon...".
They say it from: https://dualuniverse.gamepedia.com/Archive:Kickstarter_AMA_Q%26A,_Part_One and https://dualuniverse.gamepedia.com/Archive:Kickstarter_AMA_Q%26A,_Part_Two
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ShioriStein reacted to Shockeray in Shockeray's Dual Universe Community Map 1.1.x
There are so many new members of organizations! Even limiting the map to organizations that have at least 6 members, this map has 4370 nodes.
in order to continue creating maps as they grow unwieldy, I have changed the display parameters a bit.
EDIT: now with 100% more Tortuga City...
Shockeray's Dual Universe Community Map 1.2.3 04-18-18 (<--click here for interactive)
Image:
(Soul Nebula is #5, woo!)
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ShioriStein reacted to Lethys in Cloaking Tech
I'm all in for stealth.....but not in the way eve does it (cause that's just bad)
DU could do WAY better in this regard by simply adding a little more stuff (will rewrite the stuff I talked with beloved twerkmotor about)
- do different type of radar/sensor: gravimetric (mass), lidar (light), magnetometric (magnetic fields), radar (cross section), thermal (heat, obviously)
each sensor goes for a different attribute of the ship. We've already seen in videos that DU uses a crosssection in the build widget.
Smaller crosssection -> radar can't detect you that easily.
Small and light ship -> gravimetric sensors don't catch you well
Dark/light absorbing voxels -> lidar can't detect you well
few elements used (turrets, engines, certain voxels...) -> magnetometric doesn't pick you up
Coat ship in thermal-resistant voxels -> thermal sensors won't be good
all of that can be balanced by simply putting different attributes on voxels and elements: you can build an extremely dark ship to evade lidar, but that increases your mass. Use anti-magnetometric voxels ....but increase the heat.
Balance it so, that you can't build a ship which is undetectable - but may be very, very hard to detect. That has to be an extremely small and expensive ship for maybe 1-5 ppl - to allow black ops kind of tactics.
imho this can be added easily as it only adds some more numbers which then can be calculated just like the rest of the pvp system (chances).
Such a system would be way more engaging and emergent as the builder would have to pay attention to what he wants to build - and ppl have to think about different ways of defending their base.
You may be able to build a battleship which can't be detected by lidar - but it's cross section is a moon. Works pretty well against an outpost which only has a thermal sensor.....
But radar would be the most basic sensor - because it detects a simple crosssection - and therefor be the cheapest....
You see, this system would be easily balanceable and it would add way more emergent gameplay for everyone (shipbuilders, basebuilders, pilots, tacticians, miners, producers,...) than just having a full invisibility cloak element like in eve - which is basically an I win button. Plus it can be implemented very well with the existing idea of pvp-mechanics
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ShioriStein reacted to CalenLoki in How big can we make ships?
According to that video, which show construct cores (after 4:00), we'll have at least 128m long ships.
But I think I've read somewhere that they plan to introduce 256 and 512 too. But it may be just for static cores.
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ShioriStein reacted to yamamushi in Can you (not pilot) move freely inside ships mid flight and craft, build as well?
Yes, you can. While a ship is in motion people can move around freely inside of it and build and do various other ship related tasks.
Here's an example of this (albeit a small example):