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ShioriStein

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  1. Like
    ShioriStein got a reaction from Armedwithwings in EVE Online's $1,000,000 Battle Bust and What it Means for Dual Universe   
    Well this might be take DU a several years to get it. Because one ship need 2+ player to battle (not count fighter) amd a 6000 ship battle it will seem like more than 12000+ player will join it and wow, i LOVE to see that scene. (i hope that time come the CPU and server are already god like to handle those without drop fps  )
  2. Like
    ShioriStein reacted to Lethys in [DevBlog Feedback] Our thoughts on Territory Protection Mechanics   
    @Fins_T That's the point though. If a player wants to create something that lasts He can (and should) build it in a safe zone. 
    UA and shields are for players who want to live in dangerous zones where everything changes constantly.
     
    If you could turn any tile indestructible (No matter how Long that takes) then people will do that. And suddenly you have a pirate base in the middle of your city, near your mining outpost or your Home.....and you can't do anything about it. That's just Bad for the game and people will leave.
     
    Better to have safezones where people can do whatever and build in peace.
     
  3. Like
    ShioriStein got a reaction from Kurock in Rogue Planets, Black Holes, and Rogue Stars (along with other things)   
    Hmm gas giant, we dont know for sure but it will be fun to harvest rare gas on float space station or atleast by some special device . Lmao to see the risk of getting trap by that gas giant gravity and blow up your ship.
  4. Like
    ShioriStein reacted to Lethys in Devblog - Organizations: Purpose & Management   
    Lol, sorry sunrider. I'm drunk, need to go home....
     
    Questions to this devblog:
     
    - what happens when players die? Does the tags from those items get deleted?
    - Can players (not legates) delegate their rights?
    - Can a true democracy exist when only legates can vote?
    - will tags be deleted when a player leaves the org? Or can they be set to inactive by a delegate?
    - is there a limit to tags?
    - Can we set tags for a limited time? (Passage through your territory
     
    For now that should be enough. Autocorrect is a bitch -.-
  5. Like
    ShioriStein reacted to Sullos in Devblog - Organizations: Purpose & Management   
    Definitely interested to hear about how this would work.
     
    Also, would you need to be face to face with another member of an org to give them a tag.
    For example, if I were granting passage to someone else through the border of my territory node, would I Have to go face to face with them and press some button to open up a tag assigning feature, and then assign a temporary tag so that they may get through my land instead of going around?
     
    Very good dev blog though, interesting read.
  6. Like
    ShioriStein got a reaction from Lethys in Rogue Planets, Black Holes, and Rogue Stars (along with other things)   
    Hold on dude, we still in pre-Alpha remember but there is might some answer for you:
    Dont worry the planet distance will sure is big enough for you to build a space station. Hmm did you watch this ? 
    It still in Pre-Alpha so they will put the distance a little close in order to test but according to this video, "close distance" but still big enough so when the game full release the distance will bigger then.

     
     
    Well stars system will generate when the player get out the first system ( i dunno how will they get out but maybe by WARP DRIVER, FTL Driver ? but still it will be add in the later stage after release and it will be very EXPENSIVE so dont worry much about it ). But rogue planets i think wont, it will stress much for the server. They have add the function make planet spin but from i hear it cant move ( yeb another server stress ).
     
    Yeb it already got in game , you can see from this video:

     
     
    Well this point i dont know, maybe they have say yet but they may add some "HEAT" damage ( just maybe , i dont know further, anyone ? if know tell me plz ) and burn you before you can get near the star ( but i doubt, find no point in fighting or go nearing the star ). But still pre-alpha and lot of under NDA (sad i'm not gold backer to join ) so just stay tune and wait for the new .
     
    i doubt about it, But it cool to build a space station near a black hole . Massive war to gain the station seem so funny when some ship trap by black hole gravity and got destroy.
  7. Like
    ShioriStein reacted to MarrrV in PvP System   
    I think so?
    If it takes 1 man hour to create the gun and ammo
    and
    It takes 1 man hour to create a shield
    And EVERYTHING else was the same
    It would be a draw

    It becomes more complicated if I explain it further
    Technically as the man hour was used to create both the gun and the ammo the shield would still be standing when the gun ran out of ammo (the gun still exists) If the gun was then thrown at the shield, both the gun and the shield would "break" and become useless. Thus both parties are returned to the position they were in 1 hour before.  
    Don't worry about misunderstanding, it happens a lot especially when we have people from all over the world, different native languages, alphabets and "turns of phrase".
     
  8. Like
    ShioriStein got a reaction from MarrrV in PvP System   
    @MarrrV Okay i now know your think, and idea too. 

    You mean that if a gun and a shield, one man can create it but your idea is that that gun maybe take 0.5 hour to create but use it will cost your another 0.5 man hour, and with the shield it will cost you 1 man hour to create it but you seem dont loss thing when use it to defend again a gun right ? So 1 : 1 raito man hour put into 2 thing to againt each other is worth in time investment to it right ?

    Well sorry to misunderstand you, i just put another factor but dont realize you only talk about 'equipment' factor all the time now. Yeb i totally agree with you this point, time invenstment for each should balance.
  9. Like
    ShioriStein reacted to 0something0 in Maintenance Cost/Service Life   
    The idea that im proposing here is that elements have a chance of breaking down the more they get used. So, every (arbitrary time) the machine gets used the chance of the machine stopping to function increases by a very small amount, but over time, the machine would become very unreliable, and it takes people with skills requirw to create the element to fix. Some benefits of this system would be: 
     
    Nerfed automation: Due to parts breaking down, you cant just leave your fully automated factory alone 24/7 and "self contained" systems that tries to do everything will need large amounts of skilled personal to maintain. This allows expanded programming/automation capablities without disruption of balance. (And yes, I want to make Skynet, CaptainTwerkMotor)
     
    Jobs: Spacecraft mechanics!
     
    Logistics: Militaries and companies will need logistics trains to maintain their equipment. With logistics comes a entirely new aspect of operations. This also can be used as a substitute to survival mechanics. "Amateurs talk about tactics, professionals talk about logistics." 
     
     
     
     
     
     
     
  10. Like
    ShioriStein reacted to Vyz Ejstu in PvP System   
    "Hello.
     
    Dual Universe doesn't need to become evil. A game is always what you make it. There will be times when people decide to help an aggressed player because they pity him. There will be times when they decide to deal with the aggressors because there are scores to be settled. And, yet, there will be times when they leave both sides to fight and capitalise on that to finish off the victor. If new members to the game can't see the forest for the trees, it may not be entirely their fault. At the same time, it could be their fault alone. As said in my previous post, when people lose a lot, they often decide to fight back or make others pay. That's called displacement in Psychology. It's completely natural. Others choose to repress, but sooner or later, they quit because they can't keep up with the losses, or become exhausted with constantly feeling threatened. 
     
    PvP is not a touchy topic. Please let's not make it one. This game is about more than just fighting, just the same way it is about more than just building. Both are important, both are necessary. There is fun to be had in tactics, excitement in adrenaline...and plenty of spreadsheets in industry to supply the materials for that. No one is a PvPer from the moment he starts a game till the day he logs off for the final time. Believe me, no one - not even in Eve. If you see such a character, it's probably an alt: the main character is doing something else to finance the losses: trading, PvEing...or even mining in the corporation controlled territory. Once the losses become too much to sustain, every sensible player takes a pause to refill the coffers. That's DU. Find what you like doing, and find something to support it. If what you like doing sustains itself, it's win-win for you. Be happy.
     
    @Captain Jack 
    Like Eve, like Eve, like Eve...Both are MMOs, both have content, and both refrain from forcing a player to follow a linear storyline. I understand if you don't like Eve, or the tactics in Eve: many have left, many are leaving and many more will leave. At the same time: many have joined, many are joining and many will still join. For all the prophecies of doom and declining statistics, the game has survived, even more so as they had 6000 players in a single system two days ago. Of course, time dilation made the battle a horror, but that draws the next topic for you. How DU is not like Eve. 
     
    Eve doesn't give you the ability to build whatever you want, however you want. DU doesn't give you a blank slate with a ship and the freedom to turn into a thorn in the side for bigger ships or an exploration frigate. Because DU doesn't give you a ship. DU tells you to create one. People in Eve are interested in DU, and they keep marvelling at the potential for creativity that DU holds. 
     
    Eve doesn't give you an infinite universe like DU, and DU doesn't limit your interaction with planets to collecting resources, like Eve. Eve does not provide you with a completely safe environment once you undock. Even in high-sec, you can and will be attacked if there is sufficient reason. DU does, even if it's only one planet. Make no mistake, I do not support glorifying the ego of players in Eve who want CCP to push out all the new players from high sec so that they can populate their killboards. The players who fly the most expensive ships know what activity is involved in building them: mining. 
     
    Don't blame DU for having humans play it. Should you want a completely automated environment, DU cannot and will not provide that for you. CCP did not create bumping, or griefing, or killing sprees. These things were there before Eve because there were gamers and people before Eve - even as there were people and gamers before DU. People are not senseless robots. Unlike NPCs, they will not attack without reason once you enter their reaction zone. Find out why they attack you, or why they look for you and take the right measures to protect yourself. Make yourself happy and make the gankers sad. There are ways to do that...and most of the time, you don't even have to do it yourself: someone else is always willing - for the fun or for the right price. Be a human, and unlike an NPC, find that person, if you are incapable of defending yourself against aggressors. Who knows? Your aggressors may just turn out to be friends in disguise.
     
    There is so much more, but you have to find it. It won't come to you by itself. 
     
    Cheers.
     
    "
  11. Like
    ShioriStein reacted to Hotwingz in Should Marketplaces Have Lua Scripts/Have APIs?   
    Personally I think if you want to interact with the market you should log in and play the game. 
     
    An api to look at prices would be something many people would enjoy. But I'm strongly against being able to use it to buy or sell items without logging in. 
     
    Or automate actions, that smells too much like botting. 
    As far as I understand it. 
     
  12. Like
    ShioriStein got a reaction from GunDeva in Builder robots for large scale builds   
    IF automate turret hit chance is 1%, you only have to build 50 - 100 turret. And how can we build so much turret ? Automation build unit. And how do we got resource for it. Automation mining will do it. And if automation mining cant got enough resource you need ? Just build more automation mining.

    Left aside the scaning because that job dont require a lot people.
  13. Like
    ShioriStein got a reaction from GunDeva in Builder robots for large scale builds   
    It not difficult, it obvious very LIMIT no mater what how you good in programing . Oho i doubt about this "factory" , as now we know it only can build space ship but how big space ship can it make ? Also i didnt see it say anything about construct a building yet ... or already but i dont know ? 

    Ah anyway if one man can build an empire by automation why an Org cant build a star domination empire by only sleep and let automation do everything. Nah

    NQ had said : Solo player can do many thing but not everything . And Automation will help them do everything. Sad
  14. Like
    ShioriStein reacted to Lethys in Builder robots for large scale builds   
    Lua ist there for us to facilitate our lives and, as the devs said now many times, Not to kill certain jobs people may want to do.
     
    My answer was more about his ..... "Idea".... to not even have the most basic systems ingame so players even HAVE TO script a power routine for example and that's just a bad idea imho. 
     
    I agree with most of your points, though you forget the consequences of an automated industry. Just look at eve. As a noob you can't really live from production or mining. You can ofc, but just doing missions yields 1000% more per hour and brings you way farther. 
    You lack ingame skills (which is fine, as vets who specialize should have an edge), money (to start margin trading), knowledge - which is part of the fun of learning a complicated game and is No big deal imho.
     
    But first and foremost you lack bots, highly specialized equipment ("automated miners") and 10 alt accs. 
    Without that you won't make enough money in eve in those professions as other players just ruin the market with cheap ore and minerals. I started mining in eve years ago with a cruiser and it was quite well payed - nowadays you would need at least 2 accs and a dedicated Mining barge. And yes, I'm only talking high sec. It gets a little better in dangerous space, but not so good that it would pay off for the risk you take alone.
     
    That's why NQ is against automated Mining and every script which could render a player useless. Newbros are actually useful, No matter their skill level ingame. Orgs do profit from a newbro as He might not be as fast in mining as a vet, but He adds smth at least (which wouldn't be true in eve for instance). 
     
    Mining will always be the backbone of DUs economy as it's (for now) the only quanta faucet we know of
  15. Like
    ShioriStein reacted to Lethys in youtubers and their orgs   
    And this would be a problem because.....?
    More players = more gameplay = more fun.
     
    Why should orgs which are founded now get some kind of protection? If your org can't adapt to new situations or If you can't keep up with others then just change things. 
     
    Some large org kills your members constantly? Move to another planet or try to make their lives as hard as possible
     
    Some players run the market and install a monopol there in certain goods because of their large backbone? Get their supply lines or move to another product
     
    Can't really see a problem there
  16. Like
    ShioriStein reacted to Kuritho in Inspirational Architecture   
    A masterpiece.
  17. Like
    ShioriStein reacted to Felonu in Planetary Claim Systems   
    Here is the short answer on automated mining. (Transcript)
  18. Like
    ShioriStein got a reaction from Takao in Planetary Claim Systems   
    nah that system still overpower and boring, why ? lets me say, the only thing you will do to farm resource day and night to upgrade it and because it cost so much so it will hard and balance right ? Nah , it will make the game boring as suck when all you have to do is grinding, Dev say they want to give us Emergent game play not grinding simulation game play. 
     
    Why i say it is grinding game play? Because all you do is protect your central hub and grinding resource, nothing else. And protect one hub is easy than protect every tile I corret ? And from that it will make you so overpower by cower in your fortress. No emergent here.
     
    Also the feeling of choose which position in side the tile to place your hub, tatic land, and build nice protect to your hub. This feeling cant have when you only got a central hub where you dont have to think about anything than protect your only hub and grinding.
     
    Also it is overpower, because the only thing you can do to claim a land which central range have cover is attacking the central hub which of course all their mighty will gather there. Instead the more they expand the thiner their military force can cover, they all have to do is stick inside their fortress.
     
    So that is why I only agree with one part of his idea is we should have a central claim hub but not expand by upgrade but have small claim hub connect to it to working normal or I say maintain.
     
    I hope to hear your thought about it @GunDeva and also @Iskiox
  19. Like
    ShioriStein got a reaction from GunDeva in Public Event   
    Well you will see at the begining of the game, you will feel the peace everywhere, everyone help each other to rebuild CIVILIZATION and you found it might be boring as suck.

    But dont worry when people dont have a common enemy ( starve, poor, ...) and get wealth then it is the end of the stage called begining and war sure broke out, first will small conflict over rare resource deposit but it sure will get big when the resource is hard to find and people are getting greed in power and resource once they got enough man power and resource to expand their military.

    And then betrayer, civil war, ... will sure to happend.

    Yeah event with large wil lhappen soon but just not at the begining  where people have to find resource day and night.
  20. Like
    ShioriStein reacted to Omfgreenhair in "Super Weapons"   
    I think it -should- be possible.
     
     
    Now now, hear me out: Big projects require massive amounts of resources and high tech research & development. From this alone we can conclude that it's not a one person job, it's highly time consuming and will require a huge amount of currency/resources that also require a massive amount of time to collect. 
     
    Lets say you have a beam-weapon. Just the beam-weapon alone will do base amounts of damage. Implementing an enhancement module will draw extra power. Extra power requires extra power generation, which means more fuel, which-you know I can go on. Point is, you will have to do a hell of a lot of work for a giant boomstick. I don't know about you, but regardless of how big this game is, you're not gonna hide a Death Star. 
     
    Now, take in account that the secrecy of said project is pretty thin, a counter project could be started by rivalling parties not wanting the enemy to have such a weapon
     
    All in all I just find it quite sad and disappointing that the community is not trusted to solve this issue internally. Your city block destroyed because a doomsday device? Yes please! Murder my base so I have reason to build good defences or join a good faction. Destroy my ship so I can learn when to leave harbour and when to stay home. Beat me down so I can get up stronger. 
     
     
     
    Besides these things, consider the following the thing though: why would anyone want to undertake a massive project with the risks mentioned above and the investment "just to blow up the world for lolzies". They won't. If they do it's because they want to be the dominant force in the galaxy, which is simply not sustainable in a GAME (see EvE territorial time lapses via youtube). It would hurt their own user base in the same way as the current modern Western society benefits from NOT going to war with one an other. 
     
    Again, trust the community to solve this issue. 
  21. Like
    ShioriStein got a reaction from Windmiller_Rick in Hacking   
    That is what i'm talking about. More tense game play, more way to do not just only hacking. I very hope NQ will let Org build their Fire Wall. No tool, no skill will help you, only left is your brain
  22. Like
    ShioriStein reacted to Iskiox in Planetary Claim Systems   
    So from the previous videos DU Devs have posted it appears that the current system of claiming will be on hexagonal tiles and dependent on territory units--which are to be expensive. My idea is that what if the system worked like this:
     
    A claim possess one central beacon/territory unit which is extremely resource heavy but still feasible, with it you can build on adjacent tiles less expensive territory units; the catch would be that to build more adjacent territory units you must upgrade the central unit--which cannot be done indefinitely. Secondly, if a central unit is hacked/destroyed/sold/captured then all sub-sectors will be destroyed/captured, this would then support the construction of cities around central units as you'll need to prioritize their protection, and since you cannot expand forever with one central beacon you will need to construct more to continue expanding, which in turn means more cities. Take this example:

    Here you can see three central hubs. One has been fully upgraded and thus a second has been placed to continue expansion. With this model future central units do not have to be adjacent to continue expansion, which in turn allows for multiple cities/colonies around a planet. The only stipulation with this is that it gives the opportunity for organizations to quickly take over planets by constructing multiple central units at different sides of a planet; to mitigate this there could be a limit of central units on one planet, or that the price of a central unit increases based on how many a player/organization already owns on said planet.
     
    What do you guys think?
     
  23. Like
    ShioriStein reacted to Kurock in What Should DU Citizens be Called Part 2   
    Fellow Dualists,
     
    Like this post if you would like to have Duals or Dualists added to the poll.
     
    This is a bit like an Internet petition: it may be ineffective but it makes you feel good.
  24. Like
    ShioriStein got a reaction from Atmosph3rik in Atmosphere friction   
    I just wonder that is the angel when you go from space into Atmos will affect anything ? like temp of the ship if you go so fast from space into atmos with angle like 60 - 90 degree.
    Oh and i wonder if there is different Atmos so the Friction will all so different? 
    It will be hilarious when stand on the ground and see some gigantic ship burning and blow up on the sky because the temp so high.

    P.s: My grammar not so good because my mother language not english so sorry :).
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