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PetdCat

Alpha Team Vanguard
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  1. Like
    PetdCat got a reaction from Oldbilluk in Voxel elements position and orientation by Lua script   
    Using LUA scripts will not impede the builds of other individuals, they still have all the tools to create what they wish--they just have a tool in their toolbox that they do not wish to use.  If I have a toolbox and refuse to use an adjustable wrench, that should not preclude my neighbor from using that adjustable wrench.  Especially since both of our toolboxes are exactly the same and provided by the same manufacturer.  If the wrench can be either manually operated, or automatic (with the insertion of a small battery), and I don't want to insert the battery to take advantage of the extra option, that is my choice.  
     
    We are talking about the expansion of an existing system in the software--a system that is one that differentiates it from similar games.  Placing restrictions on that asset because some people chose not to use it does not seem like a viable option to me.  Saying that one must use LUA to get the maximum out of one's constructs is like saying that you have to practice flying in order to be good at it. 
     
    Yep, a tool requires study in order to be good at it.  If you chose to not use that tool, or chose not to become as proficient in it as someone else, then you really cannot complain that their constructs do things that yours cannot. 
     
    Besides, those constructs would probably be available for purchase, so they would be available to whomever wishes to purchase it and they would receive the benefit of the craftsman's skill.  In the end, it would just be a matter of someone purchasing  a)  something that does the job, and probably does it well, or  b) something that does the job as well as "a" but has some extra bells and whistles.  Welcome to a diverse economy with widespread options for customers to make choices.
  2. Like
    PetdCat got a reaction from hdparm in Voxel elements position and orientation by Lua script   
    Using LUA scripts will not impede the builds of other individuals, they still have all the tools to create what they wish--they just have a tool in their toolbox that they do not wish to use.  If I have a toolbox and refuse to use an adjustable wrench, that should not preclude my neighbor from using that adjustable wrench.  Especially since both of our toolboxes are exactly the same and provided by the same manufacturer.  If the wrench can be either manually operated, or automatic (with the insertion of a small battery), and I don't want to insert the battery to take advantage of the extra option, that is my choice.  
     
    We are talking about the expansion of an existing system in the software--a system that is one that differentiates it from similar games.  Placing restrictions on that asset because some people chose not to use it does not seem like a viable option to me.  Saying that one must use LUA to get the maximum out of one's constructs is like saying that you have to practice flying in order to be good at it. 
     
    Yep, a tool requires study in order to be good at it.  If you chose to not use that tool, or chose not to become as proficient in it as someone else, then you really cannot complain that their constructs do things that yours cannot. 
     
    Besides, those constructs would probably be available for purchase, so they would be available to whomever wishes to purchase it and they would receive the benefit of the craftsman's skill.  In the end, it would just be a matter of someone purchasing  a)  something that does the job, and probably does it well, or  b) something that does the job as well as "a" but has some extra bells and whistles.  Welcome to a diverse economy with widespread options for customers to make choices.
  3. Like
    PetdCat reacted to Anaximander in Ships and the crew required   
    Hi.
     
    Bigger guns rotate slower. This is not Star Citizen's WW2 in space.
     
    EVE Online - where DU's combat system is originating into, the dynamic values on "dice rolls" to put it bluntly - has some major rules about ships.
     
     
    1. " Do not fly what you can't afford to lose" - Translation : Do not put your bling on the line for mindlesss brawling.
     
    2. " There's no right way to play the game" - Translation : A person's trick may not work for your playstyle.
     
    3. " Bigger does not mean better" - Translation : Capital Size Guns and Ships, are meant to combat Capital Sized Targets.
     
     
    You see, a 10 Ton Gauss Gun, won't be able to track a target at the same speed as a 1 Ton gun would. Bigger guns = meant for bigger targets.
     
    People can be idiots and build giant sized ships with 100000000 Gauss Guns. They won't be able to hit a swarm of starfighters. Those Starfighters will kill that Super Battleship by taking out all those Gauss Guns one by one, cause the idiot who built the ship - and the idiots who bought the ship - didn't udnerstand how the game works or how REALITY WORKS.
     
    So no, a battleship with many guns comes at a cost. Crew, logistics, fuel, ammunition (yes ammunition, :V ).
     
    People have this feint notion that they will fly a 18 Km Titan in DU with 5 other guys. No you won't.
     
    If an alliance builds a dreadnought that has battery racks of smaller sized turrets to combat smaller targets, and you engage said ship, then,YOU WILL FIND THE BRUTAL WAY WHY THAT SHIP CLASS IS CALLED DREADNOUGHT.
     
     
    So no, it's not gonna be a race about "bigger ships". Your Battleships will still need smaller ships to protect it from smaller sized ships it can't possibly combat.
     
     
     
    Likewise, you COULD put a Capital Sized Laser Beam Cannon on your Starfighter, rig a Capital Class Capacitor on that bad boy, and make it go like insane fast, so you can "track" a target, by shifting your entire ship to aim.
     
    That's an acceptable - yet daring - fighting style. Your Capital Class Laser Beam on that starfighter, will probably MELT any small craft you cobmat. BUT, you probably have like 5 shots at max with that thing , since you don't got a generator to convert fuel into energy for you on that starfighter. 
     
    It's a self-balanced process. The combat system NQ goes for guarantees this. And yes, IF you are a god of math, you can rotate your ship the right way, to reduce a person's tranversal speed so you can aim at them easier.
     
    This is also how the actual navy (sorta) plans shots. Here's the math I personally use for figuring out my ship's maximum trasversal compensation.
     
    Let's say you have a Railgun on your ship, it has 20000 meters Effective Range (it's a big and fast gun, actual railguns can hit intercontinental targets, which is mroe than 20000 meters distance :V, spoopy shit, look up Mach 7 Railgun on youtube. 'Murrica !) .
     
    Your gun tracks at 4.2 degrees per second (it's a big big gun so it turns very very slow) That means by 2*pi*r magic, we get a circle around you which is your "effective surface".
     
    Now, divide the circumference (I did the math no worries ) which is 125680 meters of circumference, by 360, and get a length around your maximum effective range ( which in a second will get really depressing to make a point ) which spans 1 degree of your "circle".
     
    Now multiple it with 4.2 degrees, which is your tracking speed. That's 1466 meters per second speed you can track or "transversal" speed.
     
    Here's the problem, my Vexor Navy Issue Cruiser can pump out 3000 meters per scond, so your Railgun won't even be remotely able to shoot me, cause I have TWICE the speed you can track.
     
     
    But no wait, we took the math of the speed you can track at your MAXIMUM RANGE (which is your effectibe range). Let's get closer.
     
     
    Let's say you don't fight a target at your comfortable 20000 meters of effective range with your super duper railgun. Let's say the target is now 5000 meters away.
     
    Same math for finding the circumference, 2*pi*r we get 31420 meters of a circle around you, and at 4.2 degrees per second, you track 366 meters per second of speed. Yes, a LONG RANGE gun can't work in close quarters. In EVE, a sniper ship needs people to protect it, like actual snipers in real life have spotters to provide information and protect them if shit goes south. Look at Arma .now, and pul lyour hair out, as the "miltiary simulator" has no place for spotters in it, but EVE does? Lolzies, BD42 fans probably got triggleypuffed.
    But regardless, now my VNI that goes at 3000 meters per second is at 5000 meters from you. I now got at nearly 9.5 times youir tracking speed. You are now having a SNOWBALL'S CHANCE IN HELL of hitting me with your super-duper railguns - either beign 1 or 1000 of them on a ship..
     
    But, be not afraid, good pilots, know the ancient ninjutsu of "turn your ship manually". If I CHANGE vector, I can mitigate your angular velocity, by heading in the same way YOU are heading, thus reducing your angular velocity and tranversal in referrence to mine, THUS increasing my tracking speed. And well, In DU, you turn your ship manually, so, yey??? Possibly a script to compensate manually? O.o 
     
    Similar to what Rey and Finn did in Force Awakens. The gun was jammed (no tracking speed of its own) so Rey flipped the ENTIRE ship to place the enemy Tie-Fighter in the gun's OPTIMAL range and tracking. Yes. that kind of wild shit is why people swear by EVE's combat system. and why if NQ does the exact same mathematical model GOOD pilots will shine in the game. Believe it or not, space combat will have math geniouses on the cockpit.
     
    Takes alot of mental fortitude to actually figure this kind of shit as you fly. Most people just rely on "hard" numbers in EVE, like "hurr durr, get within XYZ range"  But then they get demolished by a pro who slingshots around them and just obliterates them.. 
     
    But as Master Senpai Pilot Cybrex Alt Overlord said once "Transversals,: Keep track of them". 
  4. Like
    PetdCat got a reaction from Kek in DevBlog: Monetization, player happiness and economic viability   
    F2P leaves such a bad taste in my mouth (if it is not a limited F2P).  I have been involved with Lord of the Rings Online since it's first release some 7 years ago or more and when they went F2P it just destroyed the community.  I am sure that i brought in more revenue, but oh how the channels turned into cesspools.   Now, I can forsee a limited F2P (like weekends) to draw people in, but my major concern is provide some ability for those who may be on a more limited budget to be involved who still wish to contribute.  I think a situation where ingame currency can be used to pay for monthly subscription would fulfill that--it just opens the door for gold merchants to pay for the bots--so I don't know if it is worth it.
     
    I am going to throw this out as well as a monetization concept since I am a builder (and I believe I've seen Lady Astrum about who is a builder as well).  Many builders have skill sets beyond just laying voxels or meshes down to create things.  Many of us also have marginal skills in creating custom textures.  Myself, I have quite a few textures laying about that I created for other virtual worlds that would work well for voxels in Dual.   As such, I would be willing to pay a fee (to cover the cost of uploading and review by the game developers) to use those textures either for my own creations, or to sell for others to use in Dual.  That would provide three benefits:  a revenue stream of fees for the processing of the textures into the game, a revenue stream of Dual's "cut" for any texture packs sold on the game store to builders, and finally the added benefit of building content to expand the look and feel of the game (which has been reviewed by the Developers for style) without cost to the development staff.
     
    Let's face it, every corporation is going to want for their own structures/ships/vehicles to have a personal "look".  Expecting the Art Team to come of with all those textures would be a daunting task.  Why not, in essence, unload part of that process to in-game builder who enjoy that and change the process from a cost center to a profit center?
  5. Like
    PetdCat got a reaction from Anaximander in If you could prioritize DU features...   
    ....well.....maybe not a colossus...    LOL
  6. Like
    PetdCat got a reaction from Dhara in If you could prioritize DU features...   
    Pretty much what Dhara said, but then I tend to be a builder.
     
    Add to that, regular updates of texture libraries so everything built doesn't look like it came out of the same Siberian factory.
     
     
    oh, and almost forgot,
     
    Breakfast served by provocative personnel 
  7. Like
    PetdCat reacted to Dhara in If you could prioritize DU features...   
    CVC MUST happen!  I think this is a critical element of the game and am actually surprised it is a stretch goal.

    Otherwise:

    1. Third person viewpoint
    2. Survival elements (Farming, hunting, cooking - food for buffs, etc.)
    3. Character customization (outfits, hair, skin tones, etc.)
    4. Ability to customize signage, logos/names for our ships, etc.
    5. Moving parts: joints, rotors and pistons
    6. Decorative props - preferably individual pieces that allow us to build our own props in game would be best (for instance, don't give us an entire lamp post.  Give us the individual pieces of a lamp post so we can build many different props out of those parts).
    7. Weather
     
    Not sure these are in the exact order of importance because the first few are pretty much of equal importance to me.
  8. Like
    PetdCat got a reaction from Eloelo1 in DevBlog: Monetization, player happiness and economic viability   
    F2P leaves such a bad taste in my mouth (if it is not a limited F2P).  I have been involved with Lord of the Rings Online since it's first release some 7 years ago or more and when they went F2P it just destroyed the community.  I am sure that i brought in more revenue, but oh how the channels turned into cesspools.   Now, I can forsee a limited F2P (like weekends) to draw people in, but my major concern is provide some ability for those who may be on a more limited budget to be involved who still wish to contribute.  I think a situation where ingame currency can be used to pay for monthly subscription would fulfill that--it just opens the door for gold merchants to pay for the bots--so I don't know if it is worth it.
     
    I am going to throw this out as well as a monetization concept since I am a builder (and I believe I've seen Lady Astrum about who is a builder as well).  Many builders have skill sets beyond just laying voxels or meshes down to create things.  Many of us also have marginal skills in creating custom textures.  Myself, I have quite a few textures laying about that I created for other virtual worlds that would work well for voxels in Dual.   As such, I would be willing to pay a fee (to cover the cost of uploading and review by the game developers) to use those textures either for my own creations, or to sell for others to use in Dual.  That would provide three benefits:  a revenue stream of fees for the processing of the textures into the game, a revenue stream of Dual's "cut" for any texture packs sold on the game store to builders, and finally the added benefit of building content to expand the look and feel of the game (which has been reviewed by the Developers for style) without cost to the development staff.
     
    Let's face it, every corporation is going to want for their own structures/ships/vehicles to have a personal "look".  Expecting the Art Team to come of with all those textures would be a daunting task.  Why not, in essence, unload part of that process to in-game builder who enjoy that and change the process from a cost center to a profit center?
  9. Like
    PetdCat got a reaction from Benitius in Something great is coming...   
    I like patterns, they are pretty.  They give me nice borders to color with crayons.  I find that enjoyable to do.
  10. Like
    PetdCat reacted to Anaximander in Post-Kickstarter   
    They should give us Hello Kitty stickers. Everyone loves those.
  11. Like
    PetdCat reacted to Anaximander in What the hell is this?   
    A ) Unless you can provide solid proof of your alleged PR career, I do not believe you.
     
    B ) Would you prefer JC Baillie to overhype the game without showing any pre-alpha proof of multiplayer? You want more Sean Murray perhaps? You miss being lied to I guess, cause that's what a meticulously crafted trailer is (I also guess you would know that if you were into marketing to begin with).
     
    C ) I (and many others) praise them for not giving an F for "pretty footage". Three people built a ship, it flies, you can see pretty textures and a base layout.
     
     
    I prefer the devs showing clumsy videos with what they already HAVE done, than ultra-edited hype fuel that oversell their game and will force them in a corner around release. If you want some Kool Aid in video form to justify your hype, that's your issue good sir, not the Devs' issue.
     
    Better luck next time, your withdrawal wasn't even felt :V
  12. Like
    PetdCat reacted to wizardoftrash in What the hell is this?   
    Casually overlooked that the main features of DU are all pretty much there so far, and the main features of LM was an MMO that got canceled
  13. Like
    PetdCat reacted to Dhara in What the hell is this?   
    Just that I can build a ship with voxels that will fly blows LM in its current state away, let alone in Alpha. 
  14. Like
    PetdCat got a reaction from Seraph in What the hell is this?   
    I think a couple people just decided to throw some things together real quick to show that it could be done with multiple people.   I'm not going to give them grief for a quick fun video that you just throw out there.  I certainly don't want NQ to think that they shouldn't put any communications out there that has not had the art department sign off on, run through a production company, and have music from the Ecole Normale Superieure Chamber Quartet.  Unless people prefer that there is less informal communication and everything has been run through the local spin doctor.
  15. Like
    PetdCat got a reaction from BliitzTheFox in It's a Problem that Ship-to-Ship Combat is a Stretch Goal   
    Well, I guess you should do all you can to make sure they reach the stretch goal then.
  16. Like
    PetdCat got a reaction from RagenTerror in WHAT ONLINE GAME DID YOU COME FROM?   
    Most of the virtual worlds that have builders and DJs--Second Life, Utherverse, etc....
    MMOs--Lord of the Rings Online, Guild Wars 2, Final Fantasy, The Secret World, EVE.
    The last 2+ years--building in Landmark off and on  
    Involved in Revival until the plug was pulled.
  17. Like
    PetdCat got a reaction from Dhara in [Showcase] Show your Skills! Ship/Base/Building Designs & Concept-Arts (2D/3D/*D)   
    Here is my build in progress over at Landmark on Determination/Whistling Tangle (SE of the spire).  It should be fairly obvious from the map view.
     

  18. Like
    PetdCat got a reaction from Hampius in Video of open door at NQ   
    Damn....after seeing everyone in the video, I'm feeling really old!  LOL
  19. Like
    PetdCat got a reaction from Pang_Dread in It's a Problem that Ship-to-Ship Combat is a Stretch Goal   
    Well, I guess you should do all you can to make sure they reach the stretch goal then.
  20. Like
    PetdCat got a reaction from Code24 in It's a Problem that Ship-to-Ship Combat is a Stretch Goal   
    Well, I guess you should do all you can to make sure they reach the stretch goal then.
  21. Like
    PetdCat got a reaction from friendlytyrant03 in [removed]   
    [indifferent]
  22. Like
    PetdCat got a reaction from wizardoftrash in It's a Problem that Ship-to-Ship Combat is a Stretch Goal   
    Well, I guess you should do all you can to make sure they reach the stretch goal then.
  23. Like
    PetdCat got a reaction from friendlytyrant03 in Stupid ideas #2   
    Little plastic statues of hula girls that you place by the front screen of your spaceship and move while you are moving through space.
    The corresponding bobbing head dog statue that goes by the rear screen of your spaceship.
  24. Like
    PetdCat got a reaction from Underhand Aerial in Stupid ideas #2   
    Little plastic statues of hula girls that you place by the front screen of your spaceship and move while you are moving through space.
    The corresponding bobbing head dog statue that goes by the rear screen of your spaceship.
  25. Like
    PetdCat got a reaction from DaSchiz in Stupid ideas #2   
    Little plastic statues of hula girls that you place by the front screen of your spaceship and move while you are moving through space.
    The corresponding bobbing head dog statue that goes by the rear screen of your spaceship.
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