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PetdCat

Alpha Team Vanguard
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  1. 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.
     

  2. Like
    PetdCat reacted to CheshireVee in Unexpected awesome endorsement from RSI   
    You could say the people who back both are...
     
    "Dual Citizens"
  3. Like
    PetdCat got a reaction from SimonVolcanov in DevBlog: Monetization, player happiness and economic viability   
    I prefer a P2P system mostly due to it requiring players to have some investment in the game--thereby allowing some kind of limitation on behaviors.   There will be those who will cry from F2P and announce the doom and gloom of not going that way, but my experience is that F2P games have an inordinate amount of people behaving badly strictly to be be people behaving badly.   
     
    The only issue will be that many will automatically say that P2P is also P2W....which I think is a twist on the F2P argument.
     
    I like the EVE structure, and I like their economy model, so that kind of gives you an idea of where I am coming from.
  4. Like
    PetdCat got a reaction from Pyroxim in DevBlog: Monetization, player happiness and economic viability   
    I prefer a P2P system mostly due to it requiring players to have some investment in the game--thereby allowing some kind of limitation on behaviors.   There will be those who will cry from F2P and announce the doom and gloom of not going that way, but my experience is that F2P games have an inordinate amount of people behaving badly strictly to be be people behaving badly.   
     
    The only issue will be that many will automatically say that P2P is also P2W....which I think is a twist on the F2P argument.
     
    I like the EVE structure, and I like their economy model, so that kind of gives you an idea of where I am coming from.
  5. Like
    PetdCat got a reaction from Sekmeth in DevBlog: Monetization, player happiness and economic viability   
    I like the regular F2P weekends idea.  I also think that large expansions should be an extra cost (think the DLCs in Secret World or the large map expansions in Lord of the Rings Online).  I realize that will probably cause some heartache for some, but development is not free, and as long as there is value being added it just makes sense to charge XX for that.  
     
    Cash shop is always tricky.  Like they say, it is like walking on the razor's edge--a step either way can have unforeseen issues    Myself, as a builder, I would have no problem paying for expanded texture bundles for creating things (if we cannot import our own textures).  However, there are some that would see that as pay-to-win because the additional awesomeness of the expanded textures would cost extra--you all have seen the drill in forums.
     
    Also, I am in the "little time, have cash" kind of boat--so that colors my way of looking at things.  They will also need to cater to someone blowing off steam before finals and living on ramen so they can pay their bar bill on the weekends crowd  
  6. 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?
  7. Like
    PetdCat got a reaction from Gilsabo in DevBlog: Monetization, player happiness and economic viability   
    I prefer a P2P system mostly due to it requiring players to have some investment in the game--thereby allowing some kind of limitation on behaviors.   There will be those who will cry from F2P and announce the doom and gloom of not going that way, but my experience is that F2P games have an inordinate amount of people behaving badly strictly to be be people behaving badly.   
     
    The only issue will be that many will automatically say that P2P is also P2W....which I think is a twist on the F2P argument.
     
    I like the EVE structure, and I like their economy model, so that kind of gives you an idea of where I am coming from.
  8. Like
    PetdCat got a reaction from Dhara in Voxel Tools: Pre-Alpha Game Design   
    I have found that the players are going to use whatever term they wish over time    Heck, that is how the term "voxelmancy" came up with to begin with  I'm not sure that us deciding at this point is going to have any impact on what people decide to call it down the road.  They would probably just pick another term to be contrary given human nature  LOL.  As a Babylon 5 fan, I would be happy with something simple like -- TechnoMage    (I just don't want to have to shave my head).
     
    Voxel Boards--anything you can do so we do not need to have voxel boards would be awesome.  In the other voxel based game I had a claim that was nothing but all my voxel board templates.  It was huge, it was ugly, it was necessary, I hated it.  I ended up building all my workshops underground or inside mountains so people would not see the various bits of flotsum.
  9. Like
    PetdCat got a reaction from CosmicDragon in In Space Ungrades   
    My opinion is that you will be able to "build" anywhere.  Now the question will be--in a sandbox universe--will you want to?  It will be like changing a tire on the driver side of the car on the shoulder of the freeway--doable but not normally a good time.  Given that in that type of situation you will be vulnerable to anyone coming by who may wish to....ummmm....acquire your vehicle, I think that there will be a market for spacedocks, open stations, co-op docks, etc...that provide some level of security (and access to materials, technology, assistance).  Of course that will then create some little "gem" of a place that a group may want to raid, take over, lay to waste for giggles, you name it, if not defended.
     
    I think that the ability to modify something will end up not being limited by world/server mechanics, but by how social interactions start coming about in DU.  Tons of pirates, or organized groups that do play well in the ether together--guarded outposts/stongholds.  A general "I'm okay-Your okay" commune attitude--build anywhere.   We will probably end up being somewhere in the middle with someplaces being more dangerous than others.
  10. Like
    PetdCat reacted to Bella_Astrum in Voxel Tools: Pre-Alpha Game Design   
    I don't think I've personally ever fully been clear on the voxelmancy concept. The reason being: there are players who are good at voxel manipulation (ie creating new yechniques/voxel shapes etc) and there are players who are good at using those techniques to make something outstanding. There are those in between and a rare few who are adept at both, though not that many.
     
    I've been called a voxelmancer but don't consider myself one. I just build what feels inspiring. I don't create weird vox3lmancer shapes. Though I have used/discovered my own techniques others asked me to show them.
     
    The term voxelmancer caused some rifts in some aspects of the community in other voxel game, in the alpha stage, simply because there was some frustration from some (not myself) that voxelmancy was on the verge of being elitist and prevented some less adept players from building at a high standard because instead of solid tools, players were left to invent their own ways around voxelmancy by making up new techniques (work-a-rounds). These were never my arguments but as time has gone on I've come to see the points behind the frustrations some players had.
     
    There are pros and cons of voxelmancy. I guess it is a term that is now out there, though I agree with Kiklix the 'mancy' aspect has connotations of magic rather than Sci fi.
     
    My hope is voxelmancy in DU will mean a player is simply good at building, instead of what it means in the other game: inventing new microvoxel techiques, because that would likely mean voxelboards and I would really like to get away from those. If it's not possible then I will embrace it, but personally I have found the past year of learning work-around after work-a-round frustrating. If we can do what microvoxels/offsets etc can do with Dev made tools, I will be super happy.
     
    I have much faith in NQ.
  11. Like
    PetdCat reacted to Atmosph3rik in Complicated building?   
    In a way, we should be able to change the size of something like a triangle.  But on the small end it can only really go as small as one voxel cut in half diagonally.  You'll probably be able to make a triangle almost as large as you want too, but it will technically be made up of many voxels.  
     
    You can make a voxel smaller then the standard grid too.  But because everything is on a grid, you are also making all the surrounding voxels larger, or at least moving one corner in closer to make the central voxel smaller.   In reverse you can also make one voxel appear larger, but to do it all the surrounding voxels have to move to make room.
     
    Working at the highest detail level with voxels can be pretty tedious in other games, but i think their aim for DU is that we will be doing much less tinkering with voxels on the smallest scale and more building with pre-made shapes at a larger scale.
     
    edit: Here is a little piece of someone's tutorial from the game Landmark.  They're basically explaining two different ways that a triangle can be made.  You can see in either example it requires other nearby voxels to be altered too.
     

  12. Like
    PetdCat got a reaction from TrihXeen in Who else will be streaming this game?   
    I may do some streaming.  Unfortunately, I tend to do alot of building (and tend to be rather fussy about it) so it is like watching Golf--or paint drying.
  13. Like
    PetdCat reacted to NQ-Nyzaltar in E3 ships not made in engine? (debunked)   
    Well... It will be always our word against his.
    But here is our side of the story.
     
    Just the facts:
    - We posted two comments on his second video asking why he was deliberately spreading disinformation and diffamation about our game.
    - In both comments was a link to our video proving the big spaceships were voxel-made.
    - They weren't validated to become public, despite the fact that comments posted after by other posters were.
    We don't exactly know how BlueDrake42's channel is configured, but if comments require validation to become public, that means he sees every comment before chosing to validate one (or not). It seems to us really unlikely that, in this situation, he hasn't seen the comments who were pretty straightforward and posted with the name "Dual Universe". Maybe there is another explanation but from our side, we don't see any.
     
    In the end, with his video "GG Dual Universe", BlueDrake42 showed he didn't mean to misinform (despite the fact that the result was exactly that). We personally recognize we were wrong in thinking he had ill intentions toward our game. Sketpicism in his first video was totally ok and we perfectly understood that (as not much about our game has been presented yet). Presenting personal assumptions as the truth (saying our ships were just meshes bought from turbosquid put in our game and not voxel-made spaceships) in the second video was where a line was crossed.
     
    There will be soon a blog post explaining our unexpected presence at E3 (that wasn't even expected on our side a month ago) and how it came to make some choices that seem weird from the outside. We also totally agree that there have been several mistakes in our communication like the fact we should have pointed out that the big spaceships design weren't home made but available on Turbosquid. There was no intention to hide it. We truly didn't see it as a problem a few weeks ago, as the teaser was meant to present what players would be able to build, not to present what the players will find in game.
     
    So there is no hypocrisy here.
     
    To avoid feeding the troll any further, this topic will be locked now.
     
    Best regards,
    Nyzaltar.
  14. Like
    PetdCat reacted to MaximusNerdius in CaptainShack Interview   
    For those who haven't seen it yet, CaptainShack got to sit down with Jean-Christophe Baillie for an interview about Dual Universe.
     
    https://youtu.be/m1WMwIDWFKI
  15. Like
    PetdCat reacted to Pittouniata in E3 ships not made in engine? (debunked)   
    Yup 
  16. Like
    PetdCat reacted to The_War_Doctor in E3 ships not made in engine? (debunked)   
    it wasn't my intent to come at you in a combative manner, if infact my actions were taken as such I will apologize. I have no desire from putting off a potential fellow ark traveler with perceived negativity of a growing community. I only tried to answer your questions the best I could with logic with what limited knowledge there is currently. your location says France so im wondering if there isn't some language issues between the native English speakers and yourself.
  17. Like
    PetdCat got a reaction from Pittouniata in E3 ships not made in engine? (debunked)   
    My assumption is that they misread your concern as being combative and belligerent.  Unfortunately the tone of one's message does not translate well over typed messages.  Anyway, hopefully, things will go better in the future  
  18. Like
    PetdCat reacted to Tnecniw in E3 ships not made in engine? (debunked)   
    I just hope it lives up to expectation (and don't become like Everquest next)
  19. Like
    PetdCat got a reaction from Code24 in E3 ships not made in engine? (debunked)   
    Yep, that is definitely voxel tools, kind of gives me a warm fuzzy feeling,  <removes tin hat>  Thanks for clearing that up Nyz.
  20. Like
    PetdCat got a reaction from Metaphase in Game Texturing/Lighting and Hardware Utilization   
    Welcome Metaphase.  The DevBlogs will be your friend, that is the majority of the "official" information we have so far (other than the tidbits of information that Nyz tends to drop on us at times).
     
    Keep in mind that it is all very very early in the process and pretty much wide open to discuss things.  Throw whatever you think might be cool out--none of us are shy  LOL
  21. Like
    PetdCat got a reaction from MaximusNerdius in Clubs, Bars, Cantinas, Dives   
    Basically, you are entitled to stream music that you own for your own personal use.  if you are streaming music for profit, then it is the streamer's responsibility to track the licensing and pay the royalty.   The way it works in Second Life, the Utherverse worlds, et. al.  is the worlds allow users to bring whatever URL they wish into their "owned" property.  This can be internet radio stations, youtube channels, whatever.  All of the licensing royalties are the responsibility of the streamer (if applicable-see below).  Second Life would be like the maker of the radio that you listen to, they are not streaming the music, or really have anything to due with it.  They are merely providing the equipment to listen.
     
    Now, DJs that have their own stream (as myself) can have URL access to their stream.  Normally this is considered "their stream for their personal use" and does not require royalty payments.  However, if I were to take a regular gig where I was paid and using the stream to facilitate my service--then I would be responsible for paying royalties to the artists whos IP I am using.  There is actually software out there to track that.  That however is not the case with most online DJs.  They are doing this for themselves or their friends and not receiving any payments or selling advertising and such.  In that situation there are no royalties involved as long as they are not creating revenue.  
     
    This is all pretty much settled law.  Second Life has DJs that put on shows during the week--same with Utherverse.  The Secret World actually has its own radio station with DJs.  It has been going on for over a decade now.
     
    In the end, the virtual world is just the speaker system for the stream.  It would be like saying that just because you log into the Metallica stream on YouTube, Lars is going to expect a check from you for listening to their music.   YouTube (the streamer) could decide to no longer stream Metallica songs, but they are the originator and not the end user or the maker of the computer.
  22. Like
    PetdCat got a reaction from Simokon in MMORPG DU Interview   
    I would expect we are going to see more traffic in the forums.   Between E3 and this interview on the interwebz I bet we see some new faces  
  23. Like
    PetdCat reacted to Daddio in How to Apply for Alpha?   
    Still hoping myself that I get in with the Alpha Team.  I got buddies in it and want to play with them so bad.  I will be streaming the heck out of this game when it comes out.
    I am hoping the Community Manager can provide us streamers with some beta keys to give out while streaming as well to help promote the game.
  24. Like
    PetdCat got a reaction from Commander_Kapow in MMORPG DU Interview   
    I would expect we are going to see more traffic in the forums.   Between E3 and this interview on the interwebz I bet we see some new faces  
  25. Like
    PetdCat got a reaction from MaximusNerdius in MMORPG DU Interview   
    Came across this:
     
    http://www.mmorpg.com/gamelist.cfm/game/1414/feature/10930/Dual-Universe-How-the-Games-Single-Shard-Server-Works.html
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