Jump to content

MaximusNerdius

Alpha Tester
  • Posts

    86
  • Joined

  • Last visited

Posts posted by MaximusNerdius

  1. 6 hours ago, Demlock said:

    cubes with no thought, effort, or design prowess behind the build.

    This shows that you obviously have very little understanding of the amount of thought and effort people actually put into many different cube designs. If it was as simple as throw a box together and toss some engines and weapons on it, I'd support your silly poll but anyone who's actually been out there PVP'ing and not just doing arranged fights or preying on haulers can tell you every single cube is different. While I do look forward to the day that NQ makes changes to PvP, I hope their focus is on the actual PvP issues and not just this silly worry about "OMG no moar cubes". Many of us put lots of thought and effort into our builds and every single fight against other cubes I've been in has been different because of that effort the builder put into it. PvP will only get better when we have less desync and server issues, so let's hope NQ focuses their efforts on that and less on this silly complaint about cube meta.

     

    Note that I do want them to one day address the cube meta, but this insane focus on that over actual PvP issues is just crazy.

  2. 6 minutes ago, BliitzTheFox said:

    Well you see, that's where you are wrong, we have a perfectly working community page. In theory, with that you could build an api, but no success yet.

    You're right. But I'm looking for a bit more functionality than "they have an account on the DU page" or "they belong to this organization". Which is the only thing you can really check right now. I'm looking more for an API that actually interacts with data ingame, not what's on the community page. I suppose my example gave that impression though, so my bad.

  3. So if there's no connection to external data and scripts only run when a player is in range (meaning they stop running when nobody is in range), is it simply not possible to store data using the LUA scripting? Because that greatly changes the usefulness of the scripts, if there is no way to store any data other than when the script is running. Unless I'm missing something somewhere..  which is entirely possible.

  4. I've wondered about this myself. A good example - could I communicate between an external database (such as one of users for an org website) and the game's LUA? Validating users this way would certainly be helpful. It would also be great for another project idea I have - not required, but would make things much, much easier.

  5. Welp I went to Steam to look at it and the reviews are pretty horrible. Apparently it was very good before they introduced planets and destroyed playability.  The constructs in the videos are also kind of ugly, to be honest.  Gravity looks good, and the collisions are cool, but for gameplay purposes here we won't do collision damage (see 37 other threads.)

     

    One of the things I like about the architecture DU seems to be adopting; it's firmly multiplayer and it's starting with planets and the kind of stuff they want to add appears to me to be foundationally sound inheritance-wise from an object oriented programming standpoint.  Ships are still ships, elements are still elements, we're just going have them zap each other when CvC comes out.  If we can't figure out how to do something with voxels, elements and LUA, we just won't do it.

     

    The one concern I have is isolating the LUA scripts so they can't divide the universe by zero and crash the whole game, but I'm sure we'll put LUA through its paces in Alpha.

     

    Try Empyrion. I originally did not care for it when it first released, but it has come a long way and actually has better build mechanics than SE, imho.

  6. While waiting 48 hours certainly sounds like a long time, it is an imperfect solution to a serious issue - we are all playing a video game and have to deal with real life. From the sounds of it, taking territory and holding it isn't going to be an easy thing in the first place, so while I understand and agree with the timer mechanics being annoying, I can absolutely appreciate the solution it presents. In an organization with people with husbands, wives, children, responsibilities and even different time zones, it's a challenge to coordinate getting people online at the same time and working together. Heck, we sometimes have trouble getting six people together from around the world to play our D&D campaign weekly...  so yeah, please keep these mechanics in place.. and keep it at 48 hours.

  7. Yes massMining im not speaking from mass mining im speaking from just from automatet mining that dont flood the server with Ores

     

    Automatic mining of any sort will flood the market with whatever is being mined. Not sure why you could possibly think otherwise. It's already been said multiple times in this thread, the devs have plainly said there won't be any sort of ships that can mine or automatic mining, specifically for this reason. Please find something else to suggest, as this topic is already done.

  8. The Collective is formed of a gaming community that has been together for over 10 years. We all have significant playtime invested in games that DU's concepts and ideas stem from, such as Eve, Minecraft, Empyrion and many others. We aren't a huge group where you'll be an anonymous face, we try to keep our size manageable to the point where we are all friends and get to know each other well, but still be competitive with other groups. Our focus in on participating in every aspect of the game, from mining to building to marketing and even politics.

     

    If you're interested, send me a message and we can chat with you on our Discord.

  9. I think nova-quark should think about pre-claiming the first 2-3 rings of tiles around the Ark and putting them into the care of a organisation that is there to serve the whole player base and be a neutral party. This is going to be the first thing people see when entering the game so its kind of important that its welcoming with facilities for people to get started in the game.

     

    Um... no. They definitely should not be that involved in deciding who gets land and who doesn't. If they go that route, I would pretty much quit immediately, as that defeats most of what they stated this game is about - player-driven content.

  10. Sorry, I haven't had time lately to come back to this and look for where it was said, but I'm 100% certain it was said by the devs that you can't crash your ships, at least for now. I was surprised and a little sad by that... until I thought about how often kamikaze ships would really be a thing.

  11. For awhile now, I was on the side of making DACs unlootable - I didn't understand why there was such a big need to make them lootable, I thought it was just another way for people to get their kicks from other's misery. After reading some of the responses here, I've actually changed my vote to option C, as it actually does strike a good compromise.

     

    Unlike some people, I can change my opinions based on well reasoned arguments.

  12. You thought TAB on tab-targetting meant the button Tab used in WoW, didn't you?

     

    No, the Tab part of tab-targeting refers to a tab / catalogue of your avatar's stats. When I attack you in WoW, on my end the game calculates my strength , attack power and then my weapon's attack speed to determine the output. On the receiving end of my attack, the game rolls dices for dodge and parry, then it calculates the armor and mitigation bonuses. Like keeping track of stats on a pen and paper RPG, you keep a tab on those stats.

     

    Tab-targeting in general, refers to a stat based combat system, instead of a physical projectile / reactionary combat system.

     

     

    Well, lock-on and fire is essentialy active lock-on. Yoey already have the mining / building model in the engine, they only need to adjust it for weapons and add delay times for th effect with the different variety of weapons involved, similar to a fireball being cast in WoW and flying thourgh the air. The receiving end can deploy their shields or w/e they can do to mitigate the damage as long as the attack is "flying" through the air.

     

     

    Welcome to the amazing world of game development, where hiding server delay is an art onto itself.

     

    Captain is actually right here, tab targeting as a game development term commonly refers to exactly what is mentioned. Tab targeting in reference to using the tab key to switch between targets came later, when games like WoW used them. So while technically both are correct usages of the term, I feel pretty certain that the use of the term in relation to DU is certainly what Captain is referring to.

     

    Besides, as Captain pointed out - using the tab key to target in WoW was the casual / lazy way of doing it. Mouse-over was so much better.

×
×
  • Create New...