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Queejon

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  1. Like
    Queejon reacted to CoreVamore in [DevBlog Feedback] Our thoughts on Territory Protection Mechanics   
    Some people here assume I am a griefer when in fact I am a builder.
     
    Nanny systems can, and do, get worked around, and in the end can give a false sense of security. "The system said he was good then he killed me - or someone did...."
     
    I used to play Eve. I discovered that it's a tough game, not for the faint hearted. I wont get into super detail, but in it are three levels of space. High Security Space, Low Security Space, and Null Security Space. In High Security space there are space cops that come to help you out if you are attacked by any player. Players are marked by a system similar to what you are suggesting. So you would think that High Security space is the safest part of Eve. On the contrary its the most random and dangerous. I know this because I went to what some in Eve consider as the dangerous parts of Eve, Null Security Space. There I found organisations that protected and self policed their own patches of Null Sec. These orgs spread intel on who/what was in what systems - basically what was coming. Knowing this players could react in appropriate ways. Builders would get safe. Warriors would get into their attack ships to defend their turf etc.. In these situations corps marked other players/corps as either friend, neutrals, or enemies to be Killed On Sight (KOS). This way you knew who your friends were, for the most part anyway. (Always be a tad paranoid - it will help you survive)
     
    The bottom line is that even though having no cops, and where a nanny system became irrelevant, it was the safest part of Eve. I ended up viewing High Security space as the lawless one, the most random one, the one that could get you killed without provocation. In Null Security space you had a much better idea of friend, or foe.
     
    And....
     
    The upside was that all the big battles, all the major movement of players, resources, bases, etc happened in Null Sec space. Yes it was, in theory, the most dangerous space, it was also the most fun, the most engaging, the most challenging.
     
    Yes, battle fleets could show up, and due to their corps size, field ship after ship after ship to blow players and resources to the wind. And sometimes they did it for weeks and months. This type of thing could be done for by them for training, to lower your solar systems ability to fight back, sometimes for just shits n giggles. It wasnt really viewed as griefing (just annoying lol). You still learn how to live in such a situation. You adapt. You get better. And as a builder sometimes, just sometimes, you learn how to fight back.
     
    This can challenge you, Definitely! This can be a pain in the ass - most assuredly. This can bring you to tears (I never cried - honestly ).....
     
    But in the end its lots of fun, long time engagement, not just a game you play for a few weeks/months then drop. Thats one reason why Eve has survived as long as it has.
     
    So yea, I think the safe zones/sanctuary worlds that NQ is building into DU will be enough to keep people who want to be safe, safe. ('Criminals' have a right to be safe too. - keep in mind one persons terrorist is anothers freedom fighter.... ) Then there is excitement for those willing to take the risk, and get the rewards, by going outside of those zones. Knowing full well they may be attacked, but, with enough friends as backup, they will also know that if attacked they are perfectly free to fight back. Again, and again and again if need be. And yea, that can be scary. But there is nothing like charging into battle knowing you will likely die, lose your hard won ship that you probably built,
     
    but....
     
    your heart is racing, time slows, palms moisten, and at that point you realise "Shit - this is hell fun!" 
     
    Cheers
     
    CoreVamore
  2. Like
    Queejon reacted to Sync in [DevBlog Feedback] Our thoughts on Territory Protection Mechanics   
    Invasion
     
    The initial invasion of every plan is well thought out and coordinated.  Knowing that the enemy may have a Protective Device casting a force-field over their Construct(s) is part of that plan.  However, it is not known how reinforced said "bubble" is.  I propose the following meta:
    If the base being attacked has a Large Core, then the owner should have or be required to have, a Large shield.  Of course this item should be Tiered as such 
         Core:  XS-Tier I shield   S-Tier II shield  M-Tier III shield  L-Tier IV shield The attacking force would be required to "probe" that shield to determine the level of weaponry required to overcome the shield and it's health/capacity  
    Attacking Ship's Core Theory = the size of the dynamic constructs core dictates the weaponry it is capable of carrying.  (an XS vessel should NOT be capable of overcoming any Base, sticking to the "It takes a village" concept)
                                                  XS: No weaponry capable of penetrating a Dynamic force-field
                                                  S:  >Tier-I Weapon or proper caliber to penetrate an XS Static Cores Shield
                                                  M:  >Tier II Weapon or proper caliber Pulse/Laser to penetrate a S Static Cores Shield
                                                  L:  >Tier II Weapon or proper caliber Laser/Rail/Artillery to penetrate a M or larger static construct
      Capture The Flag
    Once the shield is diminished to 0, the timer should not be server-static so we know when to attack.  There should be an unknown element of pending-battle inherent in the process itself.  If everyone knows what's coming because the force-field has been penetrated, then the element of surprise and inevitable doom is removed from the game.  In other words, it should be based on a formula of Construct Size+Fuel available, and possibly another variable determined by the size of the Organization/activity.  Super-Large organizations may have more resources, thereby making it more difficult to be overcome by a simple timer.    I disagree with the Email Alert system - It is the Leadership/Organization's responsibility to manage their faction members and their land.  That's the organizational meta and it should be just that.  If you choose to live in PVP, then you expect to get hit - GUARD it or loose it.  Login and defend your hex or live to build another day!   It's not personal, it's business. 
          Note: Auto-Turret Defenses -  Will they be firing through the force-field before it is taken down?  Can the invading force be held off by my defenses?  Is that going to be possible? Once a base has been over-ran, then the opposing force takes possession by raw power and is able to place their Land Claim Device similar to a "Capture the Flag" moment.  If nobody is defending the flag, or I haven't been attacked within a certain time frame, and the owning faction ISN'T actively protecting their base core, then I should be able to place my LCD down and PWN!
      Weaponry Meta
     
    As stated above, no XS Dynamic Construct should have the ability to overcome/snipe, or otherwise overrun a Static Construct that contains a force-field.  With the advent of all of these Space Survival games, the meta for PVP is always disputed by PVE/PVP players alike.  The playfield has an inherent danger that should frighten the crap out of you and your teammates should you chose to venture away from Home.  It isn't supposed to be easy, it isn't supposed to be a cake-walk.  The weaponry that dynamic vessels can carry should not be equal across the board.  There needs to be a Tier'd weapons system that allows for progression based on superior tactics thereby awarded as such.  If you want protection, go play No Man's Sky.
     
               Example:  In a game I play now, once you level up, you acquire all the weapons in the game for your dynamic vessel.  All you need is a bit of ore and you build each one - BAM!  You are now the most powerful ship on the playfield.  But can you use it properly?  My example above, allows for an element of responsibility in the attacking faction to either bring all your big guns and risk the loss of said weaponry should you be attacked enroute, or do some scouting and be cautious with your dooms-day device.   My "Attacking Ship's Core Theory" allows for a steeper than normal method of acquiring said dooms-day device.  This is in-line with NQ's crawl/walk/run method that they have imposed. 
     
    These dynamic core limitations and weaponry scaling provide a proverbial speed-bump my Example above. 
                                                  XS: No weaponry capable of penetrating a Static Constructs force-field
                                                  S:  >Tier-I Weapon or proper caliber to penetrate an XS Static Cores Shield
                                                  M:  >Tier II Weapon or proper caliber Pulse/Laser to penetrate a S Static Cores Shield
                                                  L:  >Tier II Weapon or proper caliber Laser/Rail/Artillery to penetrate a M or larger static construct
     
    Final Variable  @NQ_Stargazer
     
    Maybe it would be a better meta to force the factions to seek out partial technology to create their dooms-day device?  Maybe, not all of the components in the Tier III Shield Buster can be created from the ores in the ground.  Maybe, you need to work a little more before you can take out a Large Static Construct.   Maybe! 
  3. Like
    Queejon got a reaction from pekka1 in [DevBlog Feedback] Our thoughts on Territory Protection Mechanics   
    There's not much stopping this nomad style of play, and I've even considered doing so myself, but there are a few holes in your plan: You can't use territory units on dynamic constructs (ships), and size for ships is kind of limited right now by the core sizes. A ship would have a hard time scripting a bunch of smaller dynamic cores, voxel, and elements to fly together, than to just set down a few. extra cooridoors in a base or static  construct. 
  4. Like
    Queejon got a reaction from Aaron Cain in [DevBlog Feedback] Our thoughts on Territory Protection Mechanics   
    LOL. You have a point though. Many safe-spaces if not all outside the lunar havens and alioth starter zone will probably be costly to go through, with a fee for landing, and many renting out space inside.
  5. Like
    Queejon reacted to Lethys in Advanced Building - CAD blueprint   
    I doubt we will ever See such a thing
  6. Like
    Queejon reacted to Thainz in Advanced Building - CAD blueprint   
    I propose that a cad like software is put into the game so builders can build more advanced structures and ships. I think this should be done from a "cad bench" where the builder can use a cad program in game to make a blue print for a ship/structure. once the blue print is made a building robot (or robots) will then use materials to build the structure in the cad model. in the cad program the units will be in terms of Voxel size. for example if you put down a small core of 1 unit would be the side length of that core. As far as Parts, such as the core, motors... ect.. those could be elements that could be placed in the cad file as another part in an assembly. 
     
    Adding cad for building would make many much more interesting structures and would be another area for players to specialize in. although cad is relatively complicated, it is not difficult to learn,  and players who do not want to learn can still use the voxel system. Cad would be like LUA is, not all players can do it, but if you learn it you can do more. 
     
    As far as the difficulty and system load of a cad program, I imagine that it would not be that difficult. Onshape is an example of a low load server based cad program. It is simple and can be run off of chrome yet it is extremely powerful. 
     
    Limits can be put in place for size so a player cannot make a thousand super fine lines. In addition most elements in the game are 3d files so custom 3d files may be easy enough to render. 
     
    If not a full fleged cad program then possibly tools such as,  extrude, filet,  champ-fer, loft, and rotate would be nice and would add a lot.
     
  7. Like
    Queejon reacted to OrpheusClayBlades in Android IOS support for using defense.   
    This would probably be a long time after launch but kinda think it would be cool. If say a attacker hits your city but you cant be on a comp you could use your phone to operate a defense system like a turret to defend your cities and bases.
  8. Like
    Queejon reacted to Lethys in .Penalty Of Death.Scaling Ideas.   
    right. because that's a good mechanic
    you already mined enough - you won't get any more ore. So pls stop mining now and stop doing what you love to do in the game because you will be punished for it
  9. Like
    Queejon reacted to NQ-Nyzaltar in [DevBlog Feedback] Our thoughts on Territory Protection Mechanics   
    Hi everyone!
     
    A new Devblog has been released on Territory Protection Mechanics: you can find it here!
    As we plan to post now all DevBlog articles directly on the website, we will have one dedicated topic per Devblog.
    Feel free to give your feedback in the present topic for "Our thoughts on Territory Protection Mechanics".
     
    Best Regards,
    Nyzaltar.
     
  10. Like
    Queejon reacted to Morand in Tutorial: Voxelmancy Essentials   
    Tutorial: Voxelmancy Essentials
     
    This tutorial was made for Landmark. I didn't make the tutorial or play the game but, since it's based on the same technology, we can assume that it will work pretty much the same.
    It starts with the very basics and ends with some more advanced concepts.
     
    Whether or not you have already tried Dual Universe, this tutorial should be able to help you to understand this awesome (but very difficult to master) technology which is the Voxel.
     
    As a voxel beginner, I think I am not the only one who yelled at these crazy little voxels, "WTF happened?! I didn't ask you to do that!"
     
     
     
    The Inner Space of Voxelmancy
    Voxel Characteristics
    First of all…and this might hurt your brain a bit…a voxel is NOT a shape. It’s not the 1x1x1 cube shape you add with the smallest ADD brush.
     
    Actually, a voxel is a point. The different points (voxels) are connected to each other by lines (vectors). Those vectors form the outlines of the “cubes” that you see in the world when you use the ADD brush. (In other words, it takes many voxels to add enough vectors to make a shape.)
     
    When you use the building tools to change the shape of the cubes you see in the world, what you’re actually doing is dragging one (or more) of those voxel points into a new location…and then all those connecting lines move too, thus changing the outline of the shapes you see.
     
    There are only TWO voxel characteristics that matter to builders.
    The position of the voxel The material applied to that voxel’s cube space Also, for the purposes of this document, there are only four terms that matter:
    Voxel : The point in space that is the end point of one or more vectors. Vector : Any line connecting two voxels together. Shape : Any collection of vectors that outline an area thus creating a contained shape. (The default shapes are cubes, but voxels are easily moved around to create almost any shape. See below.) Cube space: In game terms, the natural "cube space" around a voxel is the same volume of space used by the ADD brush when you place a 1x1x1 cube into the world. Voxels *usually* live within their cube space, but can also comfortably live outside of it. However, the voxel is *always* associated with that cube space.    
     
    What data is in a voxel?

    Imagine a grid of dots. (Each dot is a voxel.)



    Now imagine that each of those dots is connected to its neighboring dots by lines (vectors).



    Now, stack that up so that it’s in three-space. Voila. You have a decent representation of the voxel points in their natural “healed” cube-like state.


    NOTE: The positions of the voxels, in the rigid formation shown above, is the natural “healed” state of the voxels. The resulting shapes created by the vectors connecting them are what we normally see as “cubes” (and which, erroneously, we all have been calling voxels even though those shapes are actually composed of voxels instead.)
    When you move one of the voxels, the vectors connected to it also move. Thus, you change the shape of any cube seen as soon as you move a voxel.



    So just remember…everything is connected. You can’t move one thing without moving another. All the different welding, recopying, and smoothing tricks you may hear about are just different techniques to get these dots to end up in positions that make cool shapes.

    Last but not least: Cube space. The world is gridded out into cube space. (NOTE: Cube space is the same size as the smallest ADD brush when in cube mode.) By default, voxels live along the edges/corners of these cube spaces and the resulting vectors connecting them look like cubes.

    Normally, voxels need to stay within their cube space. However, there are building techniques that let a voxel wander out of its normal cube space. This is how shapes that are bigger than a cube are created. Voxels can also be smashed down into the center of that cube space, which allows the creation of smaller shapes as well. Roaming vectors let voxels wander WAY outside their normal cube space, but that gets pretty hairy to explain so we’ll discuss it some other time.
     
     
    What Material is on the Voxel?

    Material, in this case, is the material you chose from the Element Tray. (Example: Red Lumicite is a material. So is Hammered Gold or Raw Iron.) When a material is specified for a voxel, that changes its appearance in the world.

    That’s it. There’s only two special cases that might not be immediately obvious:
    Air. Yes, air is a material. Air voxels act *exactly* like regular voxels. They are just painted with a 100% transparent material, which is air. Default terrain. Everything in the world that has notbeen changed by a player is designated as “default terrain”. It has less data than a user-changed voxel so that we can optimize the heck out of stuff that players haven’t changed. The important characteristic about this default terrain is that it cannot be copied. (Its data structure is simpler and doesn’t have all the dots/vertices described earlier.) The other important thing to remember is that HEALing a voxel returns it to this “default terrain” material. And that’s why you can do nifty stuff with healed earth. These latter two special cases (Air and Default Terrain) cannot be directly selected with the selection tool. So the only way you can “grab” them is by also grabbing another nearby shape that’s painted with any of the other materials in the game.

    Side Note: What is a Roaming Vector?

    When we added Roaming Vectors to the game (6/26/2014), we increased the precision of lines and shapes quite a lot. This was done by “borrowing” nearby voxels and letting them “roam” outside of their normally allowed cube space. This means that nearby shapes sacrifice some of their own definition so that another shape can get one or more extra voxels added to it, thus providing more possible vectors, which enables that shape to have more detail.
     
     
    Pasting Dominance

    There is one thing to keep in mind as we go through the rest of this doc. Any item that you are pasting into the game is dominant. All the voxels within that copied area will keep their relative positions. This means that any shapes nearby are likely to change shape slightly as their voxels reconnect to these new voxels, and the vectors connecting them are changed.

    This “dominance factor” can be very useful when fixing any warpage that occurs, because any current data is overwritten by a paste. That lets you “re-weld” voxels and vectors by pasting in small bits that are the desired shape.
     
     
    Voxelmancy Techniques

    Okay. Now let’s talk about the various building techniques the community is using.

    Micro-shapes & Anti-shapes

    NOTE: Players have been calling them microvoxels and antivoxels, but that makes this discussion harder to follow when talking about voxels in conjunction with these shapes, so we’ll refer to the microvoxels as micro-shapes, and antivoxels as anti-shapes. (Sorry for the switch.)

    Both of these kinds of shapes are really just normal shapes that appear to be different. (It’s still useful to give them names for easy reference, but the point is…they’re still just normal shapes composed of voxels and vectors.)

    When you smooth a regular shape down into a micro-shape, you’re essentially just taking all the voxels the cube was composed of and squashing them down toward each other so that the resulting shape is a very small cube.

    Side note: Just to expand your mind, you’re also enlarging the air cubes around your brand new micro-shapes because you’re dragging those connected voxels away from the center of those shapes. Right? Everything is connected.

    Still, it’s cool, right? That voxel *looks* smaller and that make it useful for lots of building stuff.

    So what’s an Anti-shape? It’s exactly the same thing as a “micro-shape”. But its material is “air”. So it’s (currently) tricky to make, but it behaves in all other respects exactly as a smoothed-down (micro)shape. You just can’t see it or select it directly, because it’s made of air.

    Why do micro-shapes warp other nearby shapes?

    Remember how the voxels in a micro-shape are squished toward the center? Well, when you copy that micro-shape, you are really selecting the positions for the voxels that constitute that micro-shape.

    When you copy that shape into place near another existing shape, the vectors of the existing shapes are forced to attach to the voxels in your micro-shape. The game knows that what you *want* is for the thing you copied to paste as true as it can, so it connects the vectors from other nearby shapes toward the voxels you smashed into the center of your shape and this can cause warpage on the neighboring shapes. Make sense? Again, everything is connected.

    “Strings”

    So now let’s paste several of those new micro-shapes in a row, one cube space apart from each other. What happens? They stretch into strings! So cool!

    But no, that’s only what it looks like. What’s actually happening is that you pasted one micro-shape down (composed of a bunch of voxels and vectors) and then you copied another identical micro-shape in the cube space next to it. When you did that, the vectors from the previously pasted MV stretch out to connect to the voxels in the new one you pasted, and the resulting shape looks like a line. (Remember, the last shape pasted is dominant and everything else warps to it.)

    There is a convoluted process that force the end points of the string to align to the normal voxel borders. This technique creates “Antivoxel strings” and is Example 4 in the section below.
     
     
    Warping vs Non-Warping Shapes
     
    There’s a bunch of techniques designed to create objects that don’t warp neighboring shapes, but ultimately, there is only ONE way to avoid warping.
     
    That way is to ensure that the voxels in the shape you are pasting are aligned in such a way that they don’t cause the vectors of a neighboring voxel to move.
     
    That’s it. Just don’t make the vectors move and your shapes won’t warp.
     
    To make that seem simpler, here’s a few images. These images don’t show all the voxels. They show the shape instead and the normal “cube space” that the voxels for that shape live within.
     
    Ex 1: Micro/Anti voxel
    Regular “microvoxel” or “antivoxel”: This shape lives in the very center of its normal cube space. It will warp EVERYTHING IT TOUCHES because any neighboring voxel will extend its vectors out to reach the voxels in your micro-shape.
     
     
     
    Ex 2: Microvoxel strings
    Any “string” that is created by pasting two of these centered MVs together will still cause warpage everywhere it touches because the end points of that string are in the center of the cube spaces they represent.
     

     
    Ex 3: Any shape with a “normal border” flat edge
    This shape would not cause warpage *if* it is pasted onto something along its bottom side. (Example: If you pasted it onto a flat floor.)
    It would cause warpage if it was situated next to any shape above, or to the left/right of the shape, because those neighboring vectors would be forced to extend outward to connect.
     

     
    Ex 4: Antivoxel strings
    This is the shape that many people call an “AV string”. This is a useful shape because it still looks like a thin bar, but its ends are exactly at the “normal” cube space border and is in the center of the shape. Because it’s situated properly, any normal cube connected to either end of this string will not cause warpage of the block it’s touching.
     

     
    So What’s a MegaShape?

    Honestly, it’s just the exact opposite of a microvoxel or antivoxel. Players have been calling this a Megavoxel. (And again, for the purposes of this document, we’re going to start calling this a “Megashape” instead to avoid conflict with “voxel” conversations.)

    Instead of crushing the voxels in your shape down toward the center, you’re stretching them outside the normal cube space borders of your voxel instead. (In other words, you’re making all the neighboring air voxels smaller so that your current voxel can seem bigger.)

    That’s it.

    But the shapes are still useful because they create the appearance of behavior that you normally can’t achieve.

    So how on earth do you go about stretching the voxels of a shape outward? Answer: You don’t really. Instead, what you do is you crush in the voxels of a neighboring shape, thus dragging the voxels outward in the shape you want to enlarge. That’s why people create a megashape by pasting micro-shapes nearby. They are forcing the voxels to drag outward toward those micro-shapes.
     
     
    Warpage in General
     
    Isn’t it annoying that you can create a really cool shape, it looks totally awesome, but then it deforms the heck out of stuff when you paste it near anything?
     
    Well, the truth is…you’re just *seeing* the warpage for the first time when you paste it in next to the new shape. That same warpage was occurring originally also. You just couldn’t see it because when you made the shape, it was surrounded by air. Those nearby air shapes *did* warp, but you couldn't see them.
     
    Voxels always connect to other voxels via vectors. When one voxel gets dragged outward or inward, it tends to drag neighboring voxels along with it slightly to smooth out the “curve” of a voxel face as much as possible. And that’s just about it. But it’s happening on EVERY voxel all the time every time you smooth shapes or paste shapes or even when you remove shapes.
     
     
    Inlay Technique

    The last major building technique to cover here is the “Inlay Technique”. This is probably the coolest trick that any builder can learn, as it allows you to do a ton of curvalicious detail that's not possible to do otherwise.

    We won’t take the time to describe applications of this (there are many player tutorials), but here are some details of how the process works:

    Step 1: Select any-sized area of non-air shapes as long as that area is only one cube space thick.
    Step 2: Take any other area of any design and paste it once above your object from Step 1, and then once again below it.

    This forces the “sandwiched” object to realign its vectors and voxel positions to match the object that was pasted above and below.

    Why? Because the game is trying to preserve the data of the object that you are pasting. It’s NOT trying to preserve the shape you created in Step 1. Thus, the sandwiched object in Step 1 gets all its voxels realigned to match the object above and below and when you copy that slice out of the sandwich, you’ll see that it has been transformed accordingly.

    Make sense?
     
    Sources : Smokejumper, forums.daybreakgames.com
     
     
     
  11. Like
    Queejon reacted to vylqun in FPS Combat?   
    was said by the devs several times. I'm to lazy to search the forum for evidence tho.
  12. Like
    Queejon reacted to ShioriStein 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.
  13. Like
    Queejon reacted to Kregon_Tempestus in FPS Combat?   
    If this game will have the old Tab-targeting system for combat (space but also planetside) then many potential players will be disapointed including me!
    Thil we get more new info on combat (especialy planetside) I give 2/10 for tab-targeting.
     
    This is 2018 I hoped that we will have more realistic combat system  so thil I get new info I give a big dislike for an old ( and lame) combat system!
    Give to us realistic FPS combat and many people will be happy!
  14. Like
    Queejon reacted to Ripper in FPS Combat?   
    A hybrid "reticle lock", where you have to aim at a player to keep the lock has been proposed.  This would simulate FPS and Starfighter mechanics without the FPS overhead.
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