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Bambino

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  1. Like
    Bambino reacted to Warden in Best way to recruit   
    Which is a shame, really (meaning the last sentence).
     
    I get that smaller or one man groups might be among the least lucrative for "an abstract mass of players" but all orgs have to usually start somewhere. It's a shame that some possibly creative ideas never see the light of day because people are 'risk adverse", not willing to try something in or with smaller orgs, while running ? to the big ones. Those will survive and always find members but the smaller ones struggle.
     
    Of course it's not "wrong" wanting to be in big ones. It's a preference thing. And smaller groups can still find people.
     
    But I'd say the general trend leans in favor to big groups which does not necessarily help smaller groups that need growth.
     
  2. Like
    Bambino reacted to Hrafna in A LUA "Core Unit Emulator" Tool for New Programmers   
    I like this idea.
     
    For now I'm pretending to have the API just so that I can get used to writing LUA
    -- This function was borrowed from LUA's homepage. -- It will be used to remove some redundant decimals later on in the script. -- Feel free to ignore it for now. function round(num, decimals)   local mult = 10^(decimals or 0)   return math.floor(num * mult + 0.5) / mult end -- Newton's law: -- acceleration = newton / mass -- mass = newton * acceleration -- newton = mass * acceleration -- Gravity will, later, be a modifier that the player can determine through a control panel. -- The value can be anything, but in this example, the player is going to choose Earth's gravity. local gravity = 9.80665 -- Earth -- If gravity returns as a boolean, then gravity has not been set by the player, and gravity should be given a default value. if gravity == nil then   gravity = 0 end -- The amount of force that ONE thruster can perform is assumed to make the script work. Thruster information should be available upon game's release. local thruster_n = 800000 -- N -- The ship's weight is assumed to make the script work. Ship's weight should be available upon game's release. local ship_kg = 135106 -- kg -- If there is a ship with weight to be calculated, then... if ship_kg then     -- The amount of thrusters that this imaginary ship will have is assumed in order to make the script work.   -- It is also assumed that thrusters are- or can be grouped in this manner.     local thrusters = {"Thruster 1", "Thruster 2"}          -- The number of thrusters found in the above array.     local thruster_count = #thrusters          -- The amount of thrust that all thrusters produce in total     local total_thrust = thruster_n * thruster_count        -- If there is gravity, then...   if gravity > 0 then     -- the total thrust needed to repel this gravity is     thrust_needed = ship_kg * gravity   else     -- the ship is not affected by gravity     thrust_needed = ship_kg   end       -- If the ship's total thrust is higher than the thrust needed to lift off, then...     if total_thrust > thrust_needed then         -- calculate redundant thrust in percent         local thrust_per = ((total_thrust / thrust_needed) * 100) - 100         -- calculate the amount of redundant thrusters         local redundant_thrusters = total_thrust / thrust_needed              print("The ship has",round(thrust_per, 2),"% more thrust than what is required to repel",gravity,"gravity.")              -- I'm a sucker for proper grammar...         if redundant_thrusters >= 1 and redundant_thrusters < 2 then             print("The ship has",round(redundant_thrusters,0),"thruster that can safely be removed.") -- 1 thruster         elseif redundant_thrusters >= 2 then             print("The ship has",round(redundant_thrusters,0),"thrusters that can safely be removed.") -- 2 thrustersssSSS         end          print("The ship accelerates",round(redundant_thrusters, 2),"m/s while in",gravity,"gravity.")          else              -- Calculates thrust missing in percent         local thrust_per = ((total_thrust / thrust_needed) * 100) - 100         -- Calculates the amount of thrusters missing         local thrusters_missing = thrust_needed / total_thrust              print("The ship is missing",round(thrust_per, 2),"% of total thrust required to repel",gravity,"gravity.")          -- What? Sue me.     if thrusters_missing >= 1 and thrusters_missing < 2 then       print("The ship needs",round(thrusters_missing, 0),"more thruster.") -- 1 thruster     elseif thrusters_missing >= 2 then       print("The ship needs",round(thrusters_missing, 0),"more thrusters.") -- 2 or more thrustersssSSS     end          print("The ship accelerates",round(thrusters_missing, 2),"m/s while in",gravity,"gravity.")          end -- if total_thrust      end -- if ship_kg Edited: Dual Universe will apparently be using LUA 5.3, so getn(thrusters) was deprecated. I had to change it to #thrusters. My bad. I also made sure that the script will run regardless of gravity, and edited the grammar to sound more neutral and coherent. I hope editing doesn't bump my post, but only makes sure that future readers can test out the LUA script if they want and it works as intended. Read CaptainTwerkmotor's post below mine to see what changes I made.
  3. Like
    Bambino reacted to CoreVamore in Creative mode?   
    Creative mode: Build a huge shed with force-field and semi-auto turrets on top, then go inside it and build your stuffs.
     
    Simplz
     
  4. Like
    Bambino reacted to Lethys in Custom Quests   
    You don't need a dedicated questing system (which needs time to develop, costs money, isn't (yet?) an idea NQ might add to the trello) because you can do that with contracts "already" (once contracting is implemented). Set up a contract for ppl to kill Player x, awox/scam/spai in org x, get amount x of resource y for you and so on.
    You can ofc create mazes, relic hunts or other things like games/slot Machines (as seen in the dev diary videos) for other players. 
     
    Just make sure that ppl can't abuse your systems or that they destroy your hard work.
     
    So imho there's really No need for such a dedicated questing system until we see how it all works out
  5. Like
    Bambino reacted to CoreVamore in Quick question   
    Just remember, for the most part ping speed is only really an issue if you are full time PvP - all the time.
     
    However, most of the time you will digging/building/moving/flying etc etc where a slightly longer ping time just doesn't factor into the equation.
     
    Skilling your character up and practising your 'craft' will more than make up for any ping deficiencies.
  6. Like
    Bambino reacted to Vonboy in Did someone say.... Wednesday? :O   
    I'm thinking this might not be that bad.
     
    Remember, this game is kind of going under the radar right now (Heck, I didn't even hear of this game till a week ago.) Most gamers still don't know that this game exists. I feel like they could get away with this, as long as they are prepared to launch a massive marketing campaign whenever they decide to drop the NDA. This way, they can reach a lot more people, who haven't heard of the game before, when the game is closer to a finished state, and actually looks good, with servers that aren't lagging anymore, with more features and less bugs.
     
    It seems like this is kind of what JC wanted, too. From all the videos and text I've read on this game, it sounds like JC didn't want to make too much of a fuss while initially funding this game. He stopped the crowdfunding for a time, when he felt he had enough funds to go ahead with the project, and he wanted to avoid adding stretch goals and feature-creep, instead wanting to focus on getting the initial game ready, with what he did promise would be able to work for the release, and then focus on other features later.
     
    Now, they will probably loose some people who already pledged, but that is only a bit over 30,000 right now, much less than the tens or hundreds of thousands they could pull in later.
  7. Like
    Bambino reacted to Lethys in The generic "Some questions about this game"-topic   
    Only smaller animals, but no "threats" for now
     
    There are no "classic" NPCs at all in Du. There are no aliens, no quests, No missions, No pve, no NPCs which give quests or can be hunted. Everything comes from other players. So you would need other players to man your guns. Maybe (! Still undecided !) NQ allows for turrets to be automated for static (bases, forts, stations,...) Constructs but not for dynamic (ships) constructs
     
    Those market "NPCs" are bots in fact. Same as a discord bot with no real (ingame) appearence in the game.
     
    To me this is the exact reason why i bought into the game. Pve and NPCs always get boring really quickly for me. At some point it's only rinse and repeat boring and dull things. PvP or Player created content is always changing and new - that's why Du got me
  8. Like
    Bambino reacted to MookMcMook in The generic "Some questions about this game"-topic   
    Sub is going to be the right pricing decision for this game.
     
    It's be a good game to play whatever the success rate.
     
    It's a different genre to most other space games: It's a Virtual World MMO.
     
    No Man's Sky in scale seems like a VW but it's just not got any interconnected systems at scale that I've ever seen in it's videos. It's like one large level 1 or something to use a comparison. There's never level 2-100 as it were...
     
    SC, has all the hallmarks of a failed software development project. I'd be careful with that one and if you're not refunded I doubt that money is ever coming out of that now esp. given the change of TOS. This leads to pre-purchase of DU: I would not bother personally until they at the earliest hit alpha and even then it is likely better to wait further.
     
    Side-note: It's odd that NMS and SC warrant longer sentences the first 2 which are accurate. I guess that's a product of untangling errors and misconceptions. In some cases then the conclusion is, it's better not to bother with information holding too low value given the lack of economy.
  9. Like
    Bambino reacted to Lethys in The generic "Some questions about this game"-topic   
    Maybe, who knows. If it's the last possible method to save the game. Maybe they don't do it and go another  Route. But for now it's subscription only.
     
    Planets and systems are procedually generated. Cities are built by players only. We fill this universe with stuff to do, Not the devs
     
    Only the highest pledge gets access to PreAlpha immediately and the locked Forum section (because the PreAlpha is under NDA). There are several tests per month.
     
    Ambitions are high and we'll see If it works or not. I believe in them because of their open communication (though other, non-musketeers might disagree here) and because of the things they say will NOT be possible.
  10. Like
    Bambino reacted to NanoDot in The Economy   
    The pace of game play in DU will most probably have a marked effect on the volume of market transactions.
     
    In EVE, gathering resources is a large-scale operation that produces huge volumes of material in a relatively short time. The processing of those resources into ships is a simple operation (compared to DU). EVE needs to produce 1000's of ships and modules a day, because 1000's are destroyed every day.
     
    In DU, the industrial output will be much lower than EVE, because every step in the production chain is slower and more complicated. In DU, resources have to be located, then mined by hand, which is a few orders of magnitude slower than EVE, where the location of resources are a known quantity, and mining is done on an industrial scale.
     
    And not only will the daily volume of resources in DU be lower, but the potential use of those resources will be split between infrastructure (planetary base building, space stations, stargate construction, etc) and shipbuilding. So demand for resources might be much higher than supply.
     
    In EVE, there are many small-scale mining ops (commercial mining) that continuously bring resources to market.
    In DU, much of that small-scale mining output will be consumed by personal building projects, which means less resources going to market.
     
    In EVE, ship losses can be replaced by making money from NPC missions or belt-ratting. That allows many players to exist purely as consumers of player-made goods. DU doesn't have that option, so everyone will be ultimately dependant on mining to generate income.
  11. Like
    Bambino reacted to Weirstrass in The Economy   
    In terms of macro economic simulation, i'm really excited about DU (because it add to the supply and demand and advanced guild mmo mechanics the possibility for the player to create and sell his own  constructs and scripts and if we come to this point the "all economic actors are players" doctrine).

    According to some historians and economists, in the real world, these hard economic times (Europe/Germany in 20s and 30s for example) were caused by an overproduction crisis. Capitalists were not anymore able to find market outlets and were left with just one option to maximize their profits: decrease wages, which lead to some vicious circle.

    But as it is presented, DU contrary to what is happening in the real world will not be a finite world but an ever-expanding one (even without the NPC economics). And economically, this change everything. 

    We will be more in DU in a logic of Triangular Trade from the late 16th to the early 19th than Contemporary economic one. At these times, overwhelming market outlet were discover in the same time than the "New World" were. And there, contrary to what was possible in Europe, investors could not rely on former farmer to work for them exploiting these opportunities. No, they were lacking work force. At this point the same historians and economists that I evoke in the beginning  state that this situation motivated the slave trade in order for the investor to maximize their profit. 
     
    But there will be a great difference, in DU, slavery (or for now robotics) is not possible. So what will happened? Will this change the situation between investors and workers due to worker relative rarity (in regards to the opportunities to exploit) and preciousness? 
    In Eve, if I understand well, this situation is answered with NPC that have influence over the supply and demand and DU want to begin in this way. But what will happened when -if this time come- there will be only players as economic actors? Will any players be in position to amass sufficient capital to become an investor?   I'm very eager to see!  

    One other question arise? If we want an enthralling and realistic game, do we have to consider the possibility to make DU, after some years, a finite world and then  deal with all the conflicts (economy driven) this can produce between organisations and players (in the case "all economic actors are players" doctrine is endorse else there will be no meaning in this)?

    Maybe I make some mistakes on my post. I'll be happy to be corrected. Feel free to point some problems in my reasoning. Either way I'm very eager to read you and have your opinion about the way DU can be of some interest as a macro economic simulation and how its differences from other mmo like Eve can create new economic logic.
  12. Like
    Bambino reacted to NanoDot in Faucets and sinks   
    If NQ's plans change in that regard, it will have to take into account the extra development time of designing, coding and testing the PVE content. None of that is currently being budgeted for AFAIK. It would not be a trivial exercise, unless they add something simple like "fetch and deliver" missions that don't require combat.
     
    The beta phase will probably be the first test of the "mineable ore buying scheme" that currently is planned as the sole cash faucet in DU. 
  13. Like
    Bambino reacted to Warden in NEW STREET CODE [The Federation Alpha]   
    Let's be honest here:
     
    That (real examples) is because they're a lot more crucial and / or vulnerable. It's not like "political leaders" (in comparable form, position or rank) in-game need it out of survival reasons in their own areas if those are safe zones where random violence cannot occur easily or only when contested.
     
    It would (in those areas, that is!) simply be for fluff - RP or 'realism' - or 'coolness'. But technically you can be that leader figure on the bus or sidewalk without a big convoy or escort.
     
    My general point being that we can often point to reality or find inspirations in it, but should not always try to copy it fully.
     
    That's my own view anyway. Run whatever player organizations or states / empires how you see fit with all potential benefits and flaws, many subjective, some not much.
  14. Like
    Bambino reacted to Ginger in NEW STREET CODE [The Federation Alpha]   
    If you are an ally, a citizen or civilian (it's easier to get one as an ally or citizen of TFA) just go to the goverment request a Transportation permit, state your reason and give some general Information. Then the request will be proccesed and you'll get your permit, and if not, a valid reason will be stated.
     
    The factors you have to have to get a permit are: an approved vehicle, a valid reason for wanting a permit, knowing the S.C. and paying a small fee.

    I hope I could answer your questions.
    Thanks for supporting this idea/project.
     
    Kind regards Ginger
  15. Like
    Bambino reacted to Ginger in NEW STREET CODE [The Federation Alpha]   
    Yes, there will be rental cars, public transport (bus, subway,...), we just want to make the City as safe as possible so the designated areas are outside the City, and on said landing areas every aircraft and spaceship can land weaponized or not.

    We haven't thought of cabs yet because you could just rent a car for a few hours or longer,  and public transport  (bus & subway) will be free.
     
    Of course there are going to be dealerships that sell cars.
     
    The point of the S.C. is to prevent chaos, if everybody drove and flew how they wanted a lot of accidents would occur, so the S.C. is for HOVER VEHICLES. The only air & spacecraft that will be flying in the city belong to the police department, the Military and political authorities. 
  16. Like
    Bambino reacted to CoreVamore in NEW STREET CODE [The Federation Alpha]   
    You say police like I would say 'army' 
     
  17. Like
    Bambino reacted to CoreVamore in NEW STREET CODE [The Federation Alpha]   
    Regulating traffic is a major thing in a space game.....  especially when that traffic can fight back..... as i said, sound like an army to me
     
  18. Like
    Bambino reacted to Lethys in Space telescopes   
    I actually like that idea. Use them to survey the sky to get positional data about new planets.
    Planet bound telescopes could be easier to build, but only yield ridimentary data about those planets like type, radius and possible moons.
    Spacebound telescopes could yield way more infos like the whole solar system, asteroids, possible resources and much more.
    Also ppl could use ingame skills to enhance the telescope or speed up the process, or a guy with certain skills could also solve a minipuzzle/minigame to find new planets.
     
    :+1: for that idea, it could really be a good an emergent way for surveying the sky
  19. Like
    Bambino reacted to Alsan Teamaro in FTL Hyper drive LUDICROUS speed and gates   
    And by the way...
     
     

     
     
  20. Like
    Bambino reacted to CoreVamore in Mobile Bases?   
    Just make a big 'ship' and cover it in dirt. This will be doable by the release of the game.
  21. Like
    Bambino reacted to Orius in Feature Idea: "Television" Networks   
    What about newspapers in game? Could be a lot less lag inducing, and you could make it a moneymaking thing to make people pay for each paper
  22. Like
    Bambino reacted to Atmosph3rik in Suggestion : PVE Mode   
    One of the core concepts of the game is that everyone plays in the same world all the time.  
     
    But don't worry.
     
    The Safezones and Sanctuary Moons are basically DU's version of PVE mode.  And it sounds like there will be plenty of safe areas to mess around in.  The game world will be HUGE.
     
    But some of it will be dangerous. 
     
    For me at least it really feels like the best of both worlds.  If you don't want to PVP you get huge areas to play around in with not a care in the world.  But you still get the excitement of a dynamic world full of other players and danger.
     
    Here's the most recent info
     
    https://www.dualthegame.com/en/news/2018/01/30/our-toughts-on-territory-protection-mechanics/
     
    and
     
    https://www.dualthegame.com/en/news/2018/03/02/more-info-on-sanctuary-territory-units/
      
  23. Like
    Bambino reacted to vylqun in Politics, Government and Player Voting Power   
    well, of all the possible systems of government you chose the democracy and deny the existence of other forms, isn't that in itself pretty limiting? Besides, its a bit arrogant to think that democracy is the only way to go for an advanced civilization, democracy is a pretty limited system, it only really works in idealistic environments where every person is well informed about political, economical etc. issues. Otherwise it devolves into inefficient structures lead by persons without excellence which only serve to limit the development of a state.
  24. Like
    Bambino reacted to Kytheum in In-game voice.   
    I guess if your in a market and its loud you can simply mute all player sounds until you leave. 
  25. Like
    Bambino reacted to Kurock in In-game voice.   
    I would like to see this happen because it is immersive as all hell, though realistically I see it working on more of a opt in channel basis rather than a passive "hear everyone around you" type of thing. This could be extended to have elements that create a secure communication channel for those interacting with it.
     
    This would be great not only for simple 1-on-1 chats and political discussions but also in-game concerts.
     
    While very nice to have, because there are workarounds like Discord, I don't see this happening till after release if at all.
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