Jump to content

Haunty

Alpha Team Vanguard
  • Posts

    1372
  • Joined

  • Last visited

Reputation Activity

  1. Like
    Haunty got a reaction from Comrademoco in How did you find out about this game? Poll   
    Such long. At least you should be more than half way now
  2. Like
    Haunty reacted to Hotwingz in Dual Universe on Reddit   
    Yea I wouldnt worry too much about it.
    The other subreddit doesnt move at all and there was some confusion on my end about the 2 subreddits. This thread cleared that up though.
     
    Who knows maybe the person has "noble" intentions. Trying to save us poor gamers from the evil overlords of NQ and that dastardly JC.
     
    Or just another person trying to claim a position of relevance for some undisclosed reasons. Who knows right,..
     
    As always some people will make up their own mind and some will follow, thats just how things go. In the end its not that important because DU has its own dedicated forum.
     
    Either way, thank you to the people investing their time in this community.
  3. Like
    Haunty got a reaction from Hotwingz in A "physics" question, not game related.   
    I'd expect it to condense on the inside because that's what happens in the winter with my car windows after I warm up the car a bit.
     
    Not sure about condensation itself lowering the temperature, I've never heard of that.
  4. Like
    Haunty got a reaction from Hotwingz in Help cleanup the Wikipedia article   
    I started cleaning it up a couple months ago because it had incorrect alpha release date, game mode, and missing sources. Still a bit to clean up.
     
    One of the original editors of the article was banned, which is why someone put that warning stub on it. As long as the information is correct I think it can be removed. Would help if some things were re-worded and sourced.
  5. Like
    Haunty got a reaction from yamamushi in When will the ToS to ban dual boxers be added?   
    The only reason I multiboxed in Eve with 2 accounts is for scouting ahead when traveling, and to jump my capital ships since you had to jump to another player.
  6. Like
    Haunty reacted to Zamarus in DU Memes   
  7. Like
    Haunty reacted to yamamushi in When will the ToS to ban dual boxers be added?   
    Just handle it the same way Eve handles it.
     
    Are you running multiple accounts? 
     
    Is the input to each of those accounts being done manually? Great, then nothing is wrong with it.
     
    Is the input to each account being handled by botting software? Bad, that should be against the rules.
     
    If I'm running two computers side by side with two keyboards and two mice, I should be allowed to do that because it's not like I'll be getting any benefits out of doing it other than being in multiple places at once. 
     
     
    Before, in Eve, they didn't have specific rules about how people were allowed to multi-box, which led to the proliferation of bots everywhere. Just get ahead of the curve and ban botting.
     
     
    I have two accounts, I paid for both of them, I should be allowed to play them on separate computers at the same time so long as I am manually doing input as opposed to macroing user-input away. 
  8. Like
    Haunty got a reaction from Shaman in DU Memes   
  9. Like
    Haunty got a reaction from Violet in Cities   
    Adding to what BliitzTheFox mentioned: I watched a brief video about Economies of Scale and found it quite interesting: https://youtu.be/_rk2hPrEnk8
     
    For example, instead of building a refinery on a distant planet, why not just haul the raw ore all the way back to your base on Alioth?
    The answer would depend on the cost/difficulty of transporting ore vs the cost/difficulty of transporting the refined product. So something as simple as NQ adjusting the mass/volume of ore vs refined ore could influence where players build things. Expanding that to other things like element production, fuel, and time to travel, it can influence where and if players build cities.
  10. Like
    Haunty got a reaction from Lord_Void in Cities   
    Adding to what BliitzTheFox mentioned: I watched a brief video about Economies of Scale and found it quite interesting: https://youtu.be/_rk2hPrEnk8
     
    For example, instead of building a refinery on a distant planet, why not just haul the raw ore all the way back to your base on Alioth?
    The answer would depend on the cost/difficulty of transporting ore vs the cost/difficulty of transporting the refined product. So something as simple as NQ adjusting the mass/volume of ore vs refined ore could influence where players build things. Expanding that to other things like element production, fuel, and time to travel, it can influence where and if players build cities.
  11. Like
    Haunty got a reaction from ATMLVE in Traveling between planets.   
    I don't see how it can be worse than NMS, since it will start with one solar system, and have more than 0 other players
     
    Anyway, with warp drives I don't expect it would take that long.
  12. Like
    Haunty got a reaction from nidan007 in The Services Industry   
    I don't think I'd trust financial services run by players so I'd probably not use any of them.
  13. Like
    Haunty reacted to Lord_Void in Introducing the DU Search Engine   
    I am very proud to introduce the latest product from Evil, Inc!
     
    We have been working to develop tools that benefit the community, and the first such tool is a new data tracking website for Dual Universe at www.du-stats.com
     
    This site will function very much like zkillboard.com does for EVE Online. Right now it is very basic and only shows a map of the community. This will expand as time goes on with new features coming online over time. Most of the back end tools have already been built and feature development is now more a matter of web design than anything else! Upcoming features include forum statistics, friends list tracking, in depth user profiles, change over time displays, alt detection and organization auditing! 
     
    Now for some FAQ:
     
    What can I use this for? This is a good tool for checking on people who are in your organization, or want to be. It's also a good tool to see which orgs share a lot of members or figure out who that person you are talking to is.
     
    Is the data real time? No. The data is not real time and represents the last time when the website refreshed its data.
     
    How often does the data update? Depends. It generally is updated once every two days, but sometimes can be a bit faster or slower.
     
    Why isn't it real time? There is no need for real time data at this stage. Updating that frequently takes a lot of server resources. The update time will be reduced once there is a need for faster data. When the game comes out, the goal is for a 15 minute update time.
     
    Will there be new features? Yes. This is very much an in-development project. Also, I'm not great at web design, so it will be simplistic for a while.
     
    How long have you been working on it? About 4 months.
     
    What do I do if I found a bug or security flaw? Please either report it here or pm me. 
     
    I want my org to be excluded from this, can you remove it? Nope. If it exists on the official site, it exists here. If you don't want people to see it, don't create it.
     
    I searched for my name and didn't find anything. Why? The map that is currently there only shows people who are in an organization. If you are not in an org, your name will not appear. Future features will show accounts even if they are not in any orgs.
     
    Does it work on mobile devices? Maybe. It isn't currently designed for that, but hopefully will be in the future.
  14. Like
    Haunty reacted to maximpact in New Dual Universe video from GDC   
    Agree 100%. All those haters based on one game. If that is the worst thing that happened in their lives (so far) then they got to get out more.
  15. Like
    Haunty got a reaction from Croomar in This has to end...   
    I think that is a valid point and was thinking the same thing, but still think it is justified to require a pledge to create orgs going forward, like just another pledge perk, because the org system is part of the game and time and resources went into developing it. I think anyone wanting to create an org this early on should be dedicated enough to play the game at release which would mean subbing anyway, otherwise they can wait.
     
    Nothing can really be done about the nay-sayers, all games have them, even the most successful ones. As long as the expectation will match the reality it will be fine, and NQ is doing well with that, and the community can help with that also.
  16. Like
    Haunty reacted to NQ-Nyzaltar in This has to end...   
    This would unnecessarily "punish" those who haven't paid anything and don't want to generate trouble.
    The possibility of joining some friends in an organization should remain immediate, especially because all those who will try the game in the free trial period will be in this case. We can't announce to them "great, you can try the game, but you can't join your friends before a week has passed". There is no MMORPG where someone has to wait a week to play with his friends.
     
     
    Having organizations full of fake accounts is a "lesser evil".
    We will still monitor the organizations having an anormal growth. If this is done in order to raise in the Top15 or Top30 (to gain undeserved visibility), this might end up with the org deletion. However, we also keep in mind the scenario where a big MMORPG guild/corporation/clan suddenly chose to create an org in Dual Universe and suddenly dozens or (even hundreds) of people join the organization in a matter of hours. This has happened a few times already with group of players already active in other MMOs like EVE Online since the opening of the Community Portal. Of course, we won't delete anything in this case.
     
     
    Yes and no:
    A player backing a game is naturally less encline to create trouble.
    If he does, the player generally understand that it might jeopardize his backer rights and that's a natural deterrent.
    That's one of the main reasons of "free to play" community toxicity: most of the players having a bad behavior are generally those who have nothing to lose because they haven't spent anything in the game and if they are banned, they can always recreate another account and continue.
    A backer creating an organization hosting mainly fake accounts (and by fake accounts, we mean "account made just for the only purpose of inflating numbers". An account made to infiltrate an organization doesn't enter in this category) in order to gain visibility would get a warning, possible organization deletion, and sanctions on his account if he does repeated actions in this direction.
     
     
    This way of thinking is understandable but it can be debunked easily.
    We have to chose between:
     
    - Letting all the creating/posting powers to the non-backers accounts, and see a growing number of abuses as the community grows, which will make the community looks bad (and this will also make potential players go away), because of all the inappropriate organizations created and all the inappropriate content posted on it and the limitation of manpower to handle all those cases manually.
     
    - Limiting a bit the rights of non-backers accounts without excluding them from being part of the community, especially as it just concerns the rights on the Community Portal, and not the access to the game itself (any non-backer player will still have a free trial period at official release to judge about whether or not it's a game worth to play. No cash grab offer a free trial period to test it before paying). If someone is suspicious about Dual Universe - which again can be understandable with some events that occurred last year in the gaming industry - then the best thing to do is to suggest him to wait until the official release to try the game for free.
     
     
    Your concerns are understandable.
    That's why, if we go for limiting the right of non-backer accounts, we will try to avoid making it retroactive.
    In short: the non-backer accounts that would have created an organization before such update will keep their organization but wouldn't have the right to create new ones after the update. Moreover, this will be a temporary situation as a non-backer account using a DAC once the game will be officially launched, will have the same rights as a backer account on the Community Portal. This way, it will remain possible to create organizations - on the long term - without necessarily paying anything (but it will necessitate time investment).
     
    About your suggestions:
    - IP Adress Checks is not a reliable way to prevent such abuse. It's not very difficult to use a proxy nowadays, and it would completely bypass this kind of preventive measure. 
     
    - Unfortunately, putting a limit tied to the number of posts on the forum will have two effects:1) It will discourage players wanting to participate in the community but not especially wanting to post on the forum.
    2) It will increase spam posting on the forum to reach the quota. So the problem would not disappear, it will be just moved to another place.   Anyway, if you have other ideas or suggestions on the topic, don't hesitate to mention them. The decision won't be taken tomorrow, and this is great feedback to improve the Community Portal in the long run!   Best regards, Nyzaltar.
  17. Like
    Haunty reacted to Warden in This has to end...   
    I'll throw in the key question into the room:
     
    Is it forbidden? The forum rules, after a quick glance at least, do not imply this directly or I missed the key parts.
     
    Of course it looks like a silly alt-paradise or network, all things considered. Some affiliates share the same style of introduction post or logo, many profiles appear "bare-bones" and there doesn't seem to be external sources that show that the group has a prior history or traces somewhere - according to a very quick search anyway - thus making it more unlikely that an existing organization came here "at once" with various members. No website was linked when I looked around.
     
    It seems justified to make fun of it, given the very very low chance of it being legit...
     
    But it doesn't seem to be forbidden so far. Frowned upon by the community, sure. If everyone is generally against it (I, for one, think it's amusing seeing the obvious attempt) or if NQ is against it, consider adding some rule against fake news networks or members.
     
    That way, you can directly call for official assistance (mods) when these cases pop up.
     
    On another note, I'd very much look forward to some sort of response from the organization / people in question about the accusation.
     
    But before a mob with pitchforks comes around, I'd just smirk at it and move on.
  18. Like
    Haunty reacted to ATMLVE in The February 28th Q&A with JC   
    I have “transcribed” the Q&A from the video of the conference that was held on February 28th. This is not a direct transcription; I have cut out general conversation, anything that was repeated, and just put in an overall format change to make the discussion that occurred more appropriate for reading. The idea was to isolate information. It was often difficult to hear exactly what was being said, so this was further reason not to quote the conference verbatim. I have not added anything that was not said (there were times when I was tempted to add in some of the things I know about the game, but I didn’t!). If you feel that anything is left out, or that something should be changed, then please let me know!
     
    Something else that I have added in is ‘extra info’. This is stuff which was not directly asked about, but which came up in discussion and I thought appropriate to add.
     
    This documentation begins around the 30 minute mark of the video (which can currently be found on their Facebook page), when the Q&A started.
     
     
    How in depth will the mechanics of refining resources and creating alloys be?
    There will be some pretty deep recipe networks, which will make building complex or high-end elements quite complicated, to the point where the specializations required will be so varied that some of the components will most likely have to be purchased from the market. There will be different alloys which can be created by combining different resources and materials, which can be used to create interesting materials and properties. Alloys may be something that the player can research, to allow for them to find new ways of combining different resources to achieve different properties.
     
    Can you transport hover vehicles inside of larger ships; in other words, transport small ships inside of larger ships?
    Definitely yes, this is the whole architecture of the game. The technology of the servers are all made for that, so yes.
     
    How is in-game currency generated? Do you do missions, sell stuff, buy orders?
    It is unlikely there will be missions, but this is not completely ruled out. They may be added later, but the main source will be from NPCs/bots on the market, where you can spend your money or sell your stuff. One of the issues with bots however is that they have to be designed such that they do not disrupt the economy; the economy is intended to be shaped by players. The intent is that market bots will amplify or emulate transactions that are occurring between players.
     
    Will market bots be permanent, or will they come and go away after a while?
    The idea is that, if there is a lot of activity by players, they should go away, but this is not final. They may be used later in the game's life to make changes to the amount of money in circulation to regulate the economy. The main thing is that the amount of money in the game should be proportional to the number of players, as well as the type of activity taking place and the amount of the respective activity.
     
    Extra Info:
    The name of the currency in the game will be quanta. Quanta, the plural of quantum, is a unit of energy; since the currency will sort of be the “energy” of a lot of the game, the name quanta is appropriate.
     
    Does having things in your inventory increase your mass, and does that influence construct physics?
    Definitely yes. If a player has a lot of things in their inventory, and they step into a ship, they might push the ship down. A ship with lots of containers may fly well with no cargo, but if the containers are filled up then the ship may not be able to fly anymore.
     
    Will there be chat systems? Global, regional, planetary?
    There will be some sort of local regional chat. However, regional is not easily defined in the game; for example, a planet could have hundreds of thousands of people on it, so regional is not something that is precisely defined yet. But there needs to be something at least that allows players to talk to other nearby players.
     
    Will there be such a thing as ship linking; will there be docking ports?
    Small ships docking inside of larger ships is definitely a planned feature. However, docking two ships of the same size together gets a little bit more messy. With that feature, large layers and chains of ships could be created. At this point, which player is controlling the physics?
     
    How will construct repair work?  Will there be repair units, or will it all have to be done by hand?
    It will always be possible to repair by hand, but there will be repair units that will be able to restore a ship back to what it initially was before it was damaged, provided the unit has the required resources, energy, and time. The repair unit will know what the construct it is a part of is supposed to look like, and it will have the capability of restoring a construct back to that original image if the construct is damaged.
     
    How does the production of ships from blueprints work? Is it an instantaneous process, does it happen after a specific time, part by part?
    It is not going to be instantaneous, it is going to take time. It will take resources and energy, and probably if it is significant then it will need to be defended in some way, unless it’s happening in the safe zone. The required time will be proportional to the size of what is being built, so mass producing battle cruisers is not something that will be able to be done overnight.
     
    What happens to a flying ship when I destroy its engine in space? Does it just come to a stop or does it continue at the last known speed?
    Engines are physical. So if there are two engines, one on each side of a ship, and one of the engines is destroyed, then the ship is going to spin. The core idea is that engines are physical, so if they are destroyed then that can impact how the ship moves. There is a very good chance that, given that there is no friction in space, a ship will continue to move if its engines are shut off. However, if a player were to be in a moving ship, log off, and come back three weeks later, they would find themselves in the middle of nowhere; this is not desirable.
     
    Will there be cloaking?
    There will be cloaking. It will probably not be around at release, but it is one of the features that seems obvious for a game like Dual Universe. This is desirable for a player than may want to log off for a while; they can cloak and lock a ship to keep it safe.
     
    What methods will be available to detect constructs, and to avoid being detected?
    There needs to be a way to detect others in the game. There will be ways to scan for players, whether on or below ground; and similarly there will be something like a distortion field that allows you to be hidden from sensors. But, there should never be a totally foolproof way to hide without some weakness. It will also be possible to put trackers on ships, and a corresponding countermeasure to that.
     
    Extra info:
    The nanoformer will be able to 3D print basic and fundamental parts and components for the player to use.
    Ships can be stolen and reverse engineered; Lua scripts can be read by those who steal a ship with a script on it.
     
    How are scripts shared between players; a script runs client side, but is it shared with players?
    Scripts are always running on the players machine, but the text of the script is synchronized, so everybody can see it. So if there are different control units with different scripts in them, one player can start one of them and another can start the other script, and they will run in parallel. Similarly, whatever the scripts do is synchronized by the server for all players. Scripts are run on the clients computer, but several players can be simultaneously running and using different scripts which are all made by a single player (and thus running on that players computer), and all players can see the effects of the scripts. One exception is that you cannot have two players controlling the same element at the same time.
     
    Can scripts be hacked?
    Hacking will be a skill within the game which will allow a player to bypass RDMS systems. It will require time, and is a planned feature, but may not be present at release.
     
    Extra Info:
    Locations are something that can be itemized; as an example, the coordinates of a vein of ore within a planet can be “itemized” whereby it can be sold on the market.
    Reputation will be a mechanic within the game, but exactly how it will work is not completely finalized.
     
    Will armors for players be modular (i.e. heavy armor chestpiece type-A with legpiece type- B ), or are we looking forward to a single-piece type of armor, and in an extent, will weapons be a part of an armor or are they separate customizable entities?
    Armor will be separate; that is for sure. It is likely, certainly at release and at least for a while, that player armor mechanics will remain simplified, but the concept has potential to expand.
     
    Can a solo player fly a warship with many weapons, or does each weapon need a player?
    There needs to be a player for every weapon; that is the requirement. This is for several reasons, one being that the game is an MMO intended to have players working together, another that it doesn’t make sense for one person to single-handedly control a huge warship.
     
    Have you considered how you are going to do the updates?
    There will be expansions every ~6-12 months. Updates with new features will come out at regular intervals.
     
    If you claim two territories next to each other, do they fuse together as one big one?
    There will be ways to link territory units. Players will also have the option of having lots of little territory units, or one big territory unit that links everything. This gives the option of having one large easily defended tile which covers a huge area, or lots of distributed and less easily defendable tiles which only allow access to the local territory. One mechanic which may be present is that a claimed territory tile cannot be attacked if it is surrounded by other claimed territory tiles, provided they all have the same owner.
     
    Will players ever need food?
    The question of food is linked to survival gameplay. There probably will not be survival gameplay at the beginning, because it requires so much work to be functional, but it is something that has the potential to be added later.
     
    Extra Info:
    A bowl of rice is 8 dollars in San Francisco.
  19. Like
    Haunty reacted to Lord_Void in Post-Meet Up Thoughts   
    So as most of you know there was a small meet up and livestream with JC tonight. I was there with a few other people and got to chat with JC and see the version of the game they currently have.
     
    While I was already very excited for this game, and confident about it's future, I am now doubly excited and confident in this project. For so long this game has been nothing but a few trailers and a forum to me, so to finally see it in person was incredible. The game was not perfect; there were some bugs and moments when things did not quite render properly (really they just took a moment to load in) but the sheer immensity of the game and the moments that created were astonishing. Watching the sun peak over the horizon, and the shadows being cast by objects in the world. When JC got lost flying between worlds. Zooming from the surface to orbit and then back to another point on the surface. Pointing to a spot in the sky and then flying to it, only to discover a whole new planet with entirely different terrain. Looking at an island from space and then Zooming in on it to see just how big it really is.
    There was moment in particular that struck me: JC was showing us Alioth from orbit when suddenly a large dark spot started to move across it. It took a moment for us to recognize what was happening; there was an eclipse going on. For a game this early in development, the world already feels quite vivid and immersive, and I'm sure it will only get more refined as time goes on.
    JC himself is also quite fun to talk to. His enthusiasm for the game is quite evident and his passion is contagious as I could not help but get more excited the more I heard him talk. He is both the dreamer who dreams big, and the realistic one who can make those dreams into a tangible reality. This game could have no one better at the helm than him.
    Having seen some of the backend technology that runs the game, I can attest that this game seems to be literally built for success. It's built to deal with the challenges of a single shard mmo voxel based game.
     
    In summary, NQ believe in their project and they care about their community. The biggest thing that strikes me is their openness and honesty; the way they present their game is sincerely genuine. They truly believe in DU, and that makes me believe.
     
    Dual Universe is going to be amazing.
  20. Like
    Haunty got a reaction from Shockeray in Transported Goods Safety   
    Could just make it so the transporter has to pay a deposit that you set. On completion they get the deposit back plus the pay for the job. Not much different than commodities trading where you buy for full price and hopefully sell for higher price.
  21. Like
    Haunty got a reaction from SirJohn85 in Digging Machines   
    Doesn't seem like it would be worth it, if it is expensive and breaks down often, might be easier to just get 15 people together to do it by hand. And if it wasn't expensive and hard, it would be abused by people boring out huge areas just because they can.
  22. Like
    Haunty got a reaction from gyurka66 in Engine intake and exhaust considerations   
    Example: one thing I don't like about Space Engineers that breaks immersion is that you can cover the intake of an atmospheric engine without any negative effect. Also you can completely enclose any thruster inside of a ship.
     
    Would it be possible to not allow this on constructs in DU?
  23. Like
    Haunty got a reaction from AcedBit in New Gold Member   
    Welcomes    Some info in video format that will occupy your time: https://www.youtube.com/playlist?list=PL2LK1bjuMG3zwX3u59ANlCQGzETQ557Vy
  24. Like
    Haunty got a reaction from Kurock in The Nexus - A home to everyone   
    Cool, I was wondering what all those orgs created by Soarnir were about. The Driller's Bar link needs to be fixed btw.
  25. Like
    Haunty reacted to Kurock in Engine intake and exhaust considerations   
    Engine exhausts should not be covered and should either render the engine ineffective or blow a hole in the construct, depending on the engine.
     
    An idea for engine intakes and heat sinks could be tubing elements which connect the engine to the "outside" of the construct. Also tubing looks good even if its just decorative.
×
×
  • Create New...