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Odendis

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  1. Like
    Odendis reacted to NQ-Nyzaltar in Novaquark welcomes Yamamushi to the team!   
    Dear Community Members,
     
    We have some very exciting news to share. Many of you who have been here for a long time probably already know Yamamushi. As one of the co-founders of the official community Discord and an early Kickstarter backer, Yamamushi has been around as a very active and well known community member for almost 4 years now. 
     
    We are excited to have him joining the team. With him coming on board, a few important things are going to change and we wanted to be transparent about this with you all.  We have always valued neutrality for our employees and we try to avoid any conflict of interests. Like all other employees he is bound to some important communication restrictions. Yamamushi must discontinue being a community figure while he is employed with Novaquark. This means stepping down as a moderator on Discord and our public forums, while retaining some limited administrative rights (precisely to maintain the DU Bot). He is also bound by an internal NDA contract and won’t be able to share everything as a Novaquark employee. For those who are friends with him, we ask you to avoid attempting to get behind-the-scene information from him, regarding the game or the company. 
     
    He won’t be able to communicate or play anymore as Yamamushi, but his love for the community is strong and he will continue to follow the community from the Dev side. He will also not be permitted to be a part of a player-run organization. We know this can be hard to face for such an integral part of our community and this has been a hard decision that may feel frustrating (at least it is for us and for him) but a necessary step to avoid any suspicion of favorizing any group of players in the community.
     
    We would also like to take this opportunity to explain what are our internal rules when a member of our community becomes a Novaquark employee:
     
    His/her personal accounts are suspended for the time he/she is a Novaquark employee.
      He/she is given an anonymous player account so he/she could still continue to play the game, however, some specific rules apply to such an account:
      a. The Novaquark employee behind should not reveal his/her real identity and/or he’s part of the company. 
      b. He/she shouldn’t join a player-run organization with this account either, for neutrality reasons.
      He/she is given a NQ account, mostly to test things, and occasionally to communicate with the community in-game (if such opportunity arises). Nothing done on this account (coming usually with more powers/rights than a player account) will be transferred on any personal account.
      Thank you for taking the time to read this, please join us in welcoming Yamamushi to the team here!
     
    Best Regards,
    The Novaquark Team.
  2. Like
    Odendis reacted to Supermega in Bounty / Commission / Quest board   
    @Odendis @SGCam @Sybily
     
    So, this has been discussed before a few times.
     
    Basically there will be a contract system. The way it will work is a player can create contracts for missions, there will be different types like Transport goods from A to B, Bounty to kill X player, stuff like that. So when you create the contract you set the amount to be paid, the game locks this amount in a escrow until the contract if filled or cancel.
    Then you can put the contract out for other players to see if they want to take the job, I believe there will even be a section in the market unit for missions as well. Or a separate element just for Contracts. Anyway, when a player accepts the contract, and completes the mission, the money/payment would be delivered to them.
     
    So the basic idea of how this will work it like this. Example: you create a contract because you need someone to transport 2000 km3 of Iron Ore from planet Alioth, and deliver it to a specific location on the moon, you offer to pay 5000 quanta. The money is placed in escrow, and the Iron Ore is held in a storage unit by the game, attached to a local market unit.
    A space trucker player comes along and checks the markets looking for work, they see you're contract and accept it. The Space Trucker is then given access to the 2000 km3 Iron Ore in a storage unit so they can take it from the market unit, and load it into their ship or hovercraft. They then take the Ore to the specific location on the moon and deliver the ore using the market unit on the moon. The game confirms that the 2000 km3 of Iron Ore has been deposited, then the 5000 quanta is released from escrow and into the Space Truckers account.
     
    That's the current idea Novaquark is going for. This type of system is very flexible and can be used to do almost any type of mission contract.
     
     
    Quote about the Contracts System from 2016 kickstarter AMA event, keep in mind that the game has grown a lot sense then:
    source:  https://board.dualthegame.com/index.php/topic/10110-kickstarter-ama-event-second-part/
     
    sorry, I can't find more recent info to quote.
  3. Like
    Odendis reacted to SGCamera_Beta in Bounty / Commission / Quest board   
    They talk about RDMS more in a few other places, including one of their dev vlogs.  I agree it isn't clear at this point how to apply it to being a quest board or the like, but they are planning to make RDMS THE management tool for the game.  I think players will make systems like quest boards and reputation systems work using the tools NQ provides.
     
    Regardless, its a civilization building game- if you don't trust that the person giving the quest will compensate you, then don't take their quest.  I expect reputation will be worth its weight in gold.
  4. Like
    Odendis reacted to Julius_de_Carnutie in Persistent Players   
    You are totally free to believe so, I stand still. I have no idea how you are going to put casual people into mining/hauling/building. Good luck mate!
  5. Like
    Odendis reacted to SGCamera_Beta in Blueprints   
    That space engineers promo was just Keen saying "oh, this would be cool" and halfheartedly implementing it (like a lot of the stuff they do).  When they made the switch to DX11, it broke (along with all of the other external code) and then never bothered updating it.  The script for that is floating around somewhere, and you can still use it on blueprints from the DX9 version.
     
    This should be something technically doable for DU (and 'relatively' uncomplicated).  I think the big issue for 3D exporting from NQ's perspective will be any copyright/IP issues.
  6. Like
    Odendis got a reaction from Borb_1 in Combat, Is it to soon t   
    Yea, I have this weird pipe dream of using a mass driver on one planet, and sending the round through a gravity field of another to hit a planet behind the 2nd.  I was thinking more of physical artillery than machine gun or battery fire.  If it isn't in the game then someone's bound to try to make a construct out of it (like the gravel launchers from space engineers).
     
    I know they've said combat is supposed to be less twitch based and more lock on based, but I really hope its more like Armored Core, where you get a Lock Box rather than just a tab target system. 
     
    I also hope that if there are any kind of AI turret they are limited to static constructs.  The way this could work for larger crew served ships is that the WSO can designate targets for turrets, which abstracts responsibility.  It makes commanding a ship more important as you have to delegate responsibilities properly to your pilot staff and weapons staff.  It also brings in actual real life skill factors rather than just level up points.
     
    But I'll admit my biases though, in loud combat, I'm more of a small cavalry teams kind of person.  I know people are going to build massive crew served ships, and I really hope there's a way for them to relay targeting and maneuver information to me.
  7. Like
    Odendis reacted to Pantera in Resurrection nodes/safe zone?   
    Bringing it back a notch
     
    Everyone has a right to desire a type of game play. That said it’s exceedingly difficult to create a game that appeals to everyone. This game is not ment to be 100% pvp nor is it 100% creative mode. It’ll be a bit of both and if you choose to partake you’ll have to adjust. Dual Universe is doing it right.
     
    There will be safe zones where the creative folk will hang out. Creativity in a worry free area is beneficial in that it’ll drive individual styles and help build a diverse civilization.
     
    There will be VAST areas in between these safe areas that you can pvp your evil little hearts out. The space we have to work with is ridiculously big. Like DUMB big. In perspective don’t be upset that you can’t PvP over all of the entire lower 48 US states because New Hampsire is a safe area.
     
    This is a civilization building game. There will be big orgs, there will be wee little orgs and there will be people trying to go it alone. As a builder I do not expect that I have a right to venture into contested space and not have to deal with pirates or greifers. That being said the fore mentioned pirates and griefers should not expect to be able to attack anyone at anytime at any location.
     
    I want this in a bad way to be a huge game where everyone can do what they want. Believe that there’s room for all. I really mean that. There is really room for all. 
     
    If people cant build pretty things then this verse will all look like cookie cutter rushed constructs. If we don’t have PvP then the constructs will not be practical and would end up over extravagant.
     
    DU not try to make this your game. Think about how to make it everyone’s game.
     
    That’s my few quanta.. 
     
    ps. @Geo sucks 
  8. Like
    Odendis got a reaction from geronimo553 in Blueprints   
    This took me far longer than I wanted to spend finding it, but it is something I support whole heartedly.  Sometimes you just want to try a design or a theory in the name of science.  It would allow us to also learn the physics and metrics of how the game world works and how each element interacts with it.
     
     
    More on topic, I know Space Engineers had a limited promo of being able to print your ships...but I don't know how that panned out or what the specifics of it are.  From what I gather now, it doesn't seem like they do it anymore, and it doesn't state why.
     
    I feel like permissions for exporting could be something baked into the blueprint itself (sell the usable one for cheap, sell the blueprintable one for a bit more).  
  9. Like
    Odendis got a reaction from mmyesrice in Blueprints   
    This took me far longer than I wanted to spend finding it, but it is something I support whole heartedly.  Sometimes you just want to try a design or a theory in the name of science.  It would allow us to also learn the physics and metrics of how the game world works and how each element interacts with it.
     
     
    More on topic, I know Space Engineers had a limited promo of being able to print your ships...but I don't know how that panned out or what the specifics of it are.  From what I gather now, it doesn't seem like they do it anymore, and it doesn't state why.
     
    I feel like permissions for exporting could be something baked into the blueprint itself (sell the usable one for cheap, sell the blueprintable one for a bit more).  
  10. Like
    Odendis got a reaction from Borb_1 in Combat, Is it to soon t   
    My only gripe about space engineers combat is the autoturrets.  I don't mind them specifically, just what people end up doing with them, and that the only way to make a ship harder to assault is to just place more.  If they had a large placement deadzone or if you could limit the amount you can place somehow, sure; but never cover the entire ship with them like a Tiki Marine
    ie. from Ark:
    https://goo.gl/images/jqtPJm
     
    I feel like turrets should operate like in StarMade.  Where there you're given a reason to have bigger and fewer turrets (mostly due to power and size constraints).
     
     
    On another note, I do hope there is ample opportunity to have multiple classes and types of ships fighting. I always love the combined arms part of combat.
  11. Like
    Odendis got a reaction from Borb_1 in Combat, Is it to soon t   
    Just saying, I've had some amazing small scale star-wars like dogfight battles  (kind of like what you see in the more recent movies, Rogue One, Solo, and Last Jedi...also specifically recreating Hoth).  It's actually really cool to see someone get shot down while in atmo or low orbit and their ship just goes deadstick and augers in.  It also makes the battlefield look really cool after a while (and cripple the server).
  12. Like
    Odendis reacted to Serula in Massive cave planet   
    Uff yeah I saw that and was like uhhh how do I say this ?
  13. Like
    Odendis got a reaction from Alsan Teamaro in Hello~   
    Hello, Oden here.
     
    Just wanted to drop by and say hi.  I'm generally a solo scout/nomad, and most of my designs revolve around a long range recon style mentality.  
     
    I spent a few hours last night milling about the Alpha and am thoroughly impressed with the game so far.  I was wondering if there was an NDA section or can I just post my review / suggestions in the public forums?
     
    Thanks!
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