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Anaximander

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Posts posted by Anaximander

  1. 10 hours ago, CoreVamore said:

     

    I like the sarcasm :)

     

    I must admit in theory it sounds good to put small ships weapons on a big ship, but if I was in a little ship approaching such a large ship, i would simply give it a wide berth greatly reducing the chance of small weapons hits as well as hopefully still being fast enough to avoid any large ship weapons.

     

    We will see however what NQ eventually rolls out - we might all be wrong.

    Well, NQ has been clear on their vision. They want a math-based dynamic hit-chance mode.

    More or less, if you go faster than the enemy's weapons angular tracking speed is, you reudce the chance to be hit and i f yo uget hit, yo utake less damage (cause the proejctile is bouncing / glancing off / grazing your ship, as you go faster than the bullet itself). And yes, that means, if you fly in a spiral, the enemy will have trouble hitting you.

    And on top of that, NQ can easily create a virtual cone of fire for their math calculations. They already got Aerodynamic Profiles in the devdiaries, which are a base for Cross-Sections on ships. Cross-Section = your print on the base of a Cone of Fire.

    So, a small ship, flying in spirals, has a very VERY small chance of being hit.  But... uh, yeah, if you get hit, cause it was not your lucky day, or if the person manning the ship is like, a Jedi, and they swivel the ship's around to match your motions, you may actually get shot quite easily, as the algorithm would interprete the firing ship's X,Y,Z spiral twist of the nose as evening out your movement at a distance. Talk about mad skills at that point, you got outclassed if that happens, which quite honestly, I don't got an issue with, if a person is THAT good at the game, they should murder any smaller ship with their insane levels of skills. Is there a chance of such a person doing that? Yes,. Will it be often? Not really.

     

    It's just people think Star Wars when they think space combat, AKA, World War 2 but in space. Whichi s far from how real space combat would happen.

  2. @Dorlas


    Well, in EVE Online, in the alliance I was, we had ranks like "Reservist" for people who are not hardcores, but are in the military as well.

    Reservists could gain access to many jobs, given they got the trtaining for it. So a reservist on a carrier, will of course not enjoy the same payment as a full-time pilot for example - or luxuries of course -. but they do got lots of jobs they can do - given they know how to do them and they got the neccessary training, as always.

    So, one day you may be a gunner on a bomber, the other, a paratrooper, the other, an engineer doing repairs, the next, running inventory on the birds the carrier carries - essentially, checking if each bird has the ncessarry munitions and fuel on it, in-case of emergency.

    I know of the guilds you speak of in WoW, sadly, I was a raid leader for 5 years on a hardcore guild up until Cataclysm - whichI called quits and gave up on that game. I also played games like Lineage II, where people who can live and breathe the game paly 24/7.

    Those two games though had limited amounts of people on the whole server. Games like EVE Online, have a 22000 capacity per star system. If you were to bring everyone on the server in WoW, on Thunderbluff, you'd be banned - as Swifty from Warrior Tricks fame was, .

    And DU aims to DWARF that number from EVE.

    So yeah, while dedicated top guns are not easy to find - and good ones at that - reservists can easily be found abundant. And everyone needs a reservist.

     

     

    But captains? Officers? Those are more or less, for lack of a better word, a second job - as some fleet commadnrs in EVE I know would put it. You need to know :

    1) Intelligence - scouts reports on enemy movement
    2) what kind of reserves you got as a backup
    3) fleet tactics on your end as well as the enemy's
    4) have an open schedule for some 8 hour long fleets - which are really really often.
    5) more or less knowing who each enemy fleet commander is by name and by extension in DU, know what ship is a flagship of what person.

    Of course, if the captain is not online, the X.O (Executive Officer) is the one to take the reigns - who also has the privilege of running this literaly second job.

    Then you got a Tertiary Officer, who is there IN-CASE both the Captain and the X.O. are not online or are dead.

    And after that, you also need a dedicated Navigator who knows how to fly the ship, cause it's not a cheap fighter, this Battleship costs money, so you don't want a bad pilot flying the ship, right?

    And then, you also got this Flagship chain of command  in-case the flagship is destroyed and the fleet needs an acting commander on site to take the reins.

    So, for every CAPITAL ship, you got at least 4 people who literally have to drop what they are doing and log in, who need to stay in touch with the game constantly, in order to run that mini fortress floating in space.

    And, of course, with the benefit of running the battleship, you also get the benefit of being the SOLE PERSON TO BLAME for anything that goes bad during a fight.

    i bet 99% of the people has checked off the checkbox "Battleship" by now. :P 

    That's why I stick to my realistic view of a scout/stealth role for me. No responsibility, just fly around an asteroid belt, and find if there's anything fishy.

  3. 3 minutes ago, Dorlas said:

    By disorganized I mostly meant that you don´t seem to have plans to create a formal structure and (for the lack of better word) country once the game starts, but rather act as group that covers like-minded players. That doesn´t mean you don´t stand together behind single purpose of creating the dankest of memes :D

     

    Shame I am into those great empires so much and therefore would probably not enjoy the playstyle you guys want to have, because you seem like a really cool group.

    You clearly didn't notice we are the only ones with a plan to build a proper city with other orgs also welcome to shape the future of Tortuga.

    Yes, we are actively pursuing making a freeport called Tortuga. :P 

  4. 3 hours ago, TheMasterArchitect said:

    I think that the definition crusader can be interpreted in different ways since the vocabulary of it is changed depending on the circumstance and pretense that its being used in.  You are going on the notion that am I am referring to actual crusaders during Europe's medevil era but the definition I am using comes from this:

     

    "a person who campaigns vigorously for political, social, or religious change; a campaigner."

     

    We could even say that we are "religious campaigners" according to this instance.

     

    I don't know if English is your first language but the word can be manipulated or changed depending on the context you use it in.

     

    With that being said I am still moving forward with my groups theme nonetheless. It's popular for Imperium of Man in 40k. I used to play as Orks in the 40k tabletop so I have some experience with the lore of 40k Imperium of Man.

     

     

    Ultrasmurfs? O_o

    I'm more of a Chaos Marines guy myself. :P 

  5. 3 hours ago, Dorlas said:

    DU and WoW can´t even be compared.

    If some WoW YouTuber creates a guild for his fans, he can literally stop doing things for it right there and the guild is not harmed in any way. Just put bunch of officers who you trust and they can handle everything that is needed to manage it, because guilds in WoW are pretty much just places for people to hang out and do fun things together.

    Organizations in DU are completely different. The big ones will pretty much resemble real life nations (just in smaller scale), with their own economy, laws, military and law enforcement. They will require so much effort on the side of leaders that anyone who is not able to come and deal with problems 24/7, will not be able to be effective leader (once again, just like in real world). And unless those YouTubers dedicate their whole time to this game, they won´t be able to do that.

     

    Mark my words, the people who will rise up to the positions of leadership in huge factions (maybe with exception of factions which act as disorganized group of people with same playstyle, like Band of Outlaws, for example) will be no-lifers, people who (for various reasons) can´t work and therefore have tons of free time with little responsibilities outside their house and maybe even retired people. Not YouTubers who visit tons of events, play many games and do activities with their fans in videogames.

    Who said the Band of Outlaws is disorganised? O_o

    Seems to me our Meme Factory works on the clock :P .

    And while every other org suffers from inner drama, the Band of Outlaws is just a utopia. That's cause of our Zero Drama Policy. 

    So... yeah, we are organised and have rules. It's just our people respect the rules and we don't have to whip them every 30 seconds to remind them about the rules. Why do they respect them rules? Cause of our Zero Drama Policy :) The almighty banhammer is always at the ready to vanquish drama queens. 

    Cheers.

  6. 2 hours ago, Dorlas said:

    What would I want to use as my main mode of transportation? Huge mother-effing Star Destroyer, where I am captain, of course.

    What is the realistic scenario? Some small ship that I (hopefully) build myself, maybe with a gun so I can defend myself, because there is no way I could even be part of any navy (not even command one of big ships) without reliable gaming scheldule and dedicating pretty big amount of time into "being on duty".

    Yeah, exactly. People need to realise capital ships have capital ships logistics.


    What is a capital ship logistics? Crew, repairs, refuelling, protection, docking, upgrades and the fact that once the ship is out of a dock? That ship is its own little floating village, and a captain needs to manage that little village, with all its politics, annoyances, whining and constant bickering between people.

    People just want to be Captain Kirk, minus the inconvenience of the responsibility for the ship, just the fun stuff, always, not the logistics or being yelled at for not managing your ship right from the people who gave you the super-giant battleship cause they trusted you with it. Of course, only a battleship will satisfy some people, minus the downtime between combat.

     

    Oh, people will say "what are you talking about Twerk? If someone dares tell me, the Almighty [Irrelevant Derpson Name Space Captain Wannabe] what to do, I will mutiny and leave the org and see them cry about me stealing their ship, lol". Yeah, the moment you do that, you have a crew that can actually klll you and return the ship to reap the rewards of being loyal to the alliance - who knows, by becoming the next captain, or a reward in general ... like not losing all the money they got in the alliance bank... or their stored wealth back home.

    Well, people will have to realise that the bigger the ship, the more the responsibilities for it. 

    And while I do think people don't have time for gaming 24/7, I do think everyone will have a spot in a navy's carriers. Why? Cause carriers are not near the frontline, they fight from long ranges with their fighters, so they act more like a mobile base, while their fighter groups can organise missions. And carriers' fighters, also work for scouting missions.

     

     

    It just pisses me to no end, seeing people wanting things to be handed to them, in a game about emergent gameplay.

    It's why personally, I will fly a small fighter built for maximum stealth and just work by scouting with a ship, or on the ground - hopefully with a melee weapon *croses fingers*. As I said, all carriers need people doing scouting missions.


    Cheers.

  7. 1 hour ago, TheMasterArchitect said:

    Nah we will have our own mythical beings that we follow.  I like the idea of having gods in the group.  I came from Conan Exiles and really liked choosing between gods over there (crom, mitra, set, ect.).  That's where my inspiration of starting a Godly group comes from.  We won't be christians or what have you but we are creating our own story for it.  I wouldn't consider bringing in any actual religion into the group.  Were not like these Nihilists that you speak of.  Possibly we are more similar to the Tau of Warhammer 40k but in a non aggressive manner.

     

    So if crusaders is something that bothers people what would you call us then?  We are still a group that pushes forward in the name of our gods.  I thought that's what a crusader is all about.  Fighting in the name of your god..

     

    I am not religious at all but all religions have had "crusader" moments in history, including muslims.  Not sure if you were implying that they werent but it seemed like it so I wanted to point that out.

    Call yourselves Templars O.o who actually started by fighting to protect the caravan roads.

    And no, a crusader is not a person that fights in a name of a god. Wearing a cross on your chest doesn't amke you a holy warrior.

    I can see you are not familiar with actual history, so I will just let the comment "muslims had their own crusader moment" thing fly by. Those people that news dub "jihadists" are not that, same way the rapists and murderers who went on the crusades were no christians. Do not get caught on sensationalism. Middle-Eastern countries may have differences culturally, but all of them celebrate Salladin as the person who kicked the murderous crusaders off of their lands. Trust me, you don't really want to be associated with the crusaders, there is a lot of bias on that word culturally over this part of the world.

    As for Conan Exiles, I used to play the MMO, Age of Conan, and my class was a Herald of Xotli. So, if you like demons from dark dimensions that even Mitra is scared of, you can look that up.

    Just don't try to inject fantasy elements in an MMO based around science. It won't work well :P . Do allegories instead, like the Judge Dredd series, where Lady Justice is an idea, not an actual goddess.

    Cheers.

    P.S :Star Wars is not sci-fi FYI, it's Space Fantasy. It has as much to do with actual science as Lord of the Rings has.

  8. 17 hours ago, TheMasterArchitect said:

    I'm creating lore for my own group.  Maybe I can tie it in somehow to the DU cultures.   My group's theme is that we are crusaders fighting in the name of our gods and trying to build the ultimate utopia.  For now I don't see it fitting in with any of these groups.

     

    I come from mainly games with role play involved so I would like to involve the lore into my group.

    Yeah, see, this is the problem.

    You claiming you are an ex-soldier of the UMF can work.

    You claiming "I was the hero of the [Battle that happened between player orgs]" is not gonna fly well, you''ll only be trolled and mocked if you did so. RP has its place.

    And DU has its "religious fundamentalists" in the form of some nihilist terrorists who want everyone on Earth to die and are opposed to the idea of the Arkships... So, if your thing is to murder people and see the game burn to the ground, hey, you got a group you can RP as. If Captain American can get away with Hydra infiltrating a top secret organisation in the span of 70 years, anything is possible :P .

    Just don't put things like "crusaders" in your org's lore. That is asking to be messed with. Crusaders were ex-convicts who were given pardons in order to go and commit crimes against fellow christians in Constantinopole and Asia Minor territories and then go murder half a million muslims and christians in the middle-east - not to mention how much Jerusalem suffered under the crusaders. You may be american or not familiar with history, but 90% of eastern europeans and almost 100% of any Middle-Eastern players will see your "crusader" comment, as Jews see the word "Nazi".

    But hey, if you want to RP as something like the Brotherhood of Steel from Fallout 3, using the image of a knight, and being an Anti-PK group, sure, I don't find any issue with it, heck, you can even  claim some dead - or almost dead - dogma, like Mithraism, as your worship.

    Yes, Tolkien was an unoriginal british fella who stole 99% of his Lore from other cultures. Mithrantir (Gandalf's real name) is based on the mth of Mithra.  Of course, Tolkien's real work is on the message of his stories, not the lore itself. And take that as a guideline for your lore, the MESSAGE, not the lore. Nobody wants to hear how "badass" you are or how "divinely ordained" your group is. Make your lore about what you stand for without belittling others.

    Cheers.

  9. Is this a real thread?

    Numbers matter only if you do zerg tactics. DU is not a game where Zerg tactics pay off, if anything Zerg tactics wil lbleed your bank empty in DU. Try and fight a war without having money, I'm sure it will work just fine.

    Also, Youtuber communities are easily the most volatile ones.

    Here's a simple plan for destroying a youtuber's community.

    Step 1 : Record them out of context saying the N-Word, C-Word, P-Word, F-Word or any derogatory term about latinos, africans, caucassians, asians and shit, even Australians - we all know Australia is a fake country anyway, a girl on youtube said so, so it must be true. #flat-earth #NASA-is-fake

    Step 2 : Publish the video, wait for the Youtube Neural Network to take a whiff of that negativity and then wait for Polygon to write a clickbait piece on said youtuber, with such Pulitzer-worthy titles as "[Youtuber Name] are NAZI supporters".

    Step 3 : Make a catchy #hashtag and ask the youtuber's advertisement firms to shut them down.

    Step 4 : Make a Sub-Reddit where you parallelize the youtuber with Keemstar, so Keemstar brings them on Drama Alert so the Youtuber eventually loses their mind and starts going mental on Twitter after Keemstar is done spreading lies on how the youtuber is a Pedophile.

    Step 5 : Watch how the SJWs inside the youtuber's community begin a civil war that tears them apart.

    Step 6 : Win.

    Youtuber communities are a joke. Any community built around a personality is a joke.
     

  10. @MookMcMook

     

    It's not exactly acceleration, but angular Acceleration and Angular Velocity that determines if yo uget hit, then it's your ship's print / profile.

    You can have a giant mothership, with highly advanced guns, like super fast charging railguns, but the guns are still limitedby friction , mass and most importantly, the rate at which computers solve the equations invovled for the guns to "lead" the target, called a firing solution, something very real.

     

    Of course, you CAN have a ship built with smaller caliber guns, that they are lighter, thus they can turn easier on a swivel, so they can hit smaller ships, but this is the problem.

    Smaller guns == less effective range. The reason guns are built bigger, is so they can hit further. And this is the problem essentially,  the moment a Captital ship arrives, that can OUTRANGE youy in effectiveness, you are dead.

    This is why you don't build a gun THEN fit it onto a ship, you got a ship, it has a purpose.

    Sure, you can put missiles, rockets, artillery or railguns and lasers on it, they all got their weakness. Even something like a laser, would still not be "best" since lasers lose potency over long ranges but being much more accurate.

    I know it sounds "impossible", since most MMOs are built around "bigger is better", but in reality, biger means just more responsibility. Any ship shpe has a place in DU. And DU follows EVE's model of combat.

    Battleships in EVE are nothing without frigates and destroyers around them to protect them from E-Warfare frigates that go around at 5000 m/s, making the Battleship unable to attack and essentially ,being a punchbag until it runs out of energy and explodes.

    You may say "buit that's a coward's way of fighting, 50 smaller ships vs 1 giant ship". Yes, and Sun Tzu, the guy who wrote the Art of War, spoken of a death by a thousand cuts. 

    This is a clip from EVE to showcase the issue with Capital ships.

    The moment the ship locks onto a person, that person immediately leaves the battle, cause if they stay., they will die, while all others on that fleet keep hammerign away at the Carrier

    Same will go down in DU :P 

  11. @MookMcMook

     

    You can't really fight a smaller ship with a bigger ship, for the same reason you can't easily hit a fly as it buzzes around you - tracking.

    Big guns, take time to turn, cause they got mass, so they can't keep up with a smaller and faster vessel. It's why Capital Ships IRL have escort ships  smaller ships that can fend off equal size vessels.

    Will that Space Battleship have like 10000mm armor plating ? Yes. Will the smaller fleet be able to stop it alone? Most likely no. But they can destroy the battleship's weapons... or thrusters... or sensors. Enough to drive off the battleship - which is why would you even attack it with a smaller force in the first place.

    People should not forget, capital ships are meant to fight off other capital sihps - if you bring out a capital to fight off frigates, you might need to reconsider the logistics of your fleet :P 

  12. 1 hour ago, Haunty said:

    I'll probably spend most of my time on an atmo planet at first, but I may spend more time in a smallish interplanetary ship later.

    Indeed. I find it funny most people think they will be 100% in Space, all the time, no hindernace.

    Personally, I'd spend my time hunting people, in a forest, just to build that Highscore, also known as "Bounty Pool". We all know the more the Bounty on your head, the better you are, right?

     

    In a game where no PVE  quests exist, someone has to be the Quest Objective.

  13. 1 hour ago, Whalekit said:

    It was inspired more by old sound cards, like this one, but eah, you can call it a synthesizer.

    Actually, what I was saying is that you can build jukebox with this thing and some control unit.

     

    It's enought to send commands to the devices - that what is important. You could also use it to populate sound memory with procedurally generated sound, though that would requre doing it in many little steps using system clock (one continuous script that would try to put thousands of values would run out of time).

     

    Sound editing should not be off-the book - it's essential. And audiotrolling can also be used through the voice chat and html5 music - and just as easily solved - by muting the source using game menu.

    The entire point of having audio memory is to be able to use your own samples and not predetermined ones, which expands creator's possibilities greately.

     

    this synthesizer is simple and requires very little CPU (less than 1% of my 8-years old CPU).

    Now, about memory:

    In my example I said that audio device has 44100*8 bytes. That is 345 kilobytes. For the reference - 2 images in first post have size of 271 KB, and are on the NQ servers. Dropbox free account allows you to to store up to 2 GB of data on it's servers.

    In the game, to create sound device you will need resources and not every player wil create unique sound devices - most of them buy/create using blueprint a copy from a musician and never edit it, so you can do copy-on-write optimization (have 2 or more sound devices share the same physical server memory until one of them changed).

    But even if each player created 100 unique sound devices (and the wouldn't, because that's just waste of resources) with 400 kylobytes of audio memory it would be just 40MB per player. I think game with monthly subscription fee can afford to store 40MB of data per player. But even if players will be creating sound devices uncotrollably, like 100 unique sound devices per month, taking up more and more server space - NQ can make it so, that after some time without energy/maintaining memory of sound device is wiped and thus server space is freed. (But that is neither going to happen, speaking realistically)

    So, as you can see, server space is not a concern here. In fact, one of the main reasons I suggested this concept is because it's so compact - you only store instrument's samples and sequencing data for music.

    Having said all that I now think players can have sound devices with entire 2 MB of audio memory in them - but for higher resource cost ofc - that would be just enought for almost any track.

     

    Is there official confirmation that you will be able to embed frames and data from The Internet into the in-game displays? That sound interesting, but I never heard of that.

     

     

    BTW, do I understand correctly, that with HTML5 you can only cover playing single static music track. Not even editing playlists. What about sound effects for your Lua application or game? 

    My suggested thing covers not just the case of playing static music - it also allows you to create Lua game or program with sound effects, jukeboxes where players can queue tracks they want, etc. It gives you so much control, that you can even make dynamic music (like you can hear in some game soundtracks). And all that right in the game, programable with Lua.

    1) Synthesizers are the predeccessors to Midi Keyboards.

    2) Jukeboxes are easy to make. And again, without the proper library, Lua is not able to do anything - that goes for any language / script.If NQ implements SOME of the Lua libraries available for Front-End Lua scripts, the same effect as that of JS for playli9sts and the such can be achieved in the DOM.

    3) Sound Editing is not essential. Good physics, no broken netcode, Customer Service, developmenet, those are essentia;l. Sound eiditing is something you can do off the game and import it via HTML - which again, them sound units in-game would simply use the Audio element from HTML, cause it's easy and it's something they foresaw, that's why they went with CoherentGT for their in-game dispalys.

    4) You assume you'll be the only one using the Sound Unit. 10000 players, with 271KB stored, that's 2.7 GB. And that's assuming only 1 SPU per person. Or people who just want to troll.


    There is no reason to reinvent the wheel in DU when it comes to making music, you can make music offline and you can have Lua in-game have a Media library for the Media in HTML. Only thing missing then, is you calling the stored song and playing via stream - which is how it's done for obvious reasons.

    Sure, NQ can even add a "serverClock()" function for people to synchronise the radio across the whole server - yes, there is such a thing as 24hours playlist science :P, math can solve any problem.

    But no matter what, NQ would be shooting themselves on the foot if they were to allow people to make CANCER nosies, like Brownian sounds or White Noises to annoy people. 

    I'd much rather have them optimise CPU usage for VoIP.

    VoIP > In-game Synthesisers :P 

  14. 43 minutes ago, Whalekit said:

    I am not talking about using HTML (or any other web technology) to play audio in any way. I don't know what gave you idea that I do.

     

    I am suggesting to add an element - sound device - that can be connected to control unit, just like some engine, or door, or lamp or etc.

    And just like other elements it has actions - in it's case they are not to turn light on and off, but to read/write it internal audio memory, play sounds on it's channels, etc. 

    By populating sound memory of sound device with samples and then consecutively calling actions (probably using system timer event) to change pitch, sound source (sample from auio memory or oscillator), filters of a channels and play theese samples on them it you can play music. So, as you can see, no need for html5 or web audio api or anything like that to play music.

    This does not require any change in Lua, besides exposing sound device's "actions"/functions into it, just like actions of ligh (such as activate, deactivate, toggle) are exposed. It's just new element with actions, which can be called from Lua, that is capable of playing sound . (light.activate() switches on the light, soundDevice.channel_start_note(1) plays sound (which you previously set channel 1 at).) Nothing that is undoable with Lua, after having just this element (sound device) and it's actions available from Lua script of control unit.

     

     

    Have I explained my idea clearly now? I really tried, maybe too hard, but I don't know what is eactly not clear in my previous messages, so I tried to clarify everything.

    You previous described a jukebox, now you describe a synthesizer. Those two things are not the same.- even if you can save a sequence to be played on a synth as a sample.

    And again, Lua is limited to its library and the methods that the developers allow for you to use it with. Even if they were to add predefined 8-bit music notes, sound editing would be off the books, cause the would not want trolls to make White Noise generators that would make it a hell-hole of a game.

    What you ask for, is a synthesizer. And, on top of that, you ask NQ to save up songs you make on their servers - which is where the "SPU memory " is located at, theirr servers.

    See why they went with HTML5 now? HTML5 works with urls, NQ only has to stream the song onto a screen or possible speakers, they don't got the save anything on their servers.

    In-fact, you can download a midi-keyboard,  make a song, upload it on G-Drive and copy paste its URL into the game on a screen.

  15. 24 minutes ago, Whalekit said:

    In the first post here I described sound device and it's API allows you to create music entirely in game, with just it and some scripting. Using it's API you can create audio player program, with tracks, playlists, and all of that. No need for any external databases or servers - all just using sound device (for playing music) and display (for audio player GUI) connected to Distibuted Processing Unit with right Lua script in it.

    https://www.w3schools.com/html/html5_audio.asp

     

    That was the HTML5 part.

    This is its DOM :


    https://www.w3schools.com/tags/ref_av_dom.asp

     

    So, unless NovaQuark turns Lua into Javascript - cause they won't allow players to use javascripts for certain - I can't see your thing happening without actually treating an object like a Jukebox, pressing a button, playign a song, then pressing another button, to play another song.

     

    You can't just "will" Lua to do what you want it to do, it has its limits.

  16. 3 hours ago, TheMasterArchitect said:

    https://community.dualthegame.com/organization/emporium-corporis

     

    https://community.dualthegame.com/organization/galactic-emporium

     

    These two groups that I'm talking about are the ones that seem like they are following the lore.

    Which means nothing. It's lore. Once the game launches these orgs' purpose becomes empty. You got farm more chanceso f making something out of a new org than basing it on Lore, which will change - a lot - as it usually happens with any game's Lore.

    It's a sandbox, build a sandcastle.

  17. 4 hours ago, Whalekit said:

    Why do you think so? All you need for that is Lua code in the jukebox.

    Lua is not SQL or PHP. It's limited to its library - whivh by default consists only of ANSI C. Unless NQ adds a library for making playlists happen, you better input every song manually in HTML and don't really expect autoplay like on youtube.

     

     

    Cheers.

  18. 50 minutes ago, TheMasterArchitect said:

    Any groups related to this?  I have found two groups named "Emporium" on the DU organization page.  They slightly seem to be connected to the lore.  Does anyone know if the groups are connected or not?

    They are not.

    NQ has not made any organisations in regards to the lore itself - nor should you take Lore seriously, I for example, have made up the lore that Squirrels became highly  intelligent and humanity is on the run from them in DU.

  19. 8 minutes ago, NanakotheNarcface said:

    I was referring to having everything generated and in-game at release, waiting to be found (like in Elite Dangerous or NMS) vs making planets by procedural generation, but added in one at a time by devs as and when they're needed (like in Star Citizen). I was under the impression that it might be the latter, but I just rewatched the AMA video on this and it looks like it might actually be the former.

     

    AMA is here, btw:

     

    Yeah, that is the case. 

    Anyone who can understand how these processes work, can understand as well why they are precise on the "it may take a week or a month for a probe to get to a new system" either way.

    I mean, game developement was always about smoke and mirrors. Sending the probe in DU is just you asking the server to make a new star system to explore, so I still stand by my very first  reply on this thread, it's as big as the players can make it.

    I'd even advocate for NQ to introduce Wear and Tear on ship elements, so people may "Break" their Jump Drive and get stranded without the necessary components to make a new Jump Drive, so they can just make exploration actaully difficult.

    Sure, food may not be there - at launch at least - but that's no excuse for not having durability on ship parts.

  20. 19 minutes ago, NanakotheNarcface said:

    Wouldn't it then make sense for each star system to be its own 'map' then, to avoid Floating Point errors? Also from what I understood, although the planets are procgen, that doesn't mean that the whole universe is; from what I gather the developers will add stars/planets as the userbase (and their means of travel) expands.

    Have you thought of the LOD part? You know, Voxels or not, if you can't see it, the game won't load it, and if you don't have to load it, the game has not to... you know... procedurally generate it.

    Also, are you sure you understand what Procedural Generation means? 

    it's like saying " I know this car is self-driving, but the way I understand it, it's a car, so I have to drive it" At a certain point, you either don't understand what a self-driving car is, or you meant something entirely different.

    Planet generation is automated on an algorithm. And the devs have means of slowing down playes so the procedural generation can work properly, that's why they keep saying "probes will take a week to a month to get to a new system", probs are nothing but a timer until you can "jump" to a new system.

     

    You may say "but is there a way of predicting what a collection of planets will be around a star?"

    Yes., Yes there is. There is even a formula figured out for if a planet will have life on it or if it's gonna be barren. Science! :V

  21. 1 hour ago, ShioriStein said:

    But ... but we got star gate isnt it ? I thought the only way to go to another star system is go though the Star Gate which is very expensive according to NQ, it suppose only big organization can get it but still hard for them to build on. So i think we dont have much called the 2 side of universe and will long distance make hard to contact even 10 year later.

    But i like the idea you will die at far far away from the spawn and then some day, another people will find your ship which abandon, lonely, float in the space and history about you with that ship, hmm yeah it make me feel excited. Like find a ship which make in 2019 when you are in 2027 =]].

     

    So we may got the Star war scenario but i dont think DU will big or information will be so late that will take 4 day to a week to get it.

    No, you need only probes so you can Jump to them with Jump Drives or whatever.

    Gates connect together, Probes are ONE WAY jump, if you jump through you can't jump back without a probe sent back to your original star system. You jump with the probe and build the gate on the other side.

    So, any player, with the skills trained and the equipment, can jump from system to system on their own. Which also means, that's how PvP in large scales will go down, since you can't use Stargates the owners don't allow you to use.

  22. 2 minutes ago, Warden said:

    I actually wonder about this. 

     

    Will it be large enough to basically allow a whole microcosmos to exist within? 

     

    Examples of far-away encounters: you discover a sect-like small faction in some totally remote location or in another place or on another planet there's a post-apocalyptic war going on on some bombed planet with factions and players no one really heard of because they kept quiet in general or simply because they drowned in all the larger community news. 

     

    Kinda exciting. A bit like some minor Stellaris exploration events. 

     

    The bottom line likely is that you may have factions and conflicts that might be very or completely detached from your average daily or mainstream galactic politics if such a thing will later exist. 

     

    Like that famous Star Wars intro: in some distant place... 

    In games like EVE, you are bound to one day encounter an enemy, it takes 30 minutes or so to cross 4000 light years or so in the world.

    DU's speeds are not EVE's speeds of 5 AU/s of course, so the "get there to fight" prospect ,does mean that further apart playerbases wlll eventually never meet. 10 years post launch Plaet Dodge will probably never come in contact with the MemeSwarm Conglamerate. Why? Cause it's tiresome to travel the vast nothingness of space and having to stop, cause fuel is also a factor in DU.

    In general, I find it interesting that two communities in different parts of the server may encounter far different scenarios in the long run - something EVE has to implement PVE to achieve, while in DU, it's probably going to go down like in the real world. One part of the server in the "far far off systems" may be an Empire, and in another corner the palyers may - somehow - make a Republiic happen - notice, a Republic and a Democracy is not the same thing. This is no different than EVE's PVE carebear things like the Amarr Empire and the Gallente Republic, two very different ideologies in the Lore.

    It's just in DU, an actual player will eventually go like "yeah, I am an Emperor now, I own 300 planets and have 20000 people under me and I have wars witth 30 different orgs I can take on easily". Good luck fighting inflated egos like that xD

    Which I think is what terrifies people and they ask "how big can the universe go?".

    Well, it's going to go BIG enough for you to hide, but also big enough for you to make it harder on yourself. After all, nobody is going to be an Uberman like in Empyrion. You will need to train up skills to make , I don't know, a HEATING unit for example, if yo uend up ina star system with no Goldilocks planet (that's earth-like planets).

    So the proper answer would be "the further you go from the rest of the playerbase, the less the chance to encounter other people, but also, the less the chance of rescue coming if you die and got no power on your ship aka Fuel, you will respawn back on the Arkship... a long way's off of where you were". Which also means, another person in the future, will find a derelict ship, with no crew on board, long abandonded. Spoopy.

     

    Which eventually ties back to the original arguement you made good sir.

     

    Rome and the Han Dynasty in China co-existed at the same time period. They never met - and thank the Spaghetti Monster they didn't, I live in Greece,  the Chinese would have obliterated us with their ancient rockets :V. But in-between Rome and China, a variety of cities, cultures and wars errupted, than were minor footnotes in global history, but interesting to study nonetheless. Rome wass a Republic back then, China was a Dynastic Monarchy that is was of the mindset "Absolute Power". They would have viewed Rome at first like "oh, good, great allies" but once Rome got a wiff of them golden statues, Rome would go "BRING DEMOCRACY TO THEM! WITH ALL OF OUR LEGIONS! :V " .

    It's like history's repeating itself, don't you think?

     

    I personally will be looking for the day some giant organisation will have its own version of the Persians' side of the Battle of Marathon, or the victorious version of the same scenario on Operation Overlord (Normandy beach for any 11 year old who doesn't know what Operation Overlord was xD ).

  23. 8 hours ago, Zamarus said:

    "I know its infinite"

     

    "How big can it get?"

     

    I think you answered it yourself already

    Realistically though people will only get so far over the years until theres no game anymore or no servers. But it has potential to be pretty god damn big.

    I also hope to see some space nomads that decide to aim in one direction from Alioth and just keep moving further and further out for as many years as they can (only residing on planets and asteroids on the way in periods) just to challenge the thought

    Can't wait for 10 years post launch, hearing of "The Little War on Planet Doge". You know it's happening.

  24. 53 minutes ago, Vellnn said:

    Well since HTML is already a thing in the game, if it allows gifs and videos, I would assume it can also allow audio if NQ decides to code that into the game. Setting up audio to play from the monitor that has HTML for an audio player on it shouldn't be hard to code.

    However, then in order to get your music to play in the game, you would have to be hosting it outside of the game in a playable format (wav, mp3, etc.) as opposed to doing something like what Archeage did where you would make the music in the game using MML (https://en.wikipedia.org/wiki/Music_Macro_Language), or rather make the music outside of the game using a program, convert it to MML, then paste it into a music sheet in the game.

     

    imo they should just let HTML do it's thing and make the sound play from the monitor. Maybe they can add a "speaker" module that you can hook up to the monitor as a sound output.

    Well, Soundcloud is a good idea for hosting most music, as you can link just the widget's ID and have a music station play non-stop, or hey, make your own playlist, and literally control the music from your browser. good for in-game Radio Stations as well, for anyone who knows how to set up such things.

    The reason I think they will eventually make sound a different element in-game altogether, is for possible use of Unigine's sound technology, that can make sound gradient - something not as simple as it may sound on paper - or so for modular speaker spreading.

    You could mount four speakers aiming at the centere of a room from all its ceiling corners, getting a "surround" soiund, something you can't achieve with stereo sound from one source, or direction.

    I mean, 7:1 beats Stereo. And who knows, maybe Tier-2 Sound Systems unlock the Woofer, with +10% on Bass.  :P 

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