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Ryoko_Takahashi

Alpha Tester
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  1. Like
    Ryoko_Takahashi got a reaction from Kongou in BOO - Band of Outlaws   
    I love this, its super cute! 
  2. Like
    Ryoko_Takahashi got a reaction from KingofPR in Orbital Drop Pod Attachment   
    I might be reading this wrong, but it sounds like you are asking for an element(s) that would attach to your main ship to provide the functions you've outlined? I really like the ideas of drop pods, and may implement something like them into my nefarious activities, but I think it will be much more likely that we have to design separate individual vessels that are built with voxels, then be attached to your main ship using an element similar to the merge blocks in SE, or maybe something like a docking port element. 
     
    Either which way, I invision it something akin to the intro to the movie Predator, muahaha
  3. Like
    Ryoko_Takahashi got a reaction from GalloInfligo in What crazy contraption will you build?   
    Anything that I can make that will allow me to get close enough to board a vessel undetected, subsequently incapacitating the crew and running off with their cargo. I mean…. Snow cone maker, I wanna make a snow cone maker 
  4. Like
    Ryoko_Takahashi reacted to yamamushi in Resource comsumption   
    I disagree if only because scarcity is somewhat of a requirement for the economy to function fully.
     
    If a group decides to try to claim a monopoly over a specific resource, naturally they will be a target for attack from people who want those resources too and don't want to pay for them.
     
    It also helps to add value to "rare" resources. If another resource could just be used where a rare one was needed, why would anyone try to get the rare resources? 
     
     
     
    I don't think that resources should be tiered, in that copper might only make lower tiered items whereas iron might make something stronger and so on. 
     
    Instead, I think that elements should require a given set of resources to construct. That way harder to construct elements, like a Titan engine for example, would require a ton of various specific resources and also possibly some rare resources.
     
    Something like:
     
    1000x Iron Ingots 500x Copper Ingots 500x Silver Ingots 300x Iridium Ingots 50x Plutonium Rods etc.  
     
    Having elements with requirements spread out like that would somewhat guarantee a requirement for all types of resources on the markets. Miners could make money regardless of what they are mining, although some materials might be more lucrative than others. 
     
     
     
    I actually think it's a good thing if the starting planet is sucked dry of rare resources. I don't think that players that come in a year or two into the game will stay on the starting planet for very long anyways. I think us first pioneers will fight for our survival on Alioth (the starter planet), and somewhat settle it and make it a safe place to live.
     
    Once we get the ability to travel to the stars, or other planets even, I think that many of us will leave immediately, while some of us will stay on Alioth. 
     
    Eventually the starting zone on Alioth will become pretty well established, perhaps even becoming a mega city reminiscent of something out of Blade Runner. 
     
    I think that new players at that point in time (a year or two after launch) will come into the game and instead of being more concerned with survival on the planet, will go take jobs for organizations or crews and will leave Alioth fairly quickly. 
     
     
    My daydreaming has me imagining people flying shuttles back and forth for new players from the starter zone city up to space, where inevitably a major space station will have been constructed. They could then take a job as a crewmember on a ship, or do any number of things. From there new players would have, in a matter of minutes, been introduced to all of the work people had done before them, gotten to ride in a shuttle up to space, and will have stepped foot on a space station probably full of players running around. It will certainly be an experience unlike any game has had before, and even cooler with VR support. 
     
    Just my imagination running wild. 
  5. Like
    Ryoko_Takahashi reacted to yamamushi in Price model, SAY NO TO MONTHLY SUBSCRIPTION!   
    There's already numerous threads about this, but NQ has summed up the issue quite well in one of their Devblogs, in which your points are addressed:
     
    https://devblog.dualthegame.com/2016/04/08/monetization-player-happiness-and-economic-viability/
     
     
    I don't think it's fair to dismiss NQ as "greedy" or those of us who want the P2P model as "gamers with more money than sense", especially given the advantages that P2P games provide (outlined in the aforementioned devblog).
     
    The Cash Shop F2P model doesn't work in a game like Dual Universe, nor does it really make sense for a company that wants to see itself as more of a "Tech Company" than a "Content Company". It also doesn't really work in the context of a global single shard server, as there wouldn't really be a fair way to price items across different regions and guarantee enough income to sustain their basic business needs. 
  6. Like
    Ryoko_Takahashi got a reaction from LynkxDev in oxygen and pressurised ships   
    I'm not sure how they should implement the detriments of a lack of oxygen or atmospheric pressure, but I like your idea of comparing the original blueprint to the current state of the ship after take damage. I had an idea that I thought would have been an extremely easy, quick, and processor non-intense way of calculating this. Honestly though, after re-reading your post a few times I think I might be saying the same thing just in a different way ^^; I'll add it anyways since I already wrote it up.
     
    I was thinking rather than being based off the differences of the original blueprint and the ships state after damage, I would suggest basing it off of the the ships voxel count and %dmg of elements. I recall them stating that everything is procedural, and only the changes we make are actually saved to the server. Having this in mind, I would assume that there are/will be current and up to date save states for the ships as well. When taking damage, the current voxel count and elements' dmg% could be compared with the previous save state of the vessel. Then (much like you discussed) after a certain threshold is reached, the chance of an implied hull breach event would rise/happen. The beauty of this, is there are no complex algorithms to run, no volumetric checks to verify, etc. Just a simple % check. I think whether there is an ACTUAL visible hull breach would be beside the point. The ship took more damage than its hull integrity could withstand, and breached.
  7. Like
    Ryoko_Takahashi reacted to Anaximander in How did you find out about Dual Universe?   
    Welcome to the Hype Watch. And so our Hype begins.
  8. Like
    Ryoko_Takahashi reacted to yamamushi in Raptor Squad   
    What have I done
     
     

  9. Like
    Ryoko_Takahashi reacted to Cybrex in Raptor Squad   
    No one said stop.
     
    We demand more.
  10. Like
    Ryoko_Takahashi reacted to LynkxDev in oxygen and pressurised ships   
    I think i figure out a way for do the "oxygen" effect on a ship or building,
    without work with fluid simulation and to realistic things that would need a super computer to process...
     
    They can add a "Compare algorithm" to encapsulate a ship or building,
    like the blueprint system for repairs ore rebuilt,
    this algorithm will compare the actual ship with its previously saved blueprint after it receive any attack,
    (after shields absorb the extra damage and any type of armor or damage reduction)
    the comparison is a % percentage of how much of the ship was removed / exploded / vanish some parts away , 
    or  how much  damage was taken. If the structure is
    1% ~ 9% different of its saved blueprint you can (if your ship have the sensor for it) receive a signal that its compromised and need repairs,  10% ~ 20% between its actual state and original state, simply attach a "negative status" to all ppl inside like: "Low Oxygen level 1"
    that would works like an accumulative  poison, reducing the player capabilities and giving slow and few damage, and slowly progressing  to its next level, if the player stay in the area it will progress to "Low Oxygen level 2" (and so on)
    with stronger negative effects and until the effects kill the player, (or he find a pressurized suit, or repair the ship during the battle)
    higher percentages of damage also can make the status advance to a higher level instantly and all crew inside would need to use pressurized suits to avoid the negative effects. Also you could install a bridge protection upgrade for your ship to seal the bridge and negate the effect inside so you could fight until your ship is complete wiped from existence (with you inside).
     
    .....
  11. Like
    Ryoko_Takahashi reacted to yamamushi in A cranky request about forum signatures   
    Um, no thanks. 
     
    I'd rather have the forums be a free place of discussion where we can have our own personalities and our own custom profiles that aren't limited by a set of arbitrary predefined avatars and insane rules like "no outside links and no signatures".
     
    There's a very easy way to hide signatures if you don't like them, but don't put that on the rest of us who don't have a problem with them.
     
    If a problem link is posted, report it and let the moderators handle it.
     
    Don't just prematurely punish all of us because of some unfounded fears just because "that's what other companies do".
     
    Other companies have had years and even hundreds of millions in funding to try and develop a game like this but nobody picked up the torch until JC sat down and started working on the networking tech. In that same vein, Novaquark shouldn't be expected to do what other companies do all the time, they don't have anyone to answer to, they are independently funded, they make their own rules. 
     
    If I wanted to participate in a community that operated like 1984 I would just go back to using overly moderated subreddits on reddit. 
  12. Like
    Ryoko_Takahashi reacted to Cybrex in How did you find out about Dual Universe?   
    Just a little over a year ago, I somehow stumbled upon the website. I can't remember what I was googling for, but it was something gaming related. Saw what they had on the front page, grew interested, and then read the devblog. Now I'm hooked, and I might have a problem now.
  13. Like
    Ryoko_Takahashi reacted to DrFrigoPorco in Dr. Porco's Quote of the Day   
  14. Like
    Ryoko_Takahashi reacted to Kongou in Dr. Porco's Quote of the Day   
    Thats not.. potentially creepy or anything. Thank you porco for reminding me to always be cautious around the Nightclub
  15. Like
    Ryoko_Takahashi reacted to Cybrex in BOO - Band of Outlaws   
    Our sense of fashion is unrivaled. The blinding light of our beauty brings in all the booty....
     

     

  16. Like
    Ryoko_Takahashi got a reaction from GalloInfligo in Crime And Puishment System ?   
    I look forward to never seeing the insides of those prisons. Unless of course, it's to smuggle one of my "good for nothing" *cough* "associates" out of one of your fine establishments. 
     
    That does bring into question how one might actually be able to incarcerate a player. I'm starting to have FoM and APB flashbacks. Aside from just purely RP'n it, do you guys think they might put restraints, non-lethal weapons, etc. to make it so we could actually be caught?
     
    We? Did I say we? I mean.... those fowl piratey types 
  17. Like
    Ryoko_Takahashi reacted to Cybrex in BOO - Band of Outlaws   
    Special thanks to Aetherios for doing all the hard work in putting out Band of Outlaws' logo! 
  18. Like
    Ryoko_Takahashi reacted to Kongou in BOO - Band of Outlaws   
    This is NOT the thing they have been working hard on, I was just feeling like doodling something. I know, i suck lol forgive me
     

     
    again, it doesn't mean anything I was just killing some time and playing with tools
    just tell me if you want me to take it down or something
  19. Like
    Ryoko_Takahashi reacted to GalloInfligo in The Outfit is now recruiting!   
    Thanks Ryoko! Keep us in mind but i wish you well wherever you may go.
  20. Like
    Ryoko_Takahashi reacted to Cybrex in Crime And Puishment System ?   
    The law of bacon demands all must dance...
     

  21. Like
    Ryoko_Takahashi got a reaction from Halo381 in Weather - Sand Storms, Thunderstorms, Snowstorms, etc.   
    Any addition to the game that adds to the immersion of the universe we will all be in, is a good addition in my book. Bring on the blizzards, torrential rains, and dust storms!
  22. Like
    Ryoko_Takahashi reacted to Dominar in I LIKE TRAINS (no seriously)   
    Turtle Jerking
     
     
     
    Definitely something worth trying. Trains, while very old, are not outdated. Even in the space age, they have their uses. I'd definitely use them for my faction's home world and any other planet we control. In fact, I'm pretty sure there are many factions who plan on using this system. Including my own faction.
  23. Like
    Ryoko_Takahashi reacted to yamamushi in Weather - Sand Storms, Thunderstorms, Snowstorms, etc.   
    I'd like to see sandstorms that are so thick that they block out the light and are visible from space.
     
    Something like this would be awesome to experience in DU, and I can't think of many (or any) games that have this:
     

     
     
    I'd also like to see Thunderstorms and Snowstorms, though I don't know if the engine would support "real" snow and rain, or they would just be textures. 
     
    Would storms have an effect on players/ships/etc?
     
     
    I'm not asking for real-world modeled weather patterns, just the occasional random storm and perhaps natural disaster, though I guess natural disasters are a whole other topic. 
  24. Like
    Ryoko_Takahashi reacted to Anaximander in Lynkx Arrival - Hello ppl ^.^   
    Welcome Lynkx.



    I'm a banana.
  25. Like
    Ryoko_Takahashi reacted to LynkxDev in Lynkx Arrival - Hello ppl ^.^   
    Plz let me introduce myself...

    My name is Lynkx,
     
    since i just joined this community of this great game i think ppl should know a little about me,
     
    i do love:
    RPGs, i use to play a lot of traditional table RPGs Like D&D, WoD, Gurps and Pathfinder.
    books, fantasy, si-fy, mystery, magic, adventures, philosophy.....
    to do Art, traditional or digital, painting, model, sculp etc...
    like to work with IT and computer related stuff. Or nautical stuff.
     
    I use to play MMOs since Early days of Ultima Online,
    In MMOs I play more with craters and engineers than with fighters,
    I like cute characters and beautiful landscapes like on ESO
    Before a I use to play as leader of big clans, today i play more out of spots
    I'm a natural creative and love create things, in games or RL
     
    And that's enough i will grab some wine cause this place is a Pub btw....


    As soon as the party starts I will be crafting and sell the best ships of the known part of the galaxy !!!
    take a look at some samples:


    MC Enterprise : Journey Class

    TK JetFloat 1.5 : Class Personal Luxury
     
     
     
    See yah!  Space Cowboys ^ . ^


     
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