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wesbruce

Alpha Team Vanguard
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  1. Like
    wesbruce reacted to Anaximander in DevBlog - Organizations: build your corporation, faction, nation or empire!   
    Unless factories can be programmed with DPUs, and having pre-made DPU units operating to in different bots that go out and mine, and have parameters to explore and so on and so forth, I can't see a player going mad scientist and creating a living, semi-autonomous murder-machine army  
     
    Either I'm true, or JC Baillie left the robotics industry with the sole purpose of creating a game that would give him the coding manpower of a playerbase set on creating sentient and autonomous A.I. ... in LUA out of all places. Then, he could conquer zie world!
     
     
    Or I'm actually right and A.I. can't do THAT much in the game
  2. Like
    wesbruce got a reaction from yamamushi in DevBlog: Builder gameplay, Voxel Tools & Elements   
    Silly voxel question. Are you using marching squares, marching squares with the hole fixed or marching tetrahedrons?  Are there any unallocated values in the mesh list? Can your voxels have normal maps?
    If there are unallocated values we could do a few shapes like chair legs, thin struts, Shelves and small bumps and lumps but the procedural automesh function would have to skip these to avoid errors but it would give captaintwerkmotor those mosaics, etc.  No fuss microvoxels. 
  3. Like
    wesbruce reacted to KlatuSatori in Am I alone in thinking that Stargate Probes are a bad idea?   
    That's a fair assessment.
  4. Like
    wesbruce reacted to DaSchiz in Am I alone in thinking that Stargate Probes are a bad idea?   
    From what I understand the probes do not build the gate or fly with a gate.  The probes have enough power for one jump.  Once it arrives at the destination you will be able to use it for one jump BUT!!!  you have to bring with you the materials/people wanted/needed to actually build the gate.
     
    The probe doesn't build a gate, it is only a one jump deal.  You bring materials and build the gate yourself.
  5. Like
    wesbruce got a reaction from Vyz Ejstu in Ship Building   
    If you're worried about your ship building skills we should have a dozen player made stock designs before the end of the Alpha testing phase. And we will need to test the sales tools for those designs so I guess you just volunteered. lol. 
     
    PS I'm not a dev or alpha tester, I need to update my computer before that sort of shenanigans. 
  6. Like
    wesbruce reacted to Pantydraco in Am I alone in thinking that Stargate Probes are a bad idea?   
    I really don't see how it can work with travel costs that has been implied. From what I heard, gates are extremely expensive. If normal free-travel is affordable, there will be no reason to invest in gate. So free-travel has to be at least a little frustrating. And big groups will maybe construct gates to counteract it. But they for sure won't open it to public in that case, because there already is 'free' public option.
     
    On the other hand, if gates ARE needed, extreme community preassure will be put on groups to open them. No group is strong enough to stand against half a server. Can you provide examples of player groups monopolising esentials in mmo's? Closest to evil player empire I can think of is CFC/Imperium controlling lucrative Null space in EVE, and renting it to small corporations. Thing is, this space was in no way esential, many small corps live in less rich null space. Even so, hatred for this empire has grown so large that half of Null-sec alliances formed coalition do destroy them, with many independents droping in. As of right now, Imperium is still alive, but half as large player-wise, and controls no territory.
     
    Funiest bit about this story? CFC itself came into power after destroying (not just defeating) previous mega-alliance, BoB, that was said to be unbeatable. Since then CFC had its ups and downs, and only a year ago were also 'unbeatable'.
  7. Like
    wesbruce reacted to Anaximander in Am I alone in thinking that Stargate Probes are a bad idea?   
    Let me translate sir in my perspective of such individuals that advocate on freeform.
     
     
    "I am xXx_KeemstarFan2009_xXx and I want to be a douche and go wherever I want in a sandbox game and grief where I damn please, whenever I damn please. I don't care if NQ plans for Dual to be an empires' metagame, with borders, I WANT NO BORDERS. I want to be able to ignore the designated gameplay mechanics and go invade with my army of douche friends the capital city of an Empire and grief people. Why are you people against my desire to be a sociopath?!"
     
    I am a cynic enough to see past the arguements of "I want to be freeeee like Willy the Killer-Whale".
     
    I hope this explanation satisfies you good sir
  8. Like
    wesbruce reacted to Cornflakes in Am I alone in thinking that Stargate Probes are a bad idea?   
    To my shame i have to say that i got my numbers wrong, its 5.4 light hours and a factor 7000 xD
  9. Like
    wesbruce reacted to Shynras in Am I alone in thinking that Stargate Probes are a bad idea?   
    To jump, you need a stargate. If you can jump to a seed, then stargates are useless, and there's no reason to build them. So they'll probably be build, and then carried by a probe. Or maybe it'll carry a factory unit scripted to automatically craft a stargate from a blueprint? who knows...
  10. Like
    wesbruce reacted to GalloInfligo in Am I alone in thinking that Stargate Probes are a bad idea?   
    Thanks Yamamushi,  this is what I was refering to, you launch a drone, it drops a seed and you jump to the seed.  no self making star gate, you have to build it.
  11. Like
    wesbruce reacted to Shynras in Am I alone in thinking that Stargate Probes are a bad idea?   
    Just a few things i want to say :
    - A probe is a basic stargate itself, otherwise you couldnt jump on it when it arrives. You'd need to build defenses and various other optional or additional stuff ofc.
    - A probe isn't (or at least i hope so) a single element. But a drone we build, script, and equip with a specific element, the stargate element.
    - A probe has to carry a stargate, it's should be quite heavy. Theoretically, a ship built to go fast, would never be slower than a probe.
    - A probe speed depends on the amount of thruster you put on it, and this ofc will require more fuel and resources in general.
     
    Ofc if a probe is just a single mesh, that we dont have to build, all I said isnt true. I hope not.
  12. Like
    wesbruce reacted to yamamushi in Am I alone in thinking that Stargate Probes are a bad idea?   
    They never said anything about making it easier for later players to reach new stars (outside of stargates), what they said was:
     

    "Flying from a planet to another should be a real achievement in our game vision. So it would not be available on the first day of the official release. If a player is here from day 1, it might be weeks, maybe a few months before the travel from planet to planet becomes possible. This is still a topic heavily discussed in the team. However, later on in the game, when the global tech level of civilizations built by the players will have reached a certain point, it will be possible for a new comer to simply buy or be given a ship to fly with as soon as he arrives in game (he will still need to learn a few skills to be able to fly it however, but the basic levels should be reachable between a few minutes and a few hours, according to the flying construct complexity). In short, the game experience for a player present from day 1 might be very different from the game experience of a player coming several months after the game has launched, also different from the game experience of a player entering the game one year after official launch (where many solar systems will be, without a doubt, already discovered and colonized)."
     
     
    And on the topic of Stargates and travelling to distant stars they've stated it will take months for probes to reach their destinations before players can travel to them and construct the other end of their stargate, there was nothing stated about making it easier for new players to just immediately travel to distant stars without stargates.
     
     
     
    Also, those "unfun" RP mechanics are the reason many of us are here, and have been so active on the forums, and why we've gone out of our way to make player organizations based on the little we know about the game.
     
    How could you possibly say they'd be "really bad for the game if implemented" without knowing anything about the game as it is? You're applying that logic in the hopes that the game will be like Eve Online, which aside from some basic mechanics and the world being a sandbox, DU is going to be anything but Eve Online. 
     
    Those of us who have been most vocal in our support of DU are the ones hoping for a feature rich game that is both difficult and rewarding, not a theme park playground where everything is given to us without much effort or patience. I can't see how having to work towards something and needing patience is "unfun", especially in a game where they expect it to take us weeks or months to even reach space in the first place. 
     
    If I wanted a game where I could just jump into a ship and fly anywhere I wanted immediately without any effort or survival mechanics, I'd just play No Man's Sky. 
     
    I want a game where people have to work together to create amazing structures in space, where trade and the economy are a core part of the game dictated by players, where establishing a new planetary colony is something to be proud of and not something anyone can do overnight, where going to war involves more than just throwing manpower and ships into battle, where every choice a player makes has an impact on the world around them.
     
    I want a game that has a living breathing world, and you can't really do that without survival mechanics of some type, otherwise we'll just end up with Everquest Landmark in space.
  13. Like
    wesbruce reacted to Vyz Ejstu in DevBlog: Community Portal goes live!   
    "To be honest, I don't know much about server side when it comes to databases. Contact Nyzaltar, it should be fixed soon. On the bright side though, Dual Universe is obviously growing."
  14. Like
    wesbruce got a reaction from Vyz Ejstu in Inventory, Cargo and Storage.   
    It is relatively simple code to create a locked freight container or haulage box and a cash on delivery with insurance contract. 
    Alex puts goodies in a special box and creates a haulage contract automatically. Bill takes the box to destination and drops it off on a delivery stage; that may be a docking clamp, weighing machine, contents scanner. Bill gets paid.
    As far as the server is concerned the haulage container is just a number on a generic box which if delivered loads a goods look up list to the receiving players inventory or storage. Nothing to steal except a generic haulage box that yields random loot if opened and lands you on a bounty hunters list. While thanks to insurance another box is generated and sent with the same little number describing Alex's box of goods. 
    No tears PvP with full economic PvE. 
  15. Like
    wesbruce reacted to NQ-Nyzaltar in Welcome Roleplayers!   
    A lot of things are under construction. The Lore is no exception.
    Join us in this section to talk about the storyline, to give your feedback and/or make some suggestions about what has already been uncovered of the storyline.
     
    Stay tuned as we are currently working on the game world bible
  16. Like
    wesbruce got a reaction from Anaximander in DevBlog: Builder gameplay, Voxel Tools & Elements   
    Yikes I think I just got eaten by a raptor. lol. That's not what I meant or how it would work but I see your point. That would be the effect. 
    'Creeps away from the well armed cat really carefully.' 
  17. Like
    wesbruce reacted to Anaximander in DevBlog: Builder gameplay, Voxel Tools & Elements   
    This is not WoW, there are no instances. What you are suggesting are instances in an MMO that its selling points are no instances. This is also why DUAL needs its subscription model. It's not the average Korean crap that's fully instanced. 
  18. Like
    wesbruce reacted to Vyz Ejstu in Inventory, Cargo and Storage.   
    "It's called hauling and for large amounts or long distances, freight hauling. While I do support finding something for new people in Dual Universe to do, I wouldn't trust a new person to haul my precious cargo. How many people value their integrity in the real world, talk less of inside a game. For small amounts, where there's little to lose: sure, help them out and give them a job. But whether it's ships or food, I don't play nice with people that steal my goods."
  19. Like
    wesbruce reacted to Shynras in Inventory, Cargo and Storage.   
    Those are energy pipes, I'm sure there's going to be more, for different uses, like mining.
  20. Like
    wesbruce reacted to Anaximander in Agriculture,woodcutting etc in Dual Universe   
    When you say more depth in PvE... did Landmark had any PvE to begin wiith ? In comparison to Landmark, I would take hunting down cows with a lasso as satisfying PvE xD
  21. Like
    wesbruce reacted to croxis in Agriculture,woodcutting etc in Dual Universe   
    Food/hunger works for a couple of purposes: it creates a form of player progression by as the player begins to automate part of food production to free up time for other activities, arguably it is a negative reward because the player is removing a punishment. It is also resource planning, plan an expedition outside of the infrastructure poorly and you die.
     
    The problem this isn't a survival game, the progression does not fit thematically. For a game about design and construction food will just turn into poop -- it isn't particularly exciting. Sure a player can design and build systems for food production, but it would be much more fun to design and build systems for hoverboard and ship construction.
     
    For resource planning we already can have that with fuel, energy, and ammo. Plan those things poorly and you are just as dead.
     
    In other threads I've argued that agriculture can be used to solve the newbie ark resource problem -- simple construction materials can be made from literal renewable materials -- plastics from algae for example. So FARMING can still be an important thing, both on ground and in space, but for more fun mechanics instead of poop production.
  22. Like
    wesbruce got a reaction from Quinn23 in Food and Water   
    I'm sure some of us could cook up a deep but not complex food mechanic that wont burden other players. All you need is an auto galley for the non foodie players, space pirates,  and various farm units for the rest of us.
     
    We could even have a planter Element that goes on a voxel build with green voxels that grow. Have the voxel mages come up with 2000 crop shapes but it's really just one element replacing a set of voxels with another set of voxels over time in a fixed space. Fuzzy green, brown and wheat coloured voxels. Fruit of all colours and various shapes.
    At 25 cm a voxel pumpkins are easy, apples need to be smoothed a little more and wheat is just dirt with a decoration Corn just needs to be a fuzzy voxel with fuzz that goes sideways. If the voxels can have normal maps then we could do even better. Throw in a few bush, stem and leaf meshes, already seen in the demo and we're almost done.  
    Add another plate and table Element and the recipes arrange voxels on it and you have a banquette. Almost all art but a notch up from 23rd century space pirate algae hardtack. Of cause the hardtack makes lembas bread look like a light snack. 
     
    Add a few non combat bonuses; social standing, awareness and creative intelligence that  buff various skills. Have good food push them up and that does more than just keep you alive. 
  23. Like
    wesbruce reacted to Kael in Balloon "powered" Vehicles   
    https://youtu.be/-daB1sUPoAI?t=21 ( Airlander 10: World's biggest aircraft takes maiden flight in UK)
     
    We aren't done with them just yet
  24. Like
    wesbruce reacted to Pantydraco in Food and Water   
    One thing we can't get around, if a game can have survival elements, especially food, many would ask for it. It's quite a cycle.
     
    I will be brief here. It's simple depth\complexity issue. What is exactly food system giving us and at what cost? First, it boggles new player experience. It punishes players from the start with hunger, is first mechanic to learn, and so bloats what player must learn quickly. And what does it give? After initial food problem is settled, player is periodically bothered by something that doesn't have a lot of gameplay decision making. Just eat anything and be fine. And if eating is big part of immersion... well, that's sad news. If you are not feeling immersed, unless your avatar bothers you periodically with biological needs... you get me, we have a problem. Food should offer concrete advantages to the gameplay to exist, and especially periodical hunger. DU is already shaping up to be one of the most complex MMOs (more so than infamous EvE), there should be damn good reasons to bloat mechanics.
     
    With that said, CaptainTwerkomotor idea about medicine making is quite excellent (yes, he also has excellent ideas). One thing we can expend it into is manufacturing, make special organic materials with unique properties. Manufacturing those would involve biology study, and exploration of different ecosystems to build proper bio manufacture process. It is awesome way to involve players with planets biospheres and is very original sci-fi element. Maybe I will do a thread about how I imagine it later...
     

    for those who don't understand what I'm talking about and why I don't want food.
     
    Cheers!
     
    I hate this forum on mobile....
  25. Like
    wesbruce reacted to Anaximander in When is the Kickstarter?   
    You miss the point of kickstarters
     
    They are to assess interest in the game so the company can show investors there is interest in the game.
     
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