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I was thinking about this yesterday. If a ships cut in half then the ship part with the Core Unit should still be 'functional' and the part not fixed should just float away surely? (In space obviously)

 

After X amount of time (and no players around) it should disappear then so it's not adding to the server load.

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I was thinking about this yesterday. If a ships cut in half then the ship part with the Core Unit should still be 'functional' and the part not fixed should just float away surely? (In space obviously)

 

Nope. They will just float together. Because if they break apart once, they form 2 separate constructs.  Then those can be broken up again and again until no one can move from a very unhappy server.

 

As for functionality, that would be nice, but it remains to be seen. Distributed power sources may then be a good idea for more robust ships.

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But without a Core Unit it's not a 'construct' then though is it?

No, it's a mass of voxels, like an asteroid. Why would it vanish? It's debri, people can salvage it. Salvaging is a big business for players who like being like crows in a battlefield.

 

But the thing is, ships in DU are deployed with a Blueprint. Your ship, even if it's visually cut in half, its grid of the blueprint is intact. unless your Core Unit is blown up, which holds data like ownership and the Blueprint design itself, the ship could still keep going, even if it looks like swiss cheese - as long as you can carry controls from bridge to thrusters. If your ship is cut in half and you can't carry a singla fro mbridge to thrusters, you are pretty much a derelict.

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NQ has stated a few things regarding this.

 

The core unit creates the build grid. If the ship is cut in half without damaging critical elements, it will continue to fly as one unit.

 

The envisioned combat damage model is that your retical points to a central point of a "damage bubble". Elements and Avatars in the bubble will be damaged or destroyed, and voxels will be mined out.

 

If the elements arent destroyed, but the voxels are mined out, the elements will fly with the ship because they exist in the build grid.

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You merely ask if the account are being reset at launch, or more likely the game itself (re-seeded). IDK, hasn't it been answered yet as it's a major question? UP.

If the alpha and beta testers could collect info on where mineral deposits are, that would give us DIRTY BEATERS a head start!

 

We already know that Master Blueprints don't wipe in-between alpha, beta, and release, that's enough for me! I can get goin on those sweet voxel murals, pasteable fonts, and rank insignias early!

 

Gotta work the bugs outta that build system!

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-Will there be actual orbital mechanics(like in Kerbal Space Program)?  The planets might stay on rails(even though I hear the devs are making them stationary), but will ships have actual orbital mechanics implemented?

 

-How extensive will the Lua libraries be? What kind of things can we do with it?

 

-Will there be Gas Giants?

 

-How realistic will the engines be? Will they have actual physics on them(i.e Specific Impulse, realistic fuels, etc)

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honestly the building of ships looks amazing, but the mining or resource harvesting is unappetizing, it needs to be reworked since it seems too much like a creative mode setup there is little reward felt in the process of gathering resources. there should be large and small drilling ships scattered across the galaxy to gather and even process the resources( depending on ship), this would create more jobs and expand the scope of this game to make it more engaging. i know space engineers isnt the best example but their way of mining felt rewarding, if there werent any glitches happening, just build on that.

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... the mining or resource harvesting is unappetizing, it needs to be reworked since it seems too much like a creative mode setup there is little reward felt in the process of gathering resources ... 

 

Could you please explain in what way the resource harvesting is unappetizing? 

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Could you please explain in what way the resource harvesting is unappetizing? 

I'm gonna take a whirl at guessing, that he means "when I don't have to mine actively".

 

 

 

honestly the building of ships looks amazing, but the mining or resource harvesting is unappetizing, it needs to be reworked since it seems too much like a creative mode setup there is little reward felt in the process of gathering resources. there should be large and small drilling ships scattered across the galaxy to gather and even process the resources( depending on ship), this would create more jobs and expand the scope of this game to make it more engaging. i know space engineers isnt the best example but their way of mining felt rewarding, if there werent any glitches happening, just build on that.

Hi. We, here on Earth, have not managed (yet) to run our resources dry. Why? We salvage old materials ,to use in new things.. You blow up a ship? That ship's materials, have to be "mined" out of it. So, you should not have the expectaion of zooming across the galaxy and gathering resources.

 

If NQ was to add drillling ship,s that would only make newbros who come int othe game impossible to mine, not at the same equivalent of a person who has uber-mining machine with top tier modules on it. Now, for mininers to have special laser drills and for certain materials - like Hellium-3 - to have a HIGH CHANCE of exploding in your face, and needing specialised and experrieenced miners to extract i ... eh, eh, that sounds more like it. Like miners having to adjust theirdrills' power to avoid drilling through rock very fast and exploding the HEllium-3.

 

 

However, you got to remember, this is Pre-Alpha. Some parts are not yet finished, although, if you have watched the GDC, stream of DU, you'd have seen that minign will taker a bit of skill, especially on finding minerals. You don't got "magical hud detection" you need to use magnetometry to find minerals.

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I think there should be different tiered mining devices, but none gives a massive advantage over the low-tiered mining devices in terms of sheer speed.

What's the point though of unlocking a high-tier mining device if you get no bonuses? Thats' the quintessential pointless thing to have in a game.

 

"Oh, lol, you spent 15 days training up a skill to unlock Tier-3 Mining Drills? Oops, it only gives 1% more icnease in mining cycles...so... =shrug= "

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Higher tier device can dig out high tier ores? Though it might be better to have specialized miners gain bonuses in other areas. I still feel there should be some player skill involved in mining to increase yields (there is another thread on this topic).

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What's the point though of unlocking a high-tier mining device if you get no bonuses? Thats' the quintessential pointless thing to have in a game.

 

"Oh, lol, you spent 15 days training up a skill to unlock Tier-3 Mining Drills? Oops, it only gives 1% more icnease in mining cycles...so... =shrug= "

I mean, taking Minecraft as an example, an diamond pickaxe lasts 12 times as long and mines 2 times faster. So, we can have some difference in performance, but not a vast one. Also, similar equipment should have fast training times if you already know how to use another similar equipment, like how a person who already knows a programming language can learn a new one quicker. Possibly a minigame so you actually have to get good at it, instead of the training time feeling like fake difficulty.  Or, having a relatively short training time to be able to use it, but you have to keep using it so you can use the equipment to its full potential.

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I mean, taking Minecraft as an example, an diamond pickaxe lasts 12 times as long and mines 2 times faster. So, we can have some difference in performance, but not a vast one. Also, similar equipment should have fast training times if you already know how to use another similar equipment, like how a person who already knows a programming language can learn a new one quicker. Possibly a minigame so you actually have to get good at it, instead of the training time feeling like fake difficulty.  Or, having a relatively short training time to be able to use it, but you have to keep using it so you can use the equipment to its full potential.

That's not how the system works though, cause everyone would train everything if that was the case.

 

You are not meant to learn to use everything. This is not Minecraft, nor Empyrion. You NEED specialised miners, cause the game won't work otherwies, if Mining was "easy" to do.

 

EVE - the only other game I know of with this training timers system - has a very neat way of doing things when it comes to mining (I'll simplify things for the sake of comprehension).

 

You start with Mining at first, which provides 5% Mining Yield (how much you can mine in one cycle or "mining laser blast" ) bonus per level. At level 4/5 of Mining Training, you get access to Astrogeology, which provides anoter 5% minign yield, bringing a miner who invested training time into it at 50% more mining yield already (and this is just the baisic skills).

 

Every level of Mining, provides access to new skills you train into, which can unlock new equipment, like Mining Lasers. When you train Strip-Miners to 3/5 yo uget access to specialised training like "Strip-Miners" which have a much higher Mining Yield amount (which increases by your skills as well), but take longer to cycle (and drain quite a lot of energy out of your batteries).

 

But here's the thing, Strip-Miners can get specialised frequency crystals, that can help you with mining SPECIFIC minerals. So you train into Mining Upgrades, to get the easy crystals at first, then the harder ones, and around 5/5 on your Mining Upgrades training, you get reduced energy needs for your strip-miner, AND on top of that, you get access to Tier-2 Frequency Crystals, that can make your mining life a lot easier.

 

On top of that, EVE has specialised mining ships with extra ore cargo hold for mining more per trip. That can be a mining armor, that a miner can use. And you know wha, weith different plants, a miner may need a different armor to meet the challenge. Possibly, if NQ allows for Deep Core mining, we may acutually have to wear Heat Resistant armors to mine in the depths of a planet.

 

Those armors, would need their own training, dictated by Astrogeology and Mining (the very first skills you leanr) as well as your "Armor Training" skill, that would allow you acces to a certain type of armor to begin with.

 

That doesn't mean a fully trained miner can mine "more". They can mine the same amounts of resources but at a much, MUCH shorter time. Which makes a specialised miner a person people WANT on their side.

 

And this is the thing ,you are meant to ROLE as a miner, miners are not just a "side-class" as in other games. EVE's system is amazing,but it's miered by the fact mining comes down to spamming F1 repeatedly and that it's fulyl automated. DU is not, which means miners just became an actual profession for real.

If NQ was to make those mining lasers actually deal SOME damage, those miners may actually be also a very tough opponent if fully trained and not a "lol, a miner, let's go mess with them", but more like "that guy is using a laser drill that can shoot up to 20 meters and can destroy a chunk of Cobalt in seconds... I shouldn't actually go and mess with them in close quarters". Of course, a mining laser won't actually be an OP weapon, but it would be an impromptu weapon none the less.

 

 

P.S. : Every level of training takes logarithmically more, depending on your attributes. Mining skills take Willpower and Perception in EVE, which means without those two attributes high, you may take alot longer to train those skills. good thing is, those same attributes are used for oeprating guns.

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That's not how the system works though, cause everyone would train everything if that was the case.

 

You are not meant to learn to use everything. This is not Minecraft, nor Empyrion. You NEED specialised miners, cause the game won't work otherwies, if Mining was "easy" to do.

 

EVE - the only other game I know of with this training timers system - has a very neat way of doing things when it comes to mining (I'll simplify things for the sake of comprehension).

 

You start with Mining at first, which provides 5% Mining Yield (how much you can mine in one cycle or "mining laser blast" ) bonus per level. At level 4/5 of Mining Training, you get access to Astrogeology, which provides anoter 5% minign yield, bringing a miner who invested training time into it at 50% more mining yield already (and this is just the baisic skills).

 

Every level of Mining, provides access to new skills you train into, which can unlock new equipment, like Mining Lasers. When you train Strip-Miners to 3/5 yo uget access to specialised training like "Strip-Miners" which have a much higher Mining Yield amount (which increases by your skills as well), but take longer to cycle (and drain quite a lot of energy out of your batteries).

 

But here's the thing, Strip-Miners can get specialised frequency crystals, that can help you with mining SPECIFIC minerals. So you train into Mining Upgrades, to get the easy crystals at first, then the harder ones, and around 5/5 on your Mining Upgrades training, you get reduced energy needs for your strip-miner, AND on top of that, you get access to Tier-2 Frequency Crystals, that can make your mining life a lot easier.

 

On top of that, EVE has specialised mining ships with extra ore cargo hold for mining more per trip. That can be a mining armor, that a miner can use. And you know wha, weith different plants, a miner may need a different armor to meet the challenge. Possibly, if NQ allows for Deep Core mining, we may acutually have to wear Heat Resistant armors to mine in the depths of a planet.

 

Those armors, would need their own training, dictated by Astrogeology and Mining (the very first skills you leanr) as well as your "Armor Training" skill, that would allow you acces to a certain type of armor to begin with.

 

That doesn't mean a fully trained miner can mine "more". They can mine the same amounts of resources but at a much, MUCH shorter time. Which makes a specialised miner a person people WANT on their side.

 

And this is the thing ,you are meant to ROLE as a miner, miners are not just a "side-class" as in other games. EVE's system is amazing,but it's miered by the fact mining comes down to spamming F1 repeatedly and that it's fulyl automated. DU is not, which means miners just became an actual profession for real.

If NQ was to make those mining lasers actually deal SOME damage, those miners may actually be also a very tough opponent if fully trained and not a "lol, a miner, let's go mess with them", but more like "that guy is using a laser drill that can shoot up to 20 meters and can destroy a chunk of Cobalt in seconds... I shouldn't actually go and mess with them in close quarters". Of course, a mining laser won't actually be an OP weapon, but it would be an impromptu weapon none the less.

 

 

P.S. : Every level of training takes logarithmically more, depending on your attributes. Mining skills take Willpower and Perception in EVE, which means without those two attributes high, you may take alot longer to train those skills. good thing is, those same attributes are used for oeprating guns.

Did I not clear everything up?

 

Well, the Minecraft example was about the equipment itself, not the skills on training them.  So you still need to train to use said "diamond pickaxe". : )

 

And I meant having shorter training times to use equipment similar to the ones that you already have trained, so it will still take some time. 

i.e. You already know how to use ACME miner mkII, but there is a similar drill that has 25% better cooling. You want to use it, so you train yourself. Since the drills are similar, you only have to spend 25% of the time you would need to learn how to use it from a completely different miner. In fact, we could have a Interface Similarity Percent, which is equal to training time deducted to use it.

 

As for the other idea: the gradual training time, any fool can pick up a drill, read through the instruction manual, and use it, but the drill will be so bad, and you need to actually train to the art of mining and keep using it to actually be able to use it to its full potential. 

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Did I not clear everything up?

 

Well, the Minecraft example was about the equipment itself, not the skills on training them.  So you still need to train to use said "diamond pickaxe". : )

 

And I meant having shorter training times to use equipment similar to the ones that you already have trained, so it will still take some time. 

i.e. You already know how to use ACME miner mkII, but there is a similar drill that has 25% better cooling. You want to use it, so you train yourself. Since the drills are similar, you only have to spend 25% of the time you would need to learn how to use it from a completely different miner. In fact, we could have a Interface Similarity Percent, which is equal to training time deducted to use it.

 

As for the other idea: the gradual training time, any fool can pick up a drill, read through the instruction manual, and use it, but the drill will be so bad, and you need to actually train to the art of mining and keep using it to actually be able to use it to its full potential. 

Frequency laser drills == not a jackhammer. And even Jackhamemrs need proper trainign to operate.

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Frequency laser drills == not a jackhammer. And even Jackhamemrs need proper trainign to operate.

yeah, but you don't train how to use a jackhammer from the beginning again when you train to use a new model of jackhammer, right?

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yeah, but you don't train how to use a jackhammer from the beginning again when you train to use a new model of jackhammer, right?

No, but it takes time to learn all the tricks of a tool. Experience takes time, and transferring experience (downloading the kinesthetic information for it) takes more time. You simply get better at handilign a tool the more you trian AND get - in many cases - you get an upgrade on training for the tolls you already oeprate or learnign new skills which you have to upgrade.

 

It's like saying "I know how to add 1 + 1, I bet I can plan the moon landing easy". No, you need to learn more things, and the things you learn will take ime if you were to do them the "traditional way", but in DU, you can actually DOWNLOAD years upon years of experience directly int your brain, but it takes time regardless. Kniesthetic information (experiences) are not .txt files. They take a while to be downloaded, and the higher the mastery of a skill, the logner it tkaes.

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OHHHH.....

 

So, you don't learn, you download it. Now it makes sense. Thanks for clarifying that.

That's literally the lore.

 

I mean, that mechnaical arm should have been a clue, the player characters in game are borderline cyborgs. And more complex knowledge comes iwth a heaveir data package.

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orginal[

weiß jemand wo die Spielregeln für die Alpha/Beta nachzulesen sind und gibt es ein Änderungsverlauf der Regeln in dieser Phase?
]orginal
google-englisch[

Someone knows where to read the rules for the alpha / beta and is there a change course of the rules in this phase?
]google-englisch

 

mfG Die Waldfee

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@huschhusch

rules?

 

I'm guessing it will most likely be an alpha like it was without all that "early access" crap:

- moderated/guided testing (shoot there, go here, write in chat, gather at the hill, run to the arkship and so on)

- FFA testing time

- servers won't be online 24/7

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orginal[

zum Beispiel: gibt es NPC-Händler und kann man DACs einsetzen.

und wenn ja sind die DACs verloren?
]orginal
google-englisch[

For example: there are NPC dealers and you can use DACs.
And if so are the DACs lost?

]google-englisch

 

mfG Die Waldfee

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