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Alpha Tester
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  1. 0.23 ended the game for me, I logged on the day after the patch to check things out, haven't played since, I was playing for several hours most days. I am only checking the forums every now and then in the hope they will remove the schematics, which I doubt will happen. It killed the solo player experience pretty much and introduced too many restrictions on free game play. Now it's main goal is just to make in game currency and there's too much focus on the economy aspect of the game. I was having fun with the creative side like building ships but now it would take me weeks or months to get enough currency or materials to construct any buildings on my hex let alone to experiment with ship designs. This move just handed the game to larger Org's. The ones that have multiple territories are set for the rest of the games life, anyone wanting to craft or buy their own territory unit, especially new players, is in for a rough, boring, grindfest or will have to settle for being a tiny cog in a big wheel and play the game *for* the Org's not *with*.
  2. Spread sheets, market analysis, moving averages.... Yeah this is just what DU needs to make it a fun game.
  3. Unless I missed it, there's 3 shapes of each Size Canopy S, M, L. Could do with an inspect item on the ones listed in the market so you know which of the Canopy shapes you're buying the Schematics for? Don't want to spend 4 mil and find out you bought the wrong one. From what I can see it's just Canopy M with no way to tell on the one I looked at.
  4. You would have started on Alioth, I think all the main areas have a start building. They are next to the UEF ship store normally, marked with 'HUB'
  5. An alternative would be to make PvP areas. Kind of how it is now, anyone interested in PvP goes to those areas for their combat fix. You could still have your territory wars, if 2 Orgs have declared war on each other then anything goes anywhere, for those Orgs. Give them different coloured minimap blips and different titles for PvP kills etc to feed their epeen even in safe zones outside of Sanctuary. Solo players can choose to take part in PvP but attacking someone makes them attack-able by the person/ Org they attacked for the next week/month. Make pirates more of a class than a play style, Pirate core ships - Can attack anyone and can be attacked by anyone anywhere/anytime(attacking a pirate doesn't put you in war mode) but the ships have weaker defenses and a lower capped max speed, maybe slightly stronger weapons. (Risk vs Reward). Later down the line, add cosmetic elements for ships or bases, blueprints, skins, consumable tokens that increase your talent point gain speed for a week or 2, temporary buff items like a consumable boost kit for an engine to catch or get away from enemies in space or one time use shields for X hit-points. Make these sort of items only available in PvP zones. Rare metals that maybe on asteroids could still be in PvP contested areas. At least then anyone not interested in PvP still has the ability to generate income and still has a reason to play the game, keep making ships and parts for the PvP crowd, the PvP players can make their income from the rarer metals and items. Give us some unique items to collect too. Proper uniques too, not WoW uniques or 'rares' that everyone has. UO style uniques. Maybe a passing comet or stray asteroid that's only around for a short time as it passes through our system has some great looking item on it you can put on display at your base, or alien ship blueprint(one that can't be totally replicated with voxelmancy), PvP'ers can fight over those. Just an opinion, if PvP is just going to be about Ore then it will get boring very quickly.
  6. Guards Bank Vendor buy All follow me..
  7. There are some people that prefer the solo play style, what do they do? I thought DU was supposed to be played any way you want to play it. Stop thinking like a generic MMO player.
  8. The help-Support Channel is going to get busier with people asking to have their ships repaired/restored because of server lag crashes. This will also probably be abused by people who just want their stuff back and will try to dupe the system. The sheer amount of time it takes to craft some items, I think some people will just give up. It's ok if you have an Org to help with resupply but people that prefer a more solo type of gameplay are in for a rough time. What happens to talent points spent on improving repair skills or the time and resources spent crafting repair units? These are far less appealing/useful with this system and the points may feel wasted. Then there's new players, their first ship, taken a month to get the mats together, not used to flying and boom, their ship is destroyed and they're back to square one. Nice idea further down the line but I think some of the creases need to be ironed out before this kind of thing goes live. This is just funneling people into a specific playstyle, you must have an org or it will just be a grind, you must instantly be proficient at flying etc.
  9. Everyone gets something different from the game. I have played all of the Beta and haven't quit..yet. For me it isn't about PvP. The draw for me was sandbox and exploration, I have no interest in the PvP side of this game at the moment. For the most part PvP just seems to be you win if you have the right elements on your construct, the constructs that are used in combat have little to no thought in their creation, mostly(not all of them before you take offense) they seem to be just a cube or minimalist design with a bunch of elements thrown in then you just wait around for a name to pop up on a screen, get in range and hit the fire button followed by some text saying damage was done to random parts of someones ship, there is no targeting of specific parts involved it seems to be 90% ambush/gank. If you don't like PvP then you are kind of trapped inside the safe zones. Yes you can warp from one place to another, at the moment, but getting fuel for the drives is time consuming at best if you don't have heaps of currency. This is not appealing to me and tbh when the safe zones are removed and you get forced into taking part in this it will probably kill the game for me. I am not interested in the toxic attitude that is encouraged by PvP. When I backed the game my interest was tweaked by the building aspects, being able to fly directly from one planet to another seamlessly, everyone on the same playing field etc. I did have a few concerns then, namely Lua and how much of an advantage this gives players over others that aren't savvy with the code and certain aspects of a no holes barred approach to gameplay. Things like scamming being allowed as it encourages 'emergent gameplay' sounds fancy but as you can see at pretty much any market place there are some that will just abuse any system in place and dupe others for the fun it gives them. Walls built near warp destinations(in safe zones), traps to sap currency from new players, kilometers high towers made from glass in the hope someone will crash into it, burying someones construct, the list goes on. These are not fun for the victims of this so called emergent gameplay and will just drive people away from the game. I do enjoy designing ships, however ugly my designs turn out. This is proving difficult with the limited skins/designs of elements but I find that challenge fun sometimes. More and more though the game seems to be heading in a direction where you have to learn something outside the game to get ahead, Voxelmancy, Lua coding and so on. On top of that there are a few bloated mechanics that I have no interest in learning such as the RDMS system. More PVE adventures, more design options(honeycomb glass), more engine skins will keep me and a few people I know interested, PvP is going to stop a few people I know, including me unless something makes it appealing. And I don't mean making something only accessible through PvP, that simply excludes anyone not interested in it. This is my opinion.
  10. It used to be just right click the element and share with all. I was helping a new player out yesterday, offered him a ride, right clicked a chair to try to let them use it and..nothing, share with nearby player...nothing, set a policy share with all...nothing. In the end I had to make a new contact before it would let them use the chair.
  11. It's PvP. I know exactly what it entails, happy to stick with that thanks. Even that video is calling this nonsense pedantic.
  12. After you have moved a ship around with the tool it can be tricky to get a ship level again, a button for it would be useful. Return to level or return to north facing etc or both?
  13. It would be great if we could have a sound alert for incoming messages from contacts, I miss quite a few because the red dot is always present.
  14. Things have smoothed out a bit since the start of Beta, This is a few tips to help you get started. These are suggestions of course none to be taken as rules. This is an MMO, there is a vast amount of information to be absorbed, at first it will be overwhelming, just figure stuff out with baby steps. It's in Beta, there are bugs and glitches, expect disconnects and erratic behavior of items. There is quite a few guide videos appearing on Youtube now, some good some bad but if you like reading then here you go. At the beginning you are given a core tutorial for the basics, movement, interacting with things and what some items are etc. It's a good idea to go through this as it gives you your first territory claim unit and vehicle. If it seems to get stuck because you have already completed a step then use Shift + Page Down to skip a step. If you need to restart it, go to the start building again and hit the button on the top floor. The more in-depth Institute tutorials are still in development and are one of the more buggy parts of the game, it's advisable to avoid these for now but if you do decide you want to try them, make sure you have an empty inventory as things have a habit of going missing or you may need to force a re-spawn to get unstuck which is the same as killing your character and empties your inventory. You are given a basic hovercraft vehicle in the form of a blueprint through the core tutorial. If you deploy this on the planet you start on(Alioth) you will need to dismantle it to take it to other planets in your inventory so decide which planet you want to start on before deploying it. If you need to dismantle it, it is highly likely parts of it will be bugged. There are fixes for the bugs. If you get an error relating to something called an ECU or a cockpit then right click the part of that name in your inventory and 'remove dynamic properties', if you get an error saying you don't have enough material, simply add a little more of the same material into your inventory(a tiny amount) which you can collect from surface rocks on any planet. You will need to have claimed a territory on Sanctuary to be able to collect rocks there but not on other planets. The main chat channel is a support channel, ask any questions you like in there, players are very helpful. There are also official Discord channels for Tech support help, in game help, LUA scripting help etc. A link for this can be found under the community tab here https://www.dualuniverse.game/. 'Everything starts with a Core'. You will see this in a few places in the world. Buildings use a Static Core, Vehicles use a Dynamic Core and space stations use a Space Core. You obtain these either through crating or buying from the market, you will also be given a small one from the core tutorial to get you going. You deploy this and then you can add stuff to it to make your designs. Talents. Basically the longer you play the more talent points you build up. If you are training a talent these points increase faster than when you don't have anything queued, you also get points from completing tutorials and getting achievements and probably from quests later on when they are introduced. Because of this I would suggest starting something training asap. Press F2 and you will see there is a huge list of available talents, each talent has a tier, higher tiers take longer. For the start a couple of very useful ones are to increase the number of cores you can have active and maybe some movement speed. These are found under the Mining and Inventory dropdown - Architect and Avatar dropdown menus. Most of the lower Tier options only take minutes or a hour or so tops, no need to complete entire sections in one go. You can have months of talents in a queue. All talents and build queues continue when you are offline, building a queue to keep going overnight or until the next time you can play is a good idea. To make some currency to get going, simply collect surface rocks for a little while, visit a market and use the instant sell option. You won't get rich doing this, unless you spend all day doing it but that's kind of boring and not really necessary. Currency will allow you to skip the learning process of how to make stuff by buying everything, your choice. Everything you see in game, buildings, ships, signs are all craftable even a Bonsai tree. Planets. When you start you are given a STU(Sanctuary Territory Unit). This will allow you to set up a base on the Sanctuary moon for free. You can also buy or craft standard Territory units to set up base on other Planets. The price to deploy these increases the more you have, the first one on a new planet is free. At the moment there is no PVP on any planet so they are all safe, PVP is only in deep space, ship to ship combat but this will change in the future . Sanctuary has Tier 1 and Tier 2 ores for crafting but the ore veins underground are generally smaller than on other planets but will always be safe. You are in a space suit, you can breath underwater(you can't swim) and in space just fine and don't consume any resources doing so. Mining is a big part of the game and you will spend a fair bit of time underground and underwater looking for ore veins, I did a rough guide here. Once you have your first territory a few things to build first are an Assembly Unit S then an Assembly Unit M followed by a Refiner M and then maybe a container or 2. These 3 machines will allow you to transform your ore into ingots and to be able to craft several other machines. Which order you do them in after that is up to you, usually as and when needed is a good idea. Press K this will open up your nanocrafter menu, at the top left uncheck 'nanocrafter only', this hides some of the things you want to build at the start, search for any of these items and it will give you a list of what you need. A couple of useful keybinds - ALT is the universal opposite action button, nearly all questions on how to do something like remove an item or fill a hole in are answered with use ALT + 'tool' , so to remove something you have placed when building you use the deployment tool you used to place it and ALT + click it, to fill a hole you use the mining tool and ALT + click it and so on. ALT + Z - Auto Run. TAB - Allows you to select on screen buttons. V - Shows/Hides player name tags and territory boundaries. Alt + V brings up the filter window for icons. In a vehicle. ALT + R toggles cruise control. ALT + C or Spacebar lowers and raises your hover height. INSERT - 3rd Person view and SHIFT + Scroll is zoom. If you made it this far well done! Hope it helps.
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