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VerZalj

Alpha Tester
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Everything posted by VerZalj

  1. Thankfully funds aren’t a major concern right now, but I’m planning on building an additional pc / completely new build maybe early next year. So the goal I guess is a I moderate FPS increase with what I have now. Thanks a lot for your time and the reply.
  2. Thanks for all the feedback guys. I feel like I’ll just go for a 1660 now, and plan for a 3060 later, as suggested. Thanks again,
  3. If I may, what brand did you choose? It seems like there's a significant variation dependant upon that. Also, do you have liquid cooling for your your GPU? Thanks for the help,
  4. Thank you, but it looks like newegg has those priced around $594+. Just a bit out of this price range. Sorry for also asking for shopping advice, but is there a retailer that your would suggest or is the 2060super is also a good option? Amazon is all over the place with the search results so I'm skipping them for this purchase.
  5. Thank you very much for the detailed reply. I look forward to inputting this into pcpartpicker and saving it for when the time comes. I'm also going to keep this current machine as a second machine (family usage) so slightly upgrading it and having it available won't affect a future, ground-up build. Thanks again!
  6. Hey guys, My PC is a not an antiquity, but it's been a few years. I'm wanting to upgrade my current setup a bit and wanted to see if I could get some advice on what gear is working the best with DU these days. I know we're aren't done optimizing the game yet, but I've looking forward to an increase in FPS for quite some time. I'm thinking I should just upgrade my GPU, right now, and start saving for a full PC upgrade to the newest tech in about a year (Christmas 2021). I was considering spending about $400 to $500 right now, but I'm not really
  7. Der... I just clicked to login to game. I guess my subconscious was telling me the name and password fields were blank. Thanks for the reply. now qol+1
  8. Sorry for wasting your time. Thank you for looking into this and replying with the detailed write-up. Seems that I misunderstood that the greyed out text was already saying to using the last saved email/password. I guess I thought the field looked blank. I just click "play beta", and it starts to load game.
  9. Is this working for anyone right now? Was there a work-around to get it to work? Just a little qol goes a long way....
  10. discordauth:zNpuaWuwi4o7fhr5-Mz__qHzGsYJNoB-xdlV7N_nr2U=

  11. Hi. I'd like a mod to approve my account when you get a chance. I'm trying to get setup for Discord. Thank you! 😄 VerZalj
  12. discordauth:zNpuaWuwi4o7fhr5-Mz__qHzGsYJNoB-xdlV7N_nr2U=

  13. Man i missed this thread. I was looking for this to discuss weapon types and other mechanics but i was in the wrong sub forum. What do you guys think of any off the ideas found linked below? It's not all new or 100% original, just an idea post. https://board.dualthegame.com/index.php?/topic/10102-damage-types-resistances-weapon-statistics/
  14. Yes i agree. Thanks! Any other damage you think should be there?
  15. I totally feel the same way! Having the game reward team cooperative combat, between a crew on one ship and also multiple ships sounds awesome to me. Ships being designed and operated with cooperation in mind also sounds like a fun design challenge as well.
  16. Thanks for the reply. I like the idea of colors being used to show a corporation's ships, but i was thinking some corps would have a color pallete for the ships themselves. I don't know i guess i got used to mmo's showing damage types with color.... Like getting hit with a fire attack is red or orange but an ice attack is blue. I know this isn't exactly the same here in space, but i think the game mechanic is there. "Oh man they are almost all plasma weapon equipped and we are really weak against that damage type... I think we should run for it!"
  17. Good evening! I've searched for a thread to discuss damage types, resistances, and weapon statistics and have come up short. If anyone could point me in the right direction to discuss this stuff, I would appreciate it. If not, here's some ideas me and my buddy came up with while at work late one night. Please let me know what you guys think. Cheers! First off, some of these ideas aren't brand new or anything. We were just discussing games that had balanced damage and resistance types and also combat systems that rewarded preparation and cooperative combat. We grinned at the id
  18. I agree. Whatever the method of implementing "support classes" of ship technology or crew roles within the ship, I'm interested in it. Combat should not be decided just based on what resistances and damage types you left your hangar with (and enemy targeting skills), but should include multi level cooperation between crew and corporation ships that rewards those who are not only prepared, but can react, respond, communicate, and help the friendly ship that is currently being targeted. It seems that an easy way to implement this at first might be a gun or turret that you can fire at a f
  19. Nice inflammatory word salad. You seem to make many assumptions about an undecided future of development, and use that " evidence" to troll and "debate" in a condescending way. You can still have a crew repairing things AND have ship-to-ship energy transfer (for shield aide, not voxel our element repairs). That way combat isn't as short-lived and only based on damage output and voxel thickness of target. AAAAAnd JC said combat WOULD have targeting like in Eve (please correct me if this isn't the case). Six degrees of freedom doesn't mean Star Citizen flight and targeting, just 6 degree flight
  20. Agreed. The engineer profession or repair skill would be an invaluable line to train in and seems like it would fit well. As far as energy transfer for shielding supplement, I think it could be balanced with range and making the repairer ship more vulnerable (reduces its shields significantly whilst boosting other shields). That way it is taking a risk by being close and "healing". Just as in any fast paced mmo with a skillful coordinated effort, to switch to softer targets quickly and come back to the main target can make a difference in the battle.
  21. I like the idea of ship yard repairs for sure. But with the balance of range, i still think a ship helping another ship can add some more complexity and coordination opportunities in combat. Maybe just on a shield supplement/ energy level? So there's no need to poll the construct blueprint which seems unnecessary at second thought. Since combat, based on what was said in the interview, would likely be target lock eve style (due to the single shard server with many ships), ship repairs seem like it would fit. Just my two cents
  22. Good evening! I've been searching for a discussion regarding the repair mechanics of DU, and have come up short. If anyone could point me in the right direction, I would appreciate it. If that discussion doesn't exist, what do you guys think about ship-to-ship repairs? I know JC said in his recent interview something to the effect of "players might have to keep their ftl drive repaired to allow for escape if needed...". Local repairs by players on the actual element would be great but i also think, for example, a ship discharging energy from their construct to help another keep
  23. VerZalj

    Mechs

    Mechs are definitely cool in principle... I mean who would not want to walk around in an AT-AT? But in terms of mobility, you would just use a hover-craft, which will be available with fan thruster elements. But a walker would allow you to stack on the armor/iron voxels. If wheels would be made available, which i believe JC said they wouldn't be, they would be even more efficient that legs. Having played+1600 hours of space engineers, walkers are known as a slow quirky experiment, at least in that game. Just easy targets...
  24. This ambitious of a game deserves VOIP technology. It should be available in game for those that want it. For those that prefer to type to strangers, I'm sure that will be still be available. But to have VOIP opens up a whole new level of trade communication, community, and combat coordination.
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