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VerZalj

Alpha Tester
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Posts posted by VerZalj

  1. 18 minutes ago, blazemonger said:

     

    Wait for the 3060 to arrive as the pricing will probably be such that it's really not worth it to get a 1660 at this time.

    Also, I'd really suggest going for a CPU/mainboard/memory upgrade first unless funds are an objection there as that will give you a much bigger performance boost.

     

    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,

    17 hours ago, GraXXoR said:

    I’d go for GTX1660 (which is basically a RTX2060 without ray tracing units and is thus cheaper) or wait for the 3060. 
    the 2060 is possibly the worst xx60 card value for money you could go for. 

     

  3. 2 hours ago, Burble said:

    ^^^^ what he said..  I'm running an RTX 2060 super and keeping 60fps most of the time. The 2070 super would be quite a good % better again. You have a faster processor than me it looks like. I'm running 32gb of memory but I think that is overkill.

     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. 3 hours ago, sHuRuLuNi said:

     

    Since nvidia, for that money you could get an RTX 2070super, which works great with DU.

    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. 29 minutes ago, blazemonger said:

    Since the FX-9590 is an AM3+ socket CPU you will not be bale to upgrade to a new CPU on the same motherboard and may need to also update memory when you do upgrade CPU.

     

    If you need to save up, right now I'd wait and start with getting.

     

    ASUS PRIME X570-P (make sure it is upgraded to at least 2802 BIOS to support Zen3)

    AMD 5800X (5600X probably fine too but I'd go 5800X)

    2x8GB DDR4 3200 RAM

     

     

    Then as money permits add a Nvidia RTX 3060 (or 3070 if you play at 1440p), another 16GM memory and a 1TB NVMe M.2 SSD

    That would set you up for a good bit of time before you need to upgrade again.

    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 sure what would be the best bang/buck ratio. 

     

    What do you guys think? Any input would be greatly appreciated. 

     

    If a GPU is suggested, which one is working well with DU these days? I prefer NVIDIA if possible

     

    Below is my current configuration, but if I missed a piece of information that might be more helpful, please let me know. 

     

    • NVIDIA GeForce GTX 970
    • AMD FX-9590 8 CORE 4.7Ghz
    • Corsair liquid cooled cpu heat exchanger with 2 forced draft exhaust fans
    • 500GB samsung ssd, sata 6Gb/s, has OS and DU
    • 16GB RAM
    • 64bit win 10

     

    Anyways, thanks for the consideration!

     

    VerZalj

     

  7. 19 hours ago, Heidenherz said:

    There is an actual issue with that? ? So far I have only seen people not realising that the grey text says "saved name" and "saved password" and that they can just click the login button.

    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. 23 hours ago, Msoul said:

    Login Credentials are currently stored in the main client settings file (don't worry the password is hashed):

    
    %localAppData%\Local\NQ\DualUniverse\settings.yaml

    If your dual universe installation is not correctly retrieving this information then that is likely because the DU client is lacking privileges to access this windows directory. The typical fix for this is to right click and run your dual-launcher.exe as an administrator so it can self-restore any missing access rights. For the cases where this still fails to fix the problem you have either a corrupted windows account, (make another windows user account and try again) or a corrupted dual universe installation (reinstall after running the dedicated DU uninstaller and then deleting C:\ProgramData\Dual Universe as a precaution).

     

    Contact me in the official DU discord if none of the above solutions works for you and I can take a closer look at your logfiles to see what is going on.

    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. I like the idea of cooperative ship-to-ship combat, everyone has a role to play and that way the battle can be won by the group that works best together & another benefit is that the burden of using all the controls & weapons doesn't fall on just one person, everyone controls one section or weapon of the ship, but in unison.

    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.

  10. i was thinking before, weapons colors could be customized throught modification of the lua. organization members would adopt same colors, so during space combats it would be more clear and easier to differentiate different sides.

    diferent weapons types could so, have very different visual effects, particles, lengh and width of trails...

    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!"

  11. 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 idea of multi-crew ships with players having their own role to help on the ship but also each ship having it's own role as well in the fleet and in a skirmish.

     

    So to start, before discussing the specific damage types, we thought how the balance of the weapon's base statistics and how they affected each other was important as well. So during build mode...

     

    During build mode, when making your ship/construct, and when you are setting up a weapon element, there would be a slider table of base stats of the weapon element (as written below). This slider shows all the information dynamically and how each factor changes the others. It also dynamically shows the resources and skills required to build that weapon. This information moves as you scale up or down any weapon factor. So the balance of all damage types could be changed by NQ modifying the base table and then it would efficiently affect all weapons at the same time.

     

    Regardless of damage type, each weapon would have base stats that would affect the requirements to create such a weapon. You could make a high powered laser that does a lot of damage, but it's rate of recharge and wattage requirements might prevent it from being used very often. Or, you could have a high rate of fire projectile weapon with low power requirements, but it has relatively low damage output.

     

    Scalable base statistics for weapon elements:

    - damage per shot

    - point of impact size of shot

    - rate of fire/recharge time of shot (recharging would show a colorized graphic, so a longer recharge could be seen more easily)

    - distance of shot (accuracy or damage falls off at a certain rate farther away)

    - accuracy (chance to hit modifier)

     

    Those base weapon statistics also scale the minimum requirements for that weapon to function which are...

    Weapon minimum requirements:

    - wattage/power requirements per shot

    - voltage/ship energy system design

    - fire delay after fire command

    - accuracy

    - number of shots before overhaul/rebuild of weapon is necessary

     

    Damage Types: (each with it's own colorized graphic to show during combat whats going on)

    Laser (red)

    Plasma (teal)

    Electric Arc (blue)

    Rocket (orange)

    Projectile (white)

    Nanite Healers/Repairs (pink... and more on healing/repairs later)

    Shield-Repair Energy Beam (green)

    Electo-Magnetic field/pulse (purple)

     

    Weapon Elements can be made for any of the damage types when having the necessary resources and possessing the correct skills when building. Based on the damage type, it slightly or greatly colorizes the element itself in some way. Either just a little bit or a great deal, based on some of the scalable stats. This gives value to scouting fly-by's of possible enemys before encounters.

     

    Also, as JC said, resistances to damage types could baked into voxel material. A construct could be made with base resources, or if you added a certain elememt to that voxel to make it an alloy, it could be given a modified resistance to a certain damage type. For example; iron is used to make basic voxel armor, but if you add 25% cobalt to it, it adds 25% resistance to plasma damage.

     

    To further allow for ship customization and creating different ship roles, Weapon sizes could be small(50cm), medium(250cm) large(1m), and could either be fixed or turret elements. Fixed weapons could only be operated from the main control seat, but turretted weapons could be operated either locally or with alternate control seats.

     

    Now on to another idea...

    For ship-to-ship energy transfer, which could be a game mechanic of repairs or helping charge a super weapon, a microwave transmitter or reciever element could be used. This would not need to be a special asset model, but could use any antenna asset model if one already exists.

    The idea behind construct energy transfer would be that, based on the scalable stats as described before which might require a lot of wattage, a very specific or high yield weapon might take the energy of numerous ships to charge up and fire. Yes all the power generators or reactors could be on that one ship with the weapon, but it would make it very massive, slow, and an easy target.

     

    Energy transfer could also aide it supplementing repair systems of a ship that is currently taking damage. The energy transfer could be broadly targeted (at lower skill or tier) to only help any shields. Or at higher skill, allow for the targetted discharge of microwave energy to their reciever antenna and now that construct has a temporary surplus of energy for usage where chosen. This could boost repair modules, help charge any FTL drives, or high yield weapons. Inter-ship or contruct systems adds another layer of complexity to the game which rewards corporations that are organized, and work well as a team.

     

    I could just imagine having a primary weapon ship having one plasma weapon that is set up for just one massive shot, but it doesn't even have the power on hand to charge it, but thankfully 4 ships can discharge their reactors into it's receiver and they all can power up the hail mary huge plasma shot that could tip the tide in the battle!

     

    Well, thanks for reading. And sorry if these ideas were stated before or come across as unorganized. I like to know what you guys think and hear what ideas you have regarding ship-to-ship cooperative and organzied combat.

  12.  

    The flavor of the mechanic can be whatever it needs to be -- sleeper tech, mana, nanites, etc.

     

    One of my criticisms of Eve is that combat seems mostly decided when you launch from the hanger with the ships and loadouts brought. If a game is a "series of interesting decisions made by the player" then most of those decisions happen before the fight. Combat should be fun for everyone. Without support roles the only actionable items in the fight itself for multicrew ships is piloting and weapons.

     

    Support gameplay is something I am more interested in as both a player avatar and even as a multi crew ship. I love being the mechanic in Guns of Icarus -- prioritizing repairs, the tool I use to repair, and the types of buffs added to the different elements. I would enjoy similar mechanics being an engineer on a multicrew ship.

     

    If we want to go with the nanite flavor a support ship could be equipped with nanite bombs. Shoot them at a baddie to do some damage or debuffs, or shoot them at a friendly to do some repair or buffs.

    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 friendly that either is a cloud of repairing nanites or maybe some plasma that can add energy to their shields or something? JC said there would be different types of damage... Maybe they could add "positive energy" damage our something to that effect?

     

     

    Anyways, thanks for your guys discussion. It's interesting seeing what comes out of these brainstorming sessions. ☺

  13. You won't be repairing during the combat. That's suicidal. This is not EVE's pseudo "healer" class ships that healed armor with the magic of Sleeper-tech :P

    Repair ships roll in after a battle to repair damaged ships so they can move once more. Engineers can also scavenge destroyed enemy ships, destroy their Core Units to harvest the rest of the ship and stuff.

    You people need to stop thinking you'll be Captain Kirks or Han Solos. If you don't, you'll end up in a fleet with many guns, but not people to repair them during combat.

    During a battle, in DUAL, you have something you don't in EVE. It's called a "crew", they are those things called "people", you have tot manage in a ship, let alone the crew of the bridge, crewd by those things called people, the Mittani would roll in a corner and cry if he ever had to manage all those things actively. He can't even manage calling targets in fleets in EVE, can you imagine that tool having to command his bridge and a fleet? Would be hilarious just to hear someone on the bridge recording his QQ. 

    The crew are the ones repairing your ship from the inside, possibly scavenging broken equipment to jurry-rig functional ones.

    You want a big dreadnought? Get a crew, there's no magic EVE healing and buffs in DUAL.

    As for sensor jamming... again ,this is not EVE. There's no way you can jam optical sensors, as they are no radar, you can't flush the radar array wih microwaves to fuzz the read-outs. 

    Welcome to Six Degrees of Freeedom stranger, you'll have to actually have to maneuver to not get hit by enemy ships, you'll actually have to have a crew for your dreadnought and you'll most likely have to treat the lower members of your org with dignity, unless they mutiny and take over the ship from you.

     

    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. "Targets will be locked on." That to me says targets will be locked on to fit a certain amount of time, and they will still be locked on if it moves a bit. Which furthermore negates any aiming concept.... So yes; like EVE.

     

    Cornflakes, Croxis, Velenka, Anfros, and Shogun, Thanks for your feedback in this thread.

  14. I mentioned this briefly in another thread, but repairing could be another skill. Whether or not you need a special tool/element to do it, I don't know. Repair skill would give rise to a real occupation of engineer.

     

    Ship-to-ship repair sounds too fast and easy. It would eliminate all the gameplay mechanics I mentioned and probably more.

     

    I do like the power transfer idea. In yet another thread I suggested that shields could have polygon surfaces to make up the shield. Each surface would behave individually. So to do a power transfer, you would have to drop shields below the power-transfer device on your ship, and on the other ship. Then you could get LoS, then establish the transfer. So it's balanced, since you will have to expose part of your ship to the enemy if you're in the middle of a battle.

    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.

  15. i'd personally limit the range of any repair tools to very short ranges, like a few meters.

     

    combined with some system that remembers the undamaged state of a given construct (or just plain blueprint access) it would strongly encourage shipyards (with repair arms) and small repair vehicles that crawl surfaces.

     

    neither variant would make it "too cheap" or particularily useful in combat.

     

    and would make repair yards and fleet tenders an asset to be protected.

    with all the repair equipment and production capacity at hand.

    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 :)

  16. 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 their shields up adds another layer to fleet combat.

     

    Thanks!

  17. 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...

  18. 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.

  19. I agree that an editable spam-block feature would a great addition to the game. I don't think it would create a toxic environment as suggested, but preserve communication channel integrity.

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