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Alpha Team Vanguard
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Everything posted by Hotwingz

  1. Hello everyone, you can follow this link to read our latest interview. This time I had the opportunity to talk with The Eldritch Nation. Feel free to reach out to us if you have an idea for an article or if you want to talk about your organization. Until next time.
  2. Greetings, this time the staff behind Oz had a chat about a topic that many hold dear. DAC, should they be lootable or not? For your convenience you can follow this link. As always we thank you all for your time. Oz Team.
  3. True, its different because we can assume the press being consistently the same people/ships. I agree I think such a sign would potentially be a lot more dangerous. If I was a warlord I would blow up them convoys. Why take the chance? Why let traders pass with goods to a planet and potentially weaken my position of power in the conflict? There are many good reasons to respect a "red cross" but there are just as many good reasons not to respect it.
  4. You can try but just like real life, some group will put the symbol on military resupply ships etc. It would be nice but I doubt it would work. We have a similar issue with people who want to document wars without getting shot at.
  5. Hello everyone. For this article I had the chance to talk with Code24 about his organization Objective Driveyards. Follow the link to get a closer look at ODY. We even have a preview of a concept ship that is currently being designed by Dalmont. Oz Team.
  6. Greetings, I wish you a good time on the forum. Feel free to ask any questions you might have.
  7. Very nice work. I'm sure it took some time getting that together.
  8. Just want to point out that what you are talking about is not what exploits are. In video games, an exploit is the use of a bug or glitches, game system, rates, hit boxes, speed or level design etc. by a player to their advantage in a manner not intended by the game's designers. Duping items, walking through walls, abusing some weird clipping issues to gain an unfair advantage etc. Those are exploits. You are describing gameplay that you don't like/see as a potential problem.
  9. For Stargates the idea is that you launch a probe at a target. Once the probe reaches the target you can use that point to jump to it. Then you can construct a Stargate to link between the 2 points. It will take time to set it up but it shouldn't take years to connect 2 points. But everything is subject to change during development.
  10. Hello everyone, in case you missed the tweet Hrafnkell Oskarsson has joined the NQ team to work on Dual Universe. His LinkedIn says his new job is Executive Producer at NQ. Some might recognize his name from EVE Online. If I understand it correctly this man was an original game designer for EVE. I think this is very exciting news for DU.
  11. Even cosmetic micro transactions are a step too far from a traditionalist perspective. Just a fact that the cash shop cosmetics must have a visual edge or nobody would buy them. All of a sudden the coolest stuff is restricted to a cash shop. So even cosmetics remove content from the actual game. Unfortunately it's 2018 and we are way past that discussion. But fortunately for us what NQ has said on the subject is reasonable.
  12. No problem. If you have anymore questions, feel free to ask.
  13. @MookMcMook oh certainly, genres and definitions evolve over time. But we use certain words to communicate certain ideas. Perhaps we should say today an RPG is defined as such and such. Though a platformer won't suddenly become a RTS game. But I share your idea that DU is blurring the lines in certain areas. For an MMO it's certainly trying to improve on what's possible in a persistent universe. Who knows, when DU is a few years old people might invent a name specifically for the type of game it becomes.
  14. I can really see what you are saying there. But it's an MMO so for the MMO player it's extremely interesting. It's like how The Witcher was very exciting to RPG players but less interesting to an FPS player. You raise some interesting thoughts. But concidering the success of the Kickstarter and the ongoing supporter packs it does seem there is a big desire for a game like DU.
  15. Like I said, I disagree with you on that. And a quick Google will show you that the definition is a variation on what I said. But you are free to have your own ideas on what is or isn't. If being the hero is central to something being an RPG then Halo, Doom etc would be RPGs but everyone agrees they aren't. For the reasons I mentioned earlier. But like I said you are free to see things your way. And while I think your perspective is interesting I can't agree with it.
  16. I think we have to disagree on that. RPG has nothing to do with being a hero. It has to do with how the interactions with the world are done. Stats dictating the outcome of an action. Ultima, EVE, Star Wars Galaxies etc were all based on stats. Sure they have a strong emphasis on the world but at its roots they are still RPGs. An MMOVW would be something like Second Life. And DU has a strong community and world building focus but that has nothing to do with the definition of RPG.
  17. I'm not sure I understand you. DU is played with a character that learns skills over time and allowing your character to be better at activities because of it. Character skill trumps player skill. It also uses Stat rolls to calculate damage etc. Those are both defining characteristics of RPG's. So by game design DU is a MMORPG.
  18. Skills - what we know so far is that there are skills related to certain activities. You train those over time. 5 hours to train X. 10 hours to train Y. And so forth. You are not locked to a specific class, you can train into different activities when ever you want. The training over time continues even when you are offline. It only needs an active subscription. Ships - Yes, there will be construct vs construct combat. We don't have much info beyond that. But the core idea is that for every move there is a counter move. This is of course subject to change. Characters - no fps combat. It's a lock and fire system as a trade of for the other features of the game. Guns will be part of the game. Tutorials - no comment. Organizations - there is the Arkship Pub for that and the community portal.
  19. The long road is usually the more rewarding road. Welcome to the forum. If you have any questions feel free to ask.
  20. Welcome, I think by the end of development you'll have a lot of game to play with DU.
  21. Hi there. On the page it says acces to Alpha 2. Currently we are in pré alpha so from my understanding the answer is no. That's to the best of my knowledge. Edit: I double checked with an earlier thread. The answer is definitely no.
  22. I think the major thing you must keep in mind is that DU is a MMORPG. Empyrion and others like it are single player games or small scale multiplayer. If you come at DU from a single player game mindset then there are many areas you can look at and decide that it's underwhelming. But DU is an MMO and so the discussion changes. In a time where MMO's became smaller in scope, less persistent and far less ambitious DU is truly trying to be groundbreaking in its design. In context of its own genre DU is quite revolutionary. DU was never sold as a survival game. Or designed to give players ultimate control over the creation of worlds. It's not because 1 game does something that everyone else should copy it. And since this is an MMORPG with a persistent world some sacrifices have to be made from a technical point of view. Like water physics and such. You seem to downplay the single shard element. It's not my idea to change your mind but if you take what DU does on the scale it does with the potential amount of players it can host you fundamentally change the player experience. The experience changes in ways that a small scale multiplayer just can't provide. Apples and oranges.
  23. Greetings and salutations. Always nice to see new people joining in on the fun.
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