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Shaman

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Posts posted by Shaman

  1. not having xs hovers, xs space fuel tanks and XL atmo engines makes building ships very limiting (and frustrating)

     

    Making a very light and small starship is pretty hard, since you are forced to use the larger S fuel tank and you have to use S hovers which are actually quite big.

    the same goes on the other end, you are forced to use L atmo engines instead of XL if you want to make a large hauler. having no XL engines forces people to stack many L engines instead, which can be very laggy and requires many fuel tanks, along with making the ship much more boxy.

     

    the xs space fuel tank would be the same size as the xs atmo tank, and would allow people to build smaller spaceships, like drones and small space shuttles

    the xs atmo hover would be 1x4x1, allowing for more interesting shapes for hovercrafts.

    the xl atmo engine would have a similar shape to an xs atmo engine, being 17x80x46. This encourages people to make flatter and more interesting designs for haulers.

     

    I honestly don't know why NQ haven't added these yet (especially XL engines), they would be super easy to add and would really help stop the cube meta for ships right now.

     

     

  2. I personally think that it would be a great improvement to the game (and the community in general) to allow and encourage developers to post/stream their progress on the main youtube channel. They don't even need to be fancily edited or something, just a 30 second clip showing a feature/mechanic that is being worked on would be a great way to show progress on features and get feedback as soon as possible.

    It would be a lot more efficient to get feedback on a feature that is halfway in development than to get it as soon as it is in a playable state, to then possibly need it severely reverted or changed because there are problems with it. It would also help us know how far away we are from features, instead of complete radio silence until it is ready for the PTS.

  3. On 12/30/2020 at 3:16 AM, GarbageKnight said:

    becasue all they did was make Minecraft Eve online.

     

    ah yes, the classic phrase, "if it's a voxel game, it must be a minecraft clone"

     

    dual is a minecraft clone. 

    scrap mechanic is a minecraft clone.

    space engineers is a minecraft clone.

    NMS is a minecraft clone.

     

    every voxel building game to ever exist is a minecraft clone, even the ones that pre-existed it.

     

    nice troll post.

  4. On 5/13/2021 at 12:39 PM, blazemonger said:

    A love letter to Eve Online’s tutorial (thenextweb.com)

     

    Quote:

    "Far too often, the developers behind complex games (I won’t name and shame, but you know who you are) will try to front load the tutorial with everything a player needs to know. It’s like they’re angrily shoving information at me, as if to declare “I gave you everything you needed to know how to play. What more could you want from me?”"

     

     

    Obvioulsy, having a well established and qualified behavioural Psychiatrist on the payroll who is actively involved in the design of the EVE NPE is a thing.. CCP Ghost certainly knows his stuff.

    arent NQ ditching the tutorial anyway?

  5.   

    2 hours ago, CptLoRes said:

    The list of impressive voxel games/engines is getting longer each day.

     

    And all I can conclude is that for a game studio being 100% focused on making a voxel game, NQ is really bad at voxels..

     

     

     

    how would something like this work if construct voxels turn into a mesh when you aren't in build mode?

    would elements work on an engine like this?

    how much data is transferred to the client to load the voxels?

    can low spec computers handle this engine? how well does this engine work with moving constructs?

    does it work with terrain the size of planets?

    what happens to the square voxels if there are ships which aren't aligned to the grid and are slightly rotated?

    do you have to re-render the entire model if you modify it? how do collisions work?

    how much developer time is wasted by using this voxel system, compared to a much simpler one?

  6.  

    7 minutes ago, John said:

    The wiki was launched at the pre-alpha stage of DU. We were a few trying to find some information in NQ's official communications. to edit this wiki. But due to the NDA on the game, nothing more was added to the wiki and too many things were not precise enough, so we progressively abandoned it.

    It could deserve an update, even if several other sources are now available

     

    Well, that definitely explains why everything on the website is speculation. Hopefully now that the NDA is down we can get it back up and running again. It definitely needs more publicity, that's for sure.

  7. I'm gonna be honest, the wiki is looking quite sad right now. Basically everything there was written before alpha access, and you can really tell since everything is all just speculation, even for features already in the game.

     

    I wouldn't even be that surprised if less than 25% of the playerbase even KNOWS that there is a wiki.

     

    I myself have been updating it, but there still is a lot there that needs doing. It's a real shame, since if it was accurate it would be way easier to find out questions about the game without asking for the millionth time on the official discord. For example: did you know that shooting too close to another ship can deal self damage? I bet you didn't! But there isn't really a good place to store all of that info anyway, because the wiki is so outdated and nobody is using it anyway.

     

    so, if you see this and have some spare time, please ,update the wiki! taking 10 minutes out of your time to update a page can be a massive help to the community!

     

  8. On 5/8/2021 at 3:44 PM, IndigaterJones said:

    Just started using this feature with the same issues.  Has a wiki or in-game codex been established?

     

    Actually, here is an in game codex (press F1) and a DU wiki.

    problem is the codex barely tells you everything and the DU wiki hasn't been updated since pre-alpha ?

  9. in theory , xs ships could actually be pretty powerful. their 60 minute lock time from L ships means that you can just hit and run in and out of range of the enemy with 0 damage, and are loads cheaper than L cores. In practice, this doesn't work for many reasons.

     

    1. damage is too low. not only do they do 8 times less damage, since they are controlled by a pilot seat you can only add 4 guns maximum, meaning that you would need a swarm of them to harm an L core. getting 2 pilots in an xs core is far less efficient than putting 2 pilots in an L core, not even mentioning gunner seats using remote control units. The damage multipliers between core sizes should be nerfed greatly, to the point where there barely is a difference. Of course this means that it will take quite a while for L ships to destroy one another, but imo the should be like that anyway. They are L cores after all, they can cost over 150 million quanta, destroying one should be a long process. It would also be cool if cockpits had 2x the capacity than hover seats as well, to give them an actual use.
    2. xs ships are too flimsy. this would be ok if tracking on larger ships weren't so great, but unfortunately they are. the same goes to small and medium ships as well, they are just too weak. a fix for this would be to either fix tracking, or yet again nerf the damage on larger cores.
    3. xs ships are mostly glorified gunner seats anyway. There is practically no difference, apart from the fact that you can drive as well, which is something that remote controls do anyway. Making something where guns track where the player points, and then shoots where you aim would be far cooler and more useful. Using real time hitscans to damage ships might not be possible (as we discussed in an earlier thread) so I suggest that instead you click on a point where the guns should fire, and then deals the damage as soon as the other client recives the hit.
    4. Range and speed is far too high. The current range of xs ships needs to be the range of L cores, and the speed limit should be limited to 2000km/h. of course, adding a speed cap of about 2000kmh would disrupt almost everything else in the game, as it would make the already slow trip to other planets even longer. To counteract this issue there should be a unit that makes you accelerate past the speed limit, but disables (and rapidly slows you back down) as soon as you enter combat, a bit like warp drives. There should also be a unit which has a very high range (maybe even higher on smaller cores) that disrupts them to help catch those super fast ships.
  10. 5 hours ago, RugesV said:

    These would be market places in PVP space. They would have a small safe zone around them. large enough to allow landing safely, But small enough to not allow a player to get up to speed or warp away from.  iE something like 2km safe zone, but a 50km warp disruption field. 

     

    These locations would have bots that buy ore just like we have now on planets.  However the prices at these locations would be higher then what you get on planet. IE Bots might buy T1's at 50 or 75q per unit.  

     

    This gets more ships flying in space. creating more opportunities for PVP. For those digging you spend less time digging and more time hualing.  This allows players to place buy order at above bot prices on planets and haul it to space to make money. 

     

    I mean, asteroid mining, gas clouds and space TW is coming out 'soon' so I don't know why there would be a need for another reason to get in space.

    honestly, they probably wouldn't be that good anyway because people would just camp them 24/7 and you could never leave, plus the time, cost and risk of getting there in the first place wouldn't be that worth it.

     

    In the future when there are player markets and space territories this might be possible for people to make one though.

  11. 16 hours ago, ShippyLongstalking said:

    I get that they held back the mission system to fix a few things...but it's been almost 2 months since 0.24 dropped. 

     

    They seem to really like this "1 update every few months" pattern of dev.

     

    I was thinking that things might change a bit with new leadership, but they don't want to adopt a more industry-standard pattern of development with frequent bug fixes and less frequent feature deployments.

     

    I don't really get it. How is it even possible that the last 4-5 months could be spent on org wallets, purchased texture packs, jetpack changes, and (maybe) missions? Does that seem like nearly half a year of work to anyone...? Hell, it doesn't seem like 5 months of work even for 1 person. 

     

    Like...I'm trying to find an excuse to re-activate my sub but they just aren't eager to make changes or fixes to the game. When they do patch, there's so little of substance it's not even a month of playtime to explore. 

     

    Doubting that new leadership will change anything if the dev pace can't improve -- doesn't matter how much they plan or talk to the community if they can't actually change the game. 

    didn't they also say were working on a pvp overhaul and stuff in that look ahead video? perhaps they are just doing loads of features at the same time, and none of them are finished yet.

  12. On 5/6/2021 at 2:57 PM, NQ-Deckard said:

    Discuss the Docking and Boarding changes below! 

     

    Seems like some good changes! Some adjustments I would make though:

    1. as well as being able to right click to dock to a construct, you can right click to allow ships to dock to you. this should also be able to be done in lua.
    2. the ship repulsion feature should turn off in combat, ramming people is fun!
  13. In many ways, a hitscan point and fire based shooting system is very similar to the way mining works at the current moment.

    With mining:

    The player shoots a raycast from the direction you are pointing, and removes voxels in the area around where the raycast hit.

    With a hitscan point and fire weapon system this process is very similar:

    The player shoots a raycast from the direction the gun is pointing, and removes voxels and damages elements in the area around where the raycast hit.

     

    If these two processes are so similar, why do we have to stick with the boring EvE-style PvP mechanics we have now?

     

    My two main theories are this:

    1. it would be too hard to aim with such high ranges (nq should definitely reduce combat range + speed)
    2. they haven't got round to doing it yet (most likely)

     

    And I know this one is far off, but the same goes for AvA. why does ava have to be a locking based system as well?

  14. On 5/4/2021 at 2:34 AM, aliensalmon said:

    One of the most important aspects of a work of science fiction (game or otherwise) is the ability for it to convey a sense of wonder. Wonder...it's a feeling of awakening caused by the expansion of one's awareness of what's possible (paraphrased from Wikipedia.)

     

    Does or did Dual Universe ever give you a sense of wonder? To what degree? What could be done to improve the game's ability to convey this feeling?

     

    I admit I did get a sense of wonder about building my first ship which was able to just even fly. After being stuck running and/or hovering on the ground for perhaps a few hours or days, I felt awestruck even just being able to create something that could fly. Once I was able to reach space, I had even more of this fabled sense of wonder.

     

    I think the game does convey a lot of wonder but there could always be more things to add to the experience. As many people have said, the planets could look more interesting and have more varied environments - this would make exploring more fun. Space itself could also use more features to be able to convey this wonder.

     

     

     

     

    my first few hours probably gave me the most awe, going around in my speeder seeing all the massive constructs on sanctuary. unfortunately as soon as you get a flying construct that kind of awe is lost.

  15. On 4/19/2021 at 10:00 AM, Physics said:

    What I would like to see is an asteroid zone/zones. Maybe if they wanted to get creative they could put a half exploded planet in the middle of the zone. (Not showing on map until discovered). Make the zone bubble about 50 SU+. Warp is disabled while in the zone because of the asteroids messing with navigation.

     

    so... basically Thades in PvP space?

    1. Damage multipliers between construct sizes are too high
    2. There is no reason to fight (ofc this is being worked on)
    3. Fighting is unprofitable as any loot you get will most likely have lives taken out of it/ be worthless
    4. The investment to get an L core PvP ship is too low, L cores are supposed to be the large org battleships which need a large investment to build and run, but are too easy to get atm. (XLs should be the equivalent to Titans, if not more)
    5. The hit probablility for small constructs are too forgiving to the offender, even super tiny pvp ships with a <2m^2 cross section get destroyed easily. It should be a lot harder if not impossible for large ships to hit constructs like these
    6. pvp is too long range (this one is more bias, but if constructs had a lot less range like 500-1000m most of these kind of problems would disappear, as well as being a lot more cool looking. you might want a way to catch up with ships as well if this is implemented)
    7. players can just enter third person under layers and layers of voxels, which means that it is hard to kill players in most PvP ships. Making seats more like the currently useless cockpit would make more sense.
    8. PvP is boring to watch + buggy
    9. most meta ships are just glorified cubes atm
    10. players can just warp out of danger
    11. nothing is stopping you from building a ship the same size as an XS/S/M core with a L core instead to get the benefits that the larger guns give, and the benefits of using smaller cores are currently negligible
    12. most PvP battles end in a retreat as fuel, scrap and ammo requirements are too high for any outcome to happen
  16. The community has been pretty barren right now, nobody is really doing/talking about anything.

    I know NQ is doing a lot of back end changes (which I totally agree on) , but would it hurt to add a lump of coal to the dying fire?

     

    it's not like i'm asking for something super extensive or advanced, just something which takes very little dev time that would keep us entertained for a while, such as:

     

    • Adding a t4/t5 meganode in PvP space and deliberately leaking the co-ords
    • buffing/nerfing some elements for a limited amount of time, eg reducing weapon range by 200% for a week, or changing the maximum speed in space (and if it's good keep it)
    • turning the shipwreck event/ previous events back on
    • adding a small planet 500-1000+ su (out of warp range) from any other planet, which would be full to the brim with good ores. (idk how long it takes to make planets, but i'm guessing you have a program to generate one)
  17. 18 hours ago, Context said:

    An AGG on the other hand, even when not in use would likely cause a small explosion when inactive due to it's nature.

     

    nah, an AGG would implode on itself and form a black hole XD

  18. Everything in the game right now looks super clean and factory new, which may work in some scenarios, but to me makes everything look too plastic-y and glossy. In my opinion, adding weathering to ships and constructs over time should be implemented, so that we can have ships that look a bit more like this:

     

    dutemp.png.8f263d9d85950e5b866dce15dedac96a.png

     

    NOW HOLD ON, just hear me out, don't take out your pitchforks and torches on me just yet.

    Firstly, weathering will be a very slow process which only happens in certain conditions, while the construct is active. if you keep your ship in space (and not in a gas cloud or something) it should remain spotless. Likewise, if you constantly fly your ship on a sandy planet like Sicari it should get covered in dust fairly quickly. (the weathering effect doesn't have to be that fancy either, just a simple transparent texture over the ship would do fine)

    Secondly, weathering won't be permanent if you don't want it to be, so you can have shiny ships if you want. Something along the lines of a 'cleaning unit' could be added, which would act like a mix  between a territory scanner and a repair unit. You would select which construct to clean, and after a set amount of time (depending on core size) all stains would be removed, as long as your cleaning ship/construct stays stationary for that duration.

    Cleaning units should be a large investment as well, so that players are more likely to hire another person to clean their ship, instead of people just saving up a couple million and getting a personal cleaner instead. Some constructs are be multi cored (and too tedious) to clean on their own, which may be another reason why you would want somebody to do the cleaning for you. NQ could encourage this behaviour even more by adding it as a type of mission in the upcoming mission system.

     

    TL;DR Constructs in this game look too glossy and like plastic. Adding weathering could prevent this, and add economic opportunities to clean them as well. Almost every ship in star wars looks dusty and well-used, not shiny and glossy like in DU currently.

  19. Well, if you look on the website it seems to suggest that they will sticking to a player-only world for now, but who knows.

    I am sorry to hear this game isn't turning out to be what you want it to be. Perhaps Dual may be the first game to pull a player-only world off, though, who knows.

     

    personally i'm kinda the opposite, I would prefer if their were no NPC's and just focused on players and player interaction.

  20. 2 hours ago, XKentX said:

    What's your problem with L cores ? They are just a couple of mil now. Do you really use anything other than L ? Why ?

     

    although the cores themselves are only like 3 mill, a good PvP ship can cost 50 million if you include weapons, engines and fuel. Plus, flying around in fighter ships is way more fun than in a battleship IMO.

  21. 35 minutes ago, blazemonger said:

    So basically you're saying DU should copy the EVE weather effects.

     

     

    Never did gas mining myself, Didn't know I came up with something so similar ? 

     

    it would be cool though, for PvP especially.

  22. Novaquark announced that they would be adding gas clouds in their devlog , so I came up with some ideas for how some of those gas clouds would work. These gases can spawn in various sizes, from being a small patch to almost moon sized.

     

    Here are some gas clouds I came up with:

     

    Nitrogen gas - an Nitrogen gas cloud which acts very much like a planets atmosphere, slowing you down greatly and forcing you to use atmospheric engines (Space radars still work though). It can be harvested for Nitron fuel.

     

    Kergon gas - This gas greatly boosts the effectiveness of space engines and brakes, but slows you down slightly. It comes in four tiers , being more and more effective the higher the teir it is. can be harvested for Kergon fuel.

     

    Xenon gas - when you enter this cloud, Rocket engines can run infinitely, and radar effectiveness and vision is greatly reduced, meaning that ships outside cant see you, and you cant see them either. in some clouds, T1,T2 and T3 asteroids can be found here as well, so ships must travel slow to avoid crashing into them. Can be harvested for Xenon fuel.

     

    Acidic clouds - this rare, bright green gas is very dangerous, melting any ship or player who dares to enter without a shield. Rare T4 and T5 asteroids can often be found in the center.

     

    Dust clouds - radar effectiveness and vision is reduced in this cloud, similar to Xenon gas (but to a lesser extent). It can be harvested and compressed into various T1,T2 and T3 ores. Rarely, a dust cloud can spawn with T4 and T5 gas instead.

     

    A gas cloud can also be affected by various modifiers, which can make it more dangerous.

     

    Windy - ships are blown about when they enter the gas cloud, to a varying extent.

     

    Dense/Thin - self explanatory. makes gas harvesting and the effects of the gas less/more prominent.

     

    Stormy - increases the effectiveness of energy systems (when it is added) but does electromagnetic damage over time.

     

    Rocky - as well as the asteroids that are already there, many additional, smaller asteroids are scattered about, making it hard for big ships to traverse without crashing.

     

    those were a few of the ideas I came up with.

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