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Vorengard

Alpha Tester
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  1. Like
    Vorengard got a reaction from Lambert in Custom ships or Replicas?   
    We don't really know enough about the combat system to give meaningful answers about what types of ships we prefer, because who knows what the combat meta will favor. However, while I'm sure there will always be a market for replicas, especially once the game becomes more developed, the vast majority of people will look for performance over style, especially the bigger orgs in major conflicts, who will be using a large majority of the ships (because theirs will keep getting blown up). 
     
    That being said, if I can make a replica Firefly work as an effective anything, I'm going to fly that, because Firefly. 
  2. Like
    Vorengard reacted to StarfordRaffles in I'm very excited about this game... How can I spend my time?   
    Not the beta... the beta waitlist. At https://www.dualthegame.com/ the first prompt is to get notified when the crowdfunding reopens.
     
     
    Thanks @Magz and @Vorengard for the advice! I got Roblox and found that book at my library. 

    To everyone else, I'm looking through the organizations right now also. Thanks again!
  3. Like
    Vorengard got a reaction from Lethys in Build Hype and Cashflow with a Ship Design Sim Application   
    I like this idea, but I don't think a small studio like NQ should be focusing on developing an app for a game that's not out yet. Right now, making money isn't really a major issue, and producing a game that's viable and fulfills it's promises is far more important in this atmosphere of suspicion.
     
    That being said, I would definitely appreciate something like this after release, even it it's in-game. NQ has talked about making a sort of creative mode for building and testing ships in, but that's not going to be until sometime after release. 
  4. Like
    Vorengard got a reaction from TheBlender in Build Hype and Cashflow with a Ship Design Sim Application   
    I like this idea, but I don't think a small studio like NQ should be focusing on developing an app for a game that's not out yet. Right now, making money isn't really a major issue, and producing a game that's viable and fulfills it's promises is far more important in this atmosphere of suspicion.
     
    That being said, I would definitely appreciate something like this after release, even it it's in-game. NQ has talked about making a sort of creative mode for building and testing ships in, but that's not going to be until sometime after release. 
  5. Like
    Vorengard reacted to Lord_Void in (Discontinued)   
    Yep. Like Lethys said, if you want it you just need to prioritize. It's not that expensive for beta
  6. Like
    Vorengard reacted to yamamushi in (Discontinued)   
    Anything above Ruby, and it's more about wanting to support them than anything else.
     
    Zero regrets here. 
  7. Like
    Vorengard got a reaction from Lethys in Collision   
    Hey mate, NQ has stated that there will not be collision damage in the game for balance reasons, friendly or otherwise. However, JC mentioned something in a recent dev diary that implied that there may be collision damage from running into the environment, though that is not yet confirmed. 
     
    Also, thanks for mentioning the wiki article on combat. It hadn't been updated in a while, so I went through and edited it heavily. It should be more understandable and clear now (though I'll have to go through and work on it some more shortly). Thanks 
  8. Like
    Vorengard got a reaction from ATMLVE in Building Elements at Launch?   
    The wiki has a list of elements that we know of so far, but it's obviously far from complete. However, we will be updating it as more information becomes available to us. (Once the NDA drops ofc).
     
    P.S. hey there Vis
  9. Like
    Vorengard got a reaction from Kuritho in Collision   
    Hey mate, NQ has stated that there will not be collision damage in the game for balance reasons, friendly or otherwise. However, JC mentioned something in a recent dev diary that implied that there may be collision damage from running into the environment, though that is not yet confirmed. 
     
    Also, thanks for mentioning the wiki article on combat. It hadn't been updated in a while, so I went through and edited it heavily. It should be more understandable and clear now (though I'll have to go through and work on it some more shortly). Thanks 
  10. Like
    Vorengard reacted to TheBlender in Blueprint inventory ?   
    I didn't even know this existed.
    This is great stuff
  11. Like
    Vorengard got a reaction from Saul Retav in Blueprint inventory ?   
    Glad you found the wiki useful
     
    Also, some of the info on that page was outdated, so I've updated it and clarified some things. 
  12. Like
    Vorengard got a reaction from VisNyliss in What value does sovereign territory have in an infinite universe?   
    Even if the universeis endless, and it's not hard to get around (neither of which are necessarily true according to the devs), there are still plenty of economic reasons why people will want to stay centralized. You can't make money if there's nobody to sell anything to. You'd also have to be entirely self-sufficient in terms of rare resources, construction, even new blueprints. You'd have to design and build everything yourself. Not to mention you'd have a real hard time getting any more recruits, as they'd have to travel all they way out to wherever you are to be worth anything. No, I think people will stay centralized because it will be difficult not to be close to the Hub, which will probably be the Arkship.
     
    To use the EVE example, the closer you get to the trade hubs, the more people there are, Jita especially. Even null-sec entities that base their existence on being on the fringe of space still live as close to the core as they can. Not many alliances have their base of operations out in Cobalt Edge, or the back end of Period Basis, do they? Even if they own sov there, that's mostly for ratting space, and the rest of the time they fart around the high-traffic areas like everyone else.
  13. Like
    Vorengard got a reaction from Lord_Void in System for purely commercial contracts   
    Oh, I'm sorry, I didn't realize we were being condescending pricks to each other. But if that's how you want it to be...
     
     
    You're technically correct, but in doing so you completely ignore the real issue in order to make a pointless, childish, and near-sighted argument that's easily refutable by anyone who's thought about the issue for more than two seconds.
     
    How, my dear, did society get to be the way it is? Through millennia of pain and anger and distrust and chaos. We had to learn how to make society worth living in by experiencing misery for thousands of years before finally realizing how to work together enough to make it bearable. Of course that's not what we want for DU, but that's not the point. The point is that the real world does not have unbreakable rules that make us civilized, and yet we still manage to get by without killing each other all the time. These "consequences" you talk about aren't enforced by a magic system that mandates punishment, it's carried out by thousands of hard working people, and it only functions because nearly everyone complies with its rules and assists in making it happen. Civilizations can be formed in a system with no rules and limited punishments, and the fact that we're having this conversation is proof of the success of that concept. 
     
    THAT is what makes a real civilization work, and that is exactly what DU is going to need, because 99.999% of the game world is going to be a PvP zone with no real rules, teams, judges, or police (unless we make them, which we should!). These people can be punished by killing them, destroying everything they've built, and driving them from the game because no one will work with them. That is precisely how we enforce our own rules on society, and the process of working those differences out is going to be interesting and fun and unique in the gaming world.
     
     
    This is an incredibly ignorant statement. Are you so dense that you don't realize that these conditions that allow for a safe society are manufactured by the people of that society? This is exactly what we need to do in DU: Manufacture a society that's worth enjoying by punishing the negative aspects of society (griefers). It will be hard, just like it is in the real world, but it can be done, and in a properly structured game advancing that process will be fun and rewarding. But if you're too spoiled to put any real effort into making it work, then by all means, go play something else. 
  14. Like
    Vorengard got a reaction from Lethys in System for purely commercial contracts   
    Two thoughts:
     
    First, you're assuming that a scam-proof system for managing contracts is a good thing for the game, which I disagree with in this case, for philosophical and psychological reasons that I won't get into right now because it would take an essay to truly explain. Suffice it to say that NQ is specifically seeking to create a civilization simulator in a game, and one of the key tenants of civilization is that every single interaction is built on trust. One of the craziest things about real life is that there are no guarantees or hard-blocks against being mistreated ever, and if DU wants to be as "real" as possible, it needs to adhere to that philosophy as closely as possible.
     
    But, more importantly, there's a perfectly legitimate way to make this happen. Let's take a look at your hotel example.
     
    As the owner of a hotel, all you'd have to do is create an organization specifically for that hotel (let's call it "Hotel Inc"), and put it under the organization that owns the land the building is on. Then you can go into the RDMS menu for Hotel Inc, remove all default permissions from basic members, and set new roles that grant the individual access to specific doors, containers, and elements. Then, anyone who wants to stay in your hotel can simply join your organization, and once they've paid the appropriate fee you can give them rights to a specific room. Voila! You have a hotel business. The same thing could be done with individual constructs to make a ship rental service, or with individual plots of land to make a property leasing company.  
     
    Since anyone can join any number of organizations, there's no problem or hassle. You'd still have to take those rights away at a later date on your own, but that's a minor inconvenience. Asking for full automation is too much. Also, while it's true that there's still some trust required in this agreement, that's unavoidable. The requirement of trust is one of the things that makes open-world games open-world, and to subtract that from DU would do it a disservice. 
     
    Finally, try to stop thinking about DU's systems from the perspective of an EVE player. The EVE corporation system is important to making the game work, but in many cases it seriously restricts the freedom of the players, and that would be very bad for DU. 
  15. Like
    Vorengard reacted to Lord_Void in Alpha Postponed. Thoughts:   
    I'm glad they chose not to delay again since I think that would have done more harm than good to the community and the game as a whole. At this point, many people are skeptical of the game and having another delay would have only increased that skepticism. The fact that they want us to actually sign an NDA now rather than just having an implied NDA says there might be some serious bugs, but I do think it's a smart decision (I did argue for that very move elsewhere). 
     
    Overall, I'm glad to have a date and that the period of just sitting around waiting is coming to an end. I can't wait to play and help test. 
  16. Like
    Vorengard got a reaction from Lethys in Alpha Postponed. Thoughts:   
    I wouldn't have really minded if they had postponed the Alpha, because game development is game development, and things don't always go as planned. That being said, it's really great to see that NQ is committed to keeping their promises as best they can, and I'm definitely excited to get a chance to actually play the game. 
  17. Like
    Vorengard reacted to Lethys in Alpha Postponed. Thoughts:   
    I wouldn't call it "alpha postponed". They held their promise and give us a game to break and test, that's all that counts for me.
     
    Good job @NQ-Nomad, well done. It shows that you really care for this community and we will do our best to give that trust back to you
  18. Like
    Vorengard got a reaction from Shockeray in New Dual Universe Articles (08/22/17)   
    I think the biggest takeaway from these interviews is the better impression we're getting on JC's idea for how the game should expand and grow. Specifically this quote:
     
     
    We've all known about stargates and FLT drives for a long time, but this seems to be saying that those things are going to be deliberately designed to be unreachable for years, and I don't think most people realized that.
     
    This is a really big deal because it completely changes how people imagine the gameplay, and how we need to pitch DU to others. If we sell people on the idea of exploring a massive universe like No Man's Sky (man do I hate that comparison), then they're going to be extremely disappointed when they get in-game and realize they can't do that for years. If the game's not actually going to become functionally interstellar for a long time, then we need to understand the implications of that ourselves, and make sure we market the game appropriately to our friends. 
     
    Don't get me wrong, I absolutely and completely agree with this sort of long-term thinking (if this is actually what JC meant by those comments). One of the most significant problems for open world building games is that they always feel empty and lifeless, because everyone and everything is so spread out. By forcing players to remain in a concentrated area (first on Alioth, then the starting solar system), the players will be channeled into building a living and active world, instead of just scattering all over the galaxy and never seeing each other again. This is a great idea, and shows a great level of forethought and long-term planning.
     
  19. Like
    Vorengard got a reaction from Demonneo in New Dual Universe Articles (08/22/17)   
    I think the biggest takeaway from these interviews is the better impression we're getting on JC's idea for how the game should expand and grow. Specifically this quote:
     
     
    We've all known about stargates and FLT drives for a long time, but this seems to be saying that those things are going to be deliberately designed to be unreachable for years, and I don't think most people realized that.
     
    This is a really big deal because it completely changes how people imagine the gameplay, and how we need to pitch DU to others. If we sell people on the idea of exploring a massive universe like No Man's Sky (man do I hate that comparison), then they're going to be extremely disappointed when they get in-game and realize they can't do that for years. If the game's not actually going to become functionally interstellar for a long time, then we need to understand the implications of that ourselves, and make sure we market the game appropriately to our friends. 
     
    Don't get me wrong, I absolutely and completely agree with this sort of long-term thinking (if this is actually what JC meant by those comments). One of the most significant problems for open world building games is that they always feel empty and lifeless, because everyone and everything is so spread out. By forcing players to remain in a concentrated area (first on Alioth, then the starting solar system), the players will be channeled into building a living and active world, instead of just scattering all over the galaxy and never seeing each other again. This is a great idea, and shows a great level of forethought and long-term planning.
     
  20. Like
    Vorengard got a reaction from Lord_Void in New Dual Universe Articles (08/22/17)   
    I think the biggest takeaway from these interviews is the better impression we're getting on JC's idea for how the game should expand and grow. Specifically this quote:
     
     
    We've all known about stargates and FLT drives for a long time, but this seems to be saying that those things are going to be deliberately designed to be unreachable for years, and I don't think most people realized that.
     
    This is a really big deal because it completely changes how people imagine the gameplay, and how we need to pitch DU to others. If we sell people on the idea of exploring a massive universe like No Man's Sky (man do I hate that comparison), then they're going to be extremely disappointed when they get in-game and realize they can't do that for years. If the game's not actually going to become functionally interstellar for a long time, then we need to understand the implications of that ourselves, and make sure we market the game appropriately to our friends. 
     
    Don't get me wrong, I absolutely and completely agree with this sort of long-term thinking (if this is actually what JC meant by those comments). One of the most significant problems for open world building games is that they always feel empty and lifeless, because everyone and everything is so spread out. By forcing players to remain in a concentrated area (first on Alioth, then the starting solar system), the players will be channeled into building a living and active world, instead of just scattering all over the galaxy and never seeing each other again. This is a great idea, and shows a great level of forethought and long-term planning.
     
  21. Like
    Vorengard got a reaction from GunDeva in New Dual Universe Articles (08/22/17)   
    I think the biggest takeaway from these interviews is the better impression we're getting on JC's idea for how the game should expand and grow. Specifically this quote:
     
     
    We've all known about stargates and FLT drives for a long time, but this seems to be saying that those things are going to be deliberately designed to be unreachable for years, and I don't think most people realized that.
     
    This is a really big deal because it completely changes how people imagine the gameplay, and how we need to pitch DU to others. If we sell people on the idea of exploring a massive universe like No Man's Sky (man do I hate that comparison), then they're going to be extremely disappointed when they get in-game and realize they can't do that for years. If the game's not actually going to become functionally interstellar for a long time, then we need to understand the implications of that ourselves, and make sure we market the game appropriately to our friends. 
     
    Don't get me wrong, I absolutely and completely agree with this sort of long-term thinking (if this is actually what JC meant by those comments). One of the most significant problems for open world building games is that they always feel empty and lifeless, because everyone and everything is so spread out. By forcing players to remain in a concentrated area (first on Alioth, then the starting solar system), the players will be channeled into building a living and active world, instead of just scattering all over the galaxy and never seeing each other again. This is a great idea, and shows a great level of forethought and long-term planning.
     
  22. Like
    Vorengard got a reaction from yamamushi in New Dual Universe Articles (08/22/17)   
    I think the biggest takeaway from these interviews is the better impression we're getting on JC's idea for how the game should expand and grow. Specifically this quote:
     
     
    We've all known about stargates and FLT drives for a long time, but this seems to be saying that those things are going to be deliberately designed to be unreachable for years, and I don't think most people realized that.
     
    This is a really big deal because it completely changes how people imagine the gameplay, and how we need to pitch DU to others. If we sell people on the idea of exploring a massive universe like No Man's Sky (man do I hate that comparison), then they're going to be extremely disappointed when they get in-game and realize they can't do that for years. If the game's not actually going to become functionally interstellar for a long time, then we need to understand the implications of that ourselves, and make sure we market the game appropriately to our friends. 
     
    Don't get me wrong, I absolutely and completely agree with this sort of long-term thinking (if this is actually what JC meant by those comments). One of the most significant problems for open world building games is that they always feel empty and lifeless, because everyone and everything is so spread out. By forcing players to remain in a concentrated area (first on Alioth, then the starting solar system), the players will be channeled into building a living and active world, instead of just scattering all over the galaxy and never seeing each other again. This is a great idea, and shows a great level of forethought and long-term planning.
     
  23. Like
    Vorengard reacted to Lord_Void in New Dual Universe Articles (08/22/17)   
    I couldn't access the second one, but the first one is really interesting.
     
    It sounds like they are going to keep a tighter hold on expansion than previously thought. 
     
    I think this is actually very smart if properly managed. 
  24. Like
    Vorengard got a reaction from Lau2356 in Teleportation/transporter units   
    Speaking for myself, I don't think teleporters of any kind, over any distance, are a good idea because they remove risk and content from the game.
     
    Dual Universe is all about players interacting with one another, and instant teleportation is the antithesis of that. Not only does teleportation remove the potential for emergent experiences while traveling, it also makes the traveler immune to spontaneous pvp, and both of those factors directly reduce the amount of available game content.
     
    Furthermore, as with all of these systems, you need to consider the consequences of their abuse. No matter how expensive you make this system, one day someone will become rich enough to afford hundreds of them, and then they'll be able to make a transportation network that covers an entire planet, which would make them virtually immune to pvp while on that planet. This is inherently bad design, because while wealth should allow players to reduce their inherent risk, no level of wealth should make them immune to risk. 
     
    So no, I'd prefer no teleporters ever, just to be safe.
  25. Like
    Vorengard got a reaction from Lethys in Teleportation/transporter units   
    Speaking for myself, I don't think teleporters of any kind, over any distance, are a good idea because they remove risk and content from the game.
     
    Dual Universe is all about players interacting with one another, and instant teleportation is the antithesis of that. Not only does teleportation remove the potential for emergent experiences while traveling, it also makes the traveler immune to spontaneous pvp, and both of those factors directly reduce the amount of available game content.
     
    Furthermore, as with all of these systems, you need to consider the consequences of their abuse. No matter how expensive you make this system, one day someone will become rich enough to afford hundreds of them, and then they'll be able to make a transportation network that covers an entire planet, which would make them virtually immune to pvp while on that planet. This is inherently bad design, because while wealth should allow players to reduce their inherent risk, no level of wealth should make them immune to risk. 
     
    So no, I'd prefer no teleporters ever, just to be safe.
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