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Demonneo

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  1. Like
    Demonneo reacted to Anaximander in How hard (or easy) will it be to earn DAC?   
    @NQ-Nyzaltar


    My problem is not with if the Real-Money buyer of the DACs does a pay-to-win. That person should be protected.

    What I really wanted, was for people reselling the DAC to have a risk, the kind of people that don't need the DAC and want to resell it at an opportune moment. If that kind of player was to be protected by a fully unlootable DAC, that would break the game's economic warfare.

    I can see the reasoning for money to be unlootable, either lore-wise or gameplay-wise. Money in the game symbolise "progress" by the player, they farm, they sell their farmed items, they "Save" it as their in-game currency. Now, if DACs were to be completely and totally not EVE Online's PLEX, that would make them a Premium Currency, AKA , progress you can buy, ergo, Pay-to-Win. Thank Cthulu, that ain't the case though. 

    Since you cleared that up, I have no issue anymore. Making a fail-proof system for redeeming DACs and even more importantly, making said DAC redemption system idiot-proof, is a harder task than it sounds code-wise, that people understand.


    But the REAL questino I have now is...


    Is the "ban" process going to be an automated system or a manual, amount of reports to priority, task, when it it comes to griefing?


    Cause if during two fleets fighting, one pilot gets blown up 15 tiems in a row, they may report the pilot that blew them up, 15 times in a row and the actually NOT guilty player may be banned.

    Or, a famous Redditer or Twerking Motor, decides that he had enough for X player and througgh Discord he coordinates a dump of reports on the same person repeatedly. How will NovaQuark hinder that? Will you allow for griefing through reports? Cause THAT will surely drive people away from the game.

    Will we have to wage space war by politely asking and begging the losing side not to report us? Can you guarantee the adminsitrators, when it comes to the banning process of "Griefers", won't be playing heads & tails on people's accounts?

    And if the game has an auto-ban process, can you guarantee the algorithm can read the location of the player being reported and if the algorithm can detect that the "griefing" happenend during an uneven fight and / or massive engagement of two fleets?

    What I'm saying is, you want to protect people from being "Griefed" in-game, but you nullify blockades that way. You can't blockade a planet from resupllying for X, Y, Z reason, if the blockade was to be massively reported by Lil' Timmy who came at their battleship division that enacts the blockade, expecting to get through the 11th time.

    Does the Dev team have an answer to that?
  2. Like
    Demonneo reacted to Violet in How hard (or easy) will it be to earn DAC?   
    Could we at least get a small safe inventory space on the ARK ship for storing stuff in the early game?
     
    My concern is that as a kickstarter backer when the game goes live I will have a whole stack of DACs in my inventory and no safe way to store them. I wont want to leave the safe zone untill i have stashed my valuables somewhere safe,
  3. Like
    Demonneo reacted to NQ-Nyzaltar in How hard (or easy) will it be to earn DAC?   
    Hi everyone!
     
    We are aware there has been a very hot debate this week about the DACs being unlootable/not possible to steal from their owner. We apologize for the late reply (the Kickstarter campaign is something getting most of our time at the moment) and we thank you for your patience. We always try to find a compromise, an acceptable solution for different categories of players, without favorizing a specific one (because a sandbox game needs as much PvP players than non-PvP players). There has been a few misunderstandings and this thread is here to dissipate them. As we know many of you are passionate about the topic, there will be a few rules, to keep the thread clean and clear, easy to read:
     
    - No Meme. - Explain only in one post your point of view (and edit it if you want to add something). Of course this doesn't count for replying on further Novaquark posts in the thread. - No flaming, no provocation toward any other participant of the topic. If some these rules are broken, your post might be edited or removed without warning.      
    Apparently there has been some confusion/misunderstanding about what has been said on the Kickstarter page in the comments (it seems the misunderstanding comes from here). To the question: "Are DACs physical items?" the answer has been "No, the DACs are digital items". However, that was said in the sense "It's not a physical item in the real world". There have been so many occurrences about the opposite question regarding the "Arkship Passenger ID Card" being considered as a digital reward (while it was a physical reward, an item you get in the real world) that we apparently misunderstood the real sense of the question in the Kickstarter for the DACs.
     
    So, to clarify: DACs are digital items in the sense there won't be any under physical form in the real world (like a prepaid card or something similar). However, they will be "physical" in the virtual world of Dual Universe in the sense that you will be able to move them from one inventory to another. It would make no sense if they weren't movable as it won't be possible to put them on the market.    
    This is one of the question that is still in discussion on the game design level: markets outside safezones, destructible or not? Possibly yes, but in that case, the way to handle unlootable DACs wasn't very appealing to the team (an item travelling through space to go back to its owner in case of the market destruction is a bit immersion breaking). However, there are several huge implications (and concerns) of having being markets destructible (and that's probably why it's not possible in EvE).    
    CaptainTwerkMotor sees the fact of "DAC being unlootable" as something making the DAC a "Pay-to-Win" weapon. We're not sure to understand how he came to this conclusion so we would like to hear his reasoning behind this. We hope he will answer to this question below in the thread.     You have a point in saying that some emergent gameplay would be missing. And you have also a point saying it could be acceptable to have DACs lootable if there was a 100% safe way to use them and/or transport them. So why something similar to the EVE redemption system hasn't been chosen right away?   The main reason was: game development time. Developing a solid secondary inventory system outside the game, tied to the account instead of a character, interconnected with the game and a payment portal at the same time, and all the ramifications that come with it... is something far from being trivial. It will take a significant amount of time to develop, to test and to be 100% sure the system is bug free. For the official release, the DAC system at the moment is supposed to be pretty simple: A player buy a DAC on the payment portal, he choose the character on which he want to drop the DAC and a moment later, the player can find the DAC in the character inventory.    As some of us in the Novaquark team are EvE Players, we witnessed the chaos that followed the introduction of the PLEXs in EVE. With our minimalistic system (at least for now), if the DACs were lootable, we expected to experience such chaos. So we opted for the DACs unlootable (unless there was a game breaking loophole). It seemed to us a quick and easy solution, quite similar to the EVE redemption system regarding the effects: as it was possible in EVE to transport PLEX in a secure way (keeping PLEX in the redemption system and dropping them only in safe, non-PvP areas like NPC space stations), we honestly didn't think it was such a big deal to have unlootable DACs. However, seeing it is for a large part of the community, we will aim to something similar to the Redemption system, as it still seem to us an acceptable compromise for every player profiles (even if it represents extra work). We can't promise it will be implemented at official release but we will do our best: CCP had a much larger team when they implemented the redemption system, and on our side, we have already a huge roadmap ahead for a team of our size. Moreover, it will be less painful (both for the community and the dev team) to start with unlootable DACs becoming lootable in the future, than the contrary.    
    There's something that needs to be very clear here: again, we didn't change anything immediately on a whim, just because some people had issues. We did it regarding our roadmap, and we honestly thought it wouldn't be a big issue for the community as it seemed to us there wouldn't be a big difference between unlootable DACs and an EvE-like redemption system. We still think the reaction has been disproportionate on the topic, but as a redemption system is still a good compromise for both PvP players and Non-PvP players, we are totally ok to go with that. It will just take more time to do it (and push back a bit some other features on the roadmap).   Loud voices without a well-reasoned opinion/feedback will never work. Loud voices won't influence the dev team decisions (we thought it was pretty clear with the Divine Reapers case on the forum)  Well-reasoned feedback (like the discussion here) can. That and game development time constraints.   Regarding Scamming: As long as it won't be a scam using a bug exploit, and have some way to be avoided by being a minimum careful and responsible, this will be up to the player (who supposed to be an adult) to not trust completely a person he just met. For all other cases, the Novaquark Team reserves the right to intervene: sandbox doesn't mean "letting the game turn into chaos". On a side note: Dual Universe is not meant for children. It has never been designed for them.    Regarding Griefing: Ambushing a player is part of the gameplay. Harassing some players repeatedly for any reason (be it vengeance, to make them leave the game, etc) is another thing. In this second case the Novaquark Team reserves the right to intervene: again, sandbox doesn't mean "letting the game turn into chaos".    
    You have a point here. And that's why there's a need to have 100% safe way to handle DACs, by making them unlootable or having a system as similar as possible as the EVE redemption system.    
    You made two good points here.
    And the dev team takes this factors into account.
     
     
    Credits will be immaterial and not lootable. Regarding character death, the current game design (it might change) is the following: When a character dies, it will loose all he has in his inventory. A part will be destroyed. The other part will be lootable.   Best regards,
    Nyzaltar.
  4. Like
    Demonneo reacted to GrandMaster Apex in It's a Problem that Ship-to-Ship Combat is a Stretch Goal   
    us old time veterans will be sitting in the tavern looking at these war mad newbies with their 1000 player cvc battles in years to come, reminiscing about the good old days when you had to get your lazy ass out of the ship to avatar vs avatar to destroy the ship. "They don't even know how good they have it" we'll say!
  5. Like
    Demonneo reacted to ostris in It's a Problem that Ship-to-Ship Combat is a Stretch Goal   
    Putting this disclaimer on top:
    The dev team has not actually said if CvC will be in alpha/beta just that it may be added post release. They have been silent on what will be in alpha/beta as far as construct v construct. It just concerns me that NQ seems to have an attitude of "it can be added later" when I think this is possibly the most important part of the game because of the time needed to get it right and its impact on everything. For the purpose of this post I am assuming they plan on adding CvC post release with little to no CvC in alpha/beta
     
     
     
    I agree with OP that in videos and interviews they are selling large CvC battles as part of the game. Shipping without it is a huge negative. My concerns go deeper then just the perception of the game at launch. I have serious concerns that CvC will not be implemented in Beta or even Alpha. In my eyes one of the hardest things to do is make pvp combat balanced and fun for everyone. In a game like DU this is much harder because there is so much freedom and creativity in building ships that compounds the difficulty of pvp balance. In most games, take star citizen for example, all the ships are predesigned. This makes balance easier because control of the ships is in the hands of the developers.
     
    In DU I feel like most people will understand that it is an adult game and you will die, people will steal your stuff and that's just the nature of the game. However, no player will or should tolerate losing their stuff because construct v construct combat is a cluster-fuck of balance that was not properly tested and hastily implemented post launch.
     
    PvP is also something that will have an impact on every player in this game that leaves the safe zone. Lets say you want to be a miner, you have no interest in pvp or killing players. You build up defensive skills and a very defensive and safe ship so you can mine and move your cargo. The pvp system has to be able to acknowledge that you should be able to defend yourself from a lot of small ships and low skilled players if you do this. If the system is messed up and not well thought out and some low skilled player can use OP Laser ship A to insta kill all your defenses, you will probably say fuck this I'm not playing till they fix this crap. While I'm sure the dev team is smart enough to now allow something that imbalanced there will be months worth of balance needed for any pvp system to work well.  If you consider the free form nature of the game I would not feel comfortable with the pvp system until it has been tested for at least 6 months to work out all the bugs and balance issues with it.
     
    Ultimately the message that i think OP is trying to get across that CvC shoudl be a much higher priority is correct. lack of having it a launch can simply make the game less appealing or because of the horrid balance issues it could lead to. My hope is they will push hard to get as much CvC in the game pre release as possible.
  6. Like
    Demonneo reacted to Vorengard in It's a Problem that Ship-to-Ship Combat is a Stretch Goal   
    Ok, I'll bite.
     
    You were literally asking the devs to give you, personally, a reason to back their kickstarter. Do I need to point out how radically different our positions are? You, asking for personal justification with no investment; me pointing out a perceived future problem with the game having already pledged my support for the game.
     
    Either way, it makes no difference. We both agree with elements of both posts. So perhaps we can both go back to discussing the merits of this particular problem instead of attacking each other?
     
    The point is that I disagree with this approach. NQ can go forward in whatever way they choose. I neither need nor expect a reply, but the whole point of this forums, or a community in general, is to express their opinions about the game. I have expressed mine because I know 2 other backers (both Ruby supporters) whose plans for this game revolve entirely around combat. I doubt they would continue their support if they knew combat was not going to be a part of the game at launch, which it will not be unless we find another $210,000 in 18 days. This is justifiable skepticism, not arm-flailing panic.
  7. Like
    Demonneo reacted to wizardoftrash in It's a Problem that Ship-to-Ship Combat is a Stretch Goal   
    I'm actually expecting this to be whether it is included in the full game, or instead in a future expansion.
     
    Being subscription based means regular funds going in for expansion content. Hitting this stretch goal means having those funds available sooner, and as such having that content sooner.
     
    Also I think it would be kind of funny for there to he a period of the game before ship weapons become a thing. To hurt someone you would have to get out of your ship to do it lemme pull over real quick and give this guy a piece of my mind
  8. Like
    Demonneo reacted to Velenka in It's a Problem that Ship-to-Ship Combat is a Stretch Goal   
    I seriously doubt they are not adding CvsC to the game. The question, I hope, is when. Hit the stretch goal, maybe alpha. Miss it, probably later, sometime in Beta.
  9. Like
    Demonneo reacted to Archonious in The Great DAC Compromise Poll [Please Read Before Voting]   
    Make DAC not resellable, and all your plan failed...
    DAC must be sold by owner only (who spend $$$).
     
    So if you bought DAC from owner, you can use it only, not sell to somebody else. Simple and not abusseable
  10. Like
    Demonneo got a reaction from Phroshy in Poll : DACs are not physical objects and cannot be stolen or dropped upon death.   
    @MrFaul
     
    Don't get me wrong because i still think DACs are far from being overpowered items that gives huge ammounts of unfair advantages to certain players. No, my point is that athough it has limited use in giving advantages (basically it improves your in-game credit to get stuff faster from the markets), it's still a P2W mechanic. I just think it's wrong saying it's not P2W because the whole point of it is using real money to get in-game privileges (and i'm not talking about just skins for your weapons), otherwise no one would bother to buy it. 
    The devs explanation as to why they implemented said system is solid, logical and i'm totally ok with it. But no matter how little the advantage is, it's still a P2W mechanic in my view.
  11. Like
    Demonneo got a reaction from Dhara in The Great DAC Compromise Poll [Please Read Before Voting]   
    That's a good point! Let's see what the devs will decide in the upcoming video... kinda curious to see how things will be handled.
  12. Like
    Demonneo got a reaction from GalloInfligo in The Great DAC Compromise Poll [Please Read Before Voting]   
    That's a good point! Let's see what the devs will decide in the upcoming video... kinda curious to see how things will be handled.
  13. Like
    Demonneo reacted to GalloInfligo in The Great DAC Compromise Poll [Please Read Before Voting]   
    the problem with this is, Player X buys the DAC from NQ, and puts it on the market to make in game credits.  Player Y buys it off the market and can use it to add a month of game time to their account.
     
    The problem with allowing it to be looted is, if you force them to make it an object, then they have to travel to the market to retrieve it.  where they could possibly be attacked as soon as they do so, therefore loosing their month of game time.  There will be players that try to sucker in players to their area to do this exact thing.
    Also, what if Player Y wants to hold onto it, cause he bought it so cheap (under market value) and has 3 weeks of game time left on his current account.  Now he has to worry about losing the DAC if he holds onto it till his time is up (maybe he is in the Military, and is about to go on a 6 month deployment, so it would be a waste to use it NOW)
     
    No one is going to go buy a DAC from NQ to then use for game time, when its cheaper to have a subscription.  
  14. Like
    Demonneo reacted to MaximusNerdius in The Great DAC Compromise Poll [Please Read Before Voting]   
    For awhile now, I was on the side of making DACs unlootable - I didn't understand why there was such a big need to make them lootable, I thought it was just another way for people to get their kicks from other's misery. After reading some of the responses here, I've actually changed my vote to option C, as it actually does strike a good compromise.
     
    Unlike some people, I can change my opinions based on well reasoned arguments.
  15. Like
    Demonneo reacted to Dhara in The Great DAC Compromise Poll [Please Read Before Voting]   
    I'm against lootable DACs.  I DO believe the main reason they are in game is to give folks who can't afford to subscribe, a way to still be able to earn their game time. There really isn't a better reason to implement them.
     
    Now don't get me wrong.  I"m not some "make it all safe candy land player".  I'm all for looting.  I'll take your resources, your ship, your house...whatever.  But I don't want to take real money from folks who can't afford to play in the first place.  How awful would that be if it happened to you?   Not only did you get ganked, now you cant even login to try to salvage some of what you lost in the first place! 
     
    IMO, as long as a DAC is still a DAC it should not lootable.  As soon as it's cashed in and used to purchase something in the game, then THAT is what you loot; whatever they bought with it.  Otherwise, you WILL be stealing someone's game time.  And I just don't want people to be able to do that. 
     
    I know a lot of folks take games so seriously that they want to only take game-play into account "for the success of the game" and all that.  But in the end, to me, it's just a game.  And I want everyone who wants to play it to be able to.  Makes it more fun for the rest of us.  If we allow some folks to steal other people's real money - no matter what kind of label you want to put on it -  it's only going to run folks off who would otherwise be playing the game.   It makes makes no sense and goes against the spirit of the type of gamers I like to play with. 
     
    So, my vote is to just wait until someone cashes one in and then steal what they bought, if you must.  Otherwise, let players keep their RL money...sheesh!
  16. Like
    Demonneo reacted to Leonis in DU questions/answers from the team I got   
    Hey there, community, here's what I got from asking questions at the meeting and playing the pre-alpha build. I will make no paragraph but only points as it is LONG, there's a lot, and even more questions than I had before then.
     
     
     
    Creation / Exploration  
     
    NPCs : there will be some at the beginning of the game (where everyone spawn) showing you how to use your powers (creation suit), how the economy works, and everything that will be added like for example the 3D map  
    Ship creation: we have created our ship (little, single place ship) ourselves. What's needed: - a cubic unit you can make spawn that is the centre of the ship's creation (has to be one of the most expensive item) that allows one construction to be movable. (I don't remember the name of the unit)
    - a cockpit
    - structure (metal) you can make spawn by voxel (you know, the video)
    - reactor(s) :
    hover to use the vehicle on earth and hover close to the ground real reactors placed besides a plane object (for those we used), so that the reactors were on each of the ship's sides - a gyroscope unit (1/20th maybe the size of the cube needed imagine a cube like in minecraft but half the size) that points the way the cockpit is
    - one rule : all of the component linked with direct or indirect contact with the make-structure-movable unit (cube)
    - one other rule (not in the pre alpha) : physically it has to be possible regarding the size and so mass of the thing and also balance and aerodynamic proof of the ship
    - Blueprints : you will have the possibility to get blueprints out of the ship you created with the prefabs, to manufacture it. You will have the ability to create (for advanced users it seems) more difficult objects and get a blueprint out of it (like a specific cockpit), though I'm not sure that last thing will ever be possible, it will bring the game to a realm of creation not even expected.
     
    Buildings : same as ships without the mythic cube. Though you cannot make a ship out of earth, maybe you can do this with buildings or at least with hobbit-like holes... Massive ships or structures into space: - instead of a cockpit you have a control centre were you can command the ship if it is one, know where enemies or outside units are (radar-like)
    - they talked about a drone you could throw out of the ship to make circle around the big structure and know what is outside in the command centre (with non-moving space buildings)
     Conquest : flag-like (as an idea it was said to me like that but well... You know a flag in a future universe is weird) anyway the idea is this one. You conquer, you put your mark, you deploy shields (let's say force shields like a bubble or between a gate), well at least buildings (and guys to protect) and that's all, it's like IRL  
    Others: - Jet packs (for creation): there will be (I don't know for the fuel) only to construct things, I heard about using it only for this but not to travel, and with energy supply to recharge maybe...
    - Painting ? It will be possible to do it at close range, though the build we tested was not capable of that
    - Map : there will be one, a 3D one maybe, probably not in the pre-alpha as you can play without it to help debug the game (alpha is for that, don't expect to get pure pleasure, it's to test the game and help it being debugged)
     
     
     
    Servers, players creations' economy  
    Cluster servers The server as in game when it will be released as alpha were not used (I believe) when we played pre-alpha. We were basically using a small on-the-go server. So of course it looked like a pre-alpha build, the one they are using to work on as they say. See the videos on you-tube (Dual Universe channel) for more information on how the cluster server works: it's one server for all that charges round your player's location.
     
    Scripting and blueprint economy Still a good question. The problem is the server allowance and processing duration. It will be impossible to have all your scripts into the server to sell them, and there is still the problem about the security. We had a big talk about it, like we thought of common scripts within a same group or society that still runs if someone is connected (this will be possible), but to sell a script without the buyer that uses it reads it... it's something else. Also how much scripts are being used at the same time (I mean for robots you make out) is a deal and one of the biggest challenge of all we came into in our discussions.
     
     
     
    Environment  
    Destroyable environment, the idea to find raw material being used then for ships is to have tools to scan where riches are. Day/Night system (possibilities): - Fake-sun (unreachable, that is a sunlight seen as coming from the sun) projecting realistically the light by moving on an axis : it's the one we saw being moved in god-mode, into a giant planet's ground. It seemed rather satisfying to see.
    - fixed sun(s), planets rotating on themselves
     
    Water, fluids? No water, it won't be in the alpha nor the beta (as far as I know), and most probably won't be in the final game (Dec. 2018). What is sure is that fluids spawning and fluids manipulating at hand won't be possible to make and won't be at release it's sure. But (I didn't ask), still water why not (I don't talk about lands under water yet or anything under water), you'd be falling and dying probably. Swimming, I don't know as for sea ships.. Still conceivable but it won't be in any beta. The idea is: no liquids, anyway the game will still be OK and hard to handle (I mean you will get busy by playing it) just by exploring, making business, a new society, war...
     
     
    Questions in suspend For now the gravitation operated in the universe is still not a question developed within the team, or anyway I have not asked to the team directly (one might confirm me that). So the planet acceleration should be (at first) the same with no mind to their mass.
    One point though considering the size of planets and what it results (you know, the smaller the planet is, the thinner and lower the atmosphere is, due to the gravity): to get out of the atmosphere, you can accelerate with your ship with one kind of gas (used within an atmosphere), and you use another type of combustion when into the void (turns automatically). So basically, the atmosphere seems (I haven't checked, sorry, not the time to do two lifts-off, and I would have had to count the seconds for that over all) graphically to be proportional to the size of the planet (anyway I don't consider mass). This is not a big problem here, I just want to expose anything I understood or schemed in my head.
    Concerning weapons and combats system, we could access such things in the pre-alpha, but the team said there will be weapons (at least on the ships) and shields to counter (ships and buildings).
    I haven't asked for the in-game "hacking a territory base" system as it was exposed in the kick-starter video, but it's still an idea.
     
     
    All in all, we could see creation (god mode, for developers) and exploration by spaceship (the cabin already looks good btw).
    Thanks for reading.
  17. Like
    Demonneo reacted to HaidenFR in Dual universe - Visit at Novaquark headquarters   
    DUAL UNIVERSE
    Invitation at Novarquark

    Dual universe has actually a false reputation of being a mix between Space engineers and No man’s sky. It doesn’t helps.
    I’ve talk about that with the team...
    ...They’re not only doing a building game, at all. It’s a complete game, with everything you may expect from it, made by players who play games alike and who want to create their ultimate version with their own concepts. They’re playing the same games as you and they’re not willing to make the same mistakes.
    For now they’ve just shown their technology and they want to make a game as the same dimension as EVE online on which you’ve put some Minecraft mecanics in a ++ version

    I need to tell you that I was sceptical before going to Novaquark. I've a huge videogames experience so I hade a lot of questions.

    So, here's the interview. (It's my redaction, not exactly how they said it)

    TECHNICALLY
    - For Dual universe, you're seeking for a real big thing. Technically will it really be possible ? With how many maximum players visible ?
    For now it's a technical demo. When we've started the project it was on a multiplayer basis and not a solo one on which you add things.

    We're starting from a fresh new game, multiplayer in mind, we put the maximum and we adjust the things together.

    - At what distance you make elements of the game pop ? And when it's too far away, it doesn't pop ? It's showed but in low poly ?

    It will be in low poly. We're tweaking it as the project goes by.
     
    - Will there be differences between orbital flying and space flying ?

    For first the speed, maybe the vibrations, different motors will probably be necessary to control the player's progression. It will be luxury to have a ship who can do space AND planet flying. Our goal is more to have a ship carrying a shuttle to go on the planets. We'll also avoid big structures to go on the planets to don't see them crash on your little house without warning.
     
    - Will there be wheel vehicles and their physics ?

    It would make a lot of calculations so the size of the planets would be shrinked so no.
    But we'll have hovercrafts who follow the terrain.
     
    - What about aquatic vehicles ?

    It's hard to do in voxels but we want to make innovations with the voxels.

    CONSTRAINTS
    - Dual universe'll have limitations with the things we can build ? What happen if I build a giant penis ?

    Any building has a tag with the name of the person and you can report it. If it doesn't respect the rules of the game, the materials and buildings will be delete and the player may be banned.
    Next to that, what you can build, can be sold on the game market. I think the players
    will be more interessted to buy things with style, rather than the ones who don't match with the universe.
     
    - The pre made parts of the ships are a very good idea for me and when I see a ship it gives less the feeling of : "There are only cubes in this".

    We're putting these elements to inspire the players too. Some of them don't know how to build a ship, so we give some keys to them.
     
    - What if I wanna destroy a whole planet ?

    It won't be possible. The center can't be destroyed.
    Mining deeply will be a real career to avoid lava zones who'll be more and more numerous as long as you go deeper.
     
    - I'm a bad player so with 60 people I decide to build a giant cube around a planet, so no one can't go inside. How will you avoid that ?

    A good player will come destroy it.
     
    - How to control big groups of people that you can meet on games like survivals who are raiding or griefing anythings they find ?

    We don't want to break the game balance in any way.
    The start of the game will be safe to be able to develop yourself.
     
    COMPETITION
    - You know of course that there're others games who looks like yours in which I don't have to pay every month. Their first problem is their world is so big that we don't find any other player. How do you solve that ?

    We want to create a game to play for years, so the subscription is here to have everything to build new content. We wanna give more and more possibilities to the players.
    Dual universe isn't going to be another clone. We wanna do the ultimate sandbox game. We've played to the other games you're talking about and we allways thought that there is missing something, that's why we've decided to do our own project.
    For what you can do in the game, we believe that the community will do a big part for that in Dual universe.
     
    GAMEPLAY
    - What planets will have to give me the want to explore them ? Today the sandbox games are mostly with empty planets and sometimes a cave. This is not very interresting. What is exploration for you ?

    Exploration has to be not too easy and rewards you. It's hard to take off a planet to go to another one but there will be different ways to do it. You'll need players, materials, skills, fuel, make tests etc...
    Next to that we're putting a lot of work in the creation of the biomes so they all have a purpose and goals for the player. They're not just skins of the terrain, they all have their materials, aquatic lifeforms, animals, etc...
    You'll also can find wreaked ships, ruins and things that the players had built.
    In space you'll find minerals in asteroids or a secret base hidden by a player in one of them.

    - A universe with 30 planets and people rather than a universe with 250 planets with no one and allways the same things to do sounds more interesting for me. What do you think about that ?

    Our universe will expanse as players come in the game. The more player are in Dual Universe, the more we will add elements to, then we'll give access to stargates who'll bring you far away in the universe.
    We also want to implement safe zones to encourage people to regroup.
     
    - Will there be aliens ? NPCs ?

    The game is about the humans who're searching a new planet. The game has a story. So we're just thinking about humans and animals. But you'll have elements to make alien looking ships.
    For the NPC if by that you mean : The magician standing in front of his house, you won't have that.

    - But a city without NPCs walking by will make it look dead, no ?

    What will be constructed will be at the scale of the player population of it. So like in real life in the street, you're not allways seeing people, you'll not see players if they're not using their colony. But it will take time and investment to build these colonies so there will be players in.
     
    - The players' ships and buildings will be saved ? Tradable ? What happen if my ship is destroyed ? Can I make it again with a saved blueprint or will I have to do it again from scratch ?

    Yes, you'll have all of this and the ability to build back your ship if you've saved the blueprint.
     
    - What about the character creation. What will be the options ? Will we all have the same look ?

    There will be a character creation : man, woman, face details, haircut, nickname, logo, etc...
     
    - Will you put ranged combat on foot ? Melee combat ?

    The combat will be a lock and fire system. (Nok : Not a Tab + skill, I asked) The goal is to have a tactical combat more than a reflex combat and also because of the technical issues a too fast fighting system may create latency, etc... (Nok : So it would look like a Star wars galaxies system on its end)
     
    - How will be the space combat system ? Simulation ? Arcade ? Shields / Armor / Pilot (dead) like in most of others space games ?

    We're looking for somewhat of a realistic lock and fire space combat. A tactical combat. You'll have to hit the shields, scan to find where are the important parts of the ship to destroy them, etc...
     
    - In a multi crew ship, what are doing the other players ?

    A ship will need a lot of things to work. You'll have to close doors to take off, people in the turrets, others who'll make the power go to the speed or the shields, etc...
     
    - Someone is boarding my ship. Is it more interesting for him to destroy or hack a door or make a hole in my ship ?

    It depends of your ship construction. The ship will define its weaknesses. If you've put a strong door, they'll hit the shields. If you've strong shields, they'll hit the door, etc... Following that idea. It's up to you to enhance your ship structural after that.
     
    - Will there be any fuel ? Will I have to eat, drink or sleep ?

    Let's take an example. A player wanna explore a cold and far away zone. He'll have to equip himself with clothes to go there and have the supplies for that kind of expedition.
    In that way the more you're prepared, the more you'll be rewarded.
     
    - What happen when I die ?

    For now it's a respawn, after there'll be penalties, but it's still in the works
     
    - How will be the economy ?

    We're looking for something close to EVE online for that with markets that players can make. There can be different markets next to anothers and who compete.
    In these markets you'll be able to sell materials, objects, constructions, DAC (Subscription tokens).
    At the beginning we'll put bots, as it was on EVE online, to have a working market since the start. When it'll be working, we'll delete bots as more as players will come in.
    We have knowledge about the economic systems, so we'll make sure it's never blocked.
     
    - What are the careers planned ?

    You can see that on the Kickstarter
     
    - Will there be a criminal system ?

    We want the community to control that. For example if this group is know to be agressive, the communty will see if it has to be stopped or not. It may create police players group to stop them.

     
    Other things to notice :
    - They'll put free extensions to add specify content like : Stargates or Weather system (I mean tempests, etc...) and so on.
    - When you're in the cockpit, you can see your body in full 3D. It will be improved.
    - You'll be able to tweak your ship. With the LUA system. So it will really be your ship and with that you can expand his value on the market
     
    Now it's up to you to decide.
     
    Thank you to Alexandre Moufarek, Ludovic Serny, Jean Christophe Baillie, Berjamin Berteau and all the persons who've answered my questions. They were passionate players and very easy to speak with.
    In case you forgot, link to the Kickstarter : https://www.kickstarter.com/projects/1949863330/dual-universe-civilization-building-sci-fi-mmorpg

    Thank to all. It was Kendan for whyshouldiplay
     
  18. Like
    Demonneo reacted to Daphne Jones in My Community Has Withdrawn Our Pledges   
    I wonder what games the OP's community approves... not WoW (game tokens)... not Star Citizen (cash purchase of game credits with a limit per time)... not Entropia (real cash economy - that one is certainly pay to win by any standard)... I was gonna say Runescape would quality - back when I was playing it they were stalwarts against pay to win... but gold farmers beat them and now they have a game token system (like WoW - a lot of their recent changes seem like WoW-light.). And of course, Second Life with game money on an open market - not that there's a clear way to win there.
     
    Maybe I just don't travel in the right game circles, but I can't think of anything that would meet the OP's standard.
  19. Like
    Demonneo got a reaction from yamamushi in The Great DAC Compromise Poll [Please Read Before Voting]   
    No, it's just that looting a super item that allows you to play the game for free is very exciting...lol. One of the best things in a MMO for me. Plus, it would reduce a little the P2W aspect of the game since there would be a risk for those players that want advantages in it by using real money.
  20. Like
    Demonneo reacted to Wicpar in The Great DAC Compromise Poll [Please Read Before Voting]   
    I agree, but there should be a limit:
     
    you buy a DAC, it goes in your premium inventory: an inventory where all you stuff you bought irl goes into.
    You cannot get robbed in it, but you can only withdraw from it.
    you can activate the DAC from it.
    So: if you sell the DAC, it gets on the open marketplace and then it is not worth money, but in game cash, and thus becomes a normal good, since the value bought with irl money has been taken.
     
    on this point, you would go on a trade station, buy a DAC and use it immediately. you should be able to accumulate DACs play time when used, thus ensuring a stable play time.
     
    BUT: there would be a need to transport the DACs as once they are used by the buyer they become an in game item, and can be stolen/destroyed/protected and must be transported by safe convoys to bring to big trade stations.
     
    i think this is the best system as it keeps all the games mechanics intact while guaranteeing the original buyers value, without fearing to be stolen cash value.
  21. Like
    Demonneo reacted to Fitorion in The Great DAC Compromise Poll [Please Read Before Voting]   
    Just trying to be sure I'm clear on everything.
     
    DAC can be redeemed for game time.
    DAC can be bought for real money.
    DAC can be sold for in game currency.
     
    Why would DAC ever be a physical item in game?  If you want to steal them for the value they represent... why not just steal the currency used to buy them instead? The currency used in these transactions isn't being sunk out of the game... it's going from player to player to be used to buy other goods and services from players.  So we can short circuit this whole discussion by just making the in game currency stealable. 
  22. Like
    Demonneo reacted to Hunter in The Great DAC Compromise Poll [Please Read Before Voting]   
    i had a funny feeling i would regret involvement with this topic.  it really does bring out some very strong opinions and emotions which is understandable but I don't recall anyone being attacked.  I think I'm the newest person here and I certainly don't know how things should work, but I do enjoy reading (and sometimes taking part in the discussions) regarding the early evolution of this project.  There's a lot of knowledgeable and experienced ppl in here (much more than myself) and its interesting to see all the different viewpoints.
     
    i'll elaborate on a couple things then i'll excuse myself from this topic forever more.  How do you justify DAC's existence if you want full emergent gameplay?  You don't.  We are discussing how we deal with DAC's being in the game (as a done deal) and how it should be handled.  That is a decision by NQ, for better or worse.  I would like to think that no one associated with this forum would be using the DAC shortcomings for stealing.  Maybe there are scumbags among us but personally I have had a very positive experience with everyone I've met in here so far, but here was the point regarding a lootable DAC:  No one wants to take anyone's lunch money so they cannot play DU next month.  Jeez, at least I hope not.
     
    Buy your DAC, put it safely away (NQ needs to ensure this is possible), and use the dam thing to cover your monthly fee.  End of Story right?   However....  if you are going to use the DAC for another purpose (actually I can think of many) such as transporting a bunch of it somewhere so you can make a huge profit with another corporation or player... then yes, imo it's fair game.  
     
    I hope that no one gets too stressed or assumes the worst regarding gameplay ideas and opinions.  If so, then I will bet that was not the intent.  Have a good evening everyone.  
  23. Like
    Demonneo reacted to yamamushi in The Great DAC Compromise Poll [Please Read Before Voting]   
    Is this really what we've come to? Slinging insults back and forth at one another?
     
    We're trying to have an open discussion about this to find a way that makes both sides happy, because there are passionate people on both sides of the issue (you wouldn't be calling people scumbags for disagreeing with you otherwise). 
     
    Regardless of if you agree with their playstyle or not, those "scumbags" are going to be in the game one way or another, and they are just as much paying customers as the rest of us. Trying to exclude things that appeal to that style of gameplay simply because they make us uncomfortable thinking about isn't the right way to go about it. 
     
    It's not like I don't have anything riding on this if they were lootable items, I'm getting 80 DAC's with my pledge and if I lost them all in-game that would be on me.
     
    I mean really, look at at my posts here, do I really seem like the kind of person that's going to be a pirate? I'm interested in much deeper gameplay than that. Though I understand that it's an important element and style of gameplay that needs to exist. 
  24. Like
    Demonneo reacted to Archonious in My Community Has Withdrawn Our Pledges   
    I find these "We need to steal real money from other people" saying too much... DAC is not the main part of the game... They say about no risk in the game, but players still have chances to lose ships, bases and other. Stop LIE and pull everything on your side. Your EGO is too high!
    If you see that as "P2W" - "Bye Bye, go play your EVE and steal money there!", same as you "say" to those who will be upset and will leave after real money lose
     
    P/S: I don't really like to say what to do, but some overEGO start cross the line.
     
    Thanks,
    Archonious
  25. Like
    Demonneo got a reaction from Deacon in My Community Has Withdrawn Our Pledges   
    I think your reply should be included in the Kickstarter FAQ section.
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