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ATMLVE

Alpha Team Vanguard
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Everything posted by ATMLVE

  1. I don't think it's just some random network/communication issue, most of the double posts occur with new people making new topics. What I believe happens (which has happened to me on other forums, and I'm sure to other people as well) is you click the "post" button, and it loads for a bit but doesn't look like it's loading. So, you wait a few seconds and then hit "post" again, which causes a duplicate of the topic to be posted.
  2. I made a suggestion on this before in the forums announcement​s thread. No need to allow users to delete posts, all that is needed is a short cooldown after making a post or topic.
  3. I'm too close to justify a full travelling trip, not to mention it's on a Monday which is not a day I can travel. Nevertheless, I'll have a good view of a nice crescent sliver of sun at times (wearing eye protection of course and hoping it's not cloudy), so I'll still get a real nice view of it even though it won't be total. And thanks to the predictability of these bodies, it looks like there will be one even closer to me in a few years, so maybe I could get a better view of that one!
  4. Theres a comment on the video where they basically say that that re-entry will damage your ship if you move too fast.
  5. May 2017 DevDiary is here! Exciting stuff, sounds like they're starting to refine the game in preparation for the alpha!
  6. "How the heck can you ever control an entire planet", you ask? With tons and tons of work and teamwork. Which is how it should be. One man cannot control a whole planet; 10, or 100 people cannot control a whole planet. You would need a huge group and team effort to do so, which I personally feel is exactly how it should be, and I'm sure many others would agree. I'm not sure what you mean by the second point. You only need one territory unit to control that section of territory, so with tons of planets it gives the opportunity potentially for that lone wolf to own and control their own little section of the universe. After all, the objective of the game isn't to control land, this isn't the middle ages.
  7. So with that ship reimbursement program, a faction would reimburse you for a ship you lost while conducting operations they ordered? How did that work, was it an official system or was it more like, you just report your ship destroyed and they send you money?
  8. I remember a while back reading about the Bloodbath of B-R5RB, which was the biggest battle ever fought in EVE Online, occuring in early 2014 and consisting of thousands and thousands of ships from two opposing alliances fighting over a single system. Upon looking up these factions recently, I was intrigued to find that some of them apparently no longer exist. I then watched some related EVE videos, surfing comments, and found a really neat story of a guy who randomly met a pretty big faction leader and got invited to join that faction; someone else commented asking about the faction, but the guy responded that the faction had long since disbanded. This stuff really got me interested in the mechanics of long-term organizations in Dual Universe. Why do factions rise and fall in EVE; what causes large forces to disband, and might those same causes affect organizations in DU? What is the main cause? Is it players getting bored, or traitors, or crap leadership, or people just wanting something new, that results in once fearsome coalitions falling apart into nothing? The current numbers in DU orgs have been pretty steady; the largest orgs have stayed the largest, biggest names always on top. Nothing really changes, but that's because we don't have the game. Can we expect to see the Terran Union even in existence six months after launch? Or could it still be the largest ten years later; and regardless of whatever happens to it, what lead to it's lifespan being as long as it was? TL;DR: What causes huge factions in EVE to fall, and how are those forces relatable to Dual Universe? What forces could cause DU empires to crumble away?
  9. Welcome to the forums! Awesome to see you're a gold founder, thanks for supporting the game! If you have any interest for discussion, go ahead and search the forums, it's pretty compact right now. If you want to post a topic, be sure to do a search to see if anyone else has posted something similar before. Also, if you want to look into something specific, check out the wiki; the link below will take you to a random wiki page. https://dualuniverse.gamepedia.com/Special:Random
  10. Aphelia is the artificial intelligence in charge of maintaining the Novark. Alioth is the planet it lands on.
  11. Considering the game is supposed to support the Oculus Rift, I can't imagine it wouldn't support multiple screens at high resolutions. After all, isn't VR kind of just a giant spherical monitor?
  12. Welcome to the forums! First off, both explanations have their merits, the official one and yours. The technology on Earth at it's end is pretty good; they have matter manipulators and "unobtanium". Even so, switching an instance of our universe with that of an alternate does seem pretty far-fetched (and totally unfair for all the universes except this one), but who's to say it couldnt happen? It's a couple hundred years of technological development, who knows. And after all, it is a game; no need to be explicitly realistically detailed. They say that's how it is, that's how it is. As for your skepticism on the fact that they couldn't save all of the members of the human race; well, if they undergo such an enormous undertaking as to swap out all humans after their death, where would they live? The Earth is destroyed regardless. So rather then focus their resources on saving as many peoples lives as they could, they focused on actually giving humans a chance to survive somewhere in the first place. It may not be a perfect explanation, and I understand your mild irritation at some backstory/lore that doesn't make any sense in your head and it bugs you, but the lore is what it is and it's probably not going to change.
  13. The main focus of the game is player interactions. NovaQuark is building this game with tons of awesome features that favor a system run and controlled by players. As such, NPCs (at least things besides creatures or nimals) will be very limited. There won't be stereotypical "quest givers" or anything like that, the whole point of the game is to be different than all others and to be a true sandbox, and it is being built as such. The NPCs that will be in the game will be limited most likely entirely to entities dedicated to regulating the economy. After all, with the way the game is set up, it will emulate real world economies; so you cannot keep adding money to the system. It's delocated, and must be controlled. You don't want too much money floating around, but you don't want too little money either, so it must be regulated. The way things look as of now (though of course stuff like this is always unpredictable), NPCs will be be limited to market bots, perhaps giving money in exchange for materials or something, and will then eventually fade out of existence as the player-to-player economy gets going. Also, if you would like to read what the devs have said about this, give the internet a search; particularly the wiki, as it has all of the devs comments archived. https://dualuniverse.gamepedia.com/Archive
  14. I would say it's a possibility. However, food or other forms of energy for characters will not be a mechanic at the time of the games official release. It is only a potential possibility at all at this time. In any case, I think the characters are already pretty augmented already; they do have matter manipulators built into their arms after all! Personally though I feel that any augments like this would just be put into the armor category, which Twerk actually just made a topic on. So all of the benefits and drawbacks (aside from the food, as explained earlier) could be implemented into a decently in-depth armor system.
  15. Also found after searching the wiki, although just straight googling it doesn't return results so it's not easy to find. https://dualuniverse.gamepedia.com/Archive:Kickstarter_Comments
  16. I think the difference here would be that you could save patterns for later, and also be able to easily indent them into the geometry of ships. What if you wanted to indent the logo of your org into your ship, or indent a pattern into the walls? Copy and paste wouldn't be as good for that.
  17. I think it could be useful. Would be neat for things like complicated insignias or something. Obviously though since this is the internet, people would naturally create some... Rather interesting patterns. So maybe there could be a way you could make a pattern from voxels, but out of the tools already available, doing what you can already do. And then turn that into a pattern and apply it in a copy/paste-ish fashion over a given surface. Of course that still couldn't stop people from making vulgar patterns, but I don't think it would be as bad as being able to do something like draw lines and indent them.
  18. Sure! Your money not your life, right? Great idea I'd say; can be used in multiple situations. You could use this on a large scale to mess up a ship pilot and its crew, to ensure that you can take its cargo without the risk of harming it. Also can be used for professional arena battles, as you say. Kind of like dueling in borderlands. Another reason why one might want to go this route rather than just opening fire is that it could be hard to figure out who is actually using this entropy weapon. When there are bullets flying at you, it's not often difficult to figure out who and where the shooter is. But if your joints suddenly seize up, then it's harder to tell who's​ attacking you.
  19. Also check out the wiki for quick info that you can read, if you're not in the mood for a video. The link below will take you to a random article: https://dualuniverse.gamepedia.com/Special:Random In any case, welcome to the forums!
  20. Welcome to the Dual Universe forums! Cool idea for sure. Not the first nomadic org, but the first I've personally seen like this. Croomar is right, it maintains a sort of perptual goal for people to constantly work towards. The advice you should consider is the same for all those who wish to make their living on the move, and that is, watch out for pirates. People who travel on their own will be hunted down; you'll either have to get a group together and try and stay secret, or else stick to safe areas. Travel around in the starting system for a while, hop between different neutral/friendly colonies, and stray from safe space only when you have a temporary group that has the same destination, like a convoy that is also heading to where you want to go. Your org reminds me of a concept I made for Space Engineers, though with some differences; the construct I made was a huge spherical ship with lots of little mining ships attached to it. People with nowhere else to go, or perhaps not allowed anywhere else, could live in the small ships, provided with food, water, gravity, and a small wage, and in exchange they would take the little mining ships out and mine asteroids, returning to the large sphere, which could move wherever it's service was needed.
  21. I think he means that he doesn't believe you were intending to be hostile about it. Neither did I. It's true that one came later than they wanted, and when the entire purpose of these things is to have time between them to show what had changed in the game, when one comes late then they all have to shift a little bit.
  22. The Dev Diary is never late. Nor is it early. It arrives precisely when NovaQuark means it to.
  23. Although it was a long time ago, they did say a definite yes. From and old Q&A: https://dualuniverse.gamepedia.com/Getting_Started
  24. If you are talking about running scripts at the antenna you are at, and then sending the commands to the station in deep space or whatever, then yeah I think it's a good idea although perhaps limit sending a script through only one antenna per player at a time. It would open up a lot of cool possibilities as you said, though I'm not sure how it would work, because you'd have to be constanly remotely accessing all of that constructs elements, so it would probably be limited. If you are talking about connecting two places with an antenna, and then being able to run scripts at either end of the antenna, then I'd have to disagree that that's a good idea. That would defeat part of the purpose of why you even have to be near your scripts to run them in the first place.
  25. This isn't something that's known for sure yet. I really hope so. This was something promised with... you know. That game with all the empNMSty promises. I absolutely love the idea of being able to point at a star and head there to it; there's a game called Pulsar: Lost Colony on steam, there's a good chance most have heard of it. You can do that in that game; every star is an actual place to go to, and I love to just lul my ship about, point at a totally random star, and then travel to that particular star to see what's there. I love the concept of knowing that each star I pick will bring something different than all the others. I am sure there are other games like this as well. It's also something I yearn to do in the real world; I wish so much I could just pick out some galaxy at random, and then pick out a star at random there, and know what's around that star. Even if it's just an asteroid belt, it would still be fascinating to know. This kind of thing has always been a dream of mine, but alas, quite unrealistic at this time. Nevertheless, game's can still offer this awesome experience to some extent, and I really hope Dual Universe does. I mean, how cool would it be to finally create an interstellar ship, and look at all the stars before you, pick any one of them at random and fly to it and discover what's there, something no one else has found? And to know too, that had you picked the star just to the right of it, you'd have come across a completely different solar system light years away and radically changed all of your future adventures in the game.
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