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ATMLVE

Alpha Team Vanguard
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  1. Like
    ATMLVE got a reaction from gyurka66 in Avoiding Survivorship Bias   
    Introduction
    This is more so a topic for the developers, but I hope people will add their ideas for additonal feedback. Dual Universe is looking to be an enormous, awesome game. It's trying to do what no game has done before, but at the same time it's going to share some gameplay aspects with other games. In order to make this deep, rich, and occasionally complex game a reality, lots of mechanics and ideas will need balancing and fine-tuning. A very popular game around these forums is EVE, for obvious reasons. EVE has lots of the features and mechanics that Dual Universe is looking to accomplish. As such, I would consider it foolish to not look to EVE for ideas on how to make Dual Universe better. EVE is very successful, with a huge lifespan for a game, and many of the concepts the game is based on are shared by Dual Universe. As such, it is of course a great example to look to.
     
    What Survivor Bias is
    However, I think it's extremely important to specifically mention survivorship bias (SB), and how to avoid it. If you know what SB is, you can skip this paragraph. SB is when you look at only the survivors of a situation, and make a judgment call based on only what made the survivors successful. You can google it yourself, but a popular example is from WWII. Lots of British and American bombers were getting shot down, and so the allies looked at where most of the bullet holes were in the returning bombers. They added extra armor to those areas, and sent them off again. But, the number of bombers lost didn't really change. Then one man realized the fallacy in the reasoning... They were only looking at the bombers that had survived. This man determined where the bombers that were getting shot down were getting shot; he didn't look at why the survivors survived, but why the failures failed. He determined where the lost bombers were being shot and subsequently destroyed, and those spots were then armored instead. The number of bombers getting shot down decreased after this, because his reasoning was correct.
     
    How I've used it in games
    Seems dramatic to bring such a serious matter into a game, but the reasoning is the same. I'm currently working on a zombies map for Black Ops 3, and wanting to make a great map, I looked at the generally considered "best zombies maps" (take a guess how many youtube videos there are with a title like that) and what makes people like them so much. But, I also looked at the maps people seem to like the least, and tried to figure out why people don't like them, so I can avoid the features and aspects that those maps have that the others don't.
     
    (TL;DR: You'll still get the gist of the topic if you read from here)
     
    Why the failures fail
    Dual Universe can do the same. Looking at EVE as an example, that's great, an extremely good idea to do so. Look at what makes that game great, and try and carry those features over. But, it is also extremely important to look at what made the failures fail. Drama aside, look at No Man's Sky. It has tons of planets and creatures to discover. People say all the planets are the same aside from colors, and they're partially right. A planet may have different animals, but they lack uniqueness. Each animal hardly acts any differently than any other, and no animal offers something that another one doesn't. All of the materials and resources are found in the same form on every planet. No Man's Sky offers lots and lots of the same thing; there are tons of planets, buildings, animals, NPCs, and space stations, but none of them really offer anything that another one doesn't.
     
    The problem with failures is that typically, they aren't popular so not many people know about them. I hope other people will bring in more failures of games (preferably ones comparable in some way to Dual Universe), and maybe highlight some reasons why those games failed. Maybe mention some features you don't want to see in the game. Please try and avoid drama and extreme negativity; highlight flaws, but don't verbally destroy the games, and please specifically don't turn this into a No Man's Sky hate thread.
  2. Like
    ATMLVE got a reaction from gyurka66 in RDMS: Invisible tags   
    Sneaky! Another way to add some neat depth to the game, and more job fields and skills. You could use it to track people to certain places certainly; my immediate thought is Obi Wan tagging the Slave I with that little device, and the noise it makes. You could use it to tell if an unwanted visitor has returned, as the invisible tag you placed on them could trigger some warning sensors and alert you. Neat idea Kurock! Like I said, it could add more depth and the need for skills in another area.
  3. Like
    ATMLVE reacted to Haunty in Avoiding Survivorship Bias   
    One example I can reflect on is Black Prophecy. I liked it at first, it was a nice space combat sim. But like a lot of other MMOs it relied on an NPC and mission grind that got old very quickly. There were too many single player elements which defeats the purpose of an MMO.
     
    So that's one thing that drew me to DU, I like how they don't have plans for any NPC enemies/civilization and rely on player-created content right from the start.
     
    I liked Eve, just a couple things I didn't like. The NPC pirate grind to make money, and the jumping through stargate after stargate to get somewhere, which won't be an issue in DU because there will be plenty of places to go within a system.
     
    - Canned missions give me no sense of accomplishment, but player-created missions would I think, it would feel like I am actually contributing to something.
    - Mining is boring in most games, but if there is a technical challenge in finding the materials (not NPCs trying to kill me), and the reward of creating the elements and constructs I want to build, then that is better.
  4. Like
    ATMLVE reacted to Vyz Ejstu in Avoiding Survivorship Bias   
    "
    A good day to you, Kuritho. 
     
    Yes, indeed. It is a wonderful way to provide feedback and much needed advice to the developers. Without a doubt, a significant number of problems would already have been defined and worked on by the developers, but as always: two heads are better than one. 
     
    I'll bring up a game you might or might not have heard of: Project Spark by Microsoft. In more ways than one, the game offered opportunities few other games had at that time -- or even now. Project Spark allowed players to craft constructs using scalable and elements. There was hardly a single thing in Project Spark that couldn't be edited: the land was made to be terra-formed; constructs were made to be used, customised and coded; and characters were made to be customised, coded and edited. 
     
    I spent well over two years on the game. But, like many people, I left it on the shelf after a while. On the 13th of May, this year, Microsoft removed the game from the Store and blocked every single means of downloading the game. On the 12th of August, 2016, all online services went dark and the game was officially shut down. It can still be played if you have it: I have it on my computer, and I am still looking for a way to back it up when I change my computer. For the life of me, I cannot imagine deleting this game or losing it. 
     
    People loved it, every single one of its fans I know were upset at the game's departure. Despite its brilliance, features and bold steps, it bit the bullet. 
     
    Many would point an accusing finger at the Marketing Team of the game. It may be unfair, but they are correct. "Project Spark Plays Your Creations" was a Youtube session held by the developer's team every month or so and it received a fair amount views (if you only take into account the player base), but ultimately, it was a much lacking in attracting new players. To be candid, it failed to bring in more people the way it was supposed to. Some may argue that the intent of thos gaming sessions was not to attract new players, but that's beside the point. If the "Project Spark Plays Your Creations" was not meant to attract new players, then what was? 
     
    E3 videos were short and did a horrible job of actually showing people what the game was about. 
    The tutorials left much to be desired. I bumped into Arisilde Damal here on the Forums a while ago. He, Mescad and Seris Taclys were actually "the tutorials" for the game. Their Youtube channels are full of creative insight into design and especially coding. Don't you bring up the argument that a tutorial is simply meant to show you the basics. That is true, but not true of games that need codes to work. Codes in Project Spark could range from a single page of a dozen lines to tens of pages with scores of lines each. In some cases, the codes would run for more than two hundred lines. The brazen reality that the best constructs would need the best codes, put off many people. Yes, the game did provide templates, but for many people, the templates were just lines of jargon from another world. If codes are to be used, the tutorials should certainly be more indepth. Seasoned programmers may think this unnecessary, but the life blood of any game are the new blood that keep coming to it. 
    People simpy got tired of it. Did Team Dakota introduce new content? Certainly, there was a steady stream of it. Did Team Dakota release new gamepacks? Yes, they did. But everything had to be paid for with ingame currency or bought. Believe me, if you wanted to buy new expansion or gamepacks, you would have to grind with your bones. Some of the content simply wasn't available to be bought with in-game currency. I'm glad to see Novaquark addressed the pay-to-win issue. Nevertheless, there's a fine line between making content too easy to effectively force people to work for it and putting the content out of their reach. No one wants to be Tantalus or Sisyphus for that matter.  
    Other minor problems included the infamous ingame search engine, the failed promises of scalability and the fact that most of the content was just the same: different designs, sizes and codes--but nonetheless, much the same. Yes, the developers needed to make money and everyone else wants a free-to-play game. 
     
    Hm...it would be unfair not to give solutions, although, the developers would know what to do after reading this. 
     
    Aggressive marketing: Brutal, intensive and relentless marketing during the pre-release, release and most importantly: post release phases of the game. Everything from SEMs to outreaches, gaming sessions to public contests. In the future, I look forward to Dual Universe Gamefests and conferences. What dampens most games isn't that people didn't hear about the game; it's that they only heard about it once or twice.  Keep adding new content. Eve has done a splendid job at this. At times, the content changes some fundamental principles...take a look at the cause of one of Eve's greatest wars: Fountain's resources; proudly brought to you by game-changing mechanics. Other updates like the Aegis were not popular with a lot of players at the time, but they did serve their purpose. Simply adding new content is not enough: everyone does that. You need to add content that enhances or changes the game to make it more interesting. Not too many and not too few.  Encouraging and providing "that extra mile" tutorials. They don't have to be the compulsory tutorials that welcome each new player (although an option should exist to allow anyone to replay those tutorials at any point in time). Efficient, informative (and perhaps exhaustive?) help should be given. No, it won't break the game. Those who put in more effort will still stay ahead. There's a saying: "you can force a horse to the stream, but you can't force it to drink." The fact is that people will ignore those efforts at extra help. We all know that. Nonetheless, they can't fault the developers for not providing enough insight. If they make silly mistakes because they couldn't take the extra time to read up (like a number of the new members to the Forums), it's their fault and their loss.  Interactive discussions. In this regard, Novaquark has done excellent. From the AMA sessions to the responses on the Forums, splendid job. But, it is not good enough to start out well. This kind of help must be sustained. For that, the members of the Community have a crucial role to play. Whether or not an informed Forum member is part of the Alpha Team, an Advanced Member or even just a member, help and discussions are indispensible to keeping the Community and the game active and welcoming.  I will stop here for now. This wall of text should have a tl;dr. Later, of course, if ever.
     
    "
  5. Like
    ATMLVE got a reaction from Vyz Ejstu in o7 hola, gents   
    I like DUs story too! Humanity starting anew, with absolutely nothing pre-created, because of course why would there be? If you're looking to "make a living", then DU is a great choice, as the payment model is subscription based and you can buy subscriptions with earnable in-game money.
     
    Welcome to the forums bastanold, hope to see you around!
  6. Like
    ATMLVE got a reaction from Anonymous in Official Dual Universe Lore Bible   
    1. Either the humans have been genetically engineered, their suits compensate for the environment, or it is simply a conveniently earth-like atmosphere. Regardless, it's a game, gotta have fun. 
    2. I don't think resurrection nodes and cryo pods are the same thing. Resurrection nodes revive you if you die. Cryo pods freeze you so that your body can last for thousands of years.
     
    3. Not sure what that's from but the galaxy is 100,000 light years across. At instantaneous acceleration, relativity aside, it would take 100,000 years to cross the galaxy if you were travelling at light speed (relativity considered, thats an infinite amount of time for the ship). The Arkships are of course simply going from one point in the galaxy to another, but nevertheless 24 years at 1g would not get you far. In any case, the kyrium that the Arkships are built out of can absorb excessive accelerations.
     
    Edit: quick calculation yields 24 years at 1g gets you about 300 light years, or about 0.3% of the way across the galaxy.
  7. Like
    ATMLVE reacted to Kurock in RDMS: Invisible tags   
    Rights and Duties Management System (RDMS) will be one of the very powerful customization systems in DU. Read the DevBlog here if you have not already. Effectively tags can be used to give access to assets etc etc. I assume that in the current RDMS system, a player will know what tags he/she has.  Effectively these are like keys to a spaceship or passcard for a door.
     
    The suggestion of this topic is that a tag can be placed on a person without their knowledge. These invisible tags would not be able have duties connected to them because this could lead to a player losing money without knowing about it.  
     
    The uses for this are also quite broad.  For example: it could be used to not only tag intruders but to keep track of the intruder long after they have left.  This has an additional effect that invaders would need a hacker to look at their hidden tags and clean out any unwanted ones. 
     
    What would you use invisible tags for?
  8. Like
    ATMLVE reacted to Pang_Dread in Avoiding Survivorship Bias   
    I don't really worry about specific features per say, I worry more about feature creep and features that don't really add much to the game ie they are there just to say they are there. Looking at a game like Star Citizen is a good example of feature creep and the Dev seemingly changing/altering their goals and vision from the start based on the amount of funding they got and thinking they can just keep adding stuff.
     
    I think NQ so far is saying and doing all the right things. They simply need to stay the course and work on the base game regardless of funding status or popular opinion. So that would be my biggest thing to avoid, just build the base game and add on later, not the other way around like some Devs some to do.
  9. Like
    ATMLVE got a reaction from MinerMax555 in Avoiding Survivorship Bias   
    Introduction
    This is more so a topic for the developers, but I hope people will add their ideas for additonal feedback. Dual Universe is looking to be an enormous, awesome game. It's trying to do what no game has done before, but at the same time it's going to share some gameplay aspects with other games. In order to make this deep, rich, and occasionally complex game a reality, lots of mechanics and ideas will need balancing and fine-tuning. A very popular game around these forums is EVE, for obvious reasons. EVE has lots of the features and mechanics that Dual Universe is looking to accomplish. As such, I would consider it foolish to not look to EVE for ideas on how to make Dual Universe better. EVE is very successful, with a huge lifespan for a game, and many of the concepts the game is based on are shared by Dual Universe. As such, it is of course a great example to look to.
     
    What Survivor Bias is
    However, I think it's extremely important to specifically mention survivorship bias (SB), and how to avoid it. If you know what SB is, you can skip this paragraph. SB is when you look at only the survivors of a situation, and make a judgment call based on only what made the survivors successful. You can google it yourself, but a popular example is from WWII. Lots of British and American bombers were getting shot down, and so the allies looked at where most of the bullet holes were in the returning bombers. They added extra armor to those areas, and sent them off again. But, the number of bombers lost didn't really change. Then one man realized the fallacy in the reasoning... They were only looking at the bombers that had survived. This man determined where the bombers that were getting shot down were getting shot; he didn't look at why the survivors survived, but why the failures failed. He determined where the lost bombers were being shot and subsequently destroyed, and those spots were then armored instead. The number of bombers getting shot down decreased after this, because his reasoning was correct.
     
    How I've used it in games
    Seems dramatic to bring such a serious matter into a game, but the reasoning is the same. I'm currently working on a zombies map for Black Ops 3, and wanting to make a great map, I looked at the generally considered "best zombies maps" (take a guess how many youtube videos there are with a title like that) and what makes people like them so much. But, I also looked at the maps people seem to like the least, and tried to figure out why people don't like them, so I can avoid the features and aspects that those maps have that the others don't.
     
    (TL;DR: You'll still get the gist of the topic if you read from here)
     
    Why the failures fail
    Dual Universe can do the same. Looking at EVE as an example, that's great, an extremely good idea to do so. Look at what makes that game great, and try and carry those features over. But, it is also extremely important to look at what made the failures fail. Drama aside, look at No Man's Sky. It has tons of planets and creatures to discover. People say all the planets are the same aside from colors, and they're partially right. A planet may have different animals, but they lack uniqueness. Each animal hardly acts any differently than any other, and no animal offers something that another one doesn't. All of the materials and resources are found in the same form on every planet. No Man's Sky offers lots and lots of the same thing; there are tons of planets, buildings, animals, NPCs, and space stations, but none of them really offer anything that another one doesn't.
     
    The problem with failures is that typically, they aren't popular so not many people know about them. I hope other people will bring in more failures of games (preferably ones comparable in some way to Dual Universe), and maybe highlight some reasons why those games failed. Maybe mention some features you don't want to see in the game. Please try and avoid drama and extreme negativity; highlight flaws, but don't verbally destroy the games, and please specifically don't turn this into a No Man's Sky hate thread.
  10. Like
    ATMLVE got a reaction from Vyz Ejstu in Avoiding Survivorship Bias   
    Introduction
    This is more so a topic for the developers, but I hope people will add their ideas for additonal feedback. Dual Universe is looking to be an enormous, awesome game. It's trying to do what no game has done before, but at the same time it's going to share some gameplay aspects with other games. In order to make this deep, rich, and occasionally complex game a reality, lots of mechanics and ideas will need balancing and fine-tuning. A very popular game around these forums is EVE, for obvious reasons. EVE has lots of the features and mechanics that Dual Universe is looking to accomplish. As such, I would consider it foolish to not look to EVE for ideas on how to make Dual Universe better. EVE is very successful, with a huge lifespan for a game, and many of the concepts the game is based on are shared by Dual Universe. As such, it is of course a great example to look to.
     
    What Survivor Bias is
    However, I think it's extremely important to specifically mention survivorship bias (SB), and how to avoid it. If you know what SB is, you can skip this paragraph. SB is when you look at only the survivors of a situation, and make a judgment call based on only what made the survivors successful. You can google it yourself, but a popular example is from WWII. Lots of British and American bombers were getting shot down, and so the allies looked at where most of the bullet holes were in the returning bombers. They added extra armor to those areas, and sent them off again. But, the number of bombers lost didn't really change. Then one man realized the fallacy in the reasoning... They were only looking at the bombers that had survived. This man determined where the bombers that were getting shot down were getting shot; he didn't look at why the survivors survived, but why the failures failed. He determined where the lost bombers were being shot and subsequently destroyed, and those spots were then armored instead. The number of bombers getting shot down decreased after this, because his reasoning was correct.
     
    How I've used it in games
    Seems dramatic to bring such a serious matter into a game, but the reasoning is the same. I'm currently working on a zombies map for Black Ops 3, and wanting to make a great map, I looked at the generally considered "best zombies maps" (take a guess how many youtube videos there are with a title like that) and what makes people like them so much. But, I also looked at the maps people seem to like the least, and tried to figure out why people don't like them, so I can avoid the features and aspects that those maps have that the others don't.
     
    (TL;DR: You'll still get the gist of the topic if you read from here)
     
    Why the failures fail
    Dual Universe can do the same. Looking at EVE as an example, that's great, an extremely good idea to do so. Look at what makes that game great, and try and carry those features over. But, it is also extremely important to look at what made the failures fail. Drama aside, look at No Man's Sky. It has tons of planets and creatures to discover. People say all the planets are the same aside from colors, and they're partially right. A planet may have different animals, but they lack uniqueness. Each animal hardly acts any differently than any other, and no animal offers something that another one doesn't. All of the materials and resources are found in the same form on every planet. No Man's Sky offers lots and lots of the same thing; there are tons of planets, buildings, animals, NPCs, and space stations, but none of them really offer anything that another one doesn't.
     
    The problem with failures is that typically, they aren't popular so not many people know about them. I hope other people will bring in more failures of games (preferably ones comparable in some way to Dual Universe), and maybe highlight some reasons why those games failed. Maybe mention some features you don't want to see in the game. Please try and avoid drama and extreme negativity; highlight flaws, but don't verbally destroy the games, and please specifically don't turn this into a No Man's Sky hate thread.
  11. Like
    ATMLVE got a reaction from Haunty in Avoiding Survivorship Bias   
    Introduction
    This is more so a topic for the developers, but I hope people will add their ideas for additonal feedback. Dual Universe is looking to be an enormous, awesome game. It's trying to do what no game has done before, but at the same time it's going to share some gameplay aspects with other games. In order to make this deep, rich, and occasionally complex game a reality, lots of mechanics and ideas will need balancing and fine-tuning. A very popular game around these forums is EVE, for obvious reasons. EVE has lots of the features and mechanics that Dual Universe is looking to accomplish. As such, I would consider it foolish to not look to EVE for ideas on how to make Dual Universe better. EVE is very successful, with a huge lifespan for a game, and many of the concepts the game is based on are shared by Dual Universe. As such, it is of course a great example to look to.
     
    What Survivor Bias is
    However, I think it's extremely important to specifically mention survivorship bias (SB), and how to avoid it. If you know what SB is, you can skip this paragraph. SB is when you look at only the survivors of a situation, and make a judgment call based on only what made the survivors successful. You can google it yourself, but a popular example is from WWII. Lots of British and American bombers were getting shot down, and so the allies looked at where most of the bullet holes were in the returning bombers. They added extra armor to those areas, and sent them off again. But, the number of bombers lost didn't really change. Then one man realized the fallacy in the reasoning... They were only looking at the bombers that had survived. This man determined where the bombers that were getting shot down were getting shot; he didn't look at why the survivors survived, but why the failures failed. He determined where the lost bombers were being shot and subsequently destroyed, and those spots were then armored instead. The number of bombers getting shot down decreased after this, because his reasoning was correct.
     
    How I've used it in games
    Seems dramatic to bring such a serious matter into a game, but the reasoning is the same. I'm currently working on a zombies map for Black Ops 3, and wanting to make a great map, I looked at the generally considered "best zombies maps" (take a guess how many youtube videos there are with a title like that) and what makes people like them so much. But, I also looked at the maps people seem to like the least, and tried to figure out why people don't like them, so I can avoid the features and aspects that those maps have that the others don't.
     
    (TL;DR: You'll still get the gist of the topic if you read from here)
     
    Why the failures fail
    Dual Universe can do the same. Looking at EVE as an example, that's great, an extremely good idea to do so. Look at what makes that game great, and try and carry those features over. But, it is also extremely important to look at what made the failures fail. Drama aside, look at No Man's Sky. It has tons of planets and creatures to discover. People say all the planets are the same aside from colors, and they're partially right. A planet may have different animals, but they lack uniqueness. Each animal hardly acts any differently than any other, and no animal offers something that another one doesn't. All of the materials and resources are found in the same form on every planet. No Man's Sky offers lots and lots of the same thing; there are tons of planets, buildings, animals, NPCs, and space stations, but none of them really offer anything that another one doesn't.
     
    The problem with failures is that typically, they aren't popular so not many people know about them. I hope other people will bring in more failures of games (preferably ones comparable in some way to Dual Universe), and maybe highlight some reasons why those games failed. Maybe mention some features you don't want to see in the game. Please try and avoid drama and extreme negativity; highlight flaws, but don't verbally destroy the games, and please specifically don't turn this into a No Man's Sky hate thread.
  12. Like
    ATMLVE got a reaction from Vyz Ejstu in Howdy o7   
    Welcome Grim, glad to see you here! Lots of players have come from EVE, as that game is probably the most prominently similar to the idea of Dual Universe. I think you'll find there are more than a few people who want to play like you, and as you were in an org in EVE then you'll no doubt understand the importance. I'd suggest finding a group of like-minded players to join up with here, might benefit you later. You'll find the organizations in this same forum, the Arkship Pub.
  13. Like
    ATMLVE got a reaction from Vyz Ejstu in Hello Dual Universe   
    Welcome to the forums, glad to hear you invested! You'll be happy you did! Go ahead and browse the forums, there's lots of great discussion on the game. Also check out organizations if you want to, with such a big game you'll probably want more than a few allies.
  14. Like
    ATMLVE reacted to Vyz Ejstu in Official Dual Universe Lore Bible   
    "
    A good day to you. 
     
    I noticed that there was no given information on when Alioth was discovered. I also didn't see any records of possible research or expeditions to the planet. The expeditions might not be able to provide meaningful data to the people on earth before the Arkships depart, but they should be able to give important data to the sentient AI on board the Arkship: in this case, Aphelia. 
     
    Would it be possible to give us a set date for the discovery of some planets; seeing as the Arkship that slammed into Alioth wasn't the only one anchoring itself into a celestial body? 
     
    Thank you and have a wonderful day.
    "
  15. Like
    ATMLVE got a reaction from Vyz Ejstu in Greetings, all!   
    Welcome Tren! We look forward to it too! Thanks for the short intro and back story. That's pretty neat you're a professional voice actor! Any credits I might have heard of?
  16. Like
    ATMLVE got a reaction from Morand in Official Dual Universe Lore Bible   
    This is super awesome! I've always loved reading backstories like this, like events of the near-future. It's just something I find entertaining, really gets the imagination going. Thanks so much for taking the time to make all this! It adds coolness and depth to an already awesome universe, helps with the roleplay and everything. I know a lot of people were waiting for this too, so we can probably expect to see a big burst of fan lore in the near future. Again, thank you Novaquark!
     
    I just finished reading over everything. Really liked it! I enjoyed reading about the technologies that will help us to play the game (nanoformer, CYC, etc.), good explanations for those things that don't make much sense in real life but a game really needs. That, and the explanation for how the alpha will work. Clever!
     
    I'm curious about two things: warp drives and skill "remembering". Warp drives being a possible future technology has me interested, as I thought FTL travel was only to be achieved by wormhole. And the possibility to "spend a few days" to "remember" some skills, I wonder how that's going to work.
     
    Clearly a lot of time was put into making this as sensical and logical as possible. It's all much appreciated!
  17. Like
    ATMLVE got a reaction from yamamushi in Official Dual Universe Lore Bible   
    I just added a bunch of stuff that was introduced here to the wiki. Added some history on the different technologies introduced, added some stuff to the Alioth page (not entirely sure this couldn't have been done before the Lore Bible), and created a page for Kyrium. I'll be doing some more soon, I won't mention it here though.
  18. Like
    ATMLVE got a reaction from Vyz Ejstu in Official Dual Universe Lore Bible   
    I just added a bunch of stuff that was introduced here to the wiki. Added some history on the different technologies introduced, added some stuff to the Alioth page (not entirely sure this couldn't have been done before the Lore Bible), and created a page for Kyrium. I'll be doing some more soon, I won't mention it here though.
  19. Like
    ATMLVE reacted to NQ-Nyzaltar in Official Dual Universe Lore Bible   
    Before starting to read the Lore Bible, here are three things to keep in mind:
     
    - Some names and acronyms (put between brackets) in the texts below are still temporary names/placeholders. The final names will be decided in the following days. The update will be announced on the forum and on the social media. We don't want to keep these names, for different reasons varying for each case. Once in its final version, it will be published on the Community Wiki hosted by Gamepedia in a more structured way.
     
    - It was a difficult decision but we have to consider that some parts of the short story written by Alain Damasio will be modified or removed. We all agree in the team that Alain Damasio has made a short story of the highest quality, but this short story was written more than a year ago (July 2015) and at that time, too many points regarding the game universe were unclear or undecided. With all the recent additions to the Lore Bible (those released today publicly and those which remain hidden as "secrets" for the time being), it generated some inconsistencies difficult to solve. We tried to find solutions or workarounds, without success. Some points were also not possible to represent in-game, gameplay wise. While the short story will be updated in the near future to fit with the current Lore Bible, in the meantime here are the specific points from the short story you should not take into account when writing a Fan Fiction for Dual Universe (if you want it to be eligible for being integrated to the official backstory of the game, of course. If not, you are not bind to such limitation).
    Unfortunately, Sohan Decker is not a member of the Alpha Team, as he woke up just a few weeks before the Arkship landing on Alioth and do not participate in the neural simulation that will take place more than a year and a half before the landing. Aphelia memory must have had a glitch when talking to Sohan for the first time. When approaching some Kyrium, the matter doesn't reflect human faces aging or growing younger. Sohan Decker has probably some hallucinations, a possible side-effect of the long cryogenic sleep. While probably convinced of it, Sohan Decker didn't communicate with an invisible entity by using elements and he didn't get some schematics of a high-performance reactor in Kyrium as a reward. The proof? When asked to show it, he's not able to find it anywhere! Poor Sohan. Probably another hallucination. Cryogenic sleep seems to have a lasting side effect on him.  
    - The Novaquark might slightly change the Lore Bible over time, but we will try to keep those changes to a minimum, to ensure that it doesn't contradict fanfictions that have been already integrated to the official lore. These changes will occur mainly when an inconstancy is discovered in the official lore. And in this regard, we count on your feedback to track down every little detail that might seem inconsistent (some details may be awkward on purpose though ). As always, we remain open to your feedback on the Official Lore. Let us know what you think about it!
     
    That being said... Happy reading!
     
     
      Dual Universe Lore     Dual Universe takes place about 10.000 years after the Grand Exodus when humanity left the Earth to establish itself in new star systems. The information below is meant to help answer the most common questions about the game environment and try to set the general framework where fan fiction can be written.     Main historical dates     2027: Discovery of the doomsday Neutron Star that is heading towards the Earth. Collision will happen in 498 years. There are margins of error, so we don’t yet know if it means annihilation or simply major disruption in the solar system’s planets, but the end result is the same: the Earth will not be able to host humanity anymore. The event is nicknamed the [“Star Kiss of Death”], or [SKiD]. It’s basically the Armageddon.   2049: Creation of the United Earth Federation (UEF), a transnational institution in charge of coordinating humanity’s efforts and response to the SKiD. After concluding there was no hope to save Earth, the “Rebirth Program” is launched to analyze possible responses and escape strategies. New measures are voted to encourage natality in the population, to fight against a nihilist movement that advocates a “no future” philosophy and maintain a sufficient level of humans in the long run to fuel the Rebirth Project’s considerable needs.   2084: Better measurements have narrowed the margin of error. We are now certain that the neutron star will hit our solar system, and will actually collide with the Sun, turning into a black hole that will ultimately swallow or eject into deep space all the planets, Earth included. There is no hope anymore. Major funding is directed towards the Rebirth Program. All nation states must contribute at least 20% of their resources   2100: Mankind is entering a new era where robotics and AI have profoundly transformed society. Work as we know it has long disappeared, and social influence has replaced money as the currency of value. People do not “work” anymore, they have “activities” that can get them socially recognized. Money is still used, via a Universal Revenue, mainly as a way to control the scarcity in production, and balance the availability of goods against their rarity.   2130: AI have reached a threshold of global sentience. It is active in political, economic and social debates, and, while its benefits are recognized because it allowed the transition to the post-work era, more and more concern is raised about the sentient aspect and the potentially uncontrollable dimension of the AI agenda. Irrational fear rises. The AIs try to reassure the population that they have no rational reason to threaten humanity, but it only increases the level of suspicion within society.   2145: Massive rebellions all around the world signals the end of sentient AI, introducing a permanent universal ban on this technology, enforced by the very powerful UEF. Against all expectations, sentient AIs accept this and willingly shut down without any form of violent action.   2150: Society is reorganizing itself, as many “jobs” that needed sentient-level AI (surprisingly many, including low skill manual work), are once again left to humans to perform. Robots, in general, are banned also, as most of them required sentient-level AI to function properly. Early attempts at designing automated non-sentient robots all failed in the late 21st century, as it was discovered that sentience was a necessary byproduct of any sufficiently sophisticated AI for it to be able to interact with a complex world.   2200: A major summit of the UEF signals the alarming lack of progress on project Rebirth at the dawn of the 23rd century. Debates continue for years afterward about priorities, what technology to use to build Arkships that could help evacuate Earth, who would be eligible if we cannot host the 3 billion people still in the current population.   2200-2400: Major political events keep slowing down humanity and the UEF in its attempts to advance the technologies needed to build functional Arkships. Many wars, economic crisis, and nihilist terrorism are plaguing the progress.     2400: A period of calm and peace opens up. Major progress is suddenly made in the technologies needed to build the Arkships. Some are scheduled to be built within the next decade.   2440: Several key technologies are unlocked: cryosleep modules, nanoforming technology, nanopack condensers, resurrection nodes (it is unfortunately too late to use this to save humanity, as we would need to install billions of them out of the solar system, on a hospitable planet. There is not enough time for this).   2450: The Arkship technology is now mastered. Mass production begins. The race is on to produce as many as possible.   2500: Terrifying high-resolution images of the neutron star are provided by our most powerful telescopes. Riots break out all around the world over the selection process that dictates who gets to board the Arkships. The process was created by a scientific committee from the UEF, aimed at gathering the maximal amount of genetic diversity, plus a lottery to offset the fact that not everybody could go. Massive euthanasia programs were organized for those who had to stay, in order to provide them with a painless death at the time of their choosing.   2510-2536: The first Arkships leave Earth. Each Arkship is heading towards a particular part of the galaxy. One of them, the Novark, is heading towards the Scutum-Centaurus arm.   2538: The neutron star annihilates the solar system. Arkships are on their way, heading towards different regions of the galaxy.   12477: The Novark arrives on Alioth with a mighty thud as it deploys itself into the planet surface. From afar the planet shows many similarities to that of Earth, a blue and green marble sitting in the goldilocks zone of its star. Large continents surrounded by equally large oceans define the planet's appearance. Mountain ranges suggest continental drift, and large forests have taken hold over most of the planet. Primitive lifeforms are abundant. There are no obvious signs of advanced lifeforms.   Year 0 after arrival (0 AA): It will be your turn to write History in-game.     The world in 2500     In the century that preceded the Grand Exodus, the Earth’s population had dropped considerably, down to something less than 1 billion people. The “no future” movement had gained a considerable momentum. people were simply trying to tend to their immediate needs; losing any vision for the future or any concern for the consequences of their actions. Natality had dropped to an all-time low, crime had been continuously rising, and nation-states, as we know them, had long disappeared.    The UEF was the last large-scale social structure still holding, among a myriad of medium to small sized city-states. UEF representatives and offices, research centers, production units, etc, were scattered all around the world within the largest city-states. The UEF’s role now extended far beyond its initial goals, including a feared and powerful armed force to maintain order and ensure that the proper funding was collected from all city-states, in order to fuel the Rebirth Program.   A global language shared by all people on the planet started to emerge at the end of the 21st century. By the end of the 22nd century, almost everyone was speaking at least two languages: the global language (the “common”) and their local native language, each city-state having somehow evolved a variant from their original country’s language.     Economy     During the first half of the 21st century, the Internet quickly decentralized the economy, removing intermediaries and frictions. Anyone was able to open their own marketplace online, with powerful central aggregators to help integrate available offers. This was both true of goods and services. This highly distributed model of economy stood the test of time, both during the sentient AI era, and even after, up until the last century.   One of the main challenges of the last century, after the city-states model had become the norm, was logistics. Transporting goods over long distances carried the risk of being attacked by pirate hordes living outside of the city-states. The UEF and other independent security groups were in charge of ensuring protection, but still, the risk made inter-city trade dangerous, and local markets were the preferred method for basic commerce.   A global currency, the [U2] [(Universal Unit)], is installed by the UEF at the beginning of the 22nd century. It has acquired a growing support over the years and is still used as a reference currency on Alioth to help organize the exchanges of goods and services between colonists.     Culture & Society     At the moment of the Grand Exodus, humanity, and more precisely the UEF, was divided into four main political movements, essentially different from each other in the way they decided to answer one simple fundamental question: what is the main driving force in the development of humanity? Behind this question lies the promise of a political agenda on how to best rebuild civilization after the Grand Exodus and where to put priorities.   The [Luminous] are the first group. They consider the main driving force to be knowledge and wisdom. They value science, industry, and technology as the main sources of progress, and were heavily involved in the Rebirth Program, which led to the construction of the Arkships. They are, of course, very much respected for this even if some may criticize them for their all too rational take on things.   The Alphas are the second group. For them, the main driving force is, well, … force. They believe that people will respond mostly to strength and balance of power. They favor military action as a way to control and orient the evolution of the world in an attempt to avoid chaos and prevent instability. Their intentions are good, but they often fall to scandals involved with their expeditious way of handling subtle situations.   The [Ethereans] constitute the third group. They believe in the power of culture and arts. For them, humanity needs to be driven by dreams, beauty, and ideals before anything else. This is what gives us meaning. They are not against more practical endeavors but like to see these activities as a way to expand and support their vision. They have many supporters but are also often criticized for their lack of pragmatic action.   The [Emporium] is the final group. They believe in the power of money and commerce. They think that this has been the life and blood of human societies for millennia and, even if they will gladly regret it in private, they think this is nevertheless what gets the job done and can really set people in motion. Some point to them as a cause of an ever greater inequality, but they know how to silence critics and make people happy.   None of these movements are inherently good or bad, they all value human life and sincerely want to help drive humanity to success again.     Science & Technology     After the early 2400 years, science and technology suddenly advanced very rapidly. Incredible innovation occurred, becoming the foundation of the industrial, societal and economical program of Project Rebirth. Here are some of the most prominent breakthrough:   Nano fields: an expected advance in theoretical physics led to the discovery of a new force in nature, called the nano force due to its scale, that allows the fine control of the molecular dynamics of matter with incredible precision using high-frequency nano fields. Nano fields can be focused and modulated in a very precise way to destructure, collect or deploy and assemble matter in a short range radius. This is the core technology that gave birth to the nanoformer that every colonist is now equipped with.   Calabi-Yau Compactification: the science behind CYC has been inexplicably lost in the Arkship archives. It is the technology that powers nanopacks, which are extra small containers (that colonists wear on their suit), capable of amazing volume and weight reductions of almost anything contained in them. All we know is that it seems to work based on the possibility of storing matter within the extra dimensions of space-time allowed by String Theory, inside what is called the Calabi-Yau space. The exact science and understanding behind them have been lost and attempts at reverse engineering have all failed. Due to the limited number of Nanopacks available and their considerable value, further attempts to reverse engineer them are discouraged.   Nano fields displacement: this is a direct application of nano fields, used to collect, store and maintain matter within containers. The matter constituting objects is analyzed and de-structured first then stored using stable nano fields and can then be retrieved later via a reverse process that reconstructs the original object. Unlike with CYC, only limited volume gain can be obtained, and no weight reduction is possible.   Nano 3D printing: based again on the versatile nano fields, advanced 3D printers became possible. They are capable to assemble matter from reservoir sources to build small sized technological parts; from electronic to industrial units. Coupled to the automated assembly, this quickly became the basis of the industrial chain.   Quantum branching: Quantum Branching is at the heart of the Resurrection Node technology and is based on the “Many Worlds Interpretation” of quantum mechanics. At any moment, in particular, when you die violently, several versions of the universe coexist in parallel. Scientists working on EPR pair experiments unexpectedly found a way to instantly switch one universe with another, and in particular to switch the universe where you die with another one where everything would be exactly the same, except that your body position would be inside a Resurrection Node. The amount of matter to switch increases the energy cost of the operation, so RN teleport only the minimal set of mass to get the desired effect, which is... your naked body. A Resurrection Node is paired with your body and cannot be used by somebody else. It will make you virtually immortal, even if natural aging will probably get you out of the loop at some point.   Propulsion Engines: the conquest and exploration of the arrival star system, as well as nearby other stars, is a clear objective of the UEF for each arkship colony. Several engine technologies have been perfected as part of the Rebirth Program to allow for various flight modes, either within the atmosphere or in space. Warp drive technology was near completion and should become available a few years after the arrival, and even stargate instant transport has been sketched as a not too distant possibility but was unfortunately still not available at the time of the Grand Exodus. Warp drive speed is believed to be in the range of 100 times the speed of light, while super warp probes, that could be used to seed stargates, could reach up to 10.000 times the speed of light Making it possible to cross the entire galaxy in just 10 years.      Environment & Alioth     Alioth is a rocky planet orbiting a yellow dwarf star, very similar to the Sun. It has been selected due to its very similar Earth-like environment, including oceans, forests, mountains, and lakes. It has a moderate fauna and flora. The temperature during the day is similar to what can be found on Earth, but nights can be extremely cold.   The planet underground contains all the usual materials needed for basic industry, but more rare resources may have to be later harvested from one of Alioth’s three moons, or even from more distant planets in the system.   The planet day/night cycle is only 5 hours, and its weather pattern is relatively stable. Overall, Alioth is a very life-friendly planet, carefully chosen to facilitate the starting years of colonists.     The Arkship     The Arkships are a marvel of technology. They can host millions of people in cryosleep for extended periods of time. Made out of Kyrium, they can sustain incredible amounts of deceleration or acceleration, and absorb the corresponding crushing forces for whatever stand inside them. The origin of Kyrium is not well documented, and it seems that the material cannot be produced from a known industrial process, but has probably been found during some mining operations within the solar system.   Designed to travel close to the speed of light for extended periods, the Arkship engines are also not part of the colonist UEF documentation and no assembly schema could be found within the archives. There is much debate over why the UEF would intentionally withdraw such potentially useful information.    Each Arkship is controlled by a proto-sentient AI that was allowed to be built against the very strong UEF AI ban because it was argued that it would have been to hazardous to let the fate of humanity rest with dumb automatic machinery that would possibly not be able to react to unexpected situations. While being an exception to the AI ban rule, the onboard AI is still however not allowed to take control of any machinery or robot beside the Arkship itself. The Novark AI is called “Aphelia”.   Once on approach to the destination planet, the Arkship is designed to literally “plant” itself into the planet, to allow the deployment of deep geothermal energy collectors that should sustain the ship functions for potentially unlimited amounts of time. One of the key functions of the ship once arrived, is to deploy a 20km radius safe zone area where colonist would be free from any form of aggression from the outside, or… from themselves. It was indeed decided that the potentially violent nature of mankind under stressful situations should be mitigated with appropriate supervision. Within the safe zone, Aphelia is in charge of maintaining order and providing support and information to colonists.   Regrettably, one known consequence of prolonged cryosleep periods is that the subject will suffer from a loss of episodic memory, as well as most high-level cognitive memory like expertise, skills or know-how. To mitigate this side-effect, the Arkship archive contains large data banks that are transferable to colonists via a wireless data transfer process involving brain implants capable of stimulating neural activity. The process is slow and can take days for the most advanced skills, but is an effective way to re-enable lost knowledge for long time space travelers.   The Arkship extreme energy efficiency, designed to allow the ship to travel for millennia, forced trade-offs on what could be embarked in order to minimize the total mass, and of course, human bodies were preferred over any other “mass”. For this reason, and because nano 3D printing would make it possible to easily rebuild them, no ship or industrial machine was included inside the Arkships’ cargo. Humanity would have to rebuild civilization from scratch. A large set of Resurrection Nodes tuned to each registered colonist where however installed inside the Arkship to avoid any loss of precious life once arrived on the destination planet. For these reasons, the inside of the Arkship, besides the propulsion machinery, is mostly occupied by cryosleep pods, as well as Resurrection Nodes.     Alpha Team     While most of the Arkship passengers will wake up after the Arkship landing, a few thousand among them become half awakened between a few years and a few weeks before the arrival: the Alpha Team. While their bodies are still asleep, their brains are awakened and connected to an advanced neural/computer network that immerses them collectively within a virtual reality that is meant to simulate their first steps on the destination planet, for education and testing purposes.   During this simulation, of course, nobody can die (this represents the Alpha phase in-game). They are given easier access to certain resources in order to help them experience various stages of the tasks they will have to face in real life when arrived. The Alpha Team will then be in charge of guiding newcomers and helping to bootstrap the first months of civilization rebuilding on the destination planet.     Mysteries     The cryosleep memory loss side effect and the apparently incomplete archive has given birth to several mysteries for which colonists have developed many “theories”:   Kyrium is an absolute mystery. Nothing is available in the Arkship archives about its nature, how it was found, how to create it or even manipulate it. No colonist have the slightest memory about the Kyrium. If Aphelia is asked for information on Kyrium, the Novark’s AI will just give an elusive answer, explaining its lack of information as memory loss. Obviously, this is not a satisfying answer.
      Aphelia is in charge of the Novark and the well-being of all the passengers. She seems as caring as invasive in the private life of the colonists. While she doesn’t seem brutal, hostile or coercive by default, her behavior is perceived as if she monitors every action of each human that has been aboard the Novark. She also seems to avoid disclosing information on some specific topics - at least that’s the feeling of some passengers - despite the fact she always says if she doesn’t give a satisfying answer, it’s because the answer is beyond its capabilities. For these two reasons, many colonists think the AI is not trustworthy. Aphelia seems to have incredible defenses against hacking, far higher than anything the most experienced colonists in hacking have ever seen, reinforcing the feeling that the AI might hide a lot of things. The Arkship light speed engine is completely undocumented. No schema is available to rebuild one using 3D nano-printing, or by any other means.
      There seems to be no trace of the records pointing to the destination of the other Arkships within the galaxy.  
     
     
    Best Regards,
    The Novaquark Team
  20. Like
    ATMLVE got a reaction from Anonymous in Exocaching   
    Some of you may be aware of Geocaching, and if you are then I'm suggesting an in-game version and you already know where I'm going. If you don't know what Geocaching is, I suggest you look it up because you might be interested, and you can almost definitely get involved.
     
    Anyway, given the nature of Dual Universe I think it would be awesome to create a system of Exocaching. That is, you would go out into the universe and build a little something on a random spot of a planet or asteroid. You would then mark this location on the central Exocach database, and any other player could see the location in the database and go and find your cach, and put their name there to say they found it.
     
    They could be easy, like a big pink monument in a sandy desert, or difficult, such as a little pedestal inside a small natural cave in the same said desert. They could simply be small creations with the names of the those that have found it, or they could provide clues as to the whereabouts of other cachs which aren't in the database, meaning you would have to find the first one to find all the next ones. You could even make whole treasure hunts out of them for other people to find! Although, the point of most cachs is that they don't contain anything valuable, so as to deter theft/vandalism and promote fun.
     
    This sort of thing would require:
    - Coordinate systems, i.e. 'xy' on planet 8 of the system at 'xyz'
    - A method of keeping text in-game, i.e. minecraft signs
     
    It would also need willing participants, though that isn't up to the devs. For a game like DU, where everything is made by the players and there is a huge multiplayer galaxy to explore and discover, I think this could add something fun for people to do.
     
    See any reasons as to why this wouldn't work? Think it would require other features on the developers part? Is this something you would be interested in?
  21. Like
    ATMLVE got a reaction from BliitzTheFox in Ore density   
    I like that idea. This could go along with some earlier discussion on these forums, regarding how ore refinement could be a skill (and the idea of ore density was probably discussed there too). So you could get that 50% ore like you're talking about, and maybe extract some of it and smelt it down, but (lets say it was iron) in the end you only get like 80% pure iron (it's a game, so that's okay). You can use that, or sell it, but it's not worth very much as either a commodity or building material. If you want to make your ores more pure, then you either have to find a denser vein (regarding densities like you're saying), or improve your ability to smelt.
     
    Your suggestion could add a lot of interest to mining. You might find a planet with tons of a material, but it's so mixed in with other crap that it's not even worth it to you. But, it might be to someone else later on. 
  22. Like
    ATMLVE got a reaction from Code24 in Exocaching   
    Some of you may be aware of Geocaching, and if you are then I'm suggesting an in-game version and you already know where I'm going. If you don't know what Geocaching is, I suggest you look it up because you might be interested, and you can almost definitely get involved.
     
    Anyway, given the nature of Dual Universe I think it would be awesome to create a system of Exocaching. That is, you would go out into the universe and build a little something on a random spot of a planet or asteroid. You would then mark this location on the central Exocach database, and any other player could see the location in the database and go and find your cach, and put their name there to say they found it.
     
    They could be easy, like a big pink monument in a sandy desert, or difficult, such as a little pedestal inside a small natural cave in the same said desert. They could simply be small creations with the names of the those that have found it, or they could provide clues as to the whereabouts of other cachs which aren't in the database, meaning you would have to find the first one to find all the next ones. You could even make whole treasure hunts out of them for other people to find! Although, the point of most cachs is that they don't contain anything valuable, so as to deter theft/vandalism and promote fun.
     
    This sort of thing would require:
    - Coordinate systems, i.e. 'xy' on planet 8 of the system at 'xyz'
    - A method of keeping text in-game, i.e. minecraft signs
     
    It would also need willing participants, though that isn't up to the devs. For a game like DU, where everything is made by the players and there is a huge multiplayer galaxy to explore and discover, I think this could add something fun for people to do.
     
    See any reasons as to why this wouldn't work? Think it would require other features on the developers part? Is this something you would be interested in?
  23. Like
    ATMLVE got a reaction from Kuritho in Exocaching   
    Some of you may be aware of Geocaching, and if you are then I'm suggesting an in-game version and you already know where I'm going. If you don't know what Geocaching is, I suggest you look it up because you might be interested, and you can almost definitely get involved.
     
    Anyway, given the nature of Dual Universe I think it would be awesome to create a system of Exocaching. That is, you would go out into the universe and build a little something on a random spot of a planet or asteroid. You would then mark this location on the central Exocach database, and any other player could see the location in the database and go and find your cach, and put their name there to say they found it.
     
    They could be easy, like a big pink monument in a sandy desert, or difficult, such as a little pedestal inside a small natural cave in the same said desert. They could simply be small creations with the names of the those that have found it, or they could provide clues as to the whereabouts of other cachs which aren't in the database, meaning you would have to find the first one to find all the next ones. You could even make whole treasure hunts out of them for other people to find! Although, the point of most cachs is that they don't contain anything valuable, so as to deter theft/vandalism and promote fun.
     
    This sort of thing would require:
    - Coordinate systems, i.e. 'xy' on planet 8 of the system at 'xyz'
    - A method of keeping text in-game, i.e. minecraft signs
     
    It would also need willing participants, though that isn't up to the devs. For a game like DU, where everything is made by the players and there is a huge multiplayer galaxy to explore and discover, I think this could add something fun for people to do.
     
    See any reasons as to why this wouldn't work? Think it would require other features on the developers part? Is this something you would be interested in?
  24. Like
    ATMLVE got a reaction from Vyz Ejstu in Exocaching   
    Some of you may be aware of Geocaching, and if you are then I'm suggesting an in-game version and you already know where I'm going. If you don't know what Geocaching is, I suggest you look it up because you might be interested, and you can almost definitely get involved.
     
    Anyway, given the nature of Dual Universe I think it would be awesome to create a system of Exocaching. That is, you would go out into the universe and build a little something on a random spot of a planet or asteroid. You would then mark this location on the central Exocach database, and any other player could see the location in the database and go and find your cach, and put their name there to say they found it.
     
    They could be easy, like a big pink monument in a sandy desert, or difficult, such as a little pedestal inside a small natural cave in the same said desert. They could simply be small creations with the names of the those that have found it, or they could provide clues as to the whereabouts of other cachs which aren't in the database, meaning you would have to find the first one to find all the next ones. You could even make whole treasure hunts out of them for other people to find! Although, the point of most cachs is that they don't contain anything valuable, so as to deter theft/vandalism and promote fun.
     
    This sort of thing would require:
    - Coordinate systems, i.e. 'xy' on planet 8 of the system at 'xyz'
    - A method of keeping text in-game, i.e. minecraft signs
     
    It would also need willing participants, though that isn't up to the devs. For a game like DU, where everything is made by the players and there is a huge multiplayer galaxy to explore and discover, I think this could add something fun for people to do.
     
    See any reasons as to why this wouldn't work? Think it would require other features on the developers part? Is this something you would be interested in?
  25. Like
    ATMLVE got a reaction from Haunty in Abandoned ships / Decay   
    Considering the lack of pre-made content making ancient ruins or random derelict ships a non-pissibilty, but also considering how cool and exciting it is to find stuff like that, I have been thinking about this and how I think, as a more long-term goal, it's something if a necessity. Since the devs won't put anything player made in the game then it's up to the players to make exploration more interesting. As much as I cringe at the concept of vacuum inexplicably decaying metal, I would be fine with it if it meant that ancient ships could be found floating through space.
     
    It's not something I would expect at launch, and I'm sure it could be annoying and require balancing, but I feel that it is something that could really make the game more interesting!
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