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Soarnir

Alpha Team Vanguard
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  1. Like
    Soarnir reacted to NQ-Nyzaltar in My Community Has Withdrawn Our Pledges   
    Hi ChipPatton and welcome to our forum.   There has been indeed a few people on the Kickstarter saying DAC was a "Pay to Win" feature. We also replied to why it wasn't and why we went for this feature.  We also agreed that it probably wasn't a perfect model, but it was the best we found until now.    This was our official reply:    
    The DAC/PLEX/CREDD system isn't at fault there. The problem is elsewhere because without this system, the problem remains: it's just hidden. And it's not because something is hidden that it doesn't exist.   The people we got in contact with (probably your officers) turn a complete blind eye on our point of view. They didn't try to understand our position or even suggest an alternative. It's always easy to blame or criticize something without trying to come with a better option.   In this situation, how could the discussion go anywhere? Threatening to cancel the pledges (and doing so) won't change the situation either if there no dialog and just threats. We want to listen to feedbacks from all people interested in our game and take them into account, but without constructive feedback helping to find a good compromise for both sides, it's not possible. Also, while we want to satisfy as much players as possible, We are also aware that we can't satisfy everybody.    In any case, we remain open to discussion if you have more to say on this topic.   Best regards, Nyzaltar.
  2. Like
    Soarnir reacted to Lethys in Organisation Chat   
    It could work, although I don't really see any difference to discord.... But it could be cool later in development. Because, you know, WE ARE DIPLOMATS
  3. Like
    Soarnir reacted to yamamushi in Americans VS. Everybody else (See: Imperial VS. Metric)   
    People should really not be trying to mix units of measurement in space travel, does anyone remember what happened to the Mars Climate Orbiter?

    https://www.newscientist.com/article/mg16422070-900-schoolkid-blunder-brought-down-mars-probe/
  4. Like
    Soarnir reacted to NQ-Nyzaltar in HUGE ANNOUNCEMENT   
    Hi everyone,
     
    Yes, CvC is now officially a thing for the Official Release !!!
     
    @Kane Hart: while we can understand your confusion about other people than Novaquark's staff able to create topic in this section, this is not a valid reason to reply in an agressive way to other community members. True, Lights may have not posted in the most relevant section. However, you could have mentioned the issue .This small issue is going to be fixed quickly. In the meantime please stay courteous, even in cases where you think someone has done something wrong.
     
    Best Regards,
    Nyzaltar.
  5. Like
    Soarnir reacted to yamamushi in New Fanmade Trailer w/ Voiceover   
    I tried to tell a story with the clips from various trailers and other video sources because sometimes the videos feel a little random. 
     
    I'll hold onto all the audio stuff,  perhaps I can make more "trailers" in the future as more video content is released. 
     
    At the very least, editing is fun and I want to make more videos when the game is in Alpha and so on. 
  6. Like
    Soarnir reacted to yamamushi in New Fanmade Trailer w/ Voiceover   
    You may recognize the voice, as he's in radio ads all over the country  
  7. Like
    Soarnir reacted to NQ-Nunc in Dual Universe Volunteer Forum Moderator Guidelines   
    Dual Universe Volunteer Forum Moderator Guidelines

    The following are the guidelines for the Dual Universe volunteer moderators. They are written with the moderation team in mind, but have been posted in the spirit of transparency so that all community members can see the expectations we have for our volunteers.


    Moderators are Anonymous
    Moderators are given an account with a unique user name. Moderators are not permitted to reveal their real or forum identities to anyone for any reason. That includes friends and other community members. We take this very seriously.

    Moderators are Impartial
    All moderation is done fairly and impartially. Moderators are expected to treat all members of the community the same. This means you may be required to moderate posts and comments from your friends, maybe even your best friend. It’s a difficult thing to be impartial when dealing with friends, but it is imperative that you treat everyone the same and show absolutely no favoritism.

    Moderators Always Remain Calm and Respectful
    As a moderator, you may become the focus of a community member’s anger or frustration. Remember: Be nice. It’s not personal. Even if they are insulting you or making outrageous accusations, be nice. You are simply the target, not the cause (probably) of their anger/frustration. Never respond in kind and never, ever respond out of anger or frustration. This only leads to an endless spiral of anger and nothing is resolved. That said, please know you are not expected to take abuse or be subjected to mistreatment from the community. Abuse of moderators will be addressed by the Community Team.

    Moderators are Here to Help
    Moderators should be as helpful as possible. Even if a question has been asked a hundred times, understand that the person asking it might be new and this is their first interaction with the community. A helpful and welcoming response can turn a curious newbie into an outstanding community member. A curt or unkind response, could turn them away from the community and the game. Always offer the best answer you can, with links if possible. Of course, after answering their question or providing links to the answer, it’s perfectly acceptable to introduce them to the search feature and suggest they check it out the next time they have a question.

    Moderators are Proactive
    When a conflict arises between community members, a good moderator will step in and try to defuse the situation. Sometimes all that’s required is a friendly reminder that we all are passionate about the game and we should respect differing viewpoints. If things get out of hand, then locking or hiding specific posts or possibly the entire thread until a Community Manager can review it is a good option. If you do this, contact a community manager immediately so we can take appropriate action.

    Moderators are Volunteers Not Employees
    We consider our Moderators valuable assets and we are deeply appreciative of the time they dedicate to making the forums a better place. However, it is imperative that moderators, and all members of the community, keep in mind that moderators are not an official Novaquark employee. Moderators should never place themselves in a situation where their comments may be construed as an official statement or position.  Likewise, moderators should never post in a manner that suggests or implies they are a Novaquark employee. Doing so can create serious issues for the moderator and for us.

    Moderators are under NDA
    From time to time Moderators may be provided with information in advance of its public release. You are expected to keep this information in strict confidence and not share it until or unless otherwise instructed, in writing, by Novaquark.

    What can Moderators do?
    The following tools and abilities are available to Moderators:
    Able to see and read all reported posts. Access to the Moderation area and Tools Move threads between sections. Hide specific posts or entire threads. Merge threads.
     
  8. Like
    Soarnir reacted to Kurock in Handedness   
    A handy poll, but on the other hand...
  9. Like
    Soarnir reacted to NQ-Nyzaltar in Devblog - Organizations: Purpose & Management   
    (Posted Friday 31th of March 2017 on the DevBlog)   
      Hi everyone!  
    Today we are going to talk about the organizations in a more detailed way!
     
    As usual, keep in mind this is how the organizations are planned to be implemented for the official release of Dual Universe, not for the Alpha. As it is still work in progress, some mechanics might change based on community feedback and/or for technical reasons.  
    For the Alpha (currently planned for September), we will most likely have a basic version similar to what we currently have on the Community Portal*. Veteran MMORPG players will undoubtedly be familiar with the basic concepts of guilds and clans from other games so some of this information might feel like a review to you. However, we wanted to give a complete overview of Organizations so that even players new to Massively Multiplayer games would understand what Organizations are, the benefits of joining one, and why you might choose to create one. If you have friends who like building games but haven’t ventured into MMORPGs yet, then they might be interested in this Blog post.  
    (*we are talking here of the current version on the Community Portal + an update scheduled to add a Super-Legate rank and many changes for Members and Legates rights)
     
     
    What exactly is an Organization in Dual Universe?  
    It’s a Moral Entity able to:
    - accumulate “Quanta” (the in-game currency)
    - own Assets (Items and Constructs)
    - gather Player Characters under the same flag for a common goal.
    - create a hierarchy, with ranks and roles for all Player Characters gathered in it.
    - be a member of another Organization, just like a Player Character.
     
     
    What are the purpose and benefits of an Organization?  
    - It enables players to accomplish greater goals than what a player could do alone: 
    The ability to pool resources and in-game currency will help a lot.
     
    - It consolidates the continuity of a long-term project:
    Players can enter and leave an organization without heavily impacting long-term projects supported by the group.
     
    - It gives a political dimension to the game:
    Rights & Duties can be transferred from one Player to another, and Powers are decided by the Legates through a vote (if the Organization is a democratic one).
     
    - It legitimizes conflicts between several group of Players: This will enable members of different Organizations to fight between themselves and kill each other, without being the target of reprisal mechanics (like bounty hunting) if a war has been declared between the said Organizations.
     
     
    RDMS (Rights & Duties Management System) in an Organization:  
    - Different actions can be done on each Asset: each possible action is defined as a Power.
    - Access to a Power on an Asset is given by a Tag.
    - Each Power has a list of Tags associated to it.
    - Each Player Character has a “wallet” of Tags.
     
    Here is a quick example illustrating the system:  
     
     
     
    Here we have an Asset having 3 Powers: Use, Sell and Edit. The Organization is composed of 3 Player Characters: Alice, Bob and Warren.
     
    In this situation:
    - Only Bob can edit the Asset.
    - Only Warren can sell the Asset.
    - All three can use the Asset:
     
    1) Alice can use the Asset through the Tag “alice”
    2) Bob can use the Asset through the Tag “bob” and “squad1”
    3) Warren can use the Asset through the Tag “squad2”
     
    But that’s not all: you will be able to create more complex administration rights by creating a hierarchy between Tags!  
     
     
     
    Let’s say “stock_management” is the parent Tag of “ammo_management” and “raw_materials_management”. If a player has the Tag “stock_management” in his wallet of Tags, he will be able to use or manage any of the Organization’s Assets having the Tag “ammo_management” or “raw_materials_management” depending on which powers are associated with those tags.  
     
    The Rights and Duties Management System is also used to create the Functions. A Function will contain various Tags defining an assignment. Let’s say that Warren gets the Function “President” in the Organization “MyOrg”. Now his Tag Wallet in “MyOrg” looks like as follow:  
     
     
     
     
    As the President, Warren will have the ability to declare war to another Organization. A Treasurer will manage the Organization bank account , a Gunman will be able to use some (or even all) weapons and military Elements to defend the Organization, etc. Of course, we will provide standard, ready-to-use Functions such as President, Treasurer, Miner, Industrialist, Gunman, and Military Officer to save time and allow players to quickly get their Organization operational.  
     
    Acting in your name or in the name of an Organization:  
    A Player Character can be a member of several Organizations.
     
    Therefore knowing whether they are acting on their own behalf or on behalf of an Organization (and which one) is very important. We call “Role” the state where a Player Character represents an Organisation (or just himself). By default, a Player Character has at least the Role where he can represent himself. Under each role, the Player Character has a Tag Wallet. When a Player Character is accepted into an Organization, the Player Character automatically gets an additional Role where he can represent the Organization. While under the Role representing the Organization, all the actions can affect the Organization. For example:  
    - Receive Quanta on behalf of the Organization: Quanta are transferred to the Organization - Craft an Element: the Element is owned by the Organization (not the Player) as a result.
    - Harvesting resources: The resources are owned by the Organization (not the Player) as a result.
     
    Example: After declaring a war that displeased most of the members in “MyOrg” (which has a democratic system), Warren has been demoted from his function of President and kicked out (Warren, what have you done? You should have consulted your guildmates before doing that!). He has now joined a new organization, “Corpo1”, as a miner and has just discovered he can act in the name of “Corpo1” or act just for himself. In the windows where he could choose his active Role for the time being, it will look a bit like this:
     
     
     
     
    However, keep in mind this is a simplified view of the Tags: as it will probably become quite common to have the same name for a Tag in different Organizations, the Tags will be “scoped” to avoid conflicts. Let’s say Warren is accepted again in “MyOrg” and gets the Tag “miner”, just like in “Corpo1”. To avoid conflicts, the Tags will be scoped as follow:  
     
     
     
    Political Action (Vote) in an Organization:  
    Only Legates will be able to vote.
     
    Votes could be used for administrative decisions like:
    - Accepting a new Member in the Organization
    - Excluding a Member from the Organization.
    - Giving a Function to a Member
    - Changing of the Vote rules
     
    Of course, the list of administrative decisions above is far from exhaustive. A Legate can also give his/her ability to vote to a representative (another Legate)
     
     
     
     
    Above, the Organization “MyOrg” has 5 Legates: Kim, Bob, Alice, John, Steve. John and Steve give their right to vote to Alice. Alice now counts as 3 votes. However, she will be absent for the next vote so she delegates her right to vote to Kim. Bob also gives his right to vote to Kim as he trusts her completely. In the end Kim will have all the votes so she will be able to make important decisions for the Organization without involving the other Legates. Big responsibility for Kim!  
    We hope this has given you a better grasp of how an Organization will work in Dual Universe. Not all related game mechanics have been explained as it’s still currently in development, so there will be probably a second part later. As always we can’t wait to read your feedback of what we’ve discussed so far!
     
     
    The Novaquark team  
  10. Like
    Soarnir reacted to Kurock in Devblog - Organizations: Purpose & Management   
    Thank you, Novaquark team, for yet another highly informative DevBlog.
     
    One item that was not mentioned (or I missed it) is whether an action taken by an individual will be added to an audit log of some kind. Whether there will be functionality to enable such audit logs or script our own using LUA. Of course, this is probably better as an opt in feature, but still immeasurably useful.
  11. Like
    Soarnir reacted to devu in What are the actual chances of this game being any good?   
    To directly answer your question.
    The best chances you can get these days. NQ provided enough information already to convince many of us to get into it. After all disappointments we get from some Alpha titles that put us down this is the 'last man standing'.
     
    1. Because it's natural progression in games. Almost a dream game for many sci-fi genre sandbox fans. 
    2. They have proved on devblog they know what they talking about.
    3. The videos they share with us backs it all up.
    4. They are honest, not promising miracles. But within technical constrains telling us what is possible or not.
    5. They are passionate about it.
    6. They are dedicated.
    7. They have been backed up by large community. By us. As long as this feedback loop exist chances are rising.
     
    If they will succeed with this project I see new chapter in MMO voxel based games opening up. Many genres could adapt same mechanics. From fantasy, medieval you name it. One thing proved to be effective over the time. Vision, passion and dedication to the project.
     
    However, personally I believe we should stay away from direct comparison to games we know. SE, EVE, Minecraft etc. It may only disappoint people, because players coming from these games counting on DU to be an upgrade of it, those will disappointed. They may look for wrong things here, familiar things. It is more like DU will have some of its elements. But you need to get a fresh perspective on it. There is NO voxel based MMO in any form on the market yet. And this fact alone is worth a try. There is no single game when players itself can shape the gameplay to this extend including building game world itself.
  12. Like
    Soarnir reacted to yamamushi in What are the actual chances of this game being any good?   
    Having seen the progress in person from PAX West in September to GDC Dinner in February...
     
    Can confirm, the game will be awesome. 
     
     
    Once you see it running in person it's hard not to see how incredibly awesome it's going to be, and it's only going to get better.
  13. Like
    Soarnir reacted to yamamushi in Dual Universe Phone Wallpapers   
    I had to get a new phone yesterday, and I felt it could use some DU'ing... So here's a few phone wallpapers that were put together at my request:
     

     

     

     

     

     

     

     

     

  14. Like
    Soarnir reacted to KittyKhatt in Khatt Mining Co. (CSYN Official Mining Division)   
    Okay okay i'm sorry for the regular updates, but i am genuinely excited about this one! We have merged with The Cinderfall Syndicate as of 3/17/17. Khatt Mining Co. is now the official mining division for CSYN, while allowed to participate in our own foreign affairs to a degree as well. I completely re-wrote everything so ill keep this short so you don't have to read another wall of text. Read the new description to learn more, or PM me for more questions. Cant wait to see you all in the final game! ^.^
     
    -Khatt
  15. Like
    Soarnir reacted to Lord_Void in Who else cant wait till the alpha release!   
    The graphics are fantastic if a bit vague and surreal. I normally get pretty good fps but the game has a tendency to crash around 6 AM.
  16. Like
    Soarnir reacted to Halo381 in Is there a confirmed currency name/should we create one until then?   
    At the GDC event, JC said the in-game currency would be Quanta. As in, the plural form of Quantum. 
  17. Like
    Soarnir reacted to Lord_Void in Introducing the DU Search Engine   
    I am very proud to introduce the latest product from Evil, Inc!
     
    We have been working to develop tools that benefit the community, and the first such tool is a new data tracking website for Dual Universe at www.du-stats.com
     
    This site will function very much like zkillboard.com does for EVE Online. Right now it is very basic and only shows a map of the community. This will expand as time goes on with new features coming online over time. Most of the back end tools have already been built and feature development is now more a matter of web design than anything else! Upcoming features include forum statistics, friends list tracking, in depth user profiles, change over time displays, alt detection and organization auditing! 
     
    Now for some FAQ:
     
    What can I use this for? This is a good tool for checking on people who are in your organization, or want to be. It's also a good tool to see which orgs share a lot of members or figure out who that person you are talking to is.
     
    Is the data real time? No. The data is not real time and represents the last time when the website refreshed its data.
     
    How often does the data update? Depends. It generally is updated once every two days, but sometimes can be a bit faster or slower.
     
    Why isn't it real time? There is no need for real time data at this stage. Updating that frequently takes a lot of server resources. The update time will be reduced once there is a need for faster data. When the game comes out, the goal is for a 15 minute update time.
     
    Will there be new features? Yes. This is very much an in-development project. Also, I'm not great at web design, so it will be simplistic for a while.
     
    How long have you been working on it? About 4 months.
     
    What do I do if I found a bug or security flaw? Please either report it here or pm me. 
     
    I want my org to be excluded from this, can you remove it? Nope. If it exists on the official site, it exists here. If you don't want people to see it, don't create it.
     
    I searched for my name and didn't find anything. Why? The map that is currently there only shows people who are in an organization. If you are not in an org, your name will not appear. Future features will show accounts even if they are not in any orgs.
     
    Does it work on mobile devices? Maybe. It isn't currently designed for that, but hopefully will be in the future.
  18. Like
    Soarnir reacted to Cybrex in This has to end...   
    Amateurs. 
     
    If you want some pointers on alts, just PM me!
  19. Like
    Soarnir reacted to NQ-Nyzaltar in This has to end...   
    Hi everyone!
     
    The following organizations will be removed very soon:
     
    1) Internet Banking Federation (IBF): https://community.dualthegame.com/organization/intergalactic-banking-federation-ibf
    Reasons:
    - Real life people represented
    - Real life company names involved
    - Imaginary people from popular IP represented
     
    2) United Gérard Depardieu: https://community.dualthegame.com/organization/united-gerard-depardieu
    Reason:
    - Real life people represented
     
    3) What is an Alt: https://community.dualthegame.com/organization/what-is-an-alt
    Reason:
    - Fake accounts spam
     
    About the preventive measures we have in mind (we would like to have your feedback on this):
    Giving the right to join an organization only if the user is a backer is a bit over the top in our opinion. 
    However, we are considering to give the right of creating organizations only to backers. This should limit abuses on this topic.
     
    @Warden:
    This is not explicitely forbidden at the moment as the Forum chart doesn't cover some cases that could occur on the Community Portal.
    However we should update this soon. 
     
    All in all, it's also a matter of common sense:
    As long as an action can have a negative impact on the Community Portal (flooding with fake organizations, fake accounts, and inappropriate content), damaging the visibility of legit organizations and/or members, yes, some action will be taken from Novaquark side (and later, with the help of the Community Portal team).
     
    Regarding this phenomenon, while it won't impact directly the game development, it will impact it indirectly. 
    Here is how it works:
     
    - As the community is growing, relying that mods will handle always this kind of things manually eternally wouldn't be very smart.
     
    - The most logical way of handling such situation, would be to update the portal in a way to dissuade such behavior.
     
    - Until now, the Community Portal has been developed internally, by developers who are also developing the game. At the moment, updating the portal means we take dev time that would be used on the game itself otherwise. That's an issue, we are aware of that, and that's why we are currently looking for recruiting a Web developper, that will be dedicated to the task, in order to have everyone focusing on their own specialities and to prevent any disruption in the workflow of the developers who are supposed to work on the game itself.
     
    - Handling such abuses on the Community Portal is also time taken away from Community Managers to work on more constructive things. True, this is part of our job, but while we are handling this kind of situation, we aren't doing something else (regular reports to the dev team, new wave for the Alpha team, internal tasks related to the Alpha phase preparation, internal tasks related to the Community Portal, Moderators selection, helping the Customer Support, writing Kickstarter Updates and Newsletters... and that's far from being the whole list).
     
    Best regards,
    Nyzaltar.
  20. Like
    Soarnir reacted to Lord_Void in Post-Meet Up Thoughts   
    So as most of you know there was a small meet up and livestream with JC tonight. I was there with a few other people and got to chat with JC and see the version of the game they currently have.
     
    While I was already very excited for this game, and confident about it's future, I am now doubly excited and confident in this project. For so long this game has been nothing but a few trailers and a forum to me, so to finally see it in person was incredible. The game was not perfect; there were some bugs and moments when things did not quite render properly (really they just took a moment to load in) but the sheer immensity of the game and the moments that created were astonishing. Watching the sun peak over the horizon, and the shadows being cast by objects in the world. When JC got lost flying between worlds. Zooming from the surface to orbit and then back to another point on the surface. Pointing to a spot in the sky and then flying to it, only to discover a whole new planet with entirely different terrain. Looking at an island from space and then Zooming in on it to see just how big it really is.
    There was moment in particular that struck me: JC was showing us Alioth from orbit when suddenly a large dark spot started to move across it. It took a moment for us to recognize what was happening; there was an eclipse going on. For a game this early in development, the world already feels quite vivid and immersive, and I'm sure it will only get more refined as time goes on.
    JC himself is also quite fun to talk to. His enthusiasm for the game is quite evident and his passion is contagious as I could not help but get more excited the more I heard him talk. He is both the dreamer who dreams big, and the realistic one who can make those dreams into a tangible reality. This game could have no one better at the helm than him.
    Having seen some of the backend technology that runs the game, I can attest that this game seems to be literally built for success. It's built to deal with the challenges of a single shard mmo voxel based game.
     
    In summary, NQ believe in their project and they care about their community. The biggest thing that strikes me is their openness and honesty; the way they present their game is sincerely genuine. They truly believe in DU, and that makes me believe.
     
    Dual Universe is going to be amazing.
  21. Like
    Soarnir reacted to mrjacobean in What Information would cause you to up your pledge?   
    The winning lottery numbers.
  22. Like
    Soarnir reacted to ATMLVE in The February 28th Q&A with JC   
    I have “transcribed” the Q&A from the video of the conference that was held on February 28th. This is not a direct transcription; I have cut out general conversation, anything that was repeated, and just put in an overall format change to make the discussion that occurred more appropriate for reading. The idea was to isolate information. It was often difficult to hear exactly what was being said, so this was further reason not to quote the conference verbatim. I have not added anything that was not said (there were times when I was tempted to add in some of the things I know about the game, but I didn’t!). If you feel that anything is left out, or that something should be changed, then please let me know!
     
    Something else that I have added in is ‘extra info’. This is stuff which was not directly asked about, but which came up in discussion and I thought appropriate to add.
     
    This documentation begins around the 30 minute mark of the video (which can currently be found on their Facebook page), when the Q&A started.
     
     
    How in depth will the mechanics of refining resources and creating alloys be?
    There will be some pretty deep recipe networks, which will make building complex or high-end elements quite complicated, to the point where the specializations required will be so varied that some of the components will most likely have to be purchased from the market. There will be different alloys which can be created by combining different resources and materials, which can be used to create interesting materials and properties. Alloys may be something that the player can research, to allow for them to find new ways of combining different resources to achieve different properties.
     
    Can you transport hover vehicles inside of larger ships; in other words, transport small ships inside of larger ships?
    Definitely yes, this is the whole architecture of the game. The technology of the servers are all made for that, so yes.
     
    How is in-game currency generated? Do you do missions, sell stuff, buy orders?
    It is unlikely there will be missions, but this is not completely ruled out. They may be added later, but the main source will be from NPCs/bots on the market, where you can spend your money or sell your stuff. One of the issues with bots however is that they have to be designed such that they do not disrupt the economy; the economy is intended to be shaped by players. The intent is that market bots will amplify or emulate transactions that are occurring between players.
     
    Will market bots be permanent, or will they come and go away after a while?
    The idea is that, if there is a lot of activity by players, they should go away, but this is not final. They may be used later in the game's life to make changes to the amount of money in circulation to regulate the economy. The main thing is that the amount of money in the game should be proportional to the number of players, as well as the type of activity taking place and the amount of the respective activity.
     
    Extra Info:
    The name of the currency in the game will be quanta. Quanta, the plural of quantum, is a unit of energy; since the currency will sort of be the “energy” of a lot of the game, the name quanta is appropriate.
     
    Does having things in your inventory increase your mass, and does that influence construct physics?
    Definitely yes. If a player has a lot of things in their inventory, and they step into a ship, they might push the ship down. A ship with lots of containers may fly well with no cargo, but if the containers are filled up then the ship may not be able to fly anymore.
     
    Will there be chat systems? Global, regional, planetary?
    There will be some sort of local regional chat. However, regional is not easily defined in the game; for example, a planet could have hundreds of thousands of people on it, so regional is not something that is precisely defined yet. But there needs to be something at least that allows players to talk to other nearby players.
     
    Will there be such a thing as ship linking; will there be docking ports?
    Small ships docking inside of larger ships is definitely a planned feature. However, docking two ships of the same size together gets a little bit more messy. With that feature, large layers and chains of ships could be created. At this point, which player is controlling the physics?
     
    How will construct repair work?  Will there be repair units, or will it all have to be done by hand?
    It will always be possible to repair by hand, but there will be repair units that will be able to restore a ship back to what it initially was before it was damaged, provided the unit has the required resources, energy, and time. The repair unit will know what the construct it is a part of is supposed to look like, and it will have the capability of restoring a construct back to that original image if the construct is damaged.
     
    How does the production of ships from blueprints work? Is it an instantaneous process, does it happen after a specific time, part by part?
    It is not going to be instantaneous, it is going to take time. It will take resources and energy, and probably if it is significant then it will need to be defended in some way, unless it’s happening in the safe zone. The required time will be proportional to the size of what is being built, so mass producing battle cruisers is not something that will be able to be done overnight.
     
    What happens to a flying ship when I destroy its engine in space? Does it just come to a stop or does it continue at the last known speed?
    Engines are physical. So if there are two engines, one on each side of a ship, and one of the engines is destroyed, then the ship is going to spin. The core idea is that engines are physical, so if they are destroyed then that can impact how the ship moves. There is a very good chance that, given that there is no friction in space, a ship will continue to move if its engines are shut off. However, if a player were to be in a moving ship, log off, and come back three weeks later, they would find themselves in the middle of nowhere; this is not desirable.
     
    Will there be cloaking?
    There will be cloaking. It will probably not be around at release, but it is one of the features that seems obvious for a game like Dual Universe. This is desirable for a player than may want to log off for a while; they can cloak and lock a ship to keep it safe.
     
    What methods will be available to detect constructs, and to avoid being detected?
    There needs to be a way to detect others in the game. There will be ways to scan for players, whether on or below ground; and similarly there will be something like a distortion field that allows you to be hidden from sensors. But, there should never be a totally foolproof way to hide without some weakness. It will also be possible to put trackers on ships, and a corresponding countermeasure to that.
     
    Extra info:
    The nanoformer will be able to 3D print basic and fundamental parts and components for the player to use.
    Ships can be stolen and reverse engineered; Lua scripts can be read by those who steal a ship with a script on it.
     
    How are scripts shared between players; a script runs client side, but is it shared with players?
    Scripts are always running on the players machine, but the text of the script is synchronized, so everybody can see it. So if there are different control units with different scripts in them, one player can start one of them and another can start the other script, and they will run in parallel. Similarly, whatever the scripts do is synchronized by the server for all players. Scripts are run on the clients computer, but several players can be simultaneously running and using different scripts which are all made by a single player (and thus running on that players computer), and all players can see the effects of the scripts. One exception is that you cannot have two players controlling the same element at the same time.
     
    Can scripts be hacked?
    Hacking will be a skill within the game which will allow a player to bypass RDMS systems. It will require time, and is a planned feature, but may not be present at release.
     
    Extra Info:
    Locations are something that can be itemized; as an example, the coordinates of a vein of ore within a planet can be “itemized” whereby it can be sold on the market.
    Reputation will be a mechanic within the game, but exactly how it will work is not completely finalized.
     
    Will armors for players be modular (i.e. heavy armor chestpiece type-A with legpiece type- B ), or are we looking forward to a single-piece type of armor, and in an extent, will weapons be a part of an armor or are they separate customizable entities?
    Armor will be separate; that is for sure. It is likely, certainly at release and at least for a while, that player armor mechanics will remain simplified, but the concept has potential to expand.
     
    Can a solo player fly a warship with many weapons, or does each weapon need a player?
    There needs to be a player for every weapon; that is the requirement. This is for several reasons, one being that the game is an MMO intended to have players working together, another that it doesn’t make sense for one person to single-handedly control a huge warship.
     
    Have you considered how you are going to do the updates?
    There will be expansions every ~6-12 months. Updates with new features will come out at regular intervals.
     
    If you claim two territories next to each other, do they fuse together as one big one?
    There will be ways to link territory units. Players will also have the option of having lots of little territory units, or one big territory unit that links everything. This gives the option of having one large easily defended tile which covers a huge area, or lots of distributed and less easily defendable tiles which only allow access to the local territory. One mechanic which may be present is that a claimed territory tile cannot be attacked if it is surrounded by other claimed territory tiles, provided they all have the same owner.
     
    Will players ever need food?
    The question of food is linked to survival gameplay. There probably will not be survival gameplay at the beginning, because it requires so much work to be functional, but it is something that has the potential to be added later.
     
    Extra Info:
    A bowl of rice is 8 dollars in San Francisco.
  23. Like
    Soarnir reacted to Begogian in You are cordially not invited   
    I will definitely not be attending and certainly not wearing a white tuxedo with tails and a red bow tie
  24. Like
    Soarnir reacted to Kurock in You are cordially not invited   
    Novaquark will not be hosting a black tie sit down dinner with JC Baillie and your favorite Novaquark employees in the street outside Novaquark headquarters in Paris.
     
    We do not request the pleasure of your company.
     
    Where: Not on the street outside Novaquark headquarters in Paris.
    When: Not on 1 April 2017, 19:00
    Catering: The three course meal will not be catered for by Olivier Amestoy and his talented chefs from the nearby Auxria Restaurant.
    RSVP: Do not RSVP.
     
     
    Instead of paying for the ticket to this dinner, the cost of renting/buying formal wear, and the cost of travel and potentially an hotel for one night (shared or not), consider purchasing a Dual Universe pledge of equal value here: https://community.dualthegame.com/pledge
  25. Like
    Soarnir reacted to Kurock in The Nexus - A home to everyone   
    Welcome to the Nexus



    What is the Nexus?
    The Nexus is a group of neutral organisations for those who share an interest in a specific area of Dual Universe. Members are free to join and leave these neutral organisations at any time. Membership in any of these organizations will not interfere with membership in other organisations inside or outside the Nexus.

    What do the Nexus organizations do?
    They serve as meeting places for anyone and everyone interested in that organizations specialty e.g. exploration The are a place to obtain guides on how to get better at doing that organizations specialty. They have job boards which have actual work for the organisations specialty which goes beyond normal market trading. Think player generated quests. The organisations have no physical holdings or assets so they cannot be attacked nor go to war or have anything to do with politics. In short, they are neutral places to relax after doing jobs, a place to find those jobs and a place to find out how to get better at doing those jobs.


    Drillers Bar



    Here at Drillers we specialize in removing things from other things. Mostly ores from the mines but we also remove turnips from the fields, scrap from abandoned stations and sticks from rears. Drillers are the frontline in any economy, and we are experts at prospecting too. Come join us at the Drillers Bar, where you can relax, complain, share techniques and frak the hell out of...everything.

    Join here: https://community.dualthegame.com/organization/drillers-bar



    DU Space Truckers



    Do you like to trade? Do you like to put your legs up and watch the stars go by as you cruise through the galaxy, moving cargo from A to B? Do you like profit? If you said yes to any one of these, then join us at were we talk about the best trade runs and how best to avoid pirates. But mostly this group is about hanging out between runs.

    Join here: https://community.dualthegame.com/organization/du-space-truckers



    Bullet Chain



    I could not write anything for this crazy group, because I couldn't take a look inside for fear of losing, if not my life, at very least a limb or two. I was told they do "sanctioned wealth redistribution programs" and "space trash removal expeditions". But most just say they "blow stuff up" and for some reason they always add "at a price" and laugh. It's dangerous in there. Join at your own peril.

    Join here: https://community.dualthegame.com/organization/bullet-chain



    Fullmetal Aegis



    There are warriors that are honorable and skilled. There are warriors that wish to protect the innocent and the weak. There are warriors that make the pirates pay for attempting to take goods, ships and lives. We are those warriors. Join like-minded individuals and trade stories of your brave battles against incredible odds. Join the honorable warriors.

    Join here: https://community.dualthegame.com/organization/fullmetal-aegis



    Dual Universe Constructors Guild



    We build. Everything from the smallest hovercraft to the largest space station. From the deepest mine shafts to the tallest skyscrapers. We build housing for the poor and monuments for the rich. But most of all, we build not just because we are paid, nor because we can, but because we must. Come construct with us.

    Join here: https://community.dualthegame.com/organization/du-constructors-guild



    Dual Universe Wayfarers



    We fill in the blank spaces. The blank spaces on the star map and the blank spaces in the mind. We have two missions: To map the universe and to map our skill tree. Come explore the Dual Universe with us.

    Join here: https://community.dualthegame.com/organization/dual-universe-wayfarers


    p.s.
    While the Nexus is hosted by Cinderfall Syndicate, membership and administrator positions in these organisations may be held by anyone. Cinderfall Syndicate does intend to provide job boards and markets for these organisations within the Cinderfall Syndicate trade hubs to further aid their growth and sense of community.

    p.p.s
    If you made it this far, I applaud you. Come visit Cinderfall Syndicate discord and collect your free cookies.


    This has been a public service announcement.
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