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Underhand Aerial

Alpha Team Vanguard
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  1. Like
    Underhand Aerial reacted to NQ-Nyzaltar in Worried about my email   
    @Ishamael:
    The client is downloaded in a compressed format by the installer.
    The file size should be around 2 GB. Then the installer will decompress the game in the specified game folder and the client, once fully installed, should be under 8 GB. The required 40 GB is a - comfortable - margin for the game cache and also crashdumps for bug reports.
     
    Edit: "Go" replaced by "GB"
     
    Best Regards,
    Nyzaltar 
     
  2. Like
    Underhand Aerial got a reaction from Stoat in Last Post Wins   
    I just realized that you are an Emerald Founder Stoat  <3
  3. Like
    Underhand Aerial got a reaction from Midaxos in Last Post Wins   
    U want to win? Well this will be a hard fight Bro!
  4. Like
    Underhand Aerial reacted to Dxeo in New discord feature for game integration.   
    As Discord is a large part of the community, I felt that I need to shed some light on a new feature Discord introduced for game integration.
    https://discordapp.com/developers/docs/topics/rich-presence
    This would be, if implemented in a non-intrusive manner, a great addition to the social aspect of Dual Universe. Since over 90% of organizations are heavy discord users.

    :miniSnek:
    - Dxeo
  5. Like
    Underhand Aerial got a reaction from wizardoftrash in Pay-2-Win: Does it have a definition at all?   
    What the.. You guys still discuss 'bout p2w or not in that way?

    You miss the Topic! It's still Pre-Alpha and we have such toxic thread here!
     
    Please return to a reasonable, logic discussion below my post. Thank you.
     
  6. Like
    Underhand Aerial reacted to Lethys in Custom ships or Replicas?   
    Efficiency > design. All that matters to me and as said, be careful with replicas
  7. Like
    Underhand Aerial reacted to Anonymous in Project Tortuga   
    DISCORD: https://discord.gg/CYNYpT9
    PORTAL LINK: https://community.dualthegame.com/organization/tortuga
     
    Tortuga City is a building project of immense proportions looking for builders and residents to join in this great undertaking. Tortuga aim’s to be a community created, neutral player hub for all players in Dual Universe. As Alpha/Beta are now underway, Tortuga’s evolution as a community and city will progress up through launch. We will be testing, making blueprints, and finding out what we really need to keep a city going strong.
     
    At it’s heart, Tortuga is a city project for Dual Universe. Organization affiliations and agendas will play no part in the politics or development of this community hub.
    Please read this statement about Project Tortuga from Cybrex, the Project Director for Tortuga: https://docs.google.com/document/d/1-esur-s4sCeCwH3kDGlV90iz4JkHljSaTOLHaKz_FCk/edit?usp=sharing
     
    WHY FOR YOU DU DIS??? 
     
    Plenty of organizations have cities planned. Some of these are quite ambitious in scale and already quite advanced in planning. So why are we doing this?
     
    Well, it turns out that a bunch of us from different organizations have a real world background; or work in; urban design, town planning, architecture, construction and geospatial (mapping) systems. 
     
    And through the course of talking "shop", we realised that real towns and cities grow organically (while guided with zoning), and the idea of a single organization enforcing a certain architectural style or design thinking approach was a bit odd.
     
    We wanted to make a place which, while based on some well thought out design rules and urban zoning, would have a feel of a free city, sprung up around trade, rather than a designed urban space (using a grid for instance) one sees with administrative cities such as Brasilia, Brasil, or Canberra, Australia. 
     
    LOCATION?
     
    In the best interest of developing a city long term, we want to place Tortuga in a safe zone. However, based on how little we know, we are not going to decide the location yet. We could build within the safe zone on the first starting planet, we could build on a floating asteroid in space, settle another planet in the starting solar system, or wait until build it in a completely different system.
     
    This is what we plan to find during Alpha/Beta of Dual Universe. Finding out the best possible location that meets Tortuga’s needs.
     
    HOW DO WE GET THERE?
     
    For now, we have broken the development of Tortuga down into three basic phases. These stages of development will follow Dual Universe from the beginning of the Pre Alpha up until the final release.
     
    Phase One: Theory discussion and brainstorming of possible starting points for building. Understanding how the build system works etc.
     
    Phase Two: Deals with the actual planning and implementation of theories from Phase One. We will be piecing together Tortuga bit by bit as we finalize it’s layout. This will be a continuous process through Alpha/Beta until release.
     
    Phase Three: Begins on the day Dual Universe officially launches. This is when we will be putting the city together in a live setting.
     
    HOW TO GET INVOLVED?
     
    Join our Discord! We have created a server for all interested in parties for Tortuga. This will also act as the main communication application for Tortuga even after release. Simply join the server, and state that you would like to get involved in the development of the project. If you just want to live in Tortuga, then that’s fine too, join anyway.
     
    DISCORD: https://discord.gg/CYNYpT9
    PORTAL LINK: https://community.dualthegame.com/organization/tortuga
     
  8. Like
    Underhand Aerial got a reaction from FD3242 in Last Post Wins   
    I agree
  9. Like
    Underhand Aerial got a reaction from Primary in Last Post Wins   
    Lord is number one D: 
     
  10. Like
    Underhand Aerial got a reaction from Vroux in pre-alpha email   
    No there isn't an email yet.
  11. Like
    Underhand Aerial got a reaction from Stoat in Last Post Wins   
    You too! 

    @Stoat we can DU it!
  12. Like
    Underhand Aerial reacted to Stoat in Last Post Wins   
    We have a large task before us @UnderhandAerial.
  13. Like
    Underhand Aerial reacted to Mazillus in (Discontinued)   
    This.
     
    Let's do some basic maths. Sapphire cost 287$ and gives me 50 DACS. Which, according to the crowdfunding page are 50 months of play time. Of course, we have no idea how much it will cost per month to play but let's work out how much my 50 DACS might be worth.
     
    50 months of play time is 749$ @ 14.99$ pm (current world of Warcraft/EVE online monthly cost)
    50 months of play time is 450$ @ 9$ pm
    50 months of play time is 250$ @ 5$ pm
    *this doesn't take into account for bulk buying 3m, 6m.
     
     
    Let's say it is around the same price as EVE/WOW. 
     
    749-287=462
     
    So hypothetically speaking if I could sell my DACS in the real world (which you can't) I've essentially made a profit/saving of 462$ (obviously no one is paying full price for unofficial DACS when you could buy official for the same price.)
     
    Of course, this is based on the game staying P2P for the required 4.1 years. For comparison, Elder Scrolls Online went F2P on the 17th of March 2015. Roughly 11 months after it released on 4th of April 2014. Of course, ESO going F2P was to be expected as you can't expect fans of Morrowind to pay monthly when past standalone games where B2P.
     
     
     
     
  14. Like
    Underhand Aerial reacted to Lethys in (Discontinued)   
    then just wait until it's released. If you can't afford it - tough luck but you can't change that fact.
    Get a job. Stop smoking. Stop drinking. Don't eat at MCD every week. Stop going out for 3 months and BOOM - you can buy into beta
  15. Like
    Underhand Aerial reacted to Kurock in What could you do on a multi-crew ship?   
    There are other topics about whether a single crew-member should be able to fly a large ship here and here. This is not about that. This topic is more about what actions a crew could make to benefit a ship over what a single person could do.  These are... 
     
    Things You Could Do On A Large Multi-Crew Ship
     
    The design idea is as follows: Players can "do actions" on specific elements to improve the effectiveness of a large ship. A single person would *not* have penalties to flying the large ship, but neither will that single person be able to activate all the different actions at the same time nor with the same effectiveness as a crewman skilled in a specific area. Let us assume that for a small single-seater ship, the option to activate these bonuses do not exist due to their complexity i.e. the extra manned bonus only comes from a bigger guns/engines/power source/scanner etc.
     
    Character Roles
    I will split the different actions by crew-member roles. Any crew-member can fulfill any role, though having certain skills will make that crew-member much more effective at that specific job.  In smaller ships, some roles could be combined while in larger ships, multiple crew-members could fulfill the same role. 
     
    Pilot
    The helm of a ship is one of the few mandatory parts every ship needs. A pilot already has a very active role simply steering the vessel, which could easily require both in game skill investiture as well as player skill.  So what "extra" actions could a pilot make? Specific maneuvers comes to mind (barrel roll anyone?). But rather than dictating specific maneuvers, the turning speed (roll, yaw and pitch etc) could be reduced allowing for the pilots to come up with their own maneuvers (of course the effectiveness also depends on the ships design).
     
    Engineer
    This role has more options to tinker with the inner workings of the ship or repair the ship directly.  For example routing more power to shields, guns or thrusters giving them a small boost in effectiveness, recharge time or speed. Perhaps the Engineer could push a reactor past its normal limits to provide an extra boost, but at a chance of shutdown if not managed correctly (like the extra power is not used within a specific timeframe). This topic gives quite a few more suggestions.
     
    Gunner
    This role is no surprise.  A turret just works better with a player actively aiming and firing it. What about when the weapon is not being used during combat, such as when the ship is facing the wrong way? How about a preparation load action that allows a second shot to be fired a little sooner than it otherwise would?  If the game had large fixed weapons that could only be aimed by the pilot by pointing the ship in the correct direction, then the gunner could man one of these to allow a bit more leeway in its aiming. 
     
    Navigator
    Keeper of the star-maps, maker of navigation way-points (how else will the pilot know where to point the ship to).  A navigator would not only plot a course but also actively update the course as new information becomes available from scanning.
     
    Scientist
    Scanning and analysis is the scientists role.  Detecting something (like a large amount of iron on a nearby asteroid) needs to be analyzed by the player (with skills giving valuable clues) to discover if that iron is just an iron deposit or if it is actually a potential enemy ship made of iron.  Actively scanning opponent ships to pinpoint weaknesses as well as jamming opposing scans could be an interesting interplay all on its own.  The scientist could decide to do targeted or general scans with the targeted one covering a smaller area but delivering more accurate information. A large ship could even have multiple scientists, one monitoring deep space scans and another running close space scans.
     
    Captain
    The captain of the ship already has a massive job to make all the best decisions based on information given to him by his crew. And who doesn't want a large fancy captains chair? A captain sitting in his chair might be able to boost a single action of another crew-member a little as chosen by the captain. Of course only one such boost could function on a ship at a time, because there can only be one captain. This is a great way to have the captain contribute mechanically (even if only a little bit) and to shore up a role that the ship might otherwise be lacking.
     
     
    What other things do you think would be beneficial to do on a multi-crew ship?
     
    Edit: This post inspired by Starfinder which I played over the weekend.
  16. Like
    Underhand Aerial reacted to Kurock in What could you do on a multi-crew ship?   
    Some excellent suggestions so far...
     
    Medical Officers
    To keep a crew mentally and physically healthy, this role might extend to preparing stim-packs (or other medical paraphernalia of your choice) as well as perhaps enhancing the refresh speed of rez-nodes.
     
    Cyberspace Security Specialists (aka Hackers)
    A specialization of the scientist mentioned earlier, instead of just scanning, the hacker might be able to prepare malicious programs and defenses against such programs that might negatively affect a ship.  Direct access would make any such malicious programs easier to inject, especially direct access to a core.  With this combat between ships could be fought on multiple different levels: pilot/gunner vs pilot/gunner, scanner vs counter scanning, hacker vs security engineer.
     
    Keep them coming
  17. Like
    Underhand Aerial reacted to CyberCrunch in Gamescom insights   
    The DU gameplay at Gamescom was really amazing. I learned so many new things from talking to JC and actually playing the game that I would like to share them with you.
    I’m very surprised no one else started a topic about the Gamescom jet, as there were people who spend much more time at the NQ booth then me…
     
    Disclamer: None of this information is official! It’s just my interpretation of the conversation I had with JC. Also none of the features are final! I got the impression that a lot of details are not fully thought out and will be changed during development.

    I hope we can freely discuss features “as seen in the Gamescom” without violating any pre-alpha NDA… I just think this will be interesting for those who were not there.
     
    Orbital mechanics:
    In space there are actual physics calculations like in Kerbal Space Program! I managed to catapult my ship into orbit with atmospheric engines, but it was pulled back in a parabolic curve by the gravity.
    JC said that atmospheric engines are actually a bit overpowered, as you could reach escape velocity with them and fly straight into space… without any control… because the engines only work in atmosphere… xD
    I have to say that I really liked the atmospheric flight mechanics; they felt very realistic just like a real airplane.
     
    Damaging system:
    Functional parts get damaged on impact and are supposed to lose their function until they get repaired by hand. (currently tweaked as it’s a little bugy)
     
    Lua Scripting:
    We already know about the minigames you can create in DU, but what about the multiplayer capabilities? Interestingly enough it’s already possible to connect multiple programming units together by just using global variables, which are shared inside one core unit.
    Thereby multiple sup-components on a big ship can be interconnected and exchange information between each other.
    In theory it could also be possible to communicate to another construct using the same mechanic, but with a growing distance the update rate of the data would be decrease…
    They are thinking about creating a component that can be accessed “globally” by any programming unit in range… but the whole topic about distributed systems will be another milestone that has not been considered jet.
    Another thing I asked was if we could use an external IDE for programming, as the ingame one was kind of limited… JC said in theory you could import an external library in the ingame interface, which should access the Lua scripts directly from your PCs hard drive.(not sure about the Lua limitations inside DU though)
    Or you just copy the code over to the game for testing.
    The Lua development is also tied to the ingame IDE as each connected component actually provides predefined event-function-blocks that are triggered by certain events (e.g. a switch has an on, and an off block) and you have to place Lua code in the corresponding function blocks.
    I’m sure in the long run NQ will develop a fully fledged IDE for the game, so this will become no issue at all….
    The breakout minigame was also simply some code executed in the “start” function that was able to receive keyboard inputs and generated svgs that were displayed on the screen-unit.
     
    Rendering/Performance:
    Ok, the game is not the prettiest rendering wise.
    All vegetation and functional components get only rendered up to a certain distance (few 100 meters) than they get de-spawned. Also all lighting and shadows are only active up to this distance.
    Further away voxels also get simplified a lot… I honestly don’t care about the visuals that much, but I’ll admit the space station looked kind of squashed from far away.  But JC said they are working hard on improving the rendering.
    On the flip side flying around was very smooth! In god-mode I flew to the moon of Alioth in 2 seconds without any noticeable frame drops!
     
     
    So, that’s all that was new/interesting about the game for me. Maybe most of this was already known, but it wouldn’t hurt to share it here…
    I actually did not have enough time to cover all my questions. But others are probably able to share a lot more insights from Gamescom, so feel free to post them to the rest of the community!
  18. Like
    Underhand Aerial reacted to Code24 in DU Memes   
  19. Like
    Underhand Aerial reacted to NQ-Nomad in JeuxOnLine article about new investors   
    Hi guys, 
     
    For your information, and following up our exchange with the JeuxOnline representative, the news has been updated on their website: 
    http://www.jeuxonline.info/actualite/53082/novaquark-leve-3-7-millions-preparer-alpha-dual-universe-fin-annee-maj
     
    Cheers, 
    Nomad
  20. Like
    Underhand Aerial reacted to Kurock in Question about logging out/in   
    If you log out on a construct you will log back in on that same construct. This is great because the Internet is not always stable with disconnects happening at any moment. 
    But why is this abusable? Jump onto any construct and log out. Now that person can be taken anywhere that construct goes and is undetectable. An invisible stowaway which could just be hitching a ride or have more nefarious ideas.
     
    The first question is does this warrant adding some mechanism to prevent the invisible stowaway problem? The 95% case is one where players have the right to be on the ship so is it really a problem? Adding a mechanism, no matter how small, takes away from dev time in which another feature could be built.
     
    But, for arguments sake, let's say it *is* a problem so how could it be "fixed" to add gameplay opportunities rather than removing them?
     
    1) No rights, no logout. RDMS dictates whether logging off is allowed on the construct. If not, the person is shunted into the planet (or space) outside the construct. This doesn't switch off stowaways since a hacker could get around the RDMS (potentially), but it does make it much more difficult for long hauls since they player must be logged in the entire time.
     
    2) Detection. Part 2 and 3 are meant to be used together.
    a) Make them visible. After logging out a hologram (or ghost) of the player is left behind. Perhaps this could be for a short amount of time before 2b needs to be used.
    b.) Make them detectable. A special hand held or construct wide scanner could be used to give a count of ghosts and eventually, though gameplay, pinpoint them. Think of this as the stowaway trying to hide, perhaps this could get bonuses from stealth skills to hide and likewise the scanner could get bonuses from scanning skills to detect.
     
    3) Action after detection. After detecting a ghost using 2 above, what can a person do about it?
    a.) Nothing. Being able to do anything to stowaways is abusable in its own right.
    b.) Move em. The owner of the ship (with the correct rights) can boot the ghost out of the construct. Potentially into space. This is potentially a death sentence.
    c.) Kill em and be done with it. They won't stowaway on your ship again.
    d.) Confinement. A holding area could be placed on larger constructs. This is not imprisonment: A person could still shoot their way out or kill themselves. It does serve as a way to give the stowaway a chance to have a talk first.
     
    My personal preference would be 2b and then the ability to choose any of the 3's in a case by case basis.
     
    What would you choose?
  21. Like
    Underhand Aerial reacted to Hotwingz in Who's excited!?   
    You bet I'm excited. It's the only game I ever backed and the only MMO in years that really grabs my attention. I could literally talk for hours about Dual Universe. 
  22. Like
    Underhand Aerial reacted to NQ-Nyzaltar in Does Community Content Belong on the Wiki?   
    Hi everyone,
     
    Here is the official stance of Novaquark regarding the wiki made on Gamepedia. We launched the wiki on this platform with the goal in mind to let the Community fill/improve/complete it. we really thank  all those who have already participated in it. However, the wiki was never meant to reference player-created content (hence organization descriptions). It's made to describe official content, game mechanics and possible emergent gameplay.
     
    Here are the reasons for our stance:
     
    1) To keep some meaning for each website.
    - The wiki is there for the gameplay and the game mechanics and the official content.
    - The community portal is the place for all the community-created content (as it will evolve a lot with the arrival of a dedicated web developer joining the team soon).
     
    2) If we start to include Organizations description, we will have to do it for every organization or none of them.
    Referencing a few organizations will raise a ton of issues while referencing will gave the wiki contributors an unreasonable amount of work.
     
    3) To keep a certain neutrality and peace on the wiki.
    We aren't blind or naive. The moment some player-created content (especially organizations description or history) is included on the wiki, it will become a battlefield and we don't want that. The wiki is not made nor designed for that. Remember what happened recently on the Community Portal with a system not (yet) fully implemented to take into account attempts of sabotage.
     
    So for all these reasons, we don't want to see Organization pages appearing on the Gamepedia wiki.
     
    Other wiki mentioned in this topic are, in our opinion, not relevant examples:
    - World of Warcraft is a theme park MMORPG where Guilds are not in direct competition (sure, there are Battlegrounds and Arenas for PVP, but there is no reason to reduce the visibility of any guild, while there can be in sandbox MMORPGs like EVE Online or Dual Universe).
    - No Man’s Sky is not a MMORPG. Not even Multiplayer, so there are even less reasons for this case to go wrong.
     
    Best Regards,
    Nyzaltar.
  23. Like
    Underhand Aerial reacted to Stig92 in Does Community Content Belong on the Wiki?   
    I'm more on RightBigToe's side. I don't see why you should limit wiki just pure game mechanics. If it is supposed to help players, especially new players then knowing about player created things like organisations, central player made locations or other things like player created events etc. is just as valid information. All those are definitely useful information for player entering the world, or even long term player who can't keep an eye on everything in-game alone. 
     
    Isn't wiki community created content too and why should there be some other place to write general information on community created things in-game if there is already a wiki. Sure organisations have their own pages to market themselves, but wiki would have change to have other point of view than own marketing, also write down their history.
     
    As for changing nature of organisations, it is true that one decision by one player could render wiki page obsolete, but does that mean it shouldn't have existed. Lot of things tend to change over time, sometimes unexpectedly. It just means people contributing to wiki need to be active for those parts of the wiki to be up to date and useful as more than historical achieve. I would also recommend highlighting date of information whenever writing something as being the current status. If you want to clarify different topics you can also classify/title wiki articles as information on the game itself (game mechanics etc.) and the world/player made content (orgs, places, events etc) so people know what they are reading, but I don't see any need for some completely separate place for that information.
     
    Though I would be careful in writing about organisations for example before game comes out. They aren't really established until people get to create them in-game. At least I would separate pre launch info from what actually ends up happening.
  24. Like
    Underhand Aerial got a reaction from Hextaku in "in game time" offline   
    That is impossible Waldfee, because we have more suns and more planets a clock isnt useful. 
    I think we will use our real life clock ingame too.
  25. Like
    Underhand Aerial reacted to Lord_Void in Lithos on deck   
    Hello and welcome to the community! We are glad to have you many of us have similar feelings of looking for a place where things work. We are still waiting for alpha so the game is still a ways off. As to who the big players are, I will do my best to give a summary but itis always important to do your own research.
     
    The biggest group is Terran Union, run by UniversalG and FleetAdmiralCoke. They are a good group of people but have had a lot of infighting and restructuring over the years. 
    Next up is Band of Outlaws or BOO of which I am a member. We are the second largest group. Cybrex is the big dog with us and supported by our staff. We are a bit like the mafia of memes; we are a bit rough around the edges but in the end we just want to have fun. We value community, fun, and freedom. We currently play a bunch of other games while we wait for DU.
    After that, there is Cinderfall Syndicate. The best way to describe them would the United Nations but in space. Astrophil runs them and he is a great person. They have had a few setbacks recently but they have a lot of players and groups who are focused on building things. 
    Then there is the Empire, a quiet group but they are well put together. Leonis is the one I see most active over there. Then there are a number of smaller groups that come in all shapes in sizes. 
     
    The big thing for looking at groups is not what they promised but whether you like the people. So talk to people, join Discords, play games with people, and find some friends
     
    For further info, check out the community discord or the Dual Universe Historical Society. Kurock did an excellent write up of some of the communities history.
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