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norab7

Alpha Tester
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  1. Like
    norab7 got a reaction from Traceur in Mechanical Contraptions: will the game feature moving parts?   
    Hi and Welcome to the Forums
     
    Lua will be a thing to script your constructs, we don't know the limitations of Lua yet, but we know you can script in DU .
    Hinges and rotors we don't know 100% yet, but we know that there will be countless elements that you can put onto your constructs. Constructs being anything you create in voxels, base stations or capital ships or little fighters. Everything is a construct and built in the same process as all constructs will be
     
    nora,
  2. Like
    norab7 reacted to DevisDevine in Hot Spots for Empire Building   
    I recall a post discussing there not being much in the way of restrictions on what you can do in the game right off, but the skills being more of an efficiency/improvement on what you can do. This may be in the sense of things like mining and repairing, but I took it to mean crafting as well. I agree with you on the long skill que problems, 2 years to fly some of the big guys seemed impossible to some players.
    Although I would expect to see some skills needed to make the more advanced things, but they shouldn't be setup so it forces you to train for months on end. I hope the limiting factor is setup to be infrastructure more than anything. We know the nanoformer is limited, but with it they mention making things to create more advanced structures. So maybe it requires an advanced factory to put together everything involved in an FTL drive, and for that you have to make a basic, then an improved factory. Each able to make a few more components, that in tern are used in crafting more advanced components. 
     
    As far as packing and unpacking, I fully expect to be able to setup any factories or equipment on a ship as well as in a building, so you could have a mobile factory that goes out and refines material at a mining site. All the while your base could either be mobile or just a city somewhere, and have resources imported. As I stated, I expect resources to be vast, but depletable. Lets say theres a star system not far from Alioth that an empire settles in and becomes a major trade hub. When the local resources are depleted (something i expect to be on the order of a year to do) they could be shipped in from neighboring system, and slowly spread out, all the while the city can remain. Afterall once you establish a trade hub people will bring in things from further out just to sell their goods quicker. Eventually groups will place stargates leading to the system so they can get there quicker from their pace. 
     
    Now massive alliances will run into this scenario, but I believe smaller groups will begin to spread out and claim a system of their own. Afterall in an infinite universe why fight over the resources, not at first. Not until closeness to an empire becomes an issue, I want your system because I dont want to move my city and we are out of resources. The mall groups not settled much can move on. I think the battles will be driven for the fun of it rather than resources. Or just to piss off another group you dont like. Look at games like starmade, theres plenty of room compared to the few players on a given server. They can completly avoid eachother and still have resources but fights still happen. 
  3. Like
    norab7 reacted to NQ-Nyzaltar in Dual Universe at E3   
    Hi everyone!
     
    Just to avoid multiple threads on the topic, I'd suggest to focus all the discussion in the following thread:
    https://board.dualthegame.com/index.php?/topic/544-announcement-dual-universe-at-e3-pc-gaming-show
     
     
    There will be most likely a version of the show put on Youtube once it will have been live streamed.
    I wouldn't worry too much about that
     
    Best regards.
    Nyzaltar
  4. Like
    norab7 got a reaction from Zen001 in Whats about fully destructible Planets/Stars?   
    Next 20years you could be inside the game like the matrix, and doing all the destroying and flying around yourself.
     
    Think of 20years ago mobile phones were almost non-existent and now everyone has one, it's more likely that the people who don't have a mobile phone are non-existent now, and think of how much better they are now compared to then.
     
    I totally think it is possible within the next 20 years to have some form of matrix/SAO style game where you control the game with your mind and are inside virtual reality and such. IBM has started making a VRMMORPG based on SAO with forcefeedback and such so it feels like your touching the objects inside the game.
     
    But yeah, that was slightly off topic, but to think about the moons situation maybe they are not planet type constructs, when you think about it they are going to be smaller and in the high chance that they are not habitable, so they could be a asteroid type and movable and such. Although we don't know anything other than planets will not be movable but asteroids we still don't know yet.
     
    Would be nice to have though, imagine hollowing out a moon and moving it around like a death star, and people confusing it as a moon, mining through it to see if there are resources and eventually opening up into a very powerful fortress in the middle..
     
    Even if we can't do that, I've just got the whole nerd'shakes from thinking to much about DU.
     
    ha...
     
    nora,
  5. Like
    norab7 got a reaction from Dreamstar in Mythx   
    This could be a good way to replenish the resources on a planet also. Once you dig far enough down you start to encounter these creatures, that attack you but they also have the chance to replenish the ground around them as well, putting back a 'random' assortment of ore/dirt/stone ect. beside droping loot for you. 
     
    They could just come out the wood work one you hit a certain depth, where the deeper you go the more there are and the stronger they become but also the more loot you get from them and the more chance to find rarer ore. You could have to build defences and subterranean forts to prevent them from attacking you all they like under ground, but they would be able to 'eat' through your builds and ships if you used them given they have 'razor like extrusions'..
     
    I like this lore and the idea that it gives off too.. +1
     
    nora,
  6. Like
    norab7 reacted to Dreamstar in Mythx   
    vast nothingness
  7. Like
    norab7 reacted to KlatuSatori in Shields Please   
    It's not about it being a cakewalk, it's about having the rock to break the scissors. It's about having balanced, well considered defences.
     
    All I'm saying is there should be a vast array of choices for defences. Shields should be one of your choices, not necessarily the best or worst choice, just a choice.
  8. Like
    norab7 reacted to KlatuSatori in Factions, reputation, tags, neutrality, stargates, markets   
    I love the idea of organisation or player having a kind personal reputation "currency" which can be earned through any means deemed worthy by the organisation.  I think that is an excellent way for people to keep track of friends and enemies.  Obviously individual players will not have as detailed a system as big organisations, but nothing should stop them.
     
    Remember though, that stargates are something for down the line, not something anyone is going to have for quite some time.  Let's say an organisation has a radar units on and around their territory and areas of operation.  Whenever they detect a player it checks if they have any organisation-issued tags.  Everything up to that point is possible from the information we have so far.  The act of giving tags to other entities (entity = player or organisation) has not been described beyond the word "give".  But I think it would be safe to assume that there will be automated way to give tags to entities, whether it is built in to the game, or preferably using some kind of element, say a Policy Unit (bad name, sorry).  So Radar Units are all set up with Policy Units and a simple Control Unit assigns tags to unknown players.  This tag could be anything the organisation wants it to be.  It could have a whole load of sub-tags within to it that deal with, as you say, donating credits or killing enemies of the empire, etc.
     
    Another idea - a Broadcast Unit.  Something that issues automated messages to players like in the example you give (give us money in exchange for rep) but removed from stargates.  Similarly, very large, but welcoming, organisations can set up offices at entry points to their territory where they deal with visitors in person.
     
    Regarding how tags will work, they will all be associated with powers, duties and warranties, if you recall.  Any tag can be created that grants a power to an entity given that certain duties are fulfilled, and the tag can be revoked subject to warranties being fulfilled.
     
    Regarding Market Units, they haven't said anything about two Market Units needing to be at least a certain distance apart and I don't see why it should be that why.  What they have said is that you will only be able to see what is in a local Market Unit (one that you are actually standing next or that is within a certain radius? can't remember which is true).  But there will also be Information Units which can be networked together to get information on distant markets.  Beyond that we have little information.
     
    Market Units will have a set of predefined powers associated with them.  I imagine one of them will be the power to trade at the market.  So the owner of the unit can grant or revoke this right as he/she sees fit (and hopefully automatically with a system like I outlined above).  It would be cool if you could dynamically assign tax rates to certain people depending on which tags they have or how much reputation they have.
     
    I think I've waffled semi-coherently long enough for now  
  9. Like
    norab7 got a reaction from Zen001 in Shields Please   
    I'm just going to have to point out that the only 'safe area' we know about so far is the arkship protection range on Alioth, nothing else in the verse will have any protection other than what the players decide to create themselves.
     
    That being said, I'm sure there was another thread somewhere about shields, that has lots of ideas in it also, but I agree with what you are saying, and also want to reiterate what 'DD' says about it being in the lore, we just don't know the size, scale, protection, capacity ect of the shields. So its more of a question of how they will work other than if we will get them.
     
    nora,
  10. Like
    norab7 reacted to SzaryWilk in Billboards in DU.   
    I think it's a nice opportunity for corporations and merchants.
     
    Possibility of building and placing billboard in the selected location. For example close to a planetary base or city, near space station.
    On billboards we could place texts and pictures advertising our business in DU. What is displayed on the billboard could change.
  11. Like
    norab7 got a reaction from Azrael in How to colonize Planets ?   
    I don't know 100% but i'm sure Terraforming has been confirmed as a no, but might be available in a kickstarter goal (maybe, might be confusing myself here).
     
    As for the harsh environment, I don't think anything has been said about the different types of biomes and planet types yet. Can't think of anything that's been said at least. However there is a thread somewhere about planets and tentacle planets, or planets that would try to eat you and such.
     
    I like the idea that there could be planets that you would have to build 'differently' on if you wanted to build there, like a water planet that you need to build floating buildings on, or attach it to the sea bed to be able to build. Or lava planets where you need to build supports of <rare material> into the lava before you can build normally. Or oxygen less planets where you would have to build inside domes or airtight buildings to be able to breath/replenish oxygen ect.
     
    I hope there is something like them, I like having the extra challenge of where i'm going to build my base and ships. But I think a lot of this has been confirmed to be only if certain stretch goals for kickstarter are met. I think.
     
    nora,
  12. Like
    norab7 reacted to Ripper in Shields Please   
    Theres no difference between one construct or another. So the shielding of your base will use the same technology as that of your ship.
  13. Like
    norab7 got a reaction from Zen001 in Whats about fully destructible Planets/Stars?   
    Nyz has commented saying there will be positional damage on constructs and I see no reason why this wouldn't transfer over to the voxels belonging to a planet, and it has been said that you can mine/destroy everything on the planet, other than the places that are protected by arksites or potentially alien ruins (not sure what the monoliths will be though).
     
    So What I think is that yes, you could destroy a planet, give that the devs create a weapon element powerful enough to do it, or that you have enough time. And yes if you bombard a specific area on a planet it will take damage unless protected.
     
    Although I'm not sure about the planet destroying weapons. What if there is only 1 TU / Arksite on the planet and you use this weapon, does the entire of the planet blow up and leave this chunk of planet floating, does this weapon bypass arksites, what happens if you target a arksite with it ?... If it is just a really powerful weapon and leaves big craters in the ground I don't have anything against it, but a whole planet destroying weapon could be both really horrible for the people on the receiving end of it, or the people who are unlucky to be placed on the planet. They will lose everything.
     
    I don't think a really expensive build cost would create any balance out of a weapon like this, because it would allow the massive corporations to just eradicate anyone who stands in their way who doesn't have a Arkified TU to protect them.
     
    Planet Destroying Weapons I Vote: No
    Really Powerful Weapons that leave big Craters I Vote: Yes (In moderation)
     
    nora,
  14. Like
    norab7 reacted to DevisDevine in Repair and shield systems   
    Sure you can repair a ship with your hand tool, but if you can fit the tech in your arm why would you think you couldnt upscale it and put one on a ship? I see the morpher as a bare survival tool. You will always have something to start over with, but I would expect it to be obsolete with better tech that you craft using it. A better repair system would be one of them. Ofcourse I would expect it to come at a cost though. 
  15. Like
    norab7 got a reaction from Ghoster in DevBlog: Monetization, player happiness and economic viability   
    Never ever in my life will I ever enjoy Pay 2 Win games. EVER....
     
    Even the thought of that being a part of DU makes me feel sick, any and all items sold in a store for the game should be cosmetic/aesthetic and not serve a purpose other than skins and ornaments. 
     
    There are plenty of games I've played where they've prided themselves on how it's free and you can do everything 'paying player' can do if you spend the time they just have a slight advantage ect ect and it's all supposed to be nice and fair..
     
    But what they don't tell you is that if you want to be on equal footing with someone who's just spent £20 in game you would need to play 100hours +... when they don't need to spend any time on anything they just have it.
     
    THAT IS NOT FUN.. That is giving advantage to the Rich and screwing the poor or on the worst outlook of it, it is pure GREED.
     
    Of course I've only ever seen this happen with games that are F2P and have a cash shop, but the cash shop is the problem not the F2P part. I do NOT want to see things in the store that would reduce someones playing time by 10's of hours simply because they've paid for it if DU is going to be Subscription base. If DU was F2P, go for it, you need to make money somewhere, but as it is not, this would Infuriate me beyond words and I would probably not play more than a couple of hours.
     
    Sub based with no cash incentivized pay2win shop and i'll play forever.
     
    nora,
  16. Like
    norab7 reacted to Dreamstar in Resources required for ships   
    The feeling I have of the developers is such that, many mechanics will be behind the scenes.
     
    Heat dispersion will probably just be a soft stat. If a laser weapon worked in such a way that it was hot. I assume they will just make its re-fire time longer. and not make you think about the actual heat it produces.
    If you have a way to over-ride and fire faster then instead of a heat stat, you probably will just take component damage would be my guess.
    If such a module like a heat sink existed, I assume it would not collect heat per say, but that you need a Heat Sink module to counter act the side effects of rapid fire, or whatever.
     
    I don't believe they are trying to implement specific mini games out of us routing power, heat, and other systems ourselves. Only balancing the Pro's and Con's of modules.
     
    ----
    The dev team hasn't yet talked about it, but consider that we have the technology behind the KadPak or whatever they're calling it now days. You know, you can store much larger things into a smaller space.
    So in terms of storage, ammo, energy, or otherwise. I believe we can expect the modules to be significantly smaller than we would expect them to be.
    So long as, technically speaking, the interface where ammo, energy, or fuel would exit is the proper size in our dimension. I don't think it will be an all inclusive technology, but for storage I assume its the direction they will take.
     
    Everything involved with the ship will probably have a mass statistic. I dont know how they will determine the center of mass on the ships, or if they care to do so. I assume everything will contribute to the tonnage of the ship. and From there, a rough calculation on what kind or class of ship it is will be made.
     
    ---
    When I think of fuel in the game, i think of it more for rockets, and for planet based vehichles.
    As far as spaceships are concerned. I Believe that various reactor types, maybe they need fuel, or maybe the "fuel" is just apart of the building process and they never run out after that. Not sure how in depth they will make it.
    I assume that those reactors will be able to power everything.
     
    However I believe its intended for individual modules to be able to be targeted and destroyed. So there may be redundant and backup generators or battery systems.
     
    So In regards to object health, I assume that the voxels you build ships out of will have defensive properties. Like Kinetic resistance, and a set amount of HP.
     
    Someone said at one point that they wanted to implement realistic pressure, but its Far to complex for an mmo environment. For them to do that, the game would have to revolve around that mechanic essentially. However I believe they said that making a difference between an area with atmosphere and an area without in inside a ship was something they would consider.
  17. Like
    norab7 got a reaction from Atmosph3rik in DevBlog: Builder gameplay, Voxel Tools & Elements   
    I'm not sure you grasp the full idea of DU.
     
    If I wasnt on my phone I'd give you a better overview comment but I'll try and be quick, maybe I just misread but:
     
    DU isn't a standard MMo with quests and missions, it is a sandbox that the player decides what to do. The only time you would get quests is from other players giving you something to do themselves. There will be no (that I know of) quests or missions design by the devs.
     
    There is no PvE, in the sense that you can play the game without interacting with other players, everything will be PvP based as its a single shard universe and the only safe spaces where you cannot attack each other are inside arksites and the only known arksite is the arkship on Alioth the starter planet.
     
    As for armour and ship design I have replied to a comment you made in another thread about ships. But you design the ship, if you want 6foot armour plating, build it. If you want 7000 turrets, build it. The ship design is your choice, we don't know of any restricting factors to ships size, element limits, voxel count ect as of yet, so any ship you can think to build with the parts available you can build. From a small single person fighter to a planet sized Goliath 250person crew ship.
     
    Not sure of the rest of the comments you mentioned as I can't see them now on my phone, so if I remember I'll come back and add some more/ clarify points ect.
     
    Hope I've helped.
     
    Nora,
  18. Like
    norab7 got a reaction from Zen001 in DevBlog: Monetization, player happiness and economic viability   
    Never ever in my life will I ever enjoy Pay 2 Win games. EVER....
     
    Even the thought of that being a part of DU makes me feel sick, any and all items sold in a store for the game should be cosmetic/aesthetic and not serve a purpose other than skins and ornaments. 
     
    There are plenty of games I've played where they've prided themselves on how it's free and you can do everything 'paying player' can do if you spend the time they just have a slight advantage ect ect and it's all supposed to be nice and fair..
     
    But what they don't tell you is that if you want to be on equal footing with someone who's just spent £20 in game you would need to play 100hours +... when they don't need to spend any time on anything they just have it.
     
    THAT IS NOT FUN.. That is giving advantage to the Rich and screwing the poor or on the worst outlook of it, it is pure GREED.
     
    Of course I've only ever seen this happen with games that are F2P and have a cash shop, but the cash shop is the problem not the F2P part. I do NOT want to see things in the store that would reduce someones playing time by 10's of hours simply because they've paid for it if DU is going to be Subscription base. If DU was F2P, go for it, you need to make money somewhere, but as it is not, this would Infuriate me beyond words and I would probably not play more than a couple of hours.
     
    Sub based with no cash incentivized pay2win shop and i'll play forever.
     
    nora,
  19. Like
    norab7 reacted to Ripper in Resources required for ships   
    You are a bad man.... 
  20. Like
    norab7 got a reaction from Dead8Eye in DevBlog: Builder gameplay, Voxel Tools & Elements   
    I'm not sure you grasp the full idea of DU.
     
    If I wasnt on my phone I'd give you a better overview comment but I'll try and be quick, maybe I just misread but:
     
    DU isn't a standard MMo with quests and missions, it is a sandbox that the player decides what to do. The only time you would get quests is from other players giving you something to do themselves. There will be no (that I know of) quests or missions design by the devs.
     
    There is no PvE, in the sense that you can play the game without interacting with other players, everything will be PvP based as its a single shard universe and the only safe spaces where you cannot attack each other are inside arksites and the only known arksite is the arkship on Alioth the starter planet.
     
    As for armour and ship design I have replied to a comment you made in another thread about ships. But you design the ship, if you want 6foot armour plating, build it. If you want 7000 turrets, build it. The ship design is your choice, we don't know of any restricting factors to ships size, element limits, voxel count ect as of yet, so any ship you can think to build with the parts available you can build. From a small single person fighter to a planet sized Goliath 250person crew ship.
     
    Not sure of the rest of the comments you mentioned as I can't see them now on my phone, so if I remember I'll come back and add some more/ clarify points ect.
     
    Hope I've helped.
     
    Nora,
  21. Like
    norab7 reacted to Tierless in DevBlog: The first images of Dual Universe!   
    "But we give you a taste of it, because we find it awe-inspiringly beautiful." Indeed, indeed.
  22. Like
    norab7 reacted to DevisDevine in Resource Respawning   
    It has been said (somewhere) that you can build in the world or in VR. VR would give you a blueprint that you would then have to construct in the world.
     
    And I till haven't seen much on asteroids to know if they are movable, just that they are planned. I hope they are like Stargate, planets are stationary but asteroids are movable.
     
    It makes sense. Asteroids are small and will be more likely you can thrust them eneough to move them. Planets are massive. And while eventually some of us would have the resources and power to provide a measurable acceleration to them, it's an unnecessary mechanic to impliment.
  23. Like
    norab7 reacted to DevisDevine in Beware of the afk cloaker   
    I fully understand the cloak issues from Eve. Living in Providence/catch we felt with UK (aka usually cloaked) a lot.
    I don't mind the cloaking, but it should either be cycled with a short cool down or have a way to counter it. Some sort of scanning system. Even if it's power hungry and hard to operate you should be able to increase your scan resolution eneough to detect the minute disruption of the cloak.
     
    NQs points are valid, and it seems DU won't have the same problem with afk cloakers. But if there are cloaks we still need a way to detect them. Entering exiting FTL, thrusting, weapons, communications, all should give off some detectible signature. Even when motionless it is unlikely you will have a perfect cloak, the ship should give off some em and heat signatures.
     
    Even without afk cloaks you fall vulnerable to someone flying in cloaked and doing a bombing run without your sensors detecting them to fire back. So make it expensive. But give us a way to detect them as a countermeasure.
  24. Like
    norab7 reacted to NQ-Nyzaltar in Hi and where I should send my 100 euro?   
    Hi Rodier,
    Welcome on our official forum!
    Yup, our Kickstarter campaign is planned for the end of this year, with video footage
     
    Best regards,
    Nyzaltar.
  25. Like
    norab7 reacted to NQ-Nyzaltar in Programming Gameplay and Continuity   
    Hi everyone! 
     
    This topic raises very important ideas and concerns.
     
    We are perfectly aware that not every player that will be interested in Dual Universe will be a naturally talented voxel-based spaceship designer. or even interested to be one. That's why, right from the beginning, we plan to have generic blueprints available, to avoid that - even it's a very improbable scenario - some organizations recruit all the builders to build only for them.
     
    We are planning to do the exact same thing for the LUA scripts: having some decent generic ones available to all players right from the beginning, to avoid any monopolistic situation, because not every player is a natural born developer.
     
    That way, we expect each player to be able to build, buy and use decent static or mobile constructs.
     
    We want to promote creativity freedom, not monopole. Monopole is not fun.
    That being said, creativity freedom comes at a price: in order to remain fun on the long term, a game needs to be balanced.
    We don't want to sacrifice everything on the creativity freedom's altar. There's a need to find the right balance. So as much as we don't want to intervene, it might happen that the dev team will implement some limits to LUA scripts at some point, if this is really necessary for the sake of the game and the global fun experienced by the community. Or maybe it won't be necessary. We'll see. The thing is the team can't anticipate all problems... but we can definitely react to them.
     
    Will the organizations having talented coders in their ranks get an edge over others? Probably.
    But the same could be said for organizations having pro-gamer level players, that can win fights on 1 vs 3.
    The same could be said for organizations having 10, 20 times the number of people than others. There is strength in number as well.
    This is part of the game too.
     
    Best regards, 
    Nyzaltar.
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