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Villspor

Alpha Team Vanguard
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  1. Like
    Villspor reacted to FD3242 in Site Crashing browser   
    I know. Do people actually fall for that?
     
    It fixed it's self. Thanks for trying to help though.
     
    I was joking when I said I was getting a blue screen in response to "Delete system 32" You know because that's probably what would happen if I did delete system 32.
  2. Like
    Villspor reacted to HUNTINGverse in HAPPY EASTER & MUCH LOVE TO SHARE !   
  3. Like
    Villspor reacted to Muttley in Site Crashing browser   
    Absolutely do not attempt to delete a system folder like System32. I assume that Kuritho is attempting to be funny rather than being mendacious. Either way, it's a dick move.
     
    If you are getting a BSOD then I'm guessing the issues you are having with Firefox is just symptomatic of a much wider system issue.

    My advice is to gather as much data as possible - e.g. error messages, the conditions under which you get the issues, your OS and it's version and anything else that you can think of - and then tell us your findings or go onto a specialised forum.
  4. Like
    Villspor reacted to FD3242 in Site Crashing browser   
    I do have it.
     
    But I find Firefox easier to use.
  5. Like
    Villspor reacted to Kytheum in Join The Empire Today!!!   
    Please refrain from duplicating our topics, we already have one here: https://board.dualthegame.com/index.php?/topic/10937-the-empire/#entry47763
     
  6. Like
    Villspor 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.
     
  7. Like
    Villspor 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  
  8. Like
    Villspor reacted to Ardour in How did you find out about this game? Poll   
    Discuss in comments if you wish.
  9. Like
    Villspor reacted to Mazillus in Fast Track/Catch up Skills   
    This idea is that once you reach master level in your chosen profession you have the ability to give skill apprenticeships to players who don't already hold the skill. 1-5 apprenticeships depending on your training skill level.
     
    (The below example can be scaled to all skills)
    Example:
    Miner Apprenticeship Miner (20% skill speed increase) Master Miner  
    Basically you can still buy and train the standard skill or you can take an apprenticeship with a master for faster training. (maybe there is another skill that increases a masters training ability).
     
    These speed increases are only applied when you complete jobs assigned to you by your trainer. (1 per day, lasts for one 1 day, repeatable until the skill is learned).
     
    These skill apprenticeships have to be initiated in person i.e not something that can be done remotely via markets etc. 
     
    On completion the trainer gains training skill points (increased skill training time bonus or more trainees) and the trainee gains the skill at a reduced time.
     
    Pros:
    Player made tutorial
    Player interaction
    Catch up system
     
    This is something that could be added after years full release. 
  10. Like
    Villspor reacted to Hotwingz in A "physics" question, not game related.   
    Oh I dont need condense per se. I'll explain what I would like to create.
     
    The mushroom in question enjoys a temperature between 21 to 30 degree celsius. A relative humidity between 98-100%, 500-1000 lux and 4-5 fresh air exhanges per hour. Those are optimum conditions for professional farmers.
    Thats to get the pins to form. (Primordia, baby mushroom)
     
    The beauty of oystermushrooms is that they are very flexible. So those numbers are something to aim at, the temperature, fresh air exchange and light levels wont be an issue.
     
    I'm more concerned about getting the humidity up as close as possible to the target number.
     
    The basic plan right now is to let water evaporate inside the box and mist the inside of the box as much as possible.
    Probably through a misting port so I dont need to break the inside atmosphere too much.
     
    It sounds a lot more complex than it really is.
  11. Like
    Villspor reacted to FD3242 in What are the actual chances of this game being any good?   
    There we go. I am happy now.
  12. Like
    Villspor reacted to Robert_Brightstar in Will Mechas be possible?   
    Just give us the tools, we'll figure out the rest.  I'm sure someone will MacGyver something together.  When there's a will, there's a way.  It may not be pretty but that doesn't matter.
  13. Like
    Villspor reacted to NQ-Nyzaltar in What are the actual chances of this game being any good?   
    @Megaddd:
     
    We can understand your concerns, fears and/or doubts.
    It's a natural reaction, especially in the era where a lot of projects are either promising the moon (which they can't deliver) or just failing.
    So being skeptical is totally understandable. However, allow me to clarify/correct a few of your statements: 
     
    1) EVE Online success:
     
    EVE Online current gameplay loops are not what they are today just because of CCP designers. They have really talented people, no doubt about that. However, the gameplay loops you are refering haven't been as precise as they are now right from the beginning. There is a lot of work from the designers, that's a fact, but these loops where born from emergent gameplay at first: CCP developers have admitted themselves that when they launched the game in the first year, players have used the game mechanics in ways they hadn't think about. Then, they analysed what people liked to do in game and listen to the community feedback. Saying the success of the game was reached because they had 3-4 absolutely brilliant people is very reductive to say the least:
    - They started with good base with open game mechanics.
    - They have talented and reactive developers.
    - They kept listening to their community. 
    It's the combination of these 3 factors (not just one) that brought them success.
     
    2) Not much gameplay has been shown until now:
     
    Regarding Dual Universe, yes indeed, you have mostly seen technical stuff for the moment and very little from the gameplay.
    Is it because we want "to hide" the gameplay side? Jumping to this conclusion is a bit oversimplying the situation.
     
    Here are a few facts:
     
    - The pros and cons of having proprietary techs:
     
    Until a few months ago, the Novaquark team kept prioritizing and building the tech, for several important reasons:
     
    The project is technologically ambitious, our studio is coming from nowhere (no past track record for the studio, even in the people in it are experienced), and the combination of these two points made it very hard to be taken seriously right from the beginning, especially in the current context where overpromising has become a common thing. So the first thing we had to address is to show some proof saying "Hey guys, this is really possible!".
     
    The other important reason is because it's just common sense to start by building the tech before the gameplay. It's only once we know the capabilities of our tech - after testing it - that we can build a gameplay adapted to it.
     
    Some could argue we are taking a very long time to build our tech compared to other studios able to show advanced gameplay just only one year (or sometimes even 6 months) after they started the project. Why is there so much difference between them and us? Simply because they started the project with an engine with many features implemented. This kind of engine is great to have a short development cycle. However, "ready-to-use" game engines have a drawback: you can't expect making a game really different frow what has been done before.
     
    Dual Universe is in this case. We tested affordable game engines (Unity and Unreal Engine) in the early days of the studio and we came to the conclusion that they wouldn't allow Novaquark devs to do exactly what they had in mind. We hadn't the time (and the man power) to build a complete game engine from scratch. So we opted for a middleground solution: we've chosen Unigine, which was a very good base to start with (especially for planetary simulation), with not too many technical constraints (generally proportional to the number of features already implemented in the game engine). However, having not many features already implemented in the game engine is a double edged sword: having less features implemented from the start than popular game engines, means more things to develop on our side: the massively multiplayer tech, the voxel tech, and some of the graphics tech (to be optimized for a massively multiplayer context).
     
    Then, after all of this reached a reasonably advanced state (it's not finished yet), we were able to start the gameplay development. And that's where Novaquark was a few months ago. As you can imagine, it wasn't possible to show advanced gameplay footage just a few weeks after having seriously started the development of this part. It takes at least months to have something meaningful to show.
     
    - The lack of gameplay loops in the early days of sandbox games:
     
    As CaptainTwerkMotor stated, you won't find complete predefined game loops, at least not at the beginning. In this regard, we have exactly the same open-minded approach than CCP Developers in the early days of EVE Online. It's also what happened, to some extent, for Minecraft. In the early days of a sandbox game, developers give "tools" to the players and those "create" the gameplay loops they like. Then the developers make improvements to the game to favorize the emergence of popular gameplay loops. That's, in our opinion, how a successful sandbox game can be born: synergy between developers and the community, not just game design decisions made by developers.
     
    So yes, you will see gameplay mechanics in the future that could be used as pieces of a gameplay loop. But you probably won't see a complete gameplay loop, or if we do such kind of video, then it will be to show some example, not to say "This is how the game is meant to be played". Moreover, the Alpha will launch with just a few of the gameplay bricks we have planned on the long run, precisely to get feedback on the first ones by alpha testers, and adapt/improve the following ones coming into the game.
     
    3) The poor graphical performance in the Dev Diary videos:
     
    You're right, the framerate of the recent DevDiary videos is not a decent one.
    If you have read the comments under those videos, you might have seen that we already replied regarding this concern.
    While we have currently a good framerate in-game on a high-spec machine, when it comes to recording it, the framerate displayed in the video is far from being representative of the current framerate in-game. We made tests with Shadowplay and OBS, and while tweaking the parameters improved a bit the framerate in the videos, this is still far from being perfect. Yes, we admit we haven't any expert (yet) in this domain inside the team at the moment. However, we have taken note of advices made by some professional streamers and youtubers following our Youtube channel and we are going to have a dedicated machine to record videos for DevDiaries in the future. We planned to have it for the March DevDiary of March, but it might be too tight in the schedule to make it happen next week. We will give an update on this topic next week.
     
    Long story short:
    If you have questions, ask them. We will do our best to answer them
    We can't promise we will be able to give you only satisfying answers (as you might have a lot of "too soon to give you a detailed answer on this gameplay aspect") but it's sure you won't have any answer if you don't ask first. 
     
    @All:
     
    If you would like to see some dedicated videos to a specific topic already presented in the previous videos, just let us know: I can't promise anything right now, but I can transmit to the devs what are the topics you would like to see developed.
     
    @Bleep_Bloop:
     
    We won't go "Early Access" on Steam any time soon (if we go one day, as it's not even certain either). We want to wait until we're close to have all the main gameplay mechanics implemented in game and a decent stable version. We are very well aware that the Steam Community is composed of a lot more people that want to play a nearly-finished game than testing a game in its early stages... And that's perfectly fine: we totally understand that a lot of people are not interested in experiencing the intermediate stages of a game development. As for your question "what are the chances of this game reaching its full potential?", unless someone has a working crystal ball... No one can answer this question accurately. The chances are something that can vary a lot in a development process, according to the decisions taken and the unexpected events. So far, we think (but you are free to think otherwise) the odds are good, as we haven't hit any "wall" that seems like an impossible obstacle. Our private investors, who saw the success of the Kickstarter campaign, are ready to help even further in the game development, as promised. So as far as we know, there is no dark cloud in the sky at the moment.
     
    Best Regards,
    Nyzaltar.
  14. Like
    Villspor reacted to Anaximander in What are the actual chances of this game being any good?   
    Well, in the last devdiary they did say they are updating the baking of textures... optimisation can be a bitch. Optimisation ALWAYS comes last on any developement cycle. And the january udpate devdiary had far higher framerate than that DevDiary on the Server Technology - the one with the very low framerate. Also, that old video had its framerate low, cause afaik, they hosted server, cllient and reocrding on the same PC - and an unoptimised game on top of that.
     
    Also, EVE is - at its very core - a PvP game. It's gameplay loop is built around that.
     
    1) Build a capital to start the loop.
     
    2) Buy ship
     
    3)
     
    a ) Explode ships
     
    or
     
    b ) Get exploded.
     
    4)
     
    a ) sell loot
     
    or
     
    b ) 1. return to 2). 
     
    (Optional) 2. Ragequit, cool off for half an hour, then get back into the game.
     
    5) Train skills for ships that your capital allows you to be comfortable with returning to 2).
     
    EVE is a sandbox as far as its economy goes. It's pretty much on rails in comparison to DU's scope. NQ shouldn't force players into "do jobs for money so you can be killed or kill faster". If people want to play as builders, they should. IF people want to play as Security Detail in a city they should be allowed to. RP in DU is crucial, as in EVE, RP is the biggest joke I've ever seen.The RP happens on the forums, not the actual RPG, in-game. In-game those RPers are forced to "Go blow stuff up" or "Get blown up" loop. And that loop can't apply on people who live in Safezones in DU, because they want to experience a social part of the game.
     
    So the gameplay loop, if you follow the EVE logic of "kil lor be killed", is not gonna change. And for the most part, it's what people will opt into, that is, until people start bitching how Builders have all the tech in the game, and miners end up the equivalent of the Misty Mountain dwarves from all the people stuck in EVE's loop in DU.
     
    So the arguement "I can't find a loop to default into" is a GOOD thing for the game. It means there are a lot of options.
  15. Like
    Villspor reacted to NQ-Nyzaltar in What are the actual chances of this game being any good?   
    Hi Bleep_Bloop and welcome to our forum.
     
    Not sure if this is the best way to introduce yourself in a positive way, but that's your choice.
    We know our project is ambitious and we don't force anyone to believe the Novaquark team on words alone. We communicate as much as possible on the game development, we show what we can show. We do our best to avoid overpromising things (we stick to what seems to be technically feasible to us) and we try to be as transparent as possible in the development process, then it's up to the players to make their own opinion. 
     
    If you have a hard time to imagine how a game can contain many planets without being extremely unstable, keep in mind that the game world won't be hosted on just one single hardware server, but hosted on a server cluster. 
     
    we suggest to look at:
    - This page on our website describing the "single shard" technology: http://www.dualthegame.com/technology
    - This devblog post: https://devblog.dualthegame.com/2014/09/26/a-single-shard-continuous-universe-one-world-no-boundaries/
    - This video explaining visually how the game world is splitted in real time across many servers to keep a global stability and handle the workload proportionally to the number of players gathering in specific areas: 
     
    After that, if you still have questions, feel free to ask.
     
    About Brian Fargo:
    You might not like the games delivered by his studio (maybe they don't suit your tastes) but they have been successful and the numbers disagree with your opinion. The fact that you don't like them doesn't mean they are bad. Beside, it would make no sense to compare Wasteland 2/Torment: Tides of Numenera with Dual Universe as they are two completely different types of games (the first ones are rpg solo games with deep storyteling designed by developers in 3D isometric view, the other one is a Massively Multiplayer Online RPG Sandbox in first person view where the story is made by players).
     
    Best Regards,
    Nyzaltar.
  16. Like
    Villspor reacted to DoctorCoconut in Will Mechas be possible?   
    I'm curious. Will building be advanced to the point where we could build gigantic war machine for combat? Something along the lines of these:
     


     
     
    (Sorry for the big images, I tried the Image resizer  someone gave me for my first thread and It ended up messing all of my images up)
  17. Like
    Villspor reacted to Hotwingz in Help cleanup the Wikipedia article   
    Oh I see.
    Hmmm I'm going to think about it.
    I'll see what is required to adjust the page and if I can improve on it.
     
    Perhaps someone from the community has experience with this and wishes to contribute.
  18. Like
    Villspor reacted to Code24 in Alioth Aerospace Expo   
    Here is a basic layout idea for the Expo, based on 3 hexes. This design allows for the majority of the Expo grounds to be open, allowing ease of access for larger ships for both exhibition and parking. 
  19. Like
    Villspor reacted to Peregrin in Dual Universe Lexikon   
    Greetings, fellow explorers, builders and settlers !  
       
     
    Dual Universe Sleepers is a fansite presenting daily infos on your favorite game, along with (soon to come) fan productions such as an illustrated timeline and themed wallpapers.  
     
       
     
    When the game goes live, D.U.S. will also form an informal network of observers within the galaxy, bent on collecting and recording knowledge and history. You can even join it right away without leaving any organization you already belong to.  
     
       
     
    This is all in the "humble beginnings" stage, but will flesh out over time; any advice and participation is welcome !  
     
       
     
    You'll find a weekly roundup on this thread every sunday, feel free to comment and suggest, as all of this is just taking shape.  
     
       
     
    "As we go forward without hope of return, we sleep. And we dream."  
  20. Like
    Villspor reacted to Lethys in Is it going to be free?   
    Actually it's more like 10-13€ for a sub and around 18€ for a DAC.
     
    Yes DU is a subsription game, you have to pay per month in order to play
    No they won't change that
    Yes you CAN play for free (with DAC - like EVEs PLEX). Earn enough ingame money, find someone who sells DACs for ingame money, buy DAC with ingame money, use DAC and play 1 month. Next month: rinse and repeat
  21. Like
    Villspor reacted to Stig92 in Underground building aides   
    Simply put I like idea of building underground (bunkers, hidden bases etc.) but it can be very difficult to keep track of the caves, what's the shape of the cavern and especially to not accidentally dig into another room unintentionally. I learned this could be challenging in Space engineers except with free cam, which probably won't be possible in MMO.
     
    My suggestion is to have some kind of scanner that lets builder to kind of see through the voxels, not necessarily details of what is going on in another cavern, but at least where all of the caverns are.This could have a limited range that would depend on how advanced tool you have. This could also be used to make maps of tunnels that could be useful. A deep mining tunnel could have signs shoving people what to except/where to go.
  22. Like
    Villspor reacted to xGugulu in Just want a assistent   
    *Friend of Villspor here^^* Yup i got the idea of Drones ay well but sadly i cant programm. But thanks to you i can now buy/Pre order these drones! Count me in!
  23. Like
    Villspor 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:
     

     

     

     

     

     

     

     

     

  24. Like
    Villspor reacted to LynkxDev in Just want a assistent   
    I already think on program some drones, like patrol drones, mining drones, carriers, repair drones or just cute pet robots ... 
    To help me on my apace ship factory and also sell them to my customers
    I love to program AI like automatons and watch them playing around  ^.^
    But, besides there is no official position from developers, by reading trends and watching their presentations ...
    it seems that they will not allow us take full freedom of creation when comes to script complex  ships functions
    or crafting drones or robots.. 
    But yes !  I'd love to have this possibility
    I'm with you to make developers notice us!
    \o/
  25. Like
    Villspor got a reaction from Melich in Just want a assistent   
    Love this idea! Want one too. Set me on the pre-order-list ^^
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