I play EVE and I love EVE, but I don't want this to be an EVE clone.
That being said, EVE is also fairly similar to what this game looks to be (single shard, revolving around spaceships, sandbox game, player driven economy) so a lot of people use EVE as a reference point for how systems should/would work. EVE has also solved a lot of issues/ideas already, so there isn't a huge need to reinvent the wheel for some areas. In addition, many systems are being taken directly from EVE (skill system, market system, combat system, account structure).
The in-game price of a DAC will be the result of the pressure on supply and demand and will not remain constant. It may also vary depending on the particular market you are looking at, even if they will tend to uniformize over time. So, it is hard to say whether it will be difficult to farm DACs, but what it is likely that if many people want to buy DACs, and not so many people sell them, the price will go up. Until it is too high, and people stop wanting to buy it. Then it will stabilize, but still evolve over time.
End of 2018, when the game is shipping.
Yes, you will need to know that you are crossing a boundary. We will not make this visual feedback permanent however, unless you want it, as it would ruin the landscape! But as you get closer to a boundary, a visual feedback will help you to understand what is going on. You will also be warned if you are not allowed to enter, with a timer to react before possible retaliation measures enter into action.
As a general rule, we want Dual Universe to be a genuine alternative reality that should allow you to escape the real world and enter into a fantasy universe. Opening the doors to the real world Internet might be an issue considering this policy, but we have not yet decided how far it should go. For example, having a web-based organization page inside a game internal browser could be a legitimate example.
Yes, it's possible we have different behaviors for different classes of Elements. In the example of the engines, we will limit how much force the engines can deliver, so that a very large ship will not move instantly simply because the Newton law F=M.A will prevent (M being large and F limited, the acceleration will be small). Of course you could try to put a large engine on a small ship, but then the mass will increase anyway to sustain the engine itself, plus le very large containers needed for the fuel.
We will definitely look into trap mechanics that can be scripted, yes. The open question is whether we will allow some simple server-based action/reaction triggers to be implemented, that would run even when you are offline (which could have a cost on server performance), or if you need to be online for the LUA scripts to run. We will look into this in the coming months.
First, we love Linux! Actually, several of our programmers are running Linux on a daily basis as their main programming environment. The game currently runs on Linux every day, on these programmers machine. Now, it does not necessarily mean that we can ship the game on Linux, there are many issues that we need to solve: compatibility of all the third-party libraries we use, selecting a distro, deal with the maintenance efforts that goes with having a code base that runs on clang and visual studio, etc. It is not impossible, we would love to do it, but ultimately it will depend on the market size relative to the costs of maintenance. So, if we can see a strong movement of the community in favor of Linux, it will significantly increase the chance of the game being released on Linux.
Yes you will have the 5 Kickstarter in-game pets at an Emerald level. Pets are going to be mainly cosmetic and cannot give you an in-game advantage. They will follow you and we will try to make them funny and lively, but that's it.
Weapons will not be customizable, they will come in various types and levels, and you will be able to improve them by learning skills. The spaceships however are entirely customizable, since you can build them entirely from scratch. The scripting inside the ship (based on LUA) is optional but will allow to customize certains aspects of piloting and possibly fighting (we are very careful not the break the game equilibrium by allowing this). There are a devblog about scripting that we recommend reading: https://devblog.dualthegame.com/2015/09/18/lua-script-and-distributed-processing-units/
Territory tiles of about 1km side will be claimable via Territory Units. When an organization or a player has claimed a territory, it is possible to set rights on edition, mining, etc on this territory. In any case, player-made constructs are built within a "building zone" that cannot overlap with another building zone, at least not for static constructs (a moving construct can overlap another construct building zone, for example to get inside a space station)
Pets are going to follow you wherever you are, unless you dismiss them. That's about all they can do, as they are purely cosmetic entities.
We are going towards a First Name + Last Name, with no string attached to the underlying account.
For performance reasons, gravity is going to be simply modeled by having a force pointing towards the center of the planet, regardless of the distribution of mass. While it could be possible for certain planets that do not have a lava core (like a small moon) to be split in half, we believe that the amount of work to do this will make it quite hard to achieve! If so, however, both sides of the planet would remain "glued" invisibly together.
We are looking into this, even if it will most likely not be in the initial release. We are also considering the possibility to give the proper risk assessment tools in-game for player to be able to create their own insurance companies.
We will look into it, but can't promise anything at this stage!
FTL will be handled in a very basic way at release, but we might add the fact that FTL flight happens in a "parallel" hyper universe in a later stage after the initial release. The idea would be then that FTL travel happens in a hyper space, where you could possibly add bubbles that, when intersected, would take you out of FTL space, back into normal space.
This will restart after the Kickstarter campaign is over. We have opened an AMA already during the Kickstarter, with so many questions (including... this one!) that we are already very busy answering as much as we can now!
For now, the only pets you can have will be the Kickstarter rewards. It's important to make the difference between pets (which are only cosmetic) and "companions", which are generally NPCs (in Dual Universe that would be droids) that will have a gameplay purpose. We have not confirmed the availability of companions at the moment, and if they are made possible, they will most likely not be in the initial release, but rather in a (free) expansion later.
We are balancing the game so that building a spaceship from scratch, without using any of the in-game markets to shortcut-buy anything, would take several days of work. You would have to collect the resources, setup the industrial chain (3D printers, assemblers) to make the Elements, etc. Now, if you just arrive in the game and go on the in-game market to buy all you need, the physical integration of the basic building blocks should not take more than a few minutes for a basic ship (like the one we have demonstrated in the ship building gameplay video, for example)
Territory owners will be able to set rights like: editing rights (who can mine), construct creation right (who can create a static construct), enter right (who is allowed to enter without being flagged as "intruder"), taxes (amount to pay to use the above rights), and more and more possibilities as we expand with the community what is needed. The way this will be done is by following the principles of the "RDMS" or Rights & Duties Management System, as described in the corresponding devblog.
Because planets should turn around their axis in the future (if no particular technical problem prevents us from doing it), we will limit the altitude of what you can build to avoid having to handle collisions on the server for potentially millions of nearby constructs. In practice, anything below the max building altitude will "turn" together with the planet. This should be a few kilometers high. So, no space elevator, or else no turning planets!
This all boils down to the max range indeed. We are running some tests as we speak to answer this question, so it is not clear what we can promise at this stage. In any case, players on planets will have several ways to protect themselves: the Safe Zones (one is around the Arkship), the protection bubbles, and... building underground.
We have published a video to explain our "Dynamic Space Splitting" algorithm and why we think that can help having both large battle and decent frame rate. We have made some tests, we have some mathematical models, and so far everything seems to be working as planned. The truth is, only the live tests will tell us how good it is, so that's what the alpha/beta will be about.
We plan on giving the possibility to players to plant trees at some point (maybe not at release). This would allow you to regrow entire forests. But basically no, trees don't magically grow back.
We are considering the possibility to "anchor" a dynamic construct, when you want to state that it should not move anymore. Otherwise, an active dynamic construct (active = someone is running a flight control unit) will be subject to gravity, and as such should be orbiting the planet if given the proper velocity.
No, membership is not inherited. Rather, one legate will represent the lower organization in the larger organization. Legates can decide who is going to represent them.
The automation of defense systems is still in discussion, as we want to avoid to get to an all-automated warfare type of gameplay. Besides, there will be no territory in space at the beginning, but we are working on ways to expand the territory system to space in a future expansion of the game.
Resources can be exhausted, because they don't regenerate. We may indeed have to make an exception for the starting area, but otherwise, the idea is that the exhaustion of resources is a way to push players to explore new worlds (even if it will not be simple to exhaust a planet, there is so much space in it!), and also help prevent organizations to be sitting on an infinite source of wealth. So, yes, explorers, mineral prospectors, will be crucial professions in the game, and very meaningful.
It will be based on sea level, to simplify our calculation.
We are thinking about it. It is true that CvC is a crucial feature, but also, we need to be careful about the promises we make. We would rather add it in a further expansion after game launch (and do it well) rather that promise everything and deliver nothing.
Absolutely. Any construct made from a blueprint will not be "blueprint-able" again, unless you allow it. This is a fundamental game mechanics to avoid the industry to collapse.
Casual/Hardcore is a subject of definition. What we have in mind is "easy to learn, hard to master". We want players to be able to dig into any part of the gameplay and get better at it as they understand more about the subtleties of it. But more "casual" gamers can also enjoy the game at a more basic level, there is not need to become an expert.
We have said several times in our official statements that the Kickstarter is a way to help make us stronger in possible future negotiations with our current or future investors. We need to send a message: gamers like this kind of innovative ideas. It is not at all easy to sell otherwise, because innovation is almost always something investors avoid at all cost.
We are fully using multithreading technology whenever it is possible, like for example on the voxel algorithms. We will continue to use the maximum amount of resources, with the constraints we have (engine, third parties, etc)
Lifetime subscription are only for our crowdfunding backers and we don't plan to sell them once the game is released. As for the way DACs are working and the trial access, we have given more details in our first update.
Territory control will be limited to planets at the game launch, but we will add more possibilities later in a territory focused expansion. It is likely that planetary space (a volume around a planet) will be managed as a whole entity for control, as well as system-level control and cluster-level control, all with hierarchical levels of political influence. Not an easy system to setup, and we plan to discuss it with the community to make it right.
No, there won't be a maximum number of members in an organization. We might indeed try to add a skill to stage how large it can be, up to "infinity" at the higher level skill, and doing so by taking into account the skills of all the legates, but the particular mechanism to do so is not defined yet.
Absolutely, yes. The mechanism to handle that is what we have called the "Rights & Duties Management System", which is described in this devblog: https://devblog.dualthegame.com/2015/05/21/rights-duties-management-system/
For the first release of the game, yes, the defense scripts will only be active if you are online. The fundamental reason for this is that we don't want to run any arbitrarily complex script on the server side. Now, in future expansions of the game (expansions are free, by the way), we may introduce some very simple action/reaction offline scripting possibilities, but the precise working of this feature is not yet defined. About the second part of the question: as long as somebody as the right to run the script (that is, to activate the Control Unit that hosts it), he or she can run it. Within an organization, it will be possible to give various rights to various members (with the Rights & Duties Management System), so it means that it should be possible for many players to activate a given script.
This is the contract system, that will allow to hire someone (and make publicity about it, so that you can get candidates) to do a task in exchange of money or goods. The enforcement of the contract will be handled by the game, to avoid the problem of building trust. It will also be possible to setup collaterals to protect your goods against stealing or destruction. The contract system is still in discussion at the moment, and may not make it to the first release of the game (but will be in a future expansion in any case).
It is not clear yet whether we would be able to have one single server capable to welcome people from all around the world. This was not possible with Eve Online, for example, and they started a dedicated server in China. It is too soon for us to make announcement of that kind, as heavy testing will tell us how far we can go.
If you don't have the right to mine (or edit) terrain or a construct, it means that you cannot use the mining tools to modify it, and possibly recover some material in the process. But it will always be possible (outside of a Safe Zone) to destroy it, using weapons (otherwise, there would simply be no PvP!). Digging an underground tunnel would be an option, but you would not mine the tunnel, you would have to blow it up bits by bits!
About the doors: this is something we are thinking about with the idea of pivot and slider Elements that could be used to connect voxel structures together. This is not going to be possible at release time, but may come later in an expansion. About the script interconnection: this will be made via "Communication Units" that are able to send and receive signals. Your door would then subscribe to "open" requests, check the identity of the caller and react accordingly.
Thanks! About cosmetic items: we may introduce them, but it will be possible to sell them on the in-game markets for in-game money: so, you will always have the option to either buy them with real money, or with in-game money. No aspect of the game will ever be locked to the fact that you have to pay real money to have it. Note that the conversion rate between real/in-game money will be dictated mostly by the fluctuating price of DACs.
This is something we are clearly thinking about, yes. More details will come soon!
We plan to make the territory tiles inside the Safe Zone claimable, yes!
We would like the control to happen within the game, using the game mechanics (territory, delegation, RDMS, etc). Now, about having a set of players elected to represent the community in discussions about the evolution of the game: this is a very good idea (like Eve Online's CSM) and we are going to look into it.
hanks a lot! As we said in a previous question related to Linux: we love Linux, and several of our programmers actually work with Linux stations, running the game on Linux every day already. Now, to move this to an industry-grade support, it will involve more costs (testing, maintenance, rendering tweaks, etc). We need to measure a clear market drive to help convince us that the benefits will exceed the costs.
We are going to try to make the game as beautiful as possible! We like realistic looking graphics and everything that can help immersion. Now, keep in mind that beautiful assets are expensive to create, and also that we have a very particular setting for Dual Universe: unlike almost all other games, we cannot pre-calculate a lot of things because the world is completely modifiable. Also, the landscape is procedurally generated. The engine cannot expect anything to be in a given state, and the size and depth of what you can see (from space, for example) makes this even more challenging. So, we are entering into fairly unknown territory, with lots of innovation and new ideas. There will be tradeoffs to make, compared to a carefully handcrafted level design, but we hope that the result will be beautiful and a world that you can call your own!
There will be no "endgame" in Dual Universe, just like there is no endgame in real life. There will always be yet another planet to explore, to conquer, yet another innovation in ship design to overthrow the markets, yet another alliance to make or break, etc. We suspect however that the control of Alioth, the starting planet, will become a political drive in itself. Could it be one day under the control of one mega organization? We don't know that
We would love to release a demo today, but we are not ready yet. The game is in pre-alpha stage. But still, hundreds of people have already had the opportunity to try it at our booth in PAX West, as well as during our open door day that we organized in Paris recently.
FTL drives will be dedicated high power Elements that you can add to your construct. When activated (through a Control Unit), they will set your ship in motion towards the registered arrival coordinate. The specific of this gameplay aspect are not set yet, as the feature may be postponed to an expansion post release.
There are many important other aspects of the game that we plan to add as stretch goals. We simply cannot put everything in the commitment we make for the release, so we have to draw a line. But if the CvsC feature does not make it as a stretch goal, remember that we have a MMO model, based on expansions that will come (for free) after release. So, in the worst case scenario, it would be delayed to an expansion, but not cancelled forever.
It is traditional for international businesses to display prices in €/$ that are similar. We will see if the currencies relative value would justify an alignment when the game ships, but currently at about 10% difference, if you factor in the costs of bank fees to switch currencies, the difference is very slight.
The name of the game is refering the well known concept of duality in mathematics: two entities are "dual" when they have a different form, but share the same functional structure. You can "map" one to the other. We like to think that DU could be the "dual" of the real world one day: another form, but the same core dynamics! Check this: https://en.wikipedia.org/wiki/Duality_(mathematics)
You cannot take control of other ships, houses or constructs unless you are allowed to, or unless you have somehow stolen this construct.
We will look into whatever is possible with the time we have, but if popular demand is there, we will definitely consider adding support for various hardware in future game expansions. We would also try to give access to those devices to scripting, to make them usable in ship piloting for example.
No one has pre-alpha access (except a special event where a few people got to access it for a few hours). If you want alpha access you will need to back the project on kickstarter. And the alpha won't be out for another 6 months to a year.
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The only online game that I've been playing for any length of time in recent years is Elite: Dangerous.
The only proper MMO that didn't lose me within a month and kept me coming back instead was Wurm Online. It's the only thing I've ever played that attempted something similar to Dual Universe, only not with a sci-fi space opera theme, but instead in a medieval dark fantasy setting. The first players got dropped into a vast, unexplored wilderness and had to build civilization from scratch. It's the only MMO I've ever played that gave me a true sense of adventure and wonder, there are no decorative backdrops without purpose; every cottage, town, castle, cave or ruin you stumble upon has a history and is there for a reason, exploring with friends or alone is dangerous and exciting, building your first primitive cottage somewhere in the woods feels like a real achievement.
The game feels really antiquated now: It has barely any animations, most things are just represented in the form of text; the game feels more like a MUD with an advanced graphical interface than a modern MMORPG. But it always provided a unique experience that I hope DU will be able to replicate in a sci-fi setting with modern technology and good old new voxels.
The game is still online and has a surprising number of still active players. Be warned if you want to check it out, the game pace is absolutely glacial, it's very grindy and punishing. Last time I checked there was free trial period with skill caps on your character.
Just thought I'd see what kind of online games you ladies and gents are migrating from (or planning play at the same time for the masochists).
I'll happily start.
I'm from EVE Online, retired about 2 years back, played since it's beta before that.
I loved the complexity in that game, the politics, comradery and coming back from the brink.
Things got dull in the end when ISK becomes meaningless (I'm a type of player that rarely finishes a game and enjoys the struggle).
I love the extra freedom the vision of this game promises.