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Vyz Ejstu

Alpha Team Vanguard
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Everything posted by Vyz Ejstu

  1. It might be. From a realistic stand point, asteroid fields are dynamic (on a celestial timescale). There are entrants and dropouts constantly tugged by celestial bodies and ejected by natural forces. NQ could speed along the process to avoid overly fragmented player populations. At the very least, until fast travel and star-gates bridge the vast interstellar distances, some help will be required to balance the game's population dispersion.
  2. During the podcast, NQ said NPCs as a tentative option for new player missions. The podcast is almost a two hour affair on YouTube. I suggest you download a podcast app to do something else while you listen along. That aside, I believe NQ is well aware of their promise to have a player run economy. This suggestion recognizes that promise and offers a way or at the very least, community suggestions on avoiding NPCs in this regard. A quanta faucet in the example you gave would rely heavily upon NPCs. As NPC-run, it may provide newer players with a fortune to start out; it might alternatively leave them with slow minutes to a hours of grinding to do. That could in turn, nudge them towards finding an organisation fast or crawl through the game at a snail's pace in defiance of the obvious push. It's unlikely that a large percentage would drop the game within the first two days, given the subscription model of Dual Universe. On the other hand, new player experience is a crucial thing to get right. Rewards, immersion and teamwork are significant parts of that experience. Cheers.
  3. Thanks for the reply, NQ. This might seem somewhat nitpicky: was the choice to exclude pets based on the roadmap outlines?
  4. In the podcast, NQ talked about player-created missions and the dynamic play with allowing newer players to earn some income to start off. A possible suggestion was NPC sponsored missions aimed at the newest of the players. Another suggestion is creating an option for restrictions by 'player age'. I don't know if this will be sufficiently addressed by the RDMS or solely handled by the planned Mission System. Under this suggestion, entities can restrict mission access by the age of the player; perhaps by months or weeks. I think it plays to NQ's goal of enhancing contact between older and newer players quite nicely. Quests created under such system could provide the newer players with something to do, earn an income, and be introduced to an organisation, while excluding mature players from farming those quests. It might indirectly affect competition between organisations too. Larger organisations may be able to spare more resources/rewards to lure newer players to them or decide not to bother on that front altogether - letting word-of-mouth marketing do the job instead.
  5. @NQ-Nyzaltar Hello, I have a few questions: Can we get an update on Aphelia's involvement with the Alpha Team? For example, what actions would the AI permit or forbid? Does it appear in an AR form or is the appearance restricted to a seemingly omnipresent voice? Can Alpha team members interact with each other, and to what extent? Is physical touch, and conflict permitted or even possible? Do the pets included in the packs exist in the Alpha simulation. If yes, can you give an example of some high level function they can perform (speech, tasks, interacting with the environment, for example)? Is the day/night cycle reproduced with the effects of human metabolism (the need to eat, sleep, take a bath and use Wi-Fi ) and fatigue? For example, is sleep necessary, existent or something that can be done at an individual's pleasure? If sleep is possible, do the Alpha team members log out of the simulation or do they sleep within it? Does wildlife exist in the simulation? I take it that simulated death is not possible, but how would Aphelia react to someone planning murder or violence? On that point, what's the status of weapons in the simulation. What are physical limits of the simulation in terms of travel? Are the Alpha team members bound to Alioth, or can they travel out of the planet? I might have others as they come. Many thanks in advance. Cheers.
  6. I agree. Viewing skills and skill training details, doesn't seem to fall into that category, though. Dual Universe is exclusively a PC game with persistent mechanics. As Lethys mentioned, you might want to do more than simply choose a different skill. Dynamic 3rd party may be developed to improve the quality of playing and these will require APIs. Even if only restricted to viewing skills: you might not be able to log-in whenever you please. You might be reading something about skill benefits in Dual Universe, away from home. You can't check your skill status on a mobile device, cue API-dependent 3rd party apps. Cheers.
  7. The latest State of Affairs (by Kurock) is out on Outpost Zebra! Kurock's piece covers everything from the Alpha 1: player records, 'noteworthy' diplomatic events, the overall progress of the game and slight evolution of Dual Universe's playerbase. Say what you will, it's arguably worthy of canon status. You can read it over here on Outpost Zebra. Be sure to follow and retweet on Twitter too: Many thanks to Kurock, the many others at Dual Universe Historical Society and contributors from all around Dual Universe for their combined effort in making this possible. Cheers.
  8. ' In the third episode of the Organisation Insight series, Oz staff managed to post an Eldritch Nation interview in a public domain. While it does sound underwhelming, it is from a 90% military organisation with questionable freedom of press practices. With a name that is as foreboding as its hospitality, it is a small miracle Oz is still here at all. This time, Zamaro from The Eldritch Nation (TEN) permitted a discussion within the sovereign territory of his organisation. Head over here to read all about it. You can also share and like on Twitter: Cheers.'
  9. 'It's the first fan-fiction up on Outpost Zebra in a while. @Aaron Cain's Chronicles of Tranquility delves into the survival and short adventure of Bladesin Mercenary Corporation's Aaron. Feel free to give it a read and a comment. Head here to share the inspiration on Twitter: Cheers.'
  10. ' It's that time of the year again! Christmas...and the Dual Universe State of Affairs by Kurock. In a stellar article, Kurock expertly summarises all the events, drama and updates within Dual Universe since the last State of Affairs was released earlier this year. As he aptly put it: '...the game wrapped within a game was afoot.' Be sure to read and leave a comment here or retweet and share the love on Twitter . Cheers. '
  11. ' The second piece of the series is up on Outpost Zebra. In this article, the Outpost Zebra staff take a closer look at the ever stable Empire. Kytheum was kind enough to share his thoughts about his organisation and answer some questions about the organisation's history and character. Be sure to read it over here . Cheers. '
  12. ' Thank you for the interest, supermega. The next issue is slated for release over the weekend. Cheers. '
  13. ' That would be whichever organisations are talked about the most, and have the largest presence within Dual Universe. I have no graphs and calculations to go by, but if you're interested in plotting those, I'll be more than happy to use them. Cheers. '
  14. 'In a series of short interviews, Outpost Zebra talks with the leaders of Dual Universe's most popular organisations. These ten-minute pieces discuss the past present and future various organisations with their respective leaders. In the first of the articles, we talk with FleetAdmiralCoke of the Terran Union and his take on the organisation and Dual Universe. Feel free to take a look here: Terran Union Interview and leave a comment if you liked what you saw. Cheers, Oz Team. '
  15. ' There are plans for transport by various organisations. However, the game is still in pre-alpha and a lot of mechanics are being tested out - both by the devs and players. I am sure that by Beta there will be systems in place to cater to the needs of players far and wide. For now, however, I defer to ShioriStein's reply: it's still too soon to promise anything right now. Let's wait until Alpha and Beta. Cheers. '
  16. 'The last of the staff opinion pieces on the lootable v. 'unlootable' has been published on Outpost Zebra. The writer is a bit notorious for long and descriptive pieces, but I hope you will bear with us as he tries to consider the stance of both sides, the interests of the game and his own opinion on the discussion. You may spot some common arguments in the article and if any sentence sounds eerily like your own...jinx. You can read the article here: To loot or not to loot? That is the question. Oz Team.'
  17. 'Professor, the brainwashing procedure failed on test subject 421. How should we proceed?' 'Have you ever done the dishes, Marcus?' 'Yes...?' 'What do you do after the lather?' 'Uh...Rinse and repeat, professor?' 'Good. Your brain is working now.' 'So...we should start all over with it?' 'Marcus...'
  18. ' All it took for the USSR's pipeline dream to go bust was one program and one employee to bring the program. Remember the explosion seen from space? Canadians and Americans at work. Reality makes it easy for exposed industry to be disrupted. That's why ports are well within defensible areas and private/government soldiers are always onboard cargo and oil ships. If Exxon's security scope was limited to its offices and land assets, pirates would have a field day and the company would fold. Having a large memberbase, a large security detail, a large industrial facility isn't what matters to saboteurs. All they care about is where the weak spots are and how they can exploit them. Well, the reply I quoted was edited. But, I'm glad you got the idea. What matters is not how much goes into defending something, but how well it is defended in areas that matter. One man empires, as you have rightly pointed out - fail terribly at that. Cheers. '
  19. ' Calling all Hauliers. The Heimera Trade Xchange will be servicing a growing demand for logistics in Dual Universe with progressive updates to the game. Heavy and express delivery; refuelling services and personnel transport within and outside of Band of Outlaws are the current responsibilities of our logistics team. If you believe you have the piloting skills to fly a variety of crafts and enjoy flying in general, send in an application and join our dedicated squad of Alioth freighters on our Discord server and in the game. Until then, you are welcome to our server here to ship your goods or register your location with the HTX for simplified gameplay. Spirits, Lavender or Onyx? Take that Step. '
  20. 'Clear the cache on your web browser. That might explain why you can view it on your phone, but not on your computer. Cheers. '
  21. ' Perhaps, we can use the mechanics of hacking access from other RPG's. For example, in WatchDogs 2, the amount of any game element: money, popularity, 'network' (forgive me, I can't remember their actual names), you can hack from phones, is fixed by random variables. You can never get more than what the dice rolls - so to speak, and conversely, you can never get less. There is also the mechanic of hacking that NQ refers to as emergent gameplay, though the information on that is quite lacking and possibly outdated at this point. What could be possible, is a skill that allows you steal a certain amount of Quanta from someone in close proximity. This amount has a fixed ceiling - possibly dictated by skill level. Trying to 'liberate' the Quanta from one person would force you to establish a 'link' of sorts with that person with a minimum time for the link to be locked. Depending on your skill level and the amount of time, you can spend connected to a certain avatar, the amount of Quanta taken increases. That would mean you need the time, skill, place and target. Should the target move out of your proximity range, break the link (there could be tools in place for hacking detection), or should your connection fail, your effort is for not. Perhaps, NQ could put some sort of alarm that spotlights the hacker if the process fails. Risk vs Reward. It also prevents any botting action if that's efficiently possible in DU. The hackers would just identify a very predictable avatar and leech the Quanta out of it. As for stealing someone's identity, I think that should be limited to accessing elements, with some being too secure to hack that way i.e. secured containers. Of course, if someone can hack into your base by faking your identity, there must be a way to detect and prevent that too. One way to do that may be a programming board/element that acts as some sort of failsafe, alarm or security. The element in question should be reasonably priced, not too much to obtain if the 1 month player has something to protect, and not too cheap to allow the Week 1 player to start trading with them. Remember, the effectiveness of the 'hacking' will be dependent on skill level. There's no way you'd be able to train the skill effectively in one month given the prerequisite skills and the actual skill's requirements. Depending on how far NQ may be willing to take the idea, such security element may also be needful on crafts and ships to prevent them from being stolen. Skill level in the hacking skill mayy determine how fast the hacking process is completed, what level of security it can override, what elements it can override. Although, for the sake of gameplay, I propose that the security element be able to log the ID of the player that hacked into the construct and send such information via mail -- whether or not the hacking process was completed successfully. Cheers. '
  22. ' There's a new article on Oz, by DU's Alsan_Teamaro. It's his first piece and by all means, a solid entry. @Alsan_Teamaro's article on Oz takes a look at the organisational structures in Dual Universe, with some funny puns and videos along with it. If you are thinking of building an organisation or already have one and need some tips on the mode of governance (not all leaders are dictators), Alsan's article is an insightful - if witty - piece. Head over to Oz to have a read. Who knows? You might learn a thing or two about keeping the cannon fodder in line orgaanisation members happy. Oz Team. '
  23. " Congratulations to @Falstaf for the second Community Spotlight: https://www.dualthegame.com/en/news/2018/04/10/community-spotlight-2/ You deserve this one Falstaf, and we're as happy as you could possibly be with the interview and the spotlight. It's great to see your hard work with Oz getting limelight too! Many cheers and good wishes from all of us at the HTX! "
  24. 'I think the point yama's making is that the military is basically the same thing as an anti-TU device. Say two sides are fighting each other with hexes in between army and objective. Either side will definitely strive to deploy protected TUs to prevent the opponent from deploying TUs of their own. Placing an anti-TU device levels the playing field by preventing a TU from being placed. In my opinion, that just makes warfare simpler: deploy anti-TU, protect anti-TU. Both sides have equal territory control, which is none. Sans anti-TU, deploy TU first, protect TU. One side has the advantage: they have effectively stripped the opponent of the ability to go underground, deploy constructs, and possibly enforced a no-fly zone (if it's in their favour), and may prevent the placing of res nodes on the hex concerned. Frankly, I don't see anti-TU's being much of a deal if we add a caveat to placing them: expiration date or restriction on subterranean placement. They'd still cost someone something to produce and hence, they'll cost someone else something to purchase. It just depends on how much time you're willing to spend on something that can be found easily and destroyed without protection. Cheers. '
  25. ' Hello, Talon Jade. Organisations and Permissions were some of concepts Novaquark introduced and talked about last year. While we can assume that they are still under development and refinement, you can be sure that they will be somewhat mature for the Alpha. For further reading, please consult the links below: https://devblog.dualthegame.com/2015/03/20/organizations-build-your-corporation-faction-nation-or-empire/#more-437 https://devblog.dualthegame.com/ Cheers. '
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