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Alpha Tester
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About Joakim

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  1. Joakim

    Creative mode

    Quite right. It should be simple enough etc, but I still think - If it's exportable - it would both allow the "engineers" of the game to get some satisfaction, but also allow the same group to actually go into the world and play, and test other mechanics etc. in the alpha and beta tests, instead of sitting around building things. Just seems like a smoother way of doing things to me!
  2. Joakim

    Creative mode

    Aside from all of this I'd really like it if you would consider a "practice" tool for all of us waiting for the alpha etc. Some sandbox environment where we could get used to voxel editing etc, even if it isn't the final product. I'm sure you have something like this already, since you've shown us alot of things you have already built so would there be a way to export just the building tool and allowing us to test it? That would surely speed up testing phases if you don't want all the "builders" of the game just sitting around trying to build things the first few weeks or months, but instead go out and try things in the actual game!
  3. How are we on page 4 of this and nobody came up with Alions (as in Alions of Alioth) yet?
  4. I'm not gonna bother reading the 7 pages leading up to this, but NO. For the love of god NO! It doesn't even make sense from a lore/immersion perspective! If humanity has advanced enough to travel deep into space we've long since replaced traditional food with a pill or injection to fill our needs - Also who the hell wants to be a spacefarmer? Really.... Not enough to sustain the rest of us at least, I'll guarantee you that! I am a patient guy, and if I was 20 years younger and had no kids that demand my attention every second of their waking lives I might go for it, at least entertain the idea of it. I'm not there anymore and if this chore is put on me, when would I have time to explore, build and scour the markets of this universe? Never. That's when. It'd be Real life 2.0
  5. Let me clarify a couple of points, I realize by the replies that I my suggestion was aimed solely at the devs - It wasn't (entirely). It would of course be cool if there were pre-existing things to explore on the other side of Star gates etc, but this is was also a general call to arms to anyone who's clever and dedicated enough to set something like this up! Second part was the assumption that I meant reward as in currency or items, it could just be a title within a specific organization ex. "[name]: Galactic genius" or whatever, or something else that can't be pawned off at the nearest trade hub. The problem with items and currency is that as the markets move and develope there's a big chance that the reward just won't be any good once the puzzle has been solved. This is also where it could be more interesting if the devs were involved. Also, last part, is that this could show up at a later expansion. Let's say there's nothing like it from the start because devs are 100% focused on not making this another NMS crash and burn, but later on in expansions that allow us to move beyond the first solar system there could be something... Anyway I'd also like to clarify to any hypemasters out there that this is not likely to happen (from the dev side), I know that as well, so don't jot this down as a promise. Maybe Kurock & Co. will make it happen though
  6. At first that may sound pointless, and you may think that you could just Google the answers etc... And I agree that would be boring! What I'm proposing is something more, something bigger! Something to keep you exploring all corners of the universe (or, you know, what is avaliable to us at least)! It should be first come, first serve for one - That way even if you solved it and post about it online it won't benefit anyone else, because the reward was already claimed! If there are more, make sure they aren't to similar and/or closely related as well. I'd also like to see something you really couldn't guess. Perhaps there's a finite number of attempts before the reward is destroyed or something like that, and it should either make you rack your brain IRL or send you scurrying for clues to solve it before someone else finds it! Games that have things like this usually let everyone get a crack at it, and reap the rewards. You can often just Google "[GAME] puzzle answer" and Bob's your uncle. This takes away the whole point of having mysteries and puzzles hidden and scattered about, and being clever enough to solve them for yourself! I realize this is a very loose idea with open ends all over, which was my full intention since I don't want to suggest any (or know what) mysteries we might uncover in ruins of old civilizations!
  7. Joakim


    Here's more info on what you can do in regards to nations and politics; https://devblog.dualthegame.com/2015/03/20/organizations-build-your-corporation-faction-nation-or-empire/
  8. I think you may have misunderstood me, I'm all for this - Just not a flat percent reduction. It could even have no impact at all on accuracy, and I'd still be all for it!
  9. I'm not really fond of the idea of your chances being reduced by a certain percent, I'm not even sure why I'm not - But I can at least offer an alternative thought; I could see a limitation in what areas you can lock on to as a nice way of doing it. So with 100% visibility you can target any visible tech (motors, guns, shield generators etc) but in darkness/without the proper tech you may be limited to a few of them, or possibly locking on to one at random. It may be too early to talk about this since we haven't seen the actual combat system yet, perhaps none of this would contribute anything at all! Slightly off topic, but enough on topic to mention: I've actually thought about how you could essentially make an underground base or mining shaft very annoying to navigate for outsiders if you simply don't provide a light source, windows etc, so they have to run around in the dark. If not night vision perhaps we'll get a torch at least? I'd prefer night vision of course! Also the above would only be solved with night vision, so even if it's a "cheaper tech" it's more versitile in this way, where thermal vision would only help if there are actual players inside that you can sort of navigate by. I could see a potential engineering development go from flashlight > night vision > thermal vision > other cool visor specs, that'd be pretty cool.
  10. My input on the Arkification subject is that yes - I think there should definitely be arkstones scattered around (I like the suggestion of Found, rarely, rather than Manifactured), and I also like that they would have a lifespan, so you have to go out and hunt for new ones and/or buy them from other players. They should be one of the most coveted commodity because of their utility, and once activated I don't think one should be able to steal or destroy them. Possibly hack them, but even this should be very hard and/or time consuming to do! Think along the lines of physical interaction and maybe 25% or even 50% of the time it takes to activate one (1 week, was it?) from scratch. In addition to this I'd suggest that they draw their power from the closest star, or something similar, which would mean that there can only be a fixed number of arkzones active in a single solar system, at any given time, or possibly a distance restriction to the next arkzone. This restriction is needed because the solar system would just consist of safe zones a few years after the release if there's nothing stopping it. I think they should be usable on a single TU (one hex) in order to not enable a gigafactory for gigantic constructs on your enemys doorstep, in addition to the time it takes to build them. At some point I'm sure all allowed arkzones will be dropped adjacent to eachother to allow for a gigafactory anyway, but it would not be cheap or easy. I'd say they should last for example 4-8 weeks depending on quality and/or size, as to be more realistic if you accept the scenario that they come from other, crashed arkships. There would surely be some more banged up than others etc. Size is only interesting if they are supposed to be naturally occuring gemstones. Additionally there should be arkfragments scattered around, which are not as rare as stones, but not nearly as powerful either. Perhaps they only cloak the presence of your base, but not provide any additional protection, or scramble enemy radars/scanners etc. A useful item, but not nearly granting you invincibility. The main use for these fragments, as I see it, is to allow casual players to be able to enjoy the game away from the Arkship. If everything you find, build, buy etc. is stealable, hackable, destroyable, and so on, while you're putting the kids to bed and/or at work, holidays etc. you will not enjoy the game. And if the casuals don't enjoy the game the whole notion of a single shard MMO will fall over like a house of cards! This is a very important aspect, which takes careful consideration.
  11. I might take you up on that, Xplosiv, if I decide to play the part. It's too early to decide yet!
  12. Should've put Scandinavia as an option, but yeah. Sweden here!
  13. My name is (drum roll, please...) Joakim. I'm a 30-something year old guy from the northern parts of Sweden, who's a huge sci-fi and space buff (again, no suprises there). I stumbled upon the Kickstarter campaign for DU by chance, I think from a Facebook add or review by someone, really can't recall. While a bit hesitant after buying the flaming disaster that is No man's sky, I still pledged for DU and crossed my fingers. This game looks like it may very well be what I was looking for when I pre-ordered NMS, but I am trying really hard not to get too hyped up about it! Anyway before trying the beta I'm not sure what playstyle I will aim for, but I've always enjoyed creating things so I think I'll attempt to get in on a gigabuild at some point, at least, and I'll probably explore quite a bit as well. That is unless it proves to dangerous (which would likely bore me, eventually). I'll be skulking around the forums and dropping oppinions and suggestions here and there until time comes to beta test the game, trying to keep up on the news and so on. Cheers and I'll see you around, and above all in game - the question is if you'll see me!
  14. The most important question of all; Do you shuffle?
  15. Tried to skim through everything to see if it had been mentioned, but I couldn't see it anywhere; I'd also like to see stealth in the game. It'd make life outside of the safe zone, well, safer. Some ideas I'd like to NOT see regarding stealth tech is that you'd have no shields. Sure, they should be weaker but considering stealth ships would be known to exist what's to stop players from just randomly fiering their weapons into space as they fly around? Sure you'd look pretty paranoid. That is until you hit a sneaky stealth ship and kill it because it had no shields up. I'd much rather see a trade off in size and weapons, as in you get either stealth or you get to arm yourself, not both. At least not until you find a super rare schematic that enables both (or engineering skill levels, possibly). If this was the reality you'd still be able to survive a stray shot or two, and possibly remain stealthed (or un-stealthed momentarily) which would likely reduce people shooting randomly into the void (which would be way more pleasant if you ask me). Also without weapons you can't really do much more than espionage and sabotage, or simply scouting/exploring.
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