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Gerald_Deemer

Alpha Tester
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Posts posted by Gerald_Deemer

  1. It´s even unsure if we can take off our helmets in safe zones. NQ could at least add some different head types to choose from. 10 male and 10 female for example. As a stretch goal we may be able to alter the color of hairs and eyes.

    But I think character creation will be a lot more barren as in other MMOs.

  2. Here is a potential problem that came in my mind today. I hope I can explain it clearly.

     

    Imagine the following situation. You fly with your ship onto a planet. The planet seems unpopulated and safe. You land on it and leave your ship to investigate by foot. Then you log off and go to bed. You re-enter the game the next day.

     

    Here is the question: Will you still be on that planet or will you spawn somewhere else?

     

    Possible answers:

     

    NO - you will spawn at the ark ship or at the nearest check point

    This would be very sobering right? If you fly through space for hours finding a cool place, a secret or recources and you log in and spawn at the ark ship! No good because you have to do the same way again. Even if you would spawn at a near station / check point / wormhole or whatever. Maybe you will find this place never again or you have to travel a distance to find it.

     

    YES - you will spawn at the same spot you left the game

    This is in fact the real problem! You log in the next day and another player built his secured station exacly on that point. What will happen to your avatar? Will you spawn in the ohter players station? (Maybe trapped forever because of the security shield?) You could be trapped in a player built building / cavern / structure. Will you spawn in this construction or on this construction or next to this construction?

    The same could happen to your ship. How is this gonna be solved?

     

    Just a thought.

  3. My dream is to run a massive casino in a popular safe zone, somewhere like near the Arkship, Initially I'll have to find a way to get currency to fund the casino but after that  it's all Neo Vegas

     

    Casinos in space is always dangerous. They might all have Cylons in the lower decks... ;)

  4. Why build some weird system with hardcoded numbers and weird interacting boni when you can do it in a more logical and easy to understand way?

    ¯\_(ツ)_/¯

     

    Because ship building is a major element of the game!

     

    I think the most people who will play Dual Universe would not consider this suggestion as a "wierd system"

    I mean you will be able to build a turret onto your space station and programm it! Hello?!?

     

    ----------------------------------------------------------------------------------------------------------------------------------------------------

     

    Okay! Going on with my ideas:

     

    If you want to implement a second core into a "one seater" (space ship built for one person)

    you would need a higher ship crafting level (or however it will be named)

     

    Example:

     

    Ship with 1 power core - Crafting Level 0

    Ship with 2 power cores - Crafting Level 10

    Ship with 3 power cores - Crafting Level 35

     

    There should be a natural limit for the one seated ships like 3 cores per ship. So you would be able to design a ship which is incredibly fast (300 % max) or can use heavy weapons on your small ship. Weapons that need at least 200 % power.

     

    This idea could be expanded to space stations which have bigger power cores and could use bigger canons and better shields.

     

    And you could add ultra rare power cores in all classes/dimensions which perform 150 % of a normal power core. But the rare cores should not be craftable. They should be more like rewards for finding/solving a secret in the Universe.

  5. My thought was to set the parameters once and you should not be able to change it after the ship is build.

     

    So you could have 2 identically looking ships with complete different attack power, top speed and defence power.

     

    You could make this like a talent path to say if you want to use a plasma canon you have to use 60 % of a power core for this.

    If you want to use a hyperdrive you have to use 100% of a power core (but you can spend some money to add a second core for weapons and shields)

     

    This was my idea.

  6. What if you could set up the power cores balance?

     

    For example if you build a ship you have to integrate a power core.

     

    So what if you could do a set up saying the power core does these stats as a standard setting:

    33,3 % shield energy

    33,3 % weapon energy

    33,3 % acceleration / top speed

     

    If you could change the power balance freely for your build ships e.g.

    50 % shield energy

    25 % weapon energy

    25 % acceleration / top speed

     

    Or if you would like to build a real fast spy ship:

    0 % shield energy

    0 % weapon energy

    100 % acceleraion / top speed

     

    So I think this would be very interesting and every ship would be nearly unique and exactly that kind of ship what the builder wanted to create. This idea gets really exiting if you choose to put 2 or 3 power cores in a one-seater.

     

    I think it could be a really cool tool.

  7. After watching the kickstarter video I have to admit that I´m impressed.

     

    I´m sure Dual Universe will be the better game compared to the direct rival Star Citizen.

     

    But there is one thing I miss deeply and that is PVE Content!

     

    Are you planning to add some kind of enemy races or mean spirited aliens?

    I mean the game looks awesome but exploring the universe without any risk is not very thrilling. Okay you got the other players who might troll you, but I think some PVE content and a pinch of mystery would make the game perfect.

     

    I think there are lots of ohter (not PVP) players out there thinking the same way. 

     

     

    But I hope the kickstarter will be a success and wish you guys from Novaquark all the best!

     

    Otherwise if you plan to keep the alien races a secret until the first player gets in contact with them I have to admit you guys are brilliant!

  8. The only way to slow down the space pirates is to punish them.

     

    OK, it´s a sandbox game where everyone can do what he wants. But if a player is a known pirate he should be judged.

    That means no entry into the safe zone, no legal trading anymore and so on.

     

    If you have the "fun" to be a pirate and disturb normal palyers you should take the consequences.

    If pirates and destroyers won´t get punished in some way, the game will fail. Think about it to recognize that this is the truth.

  9. Underground building, terraforming, underwater building, big size mining.

     

    All these ideas would be impressive to see and a lot more awesome to do in game. But I think even the best modern sandbox game has it´s technical limits.

     

    I mean everyone could see what happens when the project becomes too ambitious (Star Citizen)

    The costs are exploding and the players have to wait for decades for the final product.

     

    I don´t know much about the occupied voxel system which will be used by Novaquark but I hope it can meet all the high expectaions.

    No need to mention the last mmo which could not do so... (Everquest next)

  10. you can reach everything you see. So the classic skybox won´t be necessary for DU. The skybox will be a living, active universe around every planet. The skybox for DU is more a question what lies behind the borders of the living, evolving universe.

    So the skybox itself will be just black. :lol:

  11.  

     

    But the point here was for players to have direct say in game design :P

    You still have the oportunity to spread your ideas. In this early phase of the game we, the  "early" community can make suggestions, can share ideas, can give the devs maybe a nice thought that makes DU even greater than it is right now.

  12. I think there will be fractions and smaller gruops who will join forces. It depends on how Novaquark will challange the players and the goals for big cooperations.

     

    Maybe you could get the 10 biggest cooperations together, each bringing one member to form your monthly council. The outcome could be shared on a special DU Council channel ingame.

     

    I´m exited how this idea will develop during the next 2 years.

  13.  Azreal got the credit for my sentence.... :( *Sad Face*...

     

    This brings up another thing I've been meaning to make a proper thread about but keep forgetting.

     

    What about world/universe events. Will the Devs be doing anything that the entire world/universe has to cooperate on to stop/win/build ?

     

     

    Maybe the devs could declare an uninhabited planet to a danger zone. Planet will explode soon. If you have the instruments to calculate the point of explosion (crafting experience) you will get a timer.

    During the phase of becoming instable the players can find the most/best/valuable recources. But don´t stay too long because you have to escape that giant explosion alive!

     

    Something like this would be a great "serverwide event" in my opinion. And you could keep the universe alive while creating supernovae and gamma-rays. And if a star dies, a new one will be born...

  14. Hey there is a tactical side to this that is not inherently hostile. I'm out exploring and I find a star system with only one and that's habitable. I wanna build an outpost here for its strategic position, or maybe for asteroids. Well once found the planet is likely to be colonized. So I blow it up (maybe creating more asteroids) and now the system looks barren and useless so explorers move on

    You are watching this from the explorers/builders side. For some people it´s surely fun to destroy a planet with all builds and persons on it.

    As I said before: If the builders won´t get enough protection and support - they will leave the game.

     

    This game will probably live because of the communities creations. If the builders are fed up and leave - only the "destroyers" will be left. Then the game mutates from exploration, colonialization and building to fighting (only) and that would be very sad.

     

    Of course, the "destroyers" should have thier fun but don´t make it too easy for them. Building/creating is much more time intense and the work of all the builders should be protected somehow.

     

    Don´t support the space terrorism!

  15. I think the best way it can be is like this:

     

    2 years before release: building fanbase, discussions, concerns, pro+contra, encoourage the forums, at this stage you can propably change things and change the direction if necessary.

     

    1 year before release/open/closed beta: giving more and more information to the growing player base, screenshots, videos, dev blogs, make it interessting

     

    6 months before release: give the players more than information e.g. stand alone character creator, stand alone object creator, announce pre order possibility and bonus, announce early access possibility and so on, just start the hype

     

    1 week before release: HYPE it! Release trailer, growing fanbase, gain people, advertising, make it resounding throughout the world

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