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Alpha Tester
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About Sh4d0ws

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    Novark Citizen

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  1. I have not seen much about this other than decorative interiors around buildings. It would be nice to have features along this line allowing tile owners to cultivate or terraform their tile.
  2. I imagine they will have various servers for other regions... I'd be surprised if they did not. That being said, China is notorious for being a difficult country to deal with in terms of server hosting and "special requirements". I have a bit of doubt that NQ will place servers in China for this reason (though likely other areas close by).
  3. There is a simple reason - unless the bot is harmful (e.g. just spam for the sake of spam) they make money off the post. Quick example, maybe its someone doing something illegal within Dual Universe (selling resources/account/etc for real money). If they sell even a single asset they make some money from that transaction. As long as they make more money then they lose, they will continue to do it. Though fair enough - technically speaking they are also funding DU by buying an account then being banned, but still.
  4. Greetings, I have sent you a request in Discord. Looking forward to speaking with you! Cheers, Sh4d0ws.
  5. Not to nit-pick your complaint, but was that not clearly spelled out when signing up that you would need moderator approval? It's one thing to question the system, as you may justly... but it seemed like you were complaining about being locked when that was the proper result of signing up for the first time.
  6. Same - I wish there was an alternate way to get some of those options without having to pay full price to back again. I'd love an option to be able to invite a few of my friends to try this game out during Beta without having to pay another $120.
  7. I just wanted to throw my 2-cents into this discussion... Although I enjoy the idea of making this a more survival-esk game, I feel that it can easily be done without resorting to things like hunting and food. For example, resource management that makes more sense in this universe might be things like energy, oxygen, fuel, temperature, etc. Your suit/base handles your basic human needs as long as it is powered. So long as you can breath you can survive, and as long as you have fuel you can travel/generate additional power. This is just an example. Also, I highly disagree with railroading the first portion of the game behind something along the line of the tutorial. Unless it is skipable or has a non-trivial purpose, if you assume you game for a few hours a day and it takes you an hour or so to complete the tutorial you are basically paying money to do a tutorial.
  8. @ShioriStein You might have a great point... Banks (both in terms of space and other assets) might become a very.. very big aspect for this game. Especially if you can tie a bank with an insurance type setup. Paired with owning a large territory in the safe zone it would be a force to be reckoned with (and also a very appealing target for some).
  9. Hey Banana, Yes, we have a Discord server available. However it is not public and as such you would require an invitation to join. If you wish to discuss something feel free to send me a private message on the forums.
  10. I am all for this, so long as it has a reasonable implementation. I personally love the idea of having a persistent construct that remains during an extended leave of absence. However I do agree that certain things should probably degrade as to not give massive advantages. For instance territory units should probably lose key components so a new player could not just rebuild and claim a territory. Fuel should be depleted first before degradation begins to take place. Also, the option of permanent storage would be a nice inclusion. Perhaps only for ships, but some way to preserve your spacecraft during an extended leave. Imagine if you were leaving the country for 3-6 months because of work, and unable to access the game. It would really suck if you came back and everything was gone. I would make the following suggestion... Players bases remain "in-tact" so long as they are powered. Other players can degrade the base faster by "attacking" it. For example damaging the shield drains power faster, or destroying a solar array. Degraded buildings give only salvage materials, of which "complex or hard to build" salvage is harder to find (maybe with special perks/tools?). Give players a way to store ships permanently where they can remain untouched.
  11. This is likely the better overall solution though sadly. Assume there is a single troll player (or org) and everyone becomes aware of them. Because of the build-up time required to create a base, ships, etc... by destroying them you set them back massively. I personally think this would be an effective way to deal with trolls. Not to mention the emergent game-play requires freedom for the community to decide for itself how it wants to function. The more restriction and immutable rules the creators put in place, the more creative these people will become.
  12. As reference, I love the idea of having to fuel territory/protection units. However being able to choose a time-frame when your shield goes down and you can be attacked seems like a poor choice. Its supposed to serve as an early warning, not allow you to manipulate the battle to your advantage. The attacker should always have the choice of when to attack outside protection. If you don't like it, there is multiple org's that offer protection services that you could likely hire on an "as needed" basis.
  13. Just want to get my opinion on the subject in quickly; Having safe zones around the Arkship is great - we need somewhere where all players can play. My only real concern is the possible abuse of ownership. Lets say I build up enough and quickly claim as many zones as possible. I then either quit the game or troll players (perhaps trap bases, wall around the Arkship itself, etc). I think there should be additional requirements placed on anyone who wishes to own and continue ownership of a safe zone. Some examples below... Required login (perhaps monthly?) Cost of ownership (to maintain the territory unit, run it, etc) I think a tiered system of safety would be better. This in specific regards to territory unit/protection itself. Each tier obviously becoming much more expensive to operate and create. Again, examples below. Territory Unit - Claims the territory, allows RDMS management (excluding certain features). Level 1 PU - Includes protection of all structures on the territory. Level 2 PU - Protection of surrounding territories increased by one tier (if owned by org or allies). Level 3 PU - Increases the duration of protection of the zone by X hours. Any further upgrades to the Protection Unit only increse duration up to a maximum.
  14. Just a thought, if you are in an Org you might want to also answer that question yourself to help get the ball rolling. My org is a mercenary organisation, so there is a few obvious startup things we are planning: base location on starting planet, transport/mining ship, followed by combat ships. One of the long term goals is to create a fleet of automated ships that can be used in combat (drones).
  15. Bump + Added an additional job for engineers!
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