Sh4d0ws reacted to z0Kng in Dev Tracker
we are providing a dev tracker for Dual Universe until Novaquark may provides their own. It tracks the Twitter accounts (@dualuniverse, @jcbaillie and @Novaquark), Forum accounts(of course not pre-alpha posts) and the news page (https://dualthegame.com/en/news/). Maybe we will implement other channels later, e.g. reddit.
You can find it here: https://hyperion-corporation.de/tracker.php
It supports notifications for new posts (you must select the "Notify" checkbox) and automatically loads new posts (no refresh required).
If you find any errors, feel free to contact me. I hope you will like it.
With kind regards
z0Kng from Hyperion Corporation
Sh4d0ws reacted to Aaron Cain in Possible exploits and ways to prevent them
I have a question, What is the real reason you want to limit people in creativity and safety?
I can understand why you are against auto-mining and stuff like that but building is just what DU is about, and you want to limit it.
Yes i want to build an underground base, Yes if i can i put my TU in it, And Yes if i can build it so you need a thousand people to kill me, i will. Whats the problem with that? Even the real world works like that, and DU is meant to inspire creativity and immerse that into the Virtual universe. For me this topic sounds more like you are afraid you cannot kill anyone in DU and Thats what you want to do so you propose limitations even before we know about a lot of things. Is this a topic about exploits or about fears? Building an underground base with underground TU is not an exploit, its solid smart thinking, its strategy. If Churchill was told Not to put a lot of stuff underground because it was not fair to the potential conqourer german would be the main language now. The same goes for DU, We are all free to do it our way strategically. Technically there can be limitations, but strategical, no. So If the TU cannot be put underground it must have a technological reason and not a strategical.
Sh4d0ws got a reaction from LeBolb in Dual Universe Support China？？？
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).
Sh4d0ws got a reaction from Aaron Cain in The new settlers
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.
Sh4d0ws reacted to Lethys in [DevBlog Feedback] Our thoughts on Territory Protection Mechanics
Better to be able to kill a troll repeatedly than Not being able to do anything about him.
Your idea would just not work in a mmo which focuses on emergent gameplay
Sh4d0ws got a reaction from Lethys in [DevBlog Feedback] Our thoughts on Territory Protection Mechanics
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.
Sh4d0ws got a reaction from CyberCrunch in [DevBlog Feedback] Our thoughts on Territory Protection Mechanics
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.
Sh4d0ws got a reaction from Fallen Angel in Hails
Welcome to the community! Always happy to see another programmer/LUA scripter around. The best I have got to work with is some GPS technology and the very rare satellite.
Your post caught my interest, so I was hoping to see if I could catch yours. Check out my recruitment post to give you a general idea of what I do, and if it seems interesting I'd enjoy talking more to see if you will join with us. Feel free to PM me any questions you might have. Based on your post and our needs I expect the position of Scripter/Engineer would suit you best.
Sh4d0ws got a reaction from Jack_Blade in Bladesin Mercenary - RECRUITING IN ALL DIVISIONS
Looks interesting! I hope to see more mercenary style groups in the future because I believe they will drive the economy forward. They also tend to be the most interesting groups to work with.
Best of luck with your group.
Sh4d0ws got a reaction from Hades in Faster Travel
I personally hope movement is somewhat limited. I'd love to invest a large amount of time getting my organization to the farthest reaches of the universe to mine super-rare materials, and bring them back for a massive profit (assuming we make it alive).
Or the opposite, piracy in the distanced zones where no-one is policing them ;).
Either way I do hope they build it in such a way that travel between stars is quite long.
Sh4d0ws reacted to vertex in Ship Design Atelier (Holo Deck)
First I want to gather distance from what has been raised already: creative mode and the like. I have searched and found the "Creative Mode" thread and while it kinda addresses the same issue, I consider it another "game mode" that would be separate from the "real" universe (ehem... just let me use the term "real" without quotes from now on - don't slap me).
Atelier? Holo Deck? Holo Dock? Holo Shipyard?
I guess I don't need to describe the atelier (holo deck) in detail - you all know the Star Trek Holo Deck, where people can create a holographic illusion that they can even interact with, or take damage from if security protocols have been disabled - it looks and feels real, but really is just an illusion/projection within a limited area.
What makes this different from Creative Mode?
Applied to Dual Universe and the role of ship designer it would mean that the designer could start by building a first atelier (static construct) which may be rather small, but lets him create concepts of dynamic constructs that fit into the room. I think the Star Trek Holo Deck is infinitely large when switched on, but this would create a "seperate world/instance" within the real world of DU and I think that would imply many issues and players hiding in a tiny spot that inside might be huge. Don't know.
Second reason why I think the atelier should be just as big as the inside of the construct: designers would start small and work their way up. As this is a game and you probably aim for some kind of progression, it would be sensible to not have the one week old player design a Star Destroyer (executor- or eclipse-class, hehe) in his tiny 3x3m atelier.
Third reason: it's a building in the real world, visible by other players. It adds prestige, too. It's where your company works and where other players (friends, clients) may be granted access and look at your progress.
But how on Alioth would one fit an executor class star destroyer into a building that has to fit into a TCU tile!?
Good thing you ask! Because you don't and because you shouldn't. Two reasons:
You don't really want to have ships of this size equipped with atmospheric thrusters to launch from a planet. Once the designer progresses to a point where he could build something like this, he'd have his own space dock - he'd have his own "holo atelier shipyard", where giant rails run along starboard/backboard, topside/keel, bow/stern, which mount projector equipment to get the planning phase done.
You'd have to feed the atelier with power to run the projectors - but those projections don't need material as you can't take them away anyways. You might want to secure your endeavours tho as you leave the safe zone to create bigger stuff.
you could configure the projector to disable clipping and or reduce opacity you could switch to wireframe, which would be bliss (if you ever created a 3d model using design software, you know it can be hard to track down hidden surfaces that don't serve any purpose, but just bloat your model) you could switch voxels on/off as well as components on/off (easier to link fully enclosed components if no voxels are in the way) you could move, raise or lower the construct without having to worry about gravity you could switch to simulation mode in order to enter a projected cockpit and move some meters around within your atelier - speed off and your character will smash into the wall, while your construct swooshes through it and is gone (so you need to reset relative projection position) you could have guides (lines/planes) projected to your workspace - lines to align stuff and planes to view cross sections or set a mirror plane, without having to calculate double/triple/quad resource cost (as there are no resource costs) everything this device can do for you would neither break the consistent universe, nor have people vanishing into thin air, because they suddenly are in "a different game mode" of course you could still just start building - trial and error, get that thing in the air and all that - but you'd be lacking some tools and it would have the full cost in resources Freedom of Choice! This would be an option to excel at something you love - at the same time it would not be mandatory. Your choice, mate! immersion, immersion, immersion..
Modularity of design and construction
All holographic constructs would be just that - hollow projections. They would not take up real space. This means you would place your projector/-s, start designing your construct and at the same time you could in fact place the core unit where you just planned it and start building the real thing as if you did a colour by numbers ("Malen nach Zahlen" in German). Your company/organization could take in someone specialized on construction/building, who helps on this process.
Projectors would be an asset just like doors or cores or engines - they would need players to build them, they would need resources to be built, they could have limited projection capacities in "supported construct dimension and/or volume" - again this means scalability - this means progressing through the game - this means having something to achieve, to work for. The largest stuff doesn't come cheap, but the biggest XXL of projectors coult have clustering capability, so you could connect it with other XXL projectors to create the giant holo shipyard atelier I mentioned above.
I'm not 100% sure if I thought of everything - but seeing the threads around creative mode, offline mode, single player stuff, creators needs, clients needs, freelancers needs, and the polarization it sometimes causes, I think this is a direction that could serve the needs of all sides. Designers could create blueprints while they wouldn't vanish from the rest of the world, but be an essential part of it.
I did the search - maybe this has been here already? I hope I didn't miss it. Yeah, I've seen the note in the "Creative Mode" thread, that something like this "might" come as an addon after release. No problem with that! It's just an idea and open for discussion. Please, add your thoughts - I'm craving for feedback, as I've got a hunch this could be awesome.
Merci pour votre considération.
Sh4d0ws reacted to Mazillus in Copy Right Infringment
I'd say that reverse engineering a ship shouldn't be possible. ie breaking the ship down piece by piece.
For example sections of the ship could be edit protected like the hull for example. Where the interior of the ship wouldn't be edit protected allowing owners of the ship to modify interior spaces.
It would be as simple as selecting 'edit protect' on the brush while you are building your original ship blueprint.
Ships could also emit a unique randomly generated and locked signature (HMS Thunder Child-XFDW-1-34)- allowing you to quickly find out which ships are original and not copies.
Not sure where I'm going with the unique signature but basically it would work a bit like a serial code which would tell you the name of the blueprint/ship when it was built, date and time, which number it is in the production line etc.
Would be cool owning an original first production of a ship. Museums would end up being built.
Sh4d0ws got a reaction from Quantillionaire in New trailer and it looks great!
I love the dubbed version more then that original. Totally changes the entire feel of the video and its amazing.
The trailer itself I think is also awesome! I did not read through the twitter comments but frankly it is what I expect. Without more demos being available, streamers showcasing, etc... there is very little for the community to go on other then speculation. It doesn't help that the current testers are all under NDA and unable to comment based on the current state of the game. Not to mention drawing the connections between NMS is frankly a terrible idea. My hope is that between now and release we will have it opened up for the community to really judge for themselves. Personally I prefer watching streamers to get a feel for if a game is something I am interested in or not.
Sh4d0ws reacted to NQ-Nyzaltar in Unofficial Discord corruption
As this kind of topic has no legitimate reason to exist, it will be locked down.
Welcome on the official Dual Universe forum.
However, even if you are new, you are supposed to have read the forum rules, posted here:
What you just did was exactly breaking the rule III.e: "Naming/accusing people".
Accusing publicly people on the official forum, for any reason or motive, is clearly not authorized.
If you have a problem with a community member, you can contact the customer support team to explain the problem.
Despite being attentive to all community concerns, in certain cases (like this one), the customer support team won't take any action.
The reason: the Unofficial Discord is managed by community members and the Novaquark team has decided from the very beginning to avoid any attempt to take control and/or police media managed by the community.
Another broken rule:
As a general rule, it's not allowed to post any private conversation without the agreement of all involved parties.
Again, if you have a problem with a community member, you can contact the customer support team to explain the issue.
As a consequence, any unauthorized screenshot posted publicly regarding a private conversation has been removed from this topic.
As you are new to the forum, this a first warning.
Please do not insist in this kind of behavior.
Thank you for your understanding.
Sh4d0ws got a reaction from Lord_Void in Unofficial Discord corruption
Being someone who has literally never used this discord server, the things I have started hearing about it since reading this topic point me in the same direction. Although it sounds like a lot of people have already bailed from it anyways so I doubt it will be as big a topic anymore.
Sh4d0ws reacted to Lord_Void in Unofficial Discord corruption
As I said, I think this person got what was coming to them, and I have no issue with this decision. I'm not sure exactly what he thought he would get out of posting about it on the forums.
My point was that, due to a number of other unrelated events and decisions, the Discord server in question does have problems with regards to neutrality, fairness, and abuse by admins. So I think a proper decision was made here, but they are no saints.
Sh4d0ws got a reaction from Sir_Rat in A Massive Project
Its worth noting I said, "Get it off the ground". Assuredly a station of that scale would not only take a massive amount of time, but a perpetual income. I expect a smaller but efficient station that upgrades into a larger one is the best option. Actually one that can be built in stages would be the best in the long run I expect.
Sh4d0ws got a reaction from Sir_Rat in A Massive Project
Sounds like a great idea. Though a few questions come to mind - NQ basically said large stations will be difficult projects to accomplish. That being said I expect a station as large as the one you mentioned will probably require a large (50+) person organization to get it off the ground. You could probably self-fund the build by charging a marginal fee (say, 1-10%) as a tax for using the facilities which would fund the operation.
Just some thoughts, come release of the game I might be interested in lending some assistance to a project of this scope.
Sh4d0ws got a reaction from GunDeva in Pre-alpha timetable
I agree, knowing at least a few weeks before hand so that we can schedule better for it would be amazing. Though having been in other games Alpha testing I expect it will be something like this...
Weekend load testing (24-48 hours). Mid-Week mini-tests (testing a specific feature/etc).
Generally they are developing during the week and release the changes for Friday-Sunday for feedback/data to accumulate.