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Terawa

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  1. Like
    Terawa reacted to Xplosiv in Hey Everyone!   
    Greetings SkippyG!
    Yes the possibilities of the game are very exciting! You should know that unless you paid for a alpha key, you will sadly have to wait a while until you are unable to play it. In the meantime I would suggest joining a organization of your liking, or create one yourself! 
    Im usually more of a hermit player myself, keeping to myself. But have decided to join a organization that interested me this time. 
  2. Like
    Terawa reacted to yamamushi in Thank you NovaQuark   
    Before Dual Universe I spent countless hours scouring the internet looking for -that- game. I think many other people know exactly what I'm talking about. -The- game that would tie you down and keep you immersed for hours, where you could live in a virtual world and be part of something bigger, where you could build your dreams and be part of a whole other universe. 
     
    I was feeling rather down, depressed or sad take your pick, in the months before I learned about DU from E3. I was feeling kind of burnt out about things happening in projects I was involved in (I was a dev on Bitcoin Classic) and just generally was very mopey. I wasn't sure what else was going to come along that would suck me in and make me feel like I could contribute in any meaningful way. 
     
    When I discovered DU I was ecstatic, and I don't think there was a grain of pessimism inside of me. As soon as I saw the trailer, as I'm sure others can attest to, I knew exactly what it meant for gaming as a whole (especially sandbox gaming) and I just knew what it was NovaQuark was attempting to create. 
     
    I don't think I've been as happy in a long time, being part of DU Explorers, flying out to PAX to meet JC at the NQ booth, getting to be involved in various happenings here and there, everything Dual Universe has been a very positive experience in my life this year. 
     
     
     
    Lately, I've been feeling down again. I don't know if it's because of the lack of interest in getting people to be on DU Explorers for another episode (we haven't had one in 3 weeks...) or if it's seasonal or something else entirely. I couldn't even bring myself to write anything for NovaWrimo with all the back and forth banter and arguments between different organizations. I'm just exhausted. 
     
    I'm sure things will turn around here after the new year. Although, unless I can get another episode of DU Explorers together soon, I think I'm going to be taking a break from DU for a few weeks. 
     
     
     
    Regardless of all of that, which are purely my own problems, I think the main purpose of this was for me to say thank you to NovaQuark and Happy Holidays to everyone there for everything that you're doing for us.
     
    Even in these early stages of development, what you're doing has had a special impact on hundreds if not thousands of people. I don't think anyone here will disagree that you're doing something that has changed our lives forever.
     
    Between all the new friends we've all made, and all of the excitement we've been able to be a part of (Kickstarter was a nerve-wracking blast), we've certainly come a long way and it feels like we're not that far away from actually being able to interact with each other in-game. 
     
     
     
    Thank you NovaQuark. 
  3. Like
    Terawa reacted to Giftofiluvatar in Ship Identity and Transponder   
    Well,so I actually get this idea from Starsector(the former Starfarer).In starsector a transponder is a system that broadcasting a signal that tell everybody in range who you are and where you are.It can be switched off so others won't notice you that easily and your ship will become kind of "unidentified vessel".Thinking about how to implement this system into DU, I get some ideas and questions.
     
    First of all, how ships identify each other in the current build or plan.Is there some kind of Arkship Database?When you build a ship you register on it so whenever somebody else find you they automatically know what's the name of the ship and other informations.Or there's nothing like this, most of time we have no idea what ships we run into.I mean, with a transponder system,there would be a lot of interesting stuff.You can turn off the transponder and do some dirty smuggling work.We can have normal ports that required you to turn you transponder on and free ports that don't give a damn who the hell are you.And your ship can be register under Arkship or player organizations.
     
    A few questions still remain though,such as how players register and obtain transponder system.How to verify the information that a transponder broadcasting(with some form of code?) especially when register under player organizations.And other things such as faking ship identity.Just some basic ideas, might be weird and unworkable.
     
    P.S. Sorry if I make some stupid grammar mistakes.Since English is not my first language, this always happen.
  4. Like
    Terawa reacted to Kurock in RDMS: Invisible tags   
    Rights and Duties Management System (RDMS) will be one of the very powerful customization systems in DU. Read the DevBlog here if you have not already. Effectively tags can be used to give access to assets etc etc. I assume that in the current RDMS system, a player will know what tags he/she has.  Effectively these are like keys to a spaceship or passcard for a door.
     
    The suggestion of this topic is that a tag can be placed on a person without their knowledge. These invisible tags would not be able have duties connected to them because this could lead to a player losing money without knowing about it.  
     
    The uses for this are also quite broad.  For example: it could be used to not only tag intruders but to keep track of the intruder long after they have left.  This has an additional effect that invaders would need a hacker to look at their hidden tags and clean out any unwanted ones. 
     
    What would you use invisible tags for?
  5. Like
    Terawa reacted to Lethys in Timer on shields   
    Hi there
     
    as JC mentioned in
    https://board.dualthegame.com/index.php?/topic/10461-any-french-language-speakers-willing-to-translate-jcs-talk/
    at 55:16
     
    "There are ways to protect the players: there are safezones but also territories you can own to create relative safe strips of land and also there are protection bubbles which are expensive and hard to destroy, for those there is a timer of 48h in order for players to react"
     
    IMHO this shield ONLY
    - applies to immovable constructs (no ships!)
    - is some sort of construct itself (or a mod to a market for example)
    - is not related to the territory unit at all
     
    I have played eve. Alot. Too much. Hard timers like this one are just no fun - in DU it's even more complicated.
     
    So you have claimed your piece of land on an outer rim planet with a TU and have built a market there with a nice small shield to protect it from big bad pirates. But they know you are there and there is loot - so they come. Since your stargate may be destroyed/locked to others, they need to travel to you - which could take weeks. They bring 500 ships with them and when they arrive, they shoot once and ..... wait. 48h until that reinforcement timer runs out. Then they just kill that shield with their overwhelming firepower and take everything they want. So where was the point in building that shield again?
     
    If there is only a hard 48h timer on those shields:
    - The attackers will come in their primetime - never in yours. So for defense you will always have trouble finding enough people to defend, even with an org spread around the world
    - If they come with enough force, it doesn't matter much if there is a shield or not - favor of the blob
    - For the defender it's no fun because he just can watch being defeated and for the attackers it's no fun because it boils down to a boring waiting game
     
    So what better mechanics could you think of? What would be a fair deal with those shields that encourages emergent gameplay?
     
    You could just implement a maximum dps transfered to the shield - so it doesn't matter how many ships attack. You could harden the shields, instead of adding a timer. But done poorly it only boils down to: the attackers have to shoot for 48h on that shield - constantly - to take it down - that's just boring.
     
    I can think of two scenarios:
     
    - The stargate to your world is shut down or locked
     
    - The stargate is useable or the attackers are on the same world already
     
    The first scenario would be the most easy way to solve. Since you are alone there and you want it that way, you could just install huge antennas / radars / whatever to scan for ships which are inbound. Make a radar technician a thing and scan for ships - you have your time to react then.
     
    The second scenario is tricky.
    You would need some sort of timer, may it be obvious (hard 48h timer) or hidden (harden the shield / maximum dps), otherwise it would just not be balanced.
     
    I have no 100% working solution to this, because it's a very hard to balance mechanic in a game. I have something in mind and will throw some arguments, posting my idea later:
     
    - Spy/Hacker is used to bring down shield faster/completely
    - maximum dps
    - the more defenders/attackers -> the more hp the shield has
    - Hacker is used to deny the defenders a message that their shield is under attack
    - a special ship/construct/weapon is used to kill the shield at a faster rate/completely
    - adjustable timer
     
    So what to do?
  6. Like
    Terawa reacted to Jager14 in Crazy Science Idea   
    (Scroll to bottom for tl;dr, but I insist you read this if you're interested. It's a bit complex and hard to explain)
    This might not be a good idea, but I was thinking: maybe we make tech trees and planet/ore types invisible and unpresented to players in the beginning. Make it so players only start with the basics (electronics, basic hydrogen/solar power, etc.) and canmt necessarily see what the next level of materials is. Now WAIT, hear me out, I'll explain lol
     
    In human society, since its very root beginnings, knowledge has been one of the most effective tools and deadliest of weapons. Groups with superior technology and knowledge, when they use it with proper economy, will have a distinct advantage. We should have a dynamic like this in DU where, to an extent, science and technology aren't an on rails "kill deer to gain XP to build laser turrets".
     
    We could make specific devices focused on research and skills/specializations where players focus on science (like weapons/armor research, ship systems, material: keep it relatively simple, but also seperate). As players explore the universe, digging up strange ore, testing weapons in combat, maybe mixing material, they unlock tech and knowledge specifically related to what they are testing or researching.
     
    An example: Let's say you're a small exploration team. You have your marine, your captain, your engineer (maybe a doctor), and a research specialist. You set down on an alien planet after parking your ship in orbit and begin scanning the surface for composition of the ground and atmosphere, while your marine maybe scouts around for ruins or something (probably later in the development time). Your scanner gives you the location of a deposit of unknown material nearby, so you and your research spec. Go over there and dig some up. After you return to the ship, he takes that sample you dug up and puts it into an atomic scanner or something, and then that's how you figure out what the Spice (just a random example) is. You then go back down and dig up some more to take back with you to sell to a material institute for study, and a few days later, maybe it's being used as a more efficient ship fuel or something, idk lol.
     
    Now why do I think this should be a thing? Because it simply, encourages emergent roles in research, exploration, and prospecting. When everybody knows what planets hold for them or what they look like, less people will be inclined to spend resources in getting to them. Empires stagnate because they go for a specific thing (like the top tier resource) and then that's it. Technology when it's on rails loses it's sense of discovery. When everybody is able to know everything, it lessens the need for cooperation. When the universe is, to an extent, a big question mark, big groups will be more inclined to continue exploring, colonizing, and whatnot.
     
    I have dozens of examples of how this would add a lot of depth to this type of game, things like keeping what you know a secret, research business that make money on doing research and experiments for the highest bidder, having people who specialize in SCIENCE tm being a type of role that is sought after, etc. etc. it also offer upward mobility (you have a monoploy in steel in a system, suddenly somebody discovers, idk, adamantite in another. There a california gold rush type run to colonize the source and suddenly, you're ebing run out of business because admantite is the new rage. A new monopoly takes your place...unless you capitalize on the step forward in tech).
     
    Tl;DR make us do science and earn tech, actually having to go out and seek it/research it.
     
    Thanks guys, sorry this was a long one
  7. Like
    Terawa reacted to Dinkledash in Politics   
    I believe membership in organizations and the appointment of legates are ultimately under the power of the founder, so unless the founder voluntarily shares or surrenders control, all organizations are autocracies at the moment.  And I'm sure if there are additional options made available in DU for organizational, er, organization, the founder would have to approve that transfer to a new organizational model.  Even if legates are able to accept and eject general members, I don't see any way they can do the same with other legates.
     
    That raises the question, what happens if the founder stops playing?  If the founder fails to log in for several weeks and doesn't return messages from the other legates or members, will DU transfer control of the organization?  To whom?  What if there are no other legates?  Will organization assets be eternally frozen in their accounts?  Will the RDMS for objects managed by the organization be forever locked?  
     
    I hope that NQ has a plan to address the maintenance and inheritance requirements of organizations and provides alternative governance models.  I could imagine different models such as Monarchy, Republic, Democracy, Syndicalism, Corporation and Dictatorship having advantages and disadvantages in terms of stability, as well as the satisfaction of the membership in terms of participation in the government.  Once the RDMS is in place, we may see Republics and Democracies appearing, as well as the existence of Boards of Directors for corporations, but unless NQ wires control of the organization and its assets to the RDMS, whatever gets voted on can be rejected at the whim of the founder and the only choice members would have would be to vote with their feet.
     
    Developing business rules for civil wars could be very interesting too, as well as regional governments at the planetary/system level, or even at the city level.  It all depends on how big things get.  I can't see one person effectively managing the affairs of a 10,000 member organization.
  8. Like
    Terawa reacted to SkippyG in Hey Everyone!   
    Hi there! I came across Dual Universe a couple days ago from a youtube vid a friend linked me.
     
    It looks so cool! Anything I should know about the game?
     
    i'll check you all later!
  9. Like
    Terawa reacted to Vyz Ejstu in Hey Everyone!   
    "
    Well, hello, SkippyG. Welcome to the Forums. 
     
    This thread here pretty much covers most of the questions starters may have. In case you have questions on the mechanics of the game, I suggest you check this Forum here: The Gameplay Mechanics Assembly. 
     
    I won't ask what you want to do in Dual Universe or what your interest is, but regardless of your choices, we Duals discuss general ideas and construct proposals and hypotheses in the Idea Box and The Builder's Corner. 
     
    If you are on Discord, I suggest you join Dual Universe Explorers here: https://discord.gg/zzNKKSj . Many new members make a stop by there and it's a great place to chat with the rest of like minded Duals or to make enquiries about the game from the growing player base. 
     
    I also suggest you make good use of the Forum's search system. It's quite efficient and you'll more often than not find that someone else has already asked or answered your question. Don't let that stop you from interacting with us, though: we love the new blood. 
     
    We look forward to seeing more of you. 
     
    Cheers.
     
    "
  10. Like
    Terawa got a reaction from Vyz Ejstu in Politics   
    Ultimately there could be big alliances made among the organizations. This could even lead to a Star Wars like Republic where Organizations would choose representatives for the senate. Then the senate could vote one amongst them to became the "supreme chancellor". Ahh.. brings back nice memories from the 1999 - 2005 movies. 
  11. Like
    Terawa got a reaction from Kurock in Hey Everyone!   
    Hi, nice to meet you. The game looks awesome indeed.  
     
    You could do couple of things to start with, if you haven't already. Dual Universe will be based much on organizations so you could join one here. Alternatively you could create your own organization if that suits you. You can "pre order" the game here with some pretty cool bonuses + alpha/beta access. By doing this you would also back the games development at the same time and get your name in the credits as a early backer. 
     
    Hope this helps. BTW I'm in the Aether. 
  12. Like
    Terawa got a reaction from Vyz Ejstu in Hey Everyone!   
    Hi, nice to meet you. The game looks awesome indeed.  
     
    You could do couple of things to start with, if you haven't already. Dual Universe will be based much on organizations so you could join one here. Alternatively you could create your own organization if that suits you. You can "pre order" the game here with some pretty cool bonuses + alpha/beta access. By doing this you would also back the games development at the same time and get your name in the credits as a early backer. 
     
    Hope this helps. BTW I'm in the Aether. 
  13. Like
    Terawa got a reaction from Kurock in In-Game Activities   
    Hi, first of all correct me if this thread has already been opened somewhere else. If not, well one thing came to mind. What if there could be some in game activities, such as Chess, Texas Hold'em and 8 Ball Pool in the game world. They could be pre-defined models you could purchase or craft in the game. This would bring more reasons to come to play. I don't know if you guys have heard of a game called Puzzle Pirates. If not well it's pretty much what the name suggests: Being a pirate and sailing while doing various puzzles etc. anyway in that game I think this was implemented brilliantly. If I wanted a break from sailing and pillaging then I could just go to the nearest tavern and play some game like Texas Hold'em among few others and relax, completely away from the sailing stuff. 
     
    This would also bring meaning to some of the buildings in a city or a colony. For example there could be a community hall, where players could gather between their travels, sit down and play together. Some variety to the game + at least something as a heritage from planet earth. 
     
    Well this is just one idea among others and could obviously be implemented later as there are 1000 more important things right now, but anyway.     
  14. Like
    Terawa got a reaction from Vyz Ejstu in In-Game Activities   
    Hi, first of all correct me if this thread has already been opened somewhere else. If not, well one thing came to mind. What if there could be some in game activities, such as Chess, Texas Hold'em and 8 Ball Pool in the game world. They could be pre-defined models you could purchase or craft in the game. This would bring more reasons to come to play. I don't know if you guys have heard of a game called Puzzle Pirates. If not well it's pretty much what the name suggests: Being a pirate and sailing while doing various puzzles etc. anyway in that game I think this was implemented brilliantly. If I wanted a break from sailing and pillaging then I could just go to the nearest tavern and play some game like Texas Hold'em among few others and relax, completely away from the sailing stuff. 
     
    This would also bring meaning to some of the buildings in a city or a colony. For example there could be a community hall, where players could gather between their travels, sit down and play together. Some variety to the game + at least something as a heritage from planet earth. 
     
    Well this is just one idea among others and could obviously be implemented later as there are 1000 more important things right now, but anyway.     
  15. Like
    Terawa reacted to Lord_Void in Notorious Monsters / Global Bosses /   
    As I have said on other threads, I think it would be interesting to have a few "hostile worlds" scattered around where either the weather, terrain, or wildlife (or all three) were particularly dangerous. The planet would have some sort of rare materials or other attributes that would make it worth it to colonize the planet. The wildlife in this case wouldn't be a raid boss or be particularly worth farming on their own; they wouldn't drop any loot. It would simply be a persistent threat to those who tried to colonize the planet. It could also open up some new and interesting gameplay. Imagine stirring up the nest of a hostile creature to get it to attack an enemies base, or timing your sneak attack to coincide with a storm.
     
    Like Twerk said though, npcs in this game would have to work very differently than fro mother games.
  16. Like
    Terawa reacted to Anaximander in Notorious Monsters / Global Bosses /   
    Welcome to the forums. 
     
    The focus of the game is "no NPCs" and "no NPC storylines".
     
    Also, the whole "kill dragon, get plasma cannon" is not something that works in this game as crafting is at its center, not to mention, it's a sci-fi game, not Sword And Sorcery game. It's not Everquest to have humongous bosses roaming the land, requiring 50 people to take down and evn if such bosses were to exist on a planet, I got two words for you : Orbital Strikes".
     
    See? It doesn't work that way in a game like DUAL.
     
  17. Like
    Terawa reacted to Lights in Notorious Monsters / Global Bosses /   
    I believe Novaquark will implement this later in the game honestly.
  18. Like
    Terawa reacted to Hydrashok in Notorious Monsters / Global Bosses /   
    I think it would be beneficial to overall replayability and fun factor to make sure rare spawn monsters are present in the game. Make them hard to get to. Make them over powered. Make their drops extra special and extra rare. like weapons, armor or crafting ingrediants. they can be on all sorts of timers like 24hr spawns, once a week or month even. random spawns and so on.  As far as global bosses go we need monsters that are so huge that if there isn't at least 50 people willing to fight it theres no chance in hell of beating it. Many large MMO's implement this in their games and it makes it fun to get together with a bunch of friends and go "hunting"... or hunted.
  19. Like
    Terawa reacted to AccuNut in Customizable Cockpits   
    Does this mean they don't intend on adding the ability to use glass for custom cockpits, or that they just didn't have it in their example?
    If they don't create the ability to design your own cockpit windows, I will be a little peeved, since one of my cooler ship ideas pretty much reqires it!
  20. Like
    Terawa reacted to Vyz Ejstu in Customizable Cockpits   
    "
    In the non-element cockpit, there was no voxel for glass. That's bad news if a lucky shot comes flying for your head.
    "
  21. Like
    Terawa reacted to Atmosph3rik in Customizable Cockpits   
    I'm definitely hoping they give us a few options to tint or re-skin elements like the cockpit.  
     
    But even if we can only re-tint them.  We'll still have the ability to build our own cockpit any way you want out of voxels.
     
    In the last video where they build the freighter you can see them use a non-element cockpit.  I don't know for sure about smaller sized ships but i'm guessing you could still build a cockpit instead of using the element even on the smallest ships.
     
    It can be tough to achieve the same level of detail with voxels that you can have with pre-made elements.  But hopefully there will be decorative interior elements like the corridor pieces we've already seen, to help with that.
  22. Like
    Terawa reacted to Anaximander in Customizable Cockpits   
    Absolutely
     
    Here : http://www.dualthegame.com/technology
     
    COHERENT GT, a powerful tool for such a game Think of the possibilities... within reason of course, for example, I don't expect it to be so loose as to boot up flash games from ArmorGames from within the game, but for making our descriptions and menus? Yes. Interfaces? Absolutely. Hot-keys? You bet.
     
     If they allow us to script with HTML5 our own interfaces when it comes to control units, we as a community could be the ones to make interfaces for different languages in-game, not to mention pink font. Just saying. I miss it.
  23. Like
    Terawa reacted to Anaximander in Customizable Cockpits   
    The Devs are having an HTML5.1 approach on UIs in-game, meaning the want to have different widgets being present on a cock-pit, screen (any control unit in other words) for the game.

    As far as that kind of customisation goes, it's a thing they do work and want to have in-game.

    If those widgets are mechanical, that remains to be seen. They probably will go for a "holographic display" in order for the HTML5.1 interfaces to be depicted that way. As for "levers"... well, it's space... more importantly it's futurespace! Why have levers, when you can have holographic displays?

     
  24. Like
    Terawa reacted to Glowing_Ashes in Customizable Cockpits   
    Hey so I want to apologize in case someone else has already brought this up or if information about this has already been said as I am rather new to learning about this game and such, however it would be absolutely brilliant in my opinion to have customizable cockpits. 
     
    In the gameplay I have seen, there has been and insane amount of freedom you have to build your ship and the environment around you, but one thing I noticed is that the cockpits for ships seem to be pre-set, or at least a list of ones you can choose from. Now I could be wrong in saying that, but pretending I'm right, to me it would be amazing if there was more options for our cockpit. 
     
    Our entire ship, and thus what we spend a great deal of the game in, and what very well might become a part of us, is completely build around our cockpit. We want to make it look appealing and sexy and of course the best space ship in the entire galaxy, but to do that would be impossible with an out of place cockpit. If we could have a great range of designs for them, not limited to the basic one as seen in the trailer. Such as flying saucer dome-like area that allow for 360 degree views just by moving your mouse, to perhaps not even symmetric ones such as the millennium falcon. There could be ones of every shape and size and perhaps even have customizable dimensions and such for the user to decide upon themselves. Even one that's just a glass ball barely held in place could make for an interesting concept. 
     
    If this has already been thought of, then also one quick thing to add is that the inside of the cockpit is just as, if not more important than the outside. It's where the player will spend all the time piloting the ship (obviously) and it will be alot of what the player sees. To really immerse them I think it would be great to be able to choose where certain items were to go in the cockpit such as the gas and levers and random buttons and such to fly it, as well as gauges and meters and status screens. It would really make the player feel like it was his ship. Perhaps even have sort of like a mechwarrior feel to it where you can look around your cockpit freely as well as seeing yourself use the controls to your ship, even to the extent of getting out of your chair and walking around your ship if thats a possibility.
     
    I'm sorry for the such the long post but I feel like this would really add to the game. My apologies.
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