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Meat Vegetable

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  1. Like
    Meat Vegetable got a reaction from LittleBearz4U in Required post I guess   
    Just making a post so that my forum account is activated or something =S
     
     
  2. Like
    Meat Vegetable got a reaction from Mister_Flanders in Required post I guess   
    Thanks mods
  3. Like
    Meat Vegetable got a reaction from Mister_Flanders in Required post I guess   
    Just making a post so that my forum account is activated or something =S
     
     
  4. Like
    Meat Vegetable got a reaction from Destrin in Required post I guess   
    Just making a post so that my forum account is activated or something =S
     
     
  5. Like
    Meat Vegetable got a reaction from Destrin in Required post I guess   
    Thanks mods
  6. Like
    Meat Vegetable reacted to ShinyMagnemite in DU Memes   
    The worst part of this is, while making this meme, my gf saw what I was doing and was very disappointed in me.

  7. Like
    Meat Vegetable reacted to yamamushi in DU Memes   
  8. Like
    Meat Vegetable reacted to Lights in DU Memes   
    gonna get some heat up my alley soon

  9. Like
    Meat Vegetable reacted to ShinyMagnemite in DU Memes   
    Historical documents reveal the truth.

  10. Like
    Meat Vegetable reacted to The_War_Doctor in DU Memes   
  11. Like
    Meat Vegetable reacted to Code24 in DU Memes   
    Someone stop me...
     

  12. Like
    Meat Vegetable reacted to Code24 in DU Memes   
  13. Like
    Meat Vegetable reacted to Lights in DU Memes   
    SORRY...I HAD TO

  14. Like
    Meat Vegetable reacted to FD3242 in DU Memes   
  15. Like
    Meat Vegetable reacted to Zamarus in DU Memes   
  16. Like
    Meat Vegetable reacted to Megaddd in Non Air Based Vehicles.   
    NQ Have mentioned in a dev-blog that they will use hover-craft-like engines for ground-based moving constructs, as actual tire physics on constructs would be too much for the single-shard design to handle.

  17. Like
    Meat Vegetable reacted to Lethys in uniforms/ custom suit equipment   
    Just in addition:

     
    I think they will add customizable clothing, gear and things in a later patch. They have enough to do with their server tech and the "basic" stuff, no need to stress them with "unnecessary" (yeah i know, depth, immersion....blahblah) things.
  18. Like
    Meat Vegetable reacted to ForlornFoe in uniforms/ custom suit equipment   
    Hello, and welcome to the community. 
     
    Quote from Kickstarter stretch goal "Advanced character customization" (NQ decided to include this in release):
    "Helmet can be removed. Choice of character faces and hair."
     
    I am sure more customizable clothing/apparel will come later on, but don't expect too much at launch state. For now we have a couple of different space suits with quite flexible colouring options. NQ has stated that they will keep updating the game with things community wants. 
  19. Like
    Meat Vegetable reacted to Julian_Becker in Different Types Of Planets   
    Hello Everyone,
     
    This is my first post.
     
    Eventually we need to consider the following type of planets and astronomical objects to be part of the game to make it realistic. 
     
    Stars:
     
    Main sequence stars of spectral classes O,B,A,F,G,K,M and there various sub-groups, e.g. G2V (like our sun) ans sub-sub groups like G2.6 V
     
    Brown Dwarfs of L,T and Y and their sub groups.
     
    Red Giants (spectral class III)
     
    Sub Giants  (sprectral class IV)
     
    Sub Dwarfs (spectal class VI)
     
    Wolf-Rayet Stars
     
    Carbon Stars
     
    White Dwarfs (and their different spectral classes)
     
    Neutron Stars (Pulsars, Magnetars)
     
    Quark and Exotic Matter Stars
     
    Black Holes (and their subtypes, Kerr-Black Hole, Stellar, Supermassive, etc.)
     
     
    Planets and other bodies by size:
     
    Asteroid > 1m diameter but below the hydrostatic minimum where they become round
     
    Dwarf Planet > below the mass of about the moon
     
    Small selena planets (moon or larger up to the size of Mars)
     
    Small terrestrial planets (Mars to Earth size, like Venus in size)
     
    Large terrestrial planets (Earth to about 3 Earth Mass planets)
    Super Earths (3-9 times the mass of earth
     
    Small Neptunes (10-20 times the size of Earth, either gaseous planets with small cores or solid surface with very thick atmosphereres)
     
    Neptune Sized planets (about 0.5-2 times the size of Neptune
     
    Saturnian size planets (in the range of Uranus and Saturn or a bit larger)
     
    Jovian sized planets (Jupiter and larger to the threshold where they become Brown Dwarfs)
     
    Distance to their star:
     
    Scorced, hot, warm, temperate, cold, icy, frozen (warm, temperate and cold in the goldilocks zone)
     
    Thickness of the atmosphere:
     
    non existant to as heavy as jovian planets atmospheres
     
    Gravity:
     
    from objects the size of a small asteroid to something needed to create supermassive black holes (gravity coudl depend regarding the elements and density a planet is made off)
     
    Surface properties:
     
    Land, sea, flat ocean, deep ocean, only ocean, molten rock, other configuarations (e.g. on Titan or "frozen floating ice" such as in Interstellar)
     
    Other factors could also be the axial tilt creating seasons, orbital parameters (circular or eliptical), bound rotation or turning, efect(s) of moon(s) on the planet, etc.
     
    Moreover we need other astronomical objects such as interstellar nebulae.
     
    The team should also include some "unforseen" objects such as ripped space-time, natural wormholes and smaller sub universes spawning off the main one with different physical properties. 
     
    Would be cool to add.
     
    The program Space Engine would provide a good reference for the developers in which direction to head regarding the scientific accuracy of the Dual Universe. 
     
    Good luck with the creation of the game...
  20. Like
    Meat Vegetable reacted to Warden in In-game voice.   
    I can only suggest to consider this for the roadmap at one point that is perhaps not too long after release.
     
    The advantages can be seen in games with local VOIP and where you can meet random players. I like to think it's the same topic with the logos - there is room for potential abuse or annoyance but bottom line, more people benefit from this I like to think.
     
    You could add mechanics that allow "quick muting" - for example by local VOIP you can see who is talking and mute individual players.
  21. Like
    Meat Vegetable reacted to Kytheum in In-game voice.   
    Will there be an In-game voice? mechanic, and if not can there be a solid one?
     
    An in-game voice mechanic which allows you to talk to players that are within a certain area near you. And they can hear you louder the closer you are? And also possibly a way to amplify your voice for example if you're giving a political speech? Or something like PA speakers so you can alert your crew to abandon ship? Even something else like using ships to contact another one of your ships to give them an order or even a motivational speech?. 
     
    Without an in-game voice, people would be negotiating by typing or even using software such as discord and this can be long and complicated just to talk to someone you just met. And let's say you have a meeting with a high up official who just sent you a message to meet him. Would you rather click on a discord room with him in it and talk? Or would you rather stroll down to the hanger and enter a ship and flying to the officials command ship. To then proceed to walk into his office and sit down for a meeting.
     
    This could be done similar to games like Dayz, Rust, and many others. It would really push forward how realistic cooperation between two people can go and the entire game in a whole. 


    Update - (3/03/2018)
    This suggestion was made a long while ago, and during the course of that time, some interesting questions and ideas have been brought to the discussion that I would like to touch on here.
     
    This type of communication is a necessity for Dual Universe, for the scale of this game having a voice system really boosts its quality and can even make the game, Chance encounters are one of the most important and exciting moments you will experience, without a proper communication system they simply cannot be brought to their full potential. One of the largest reasons is that Dual Universe is a societal game, from nations to pirates and companies. You need a way to convey information that is easy and and connected to the game, some examples of this include traders trying to convince you to buy one of their products, a police officer asking for identification, a pirate asking for demands, a superior officer in the military giving you a quick order in an intense situation and the chance encounters that were mentioned earlier like someone who has managed to settle on the same asteroid as you or someone in the street of a large city. These examples show you why 3rd party services cannot be relied on, they take too long to configure and to hold one for an entire organisation would require a stupidly large amount of constant micro-management. 
     
    A city is alive because information flows through it, cities are what keep organisations alive and if you cannot allow information to flow through a city then it results in the eventual collapse of that establishment and possibly the organisation. An in-game voice system perfectly fits into the city and maps it accordingly unlike 3rd party software.
     
    [Further Explanation of above point]
    For example, lets take discord and build up a small model area of a city, we have a marketplace with around 100 people trading and talking to each other, we have an area not too far away where there is a political candidate giving a speech and between them another area that is a residential building, some conversations are taking place between people looking to buy an apartment and neighbors talking to each other. Its possible at this point to create a setup in discord, you could have a voice room with everyone in it, but then you face difficulty hearing the person you are trying to listen too because everyone is the same volume, you could take the more obvious root and divide the channels into speech, market and residential but then each one has the same problem of not being able to hear the person they are talking too maybe directly calling someone is a better option but then no one can enter that conversation so you divide up the rooms again. In a sense an attempt to map the city to discord. The problem  with mapping in discord is that when a new instance is created discord cannot simply be updated, lets say there is an explosion or crash nearby, a new environment has been created, for in-game voice its a matter of walking into this area to hear the new environment and for the map to be updated, you would also globally hear the effect of the crash and how it affects the market, speech and residential area. Discord cannot have a new environment in this area unless you have someone online who can create a new channel in a hurry, and even then you would not get the connected experience you would with an integrated voice system. 
     
    Some common problems/points:
     
    This would put too much load on the server: 
    It could, I'm sure if NQ puts there mind to it they can find a way around it, for example, it could become P2P.
     
    This isn't what NQ should be focusing on right now: 
    I agree they shouldn't even look at this feature until some time before launch, or even after launch, it doesn't mean it shouldn't be in the game.  
     
    This would be an annoying feature: 
    It might be in some places, but if you are in a nation it becomes there responsibility to moderate it, there could be some settings in-game which allow you to disable it, mute specific people, adjust your hearing range etc. 
     
     
    Thank you, this has been an interesting discussion and I hope it continues to be. 
     
     
     
     
     
     
  22. Like
    Meat Vegetable reacted to MinerMax555 in building ship concepts prior to alpha release   
    Personally I use MagickaVoxels for for making concepts. It's easy to learn, free and comes with a built-in renderer
  23. Like
    Meat Vegetable reacted to Haunty in Notorious Monsters / Global Bosses /   
    NPCs ruin and defeat the purpose of MMOs as far as I'm concerned. If I wanted to fight NPCs I'd play a single player game. I wouldn't mind the threat of NPCs for the purpose of guarding resources, but nothing should be gained (XP, money, loot) when killing them, other than access to the resources, otherwise it would introduce a grind. But even that would make the resources easier to find because the NPC would be a marker for them. So I really don't think they are necessary at all in DU.
  24. Like
    Meat Vegetable 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.
  25. Like
    Meat Vegetable reacted to Lethys in Notorious Monsters / Global Bosses /   
    https://board.dualthegame.com/index.php?/topic/10215-kickstarter-ama-event-third-last-part/
     
    no npcs for release. POSSIBLE later, but nothing fixed. It would just not fit with DU if you introduce that random crap npc like in every other game. It only adds boring and stupid gameplay which is NOT EMERGENT GAMEPLAY
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