You guys want a world where everyone plays the same exact game. A survival game where you try to build all your own stuff. That's not what the creators want though. They want an economic, warfare, and cultural simulation, and you don't do that by just letting everyone build everything they want.
I hope the creators have the courage to continue forward toward their vision, and ignore the players who only care about playing a shallow survival game. Those types of players are fickle and will inevitably bounce to the next new shiny game anyway.
You know what else kills PvP? Death cubes. death cubes for days.
I'd be more sympathetic to PvP players if the meta wasn't just "lol, I'm so good and orriginal at making ships, I made a box that goes pew pew"
Once the game gets more variety in the weapon types and maybe even an overhaul to how ships can be built so as to give pros and cons to different styles of ships, then we can start talking about PvP.
As it currently stands, all it is is "people with uninspired ships" cleaning out "people who can't reasonably fight back" or "negate the battle with warp drive". If the game persists in its current state, it'll either be one or the other. There won't really be ballance. But I have faith that the devs will come up with a solution. Till then, I could only recommend that you maybe try to fight other PvP ships to keep that bloodthirst in check? That, or you could just keep on fighting the plethora of ships that don't have warp or radars. Don't pretend you haven't.
Till ship building is elaborated a little more, I'll just stick to the tried and true "never get spotted" method.
I hope they still reconsider making auto-mining compete directly with hand-mining, and instead make it its own separate thing in space for asteroid mining of (hopefully) different resources. Just separate it from the hand-mining gameplay as much as possible, so both are unique and viable to do on their own.
I have “transcribed” the Q&A from the video of the conference that was held on February 28th. This is not a direct transcription; I have cut out general conversation, anything that was repeated, and just put in an overall format change to make the discussion that occurred more appropriate for reading. The idea was to isolate information. It was often difficult to hear exactly what was being said, so this was further reason not to quote the conference verbatim. I have not added anything that was not said (there were times when I was tempted to add in some of the things I know about the game, but I didn’t!). If you feel that anything is left out, or that something should be changed, then please let me know!
Something else that I have added in is ‘extra info’. This is stuff which was not directly asked about, but which came up in discussion and I thought appropriate to add.
This documentation begins around the 30 minute mark of the video (which can currently be found on their Facebook page), when the Q&A started.
How in depth will the mechanics of refining resources and creating alloys be?
There will be some pretty deep recipe networks, which will make building complex or high-end elements quite complicated, to the point where the specializations required will be so varied that some of the components will most likely have to be purchased from the market. There will be different alloys which can be created by combining different resources and materials, which can be used to create interesting materials and properties. Alloys may be something that the player can research, to allow for them to find new ways of combining different resources to achieve different properties.
Can you transport hover vehicles inside of larger ships; in other words, transport small ships inside of larger ships?
Definitely yes, this is the whole architecture of the game. The technology of the servers are all made for that, so yes.
How is in-game currency generated? Do you do missions, sell stuff, buy orders?
It is unlikely there will be missions, but this is not completely ruled out. They may be added later, but the main source will be from NPCs/bots on the market, where you can spend your money or sell your stuff. One of the issues with bots however is that they have to be designed such that they do not disrupt the economy; the economy is intended to be shaped by players. The intent is that market bots will amplify or emulate transactions that are occurring between players.
Will market bots be permanent, or will they come and go away after a while?
The idea is that, if there is a lot of activity by players, they should go away, but this is not final. They may be used later in the game's life to make changes to the amount of money in circulation to regulate the economy. The main thing is that the amount of money in the game should be proportional to the number of players, as well as the type of activity taking place and the amount of the respective activity.
The name of the currency in the game will be quanta. Quanta, the plural of quantum, is a unit of energy; since the currency will sort of be the “energy” of a lot of the game, the name quanta is appropriate.
Does having things in your inventory increase your mass, and does that influence construct physics?
Definitely yes. If a player has a lot of things in their inventory, and they step into a ship, they might push the ship down. A ship with lots of containers may fly well with no cargo, but if the containers are filled up then the ship may not be able to fly anymore.
Will there be chat systems? Global, regional, planetary?
There will be some sort of local regional chat. However, regional is not easily defined in the game; for example, a planet could have hundreds of thousands of people on it, so regional is not something that is precisely defined yet. But there needs to be something at least that allows players to talk to other nearby players.
Will there be such a thing as ship linking; will there be docking ports?
Small ships docking inside of larger ships is definitely a planned feature. However, docking two ships of the same size together gets a little bit more messy. With that feature, large layers and chains of ships could be created. At this point, which player is controlling the physics?
How will construct repair work? Will there be repair units, or will it all have to be done by hand?
It will always be possible to repair by hand, but there will be repair units that will be able to restore a ship back to what it initially was before it was damaged, provided the unit has the required resources, energy, and time. The repair unit will know what the construct it is a part of is supposed to look like, and it will have the capability of restoring a construct back to that original image if the construct is damaged.
How does the production of ships from blueprints work? Is it an instantaneous process, does it happen after a specific time, part by part?
It is not going to be instantaneous, it is going to take time. It will take resources and energy, and probably if it is significant then it will need to be defended in some way, unless it’s happening in the safe zone. The required time will be proportional to the size of what is being built, so mass producing battle cruisers is not something that will be able to be done overnight.
What happens to a flying ship when I destroy its engine in space? Does it just come to a stop or does it continue at the last known speed?
Engines are physical. So if there are two engines, one on each side of a ship, and one of the engines is destroyed, then the ship is going to spin. The core idea is that engines are physical, so if they are destroyed then that can impact how the ship moves. There is a very good chance that, given that there is no friction in space, a ship will continue to move if its engines are shut off. However, if a player were to be in a moving ship, log off, and come back three weeks later, they would find themselves in the middle of nowhere; this is not desirable.
Will there be cloaking?
There will be cloaking. It will probably not be around at release, but it is one of the features that seems obvious for a game like Dual Universe. This is desirable for a player than may want to log off for a while; they can cloak and lock a ship to keep it safe.
What methods will be available to detect constructs, and to avoid being detected?
There needs to be a way to detect others in the game. There will be ways to scan for players, whether on or below ground; and similarly there will be something like a distortion field that allows you to be hidden from sensors. But, there should never be a totally foolproof way to hide without some weakness. It will also be possible to put trackers on ships, and a corresponding countermeasure to that.
The nanoformer will be able to 3D print basic and fundamental parts and components for the player to use.
Ships can be stolen and reverse engineered; Lua scripts can be read by those who steal a ship with a script on it.
How are scripts shared between players; a script runs client side, but is it shared with players?
Scripts are always running on the players machine, but the text of the script is synchronized, so everybody can see it. So if there are different control units with different scripts in them, one player can start one of them and another can start the other script, and they will run in parallel. Similarly, whatever the scripts do is synchronized by the server for all players. Scripts are run on the clients computer, but several players can be simultaneously running and using different scripts which are all made by a single player (and thus running on that players computer), and all players can see the effects of the scripts. One exception is that you cannot have two players controlling the same element at the same time.
Can scripts be hacked?
Hacking will be a skill within the game which will allow a player to bypass RDMS systems. It will require time, and is a planned feature, but may not be present at release.
Locations are something that can be itemized; as an example, the coordinates of a vein of ore within a planet can be “itemized” whereby it can be sold on the market.
Reputation will be a mechanic within the game, but exactly how it will work is not completely finalized.
Will armors for players be modular (i.e. heavy armor chestpiece type-A with legpiece type- B ), or are we looking forward to a single-piece type of armor, and in an extent, will weapons be a part of an armor or are they separate customizable entities?
Armor will be separate; that is for sure. It is likely, certainly at release and at least for a while, that player armor mechanics will remain simplified, but the concept has potential to expand.
Can a solo player fly a warship with many weapons, or does each weapon need a player?
There needs to be a player for every weapon; that is the requirement. This is for several reasons, one being that the game is an MMO intended to have players working together, another that it doesn’t make sense for one person to single-handedly control a huge warship.
Have you considered how you are going to do the updates?
There will be expansions every ~6-12 months. Updates with new features will come out at regular intervals.
If you claim two territories next to each other, do they fuse together as one big one?
There will be ways to link territory units. Players will also have the option of having lots of little territory units, or one big territory unit that links everything. This gives the option of having one large easily defended tile which covers a huge area, or lots of distributed and less easily defendable tiles which only allow access to the local territory. One mechanic which may be present is that a claimed territory tile cannot be attacked if it is surrounded by other claimed territory tiles, provided they all have the same owner.
Will players ever need food?
The question of food is linked to survival gameplay. There probably will not be survival gameplay at the beginning, because it requires so much work to be functional, but it is something that has the potential to be added later.
A bowl of rice is 8 dollars in San Francisco.
So as most of you know there was a small meet up and livestream with JC tonight. I was there with a few other people and got to chat with JC and see the version of the game they currently have.
While I was already very excited for this game, and confident about it's future, I am now doubly excited and confident in this project. For so long this game has been nothing but a few trailers and a forum to me, so to finally see it in person was incredible. The game was not perfect; there were some bugs and moments when things did not quite render properly (really they just took a moment to load in) but the sheer immensity of the game and the moments that created were astonishing. Watching the sun peak over the horizon, and the shadows being cast by objects in the world. When JC got lost flying between worlds. Zooming from the surface to orbit and then back to another point on the surface. Pointing to a spot in the sky and then flying to it, only to discover a whole new planet with entirely different terrain. Looking at an island from space and then Zooming in on it to see just how big it really is.
There was moment in particular that struck me: JC was showing us Alioth from orbit when suddenly a large dark spot started to move across it. It took a moment for us to recognize what was happening; there was an eclipse going on. For a game this early in development, the world already feels quite vivid and immersive, and I'm sure it will only get more refined as time goes on.
JC himself is also quite fun to talk to. His enthusiasm for the game is quite evident and his passion is contagious as I could not help but get more excited the more I heard him talk. He is both the dreamer who dreams big, and the realistic one who can make those dreams into a tangible reality. This game could have no one better at the helm than him.
Having seen some of the backend technology that runs the game, I can attest that this game seems to be literally built for success. It's built to deal with the challenges of a single shard mmo voxel based game.
In summary, NQ believe in their project and they care about their community. The biggest thing that strikes me is their openness and honesty; the way they present their game is sincerely genuine. They truly believe in DU, and that makes me believe.
Also, try to make it colorblind friendly...or at least add an option to switch to colorblind friendly for those out there that are...like me. Ideas, use patterns or symbols with or instead of solid colors for certain functions.
My appologise for the confusion this announcement has created, we thought it is a good idea to put the message that this position is available out here to spark interest.
As you might be able to see on Muad'Dibs responses he is rather stressed out and has difficulties in real life because of which we search a replacement for him as Minister of Research and Development. Because of the troubles currently surrounding him he also sadly forgot to include the requirements for this position that are already fulfilled by most of the TU members, as i state them here now:
- Being a Member of the Terran Union
- Having no affiliation with another organization besides the Terran Union
- I know how to code (C++, LUA, Fortran95)
- I know a lot about this game
- I'm a very active user
- I love hard to solve problems that involve math, physics and game mechanics
- I dig deep into game mechanics to understand them and to use them in a proper way
- I can speak three languages fluently (german, french, english)
- I love write-ups of technical topics to educate members
Hereby I, Lethys, declare my intent on applying to this job.
Engines connected to radiators on the ships hull could solve the problem of acrobatic titans. I also enjoy connecting components. For me it makes the building and operating ships more complex and enjoyable for longer. Connecting fuel tanks, generators, control lines and battery's would help shipbuilders become a more skilled craft.
hey all, i have been following since the game was announced on kickstarted, could not back then but i made up for it today, grabbed me a gold membership so WOOT!! now give us the ALPHA!!! i wanna play so bad lmao!
Congratulations Terran Union on reaching 400 members!
They are a fun bunch of people to be with can not wait to start building with them and playing with all the fine people of Duel Universe. Roll on Alpha day!!!