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John

Alpha Tester
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Everything posted by John

  1. The wiki was launched at the pre-alpha stage of DU. We were a few trying to find some information in NQ's official communications. to edit this wiki. But due to the NDA on the game, nothing more was added to the wiki and too many things were not precise enough, so we progressively abandoned it. It could deserve an update, even if several other sources are now available
  2. @vylqun I'm not sure NQ would even have to put effort on it. It will depend on how the market units will work. But with emergent gameplay plus if market units are flexible enough, it could be possible to sale shares of a company for example, or exchange copper against aluminium. Thus, automatically a market place will be created and it's buyers and selers that will use this exchange place that will automatically and indirectly setting prices on that goods.
  3. @vylqun You forget cryptocurrency IRL... even if they are going down now for most of them, they created a kind of hope for several people, and they might go up again. This kind of hope might happen in a game with emergent gameplay. I won"t be surprised to see markets on goods or even equity markets appearing, consequently, some kind of traders using that at their advantage might appear too.
  4. Hello. There is no known date for the release of the Alpha1. Game is actually in pre-alpha since end of September 2017. There is clearly a delay on when will start the alpha 1, or when game will be released. By the way, from the news and videos published by NQ, we can see the progress in DU development. You can follow the last news here: https://www.dualthegame.com/en/news/ As every voxel-based game, DU will provide a huge freedom in what we can build. As you noticed, we will have access also to a library of "elements", most of them have specific purposes (engines, fuel tank...) and some are decorative (plants...). You can have a look on the wiki (https://dualuniverse.gamepedia.com/Element) where you can find a summary of elements officially presented in videos, twitter.... We cannot discuss more the elements already implemented due to the NDA.
  5. all the major news are now on the main website: https://www.dualthegame.com/en/news/
  6. be careful of the NDA, now you have access to the pre-alpha and welcome to the tests.
  7. NovaQuark envisage d'écouter une suggestion postée par un joueur pour avoir différents climats sur les planètes à explorer, avec par exemple des tempêtes de sables ou de neige... Ce serait quelque chose qui serait peut être mis en place pour la sortie officielle du jeu (après alpha et beta).
  8. the arkship (starting area) will be a safe zone where PvP won't be possible. Because DU will be player-driven, we could in theory find lots of ways to play it without fighting even outside the safe zone. For example: Trading important info, dissuasion, hiding (space is large, very large )
  9. The devs published few tutorials in November and December, plus one devblog in November. If not already done, you should look at their youtube channel: https://www.youtube.com/user/dualthegame
  10. it's what NQ-Nomad just said above. 1 tile's area is about 0.65 sq km so 0.25 sq miles.
  11. John

    In-Game cameras

    I won't be so affirmative about the timer, remembering few interviews, I think it's still in debate between 24 to 72 h. I thought the protection bubble was link to the core unit, so I've searched for this information to be sure if it's the tile or the core unit. And it seems it's link to the static core unit: https://www.kickstarter.com/projects/1949863330/dual-universe-civilization-building-sci-fi-mmorpg/posts/1694816
  12. John

    In-Game cameras

    I like this idea of camera to monitor a building (when connected to the game) or help piloting a large crew-ship. Nice to revive this post. Nevertheless, there is a problem of having cameras accessible from outside the game via an API, it will generate a huge bandwidth if everyone use tenth of cameras. And it might not be server-friendly.... If I recall well, NQ said that they are thinking to implement a kind of Offline raid protection during few hours (24-48h) to allow attacked team to respond to the attack. So do we really need to be warned when offline?
  13. Are you sure about that, since a ship falling towards a planet to fast will encounter huge damages hitting the ground. It's the reason of the existence of an emergency unit that will avoid this scenario. So, this idea of catapult or torpedo might work. But I see another limitation, each dynamic construct has to be propulsed by an engine. Here the velocity of the tropedo might be to slow (due to limited speed generated by the engine) to really provoke damages to the target.
  14. Yes to a certain extend. Planets will have different gravities, different atmosphere densites, you can put space station in orbit, reaching escape velocity will be different according to the celestial body.... but devs said very often that water mechanics is difficult in a game made of voxel, so water mechanics will be kept simple. So everything won't be perfectly matching real life physics. No import from third-party software are planned at the moment. This game will be released with few planets and this number will increase over the time by procedural generation. You will be able to create static buildings (house, industrial compounds, cities on planets, asteroids, moons...) and mobile construct (space ships, hovercraft...). Big space ships will be able to carry other smaller ships. So, basically, yes, you should be able to launch rockets that will put in orbit a space station... You can modify planets, asteroids, moons because they are all made of voxels; but it will take times (a lot of times: Now there is a visual effect when entering in atmosphere, I'm not sure that materials are heated, maybe in future. You should have a look on the official youtube channel: https://www.youtube.com/user/dualthegame/videos and the official wiki: https://dualuniverse.gamepedia.com/Dual_Universe_Wiki for more information. The wiki collect official info from devblogs, dev's interviews.... Final release is aimed for end of 2018, with several versions of pre-alpha, alpha and beta.
  15. Remember that DU is immense. At the start we should have about 12 planets, with moons and lots of asteroids. These numbers will expand over the time. The first planet : Alioth will have ~100 km radius others will be sometime even bigger. The time to extract all resources of these planets will be long, very very long.... Maybe rare resources will be depleted "quickly" but still it should be quite long. And you can still buy these rare resources on the markets, or ask to your team mates.... Just as a reminder here a calculation from JC:
  16. JC mentioned aggressive Alien NPC during an interview in 2016 (I've to recover which one), as a very very long term goal, and as a mean to "control" and challenge large organizations exploring a lot Dual Universe.
  17. I would not say it will be easy. Mining is intended to come after scanning (to find the right spot). Some resources will be very rare, and only available in specific biomes. As other games, the amount of time it takes to mine a specific volume depends the type of resource and the mining skill level of the player (and its tool), and it will require energy... And once you have your materials, you'll have to refine them, make alloys if you want, before to use them for building (using Mechanical Press, Foundry and other industrial elements). https://devblog.dualthegame.com/2016/11/04/scanning-mining/ https://dualuniverse.gamepedia.com/Builder_Guide About the minimal size of the hole you dig, it's about 1 m, if I recall well, and the minimal building size is about 25cm Dual Universe Explorers - Live Q&A w/ JC Baillie - 09/17/2016 https://www.youtube.com/watch?v=H9Y0YmqGYDM 24:00 min
  18. Sometimes NQ mentioned that the limitation could be based on a fixed and low number of actions par minutes achieved by an automatic system, or automated elements statistics would be reduced in comparison to non-automated element.... So I think AI is a too strong word for what we will be able to create in DU. It might be just "simple automatic systems". For example: you protect a building coupling weapons with a radar. Radar detects an enemy and trigger the weapons back. And in that case the limitation might be on the number of fires per minute or a limitation in the efficiency of the locking system. So, the same weapons would be more efficient if controlled directly by a player.
  19. yep, I also heard something about wires. Something to clarify for the Wiki
  20. In my personal list of stuffs that might be implemented, I've written: "communication units (for communication between DPU)". I have to find again the reference, but it might be a JC's interview. I cannot recall if it's DPU inside the same structure or not...
  21. They always said end of 2018 for the release, if I recall well. Nyzalatar confirmed the Alpha for September 2017:
  22. Following The_War_Doctor, there are unfortunatly trolls and griefers everywhere over internet ... There are strict rules from Dual Universe's devs to prevent some basic abuses on the forum, on the community webpage, and inside organizations. We have seen few actions taken from devs these last weeks, so they are actives. It's also to us, the DU's community to prevent bad effects of trolls and griefers. As a good example, we are several from different organizations collaborating on buidling an official wiki and a community wiki to help everybody and especially new comers. So it's possible to collaborate... The game is based on emergent gameplay, so there is no direct control of griefers here. Nevertheless, the RDMS system mentioned by The_War_Doctor, standing for "Rights and Duty Management System", is something implemented in-game to manage who can use, access or transform a construct (ship, building, weapon, container...). So it's a way to limite in-game abuses. It's also a system to manage complex organizations and interactions with others. In addition to that I insist on the Emergent Gameplay. For example, the community could exchange info on "bad" players and create a list of these players. If the Bounty stretch goal on the crowdfunding portal is reached (or even if it is not), the community could always take apart players having really bad behaviors, via a common approval from all the major organization...
  23. John

    Screenblock

    The scripts are synchronized between players so will run if you or someone from your organization are close to. It's not only you. So, the limitation is less a constraint, if these screens are close to other players. Tweaking correctly the RDMS of the screen, you might even allow everybody (not only from your organization) to activate the script of the screen....
  24. I just have a little concern about the Community Wiki, after reading again NQ-Nyzaltar's post in this thread. By creating a Community Wiki it might compete with the Community Portal, and spread information on even more common websites (I do not include websites managed by specific organizations)
  25. @Hades , the wiki is hosted by Gamepedia, the link here: https://dualuniverse.gamepedia.com/Dual_Universe_Wiki and we also have the Community website hosted by NovaQuarks: https://community.dualthegame.com/
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