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NQ-Nyzaltar

Community Manager
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Everything posted by NQ-Nyzaltar

  1. Hi Astrophil, This feature won't be added to the forum. However, we have something in the pipeline for organizations that should be fulfill this request More info in the coming weeks (most likely after E3). Best regards, Nyzaltar.
  2. Hi everyone, As said in another topic, technically anything on the planet is destructible (except what is built in safe areas). However, there is also some gameplay balancing concerns. This sentence sums up the problem. + the fact that having safe zones would be pointless. So the clear answer is no, there won't be weapons powerful enough to destroy planets. And yes it will be possible to destroy anything on a planet surface that isn't in a safe area (assuming the agressor has the means to destroy the defensive measures put in place). Best regards, Nyzaltar.
  3. If you want to contribute in gathering relevant/meaningful information about the game, you can help building the official community wiki Best regards, Nyzaltar.
  4. Hi everyone! We plan stealth technology in Dual Universe (even if it's not planned soon). Afk cloaking is indeed a problem in EVE. Psychological warfare is interesting, as long as it involves activity from the player wanting to do it. From what we have analyzed, afk cloaking has been possible because of a few things: - the fact that all players in the solar system are displayed on the local chat. If you see someone you don't know, it migh be a spy, or someone planning an ambush. - the fact that a player can leave from a safe area (space stations) from a unique point (easy to ambush). - the fact that a player wanting to leave the solar system generally needs to use a stargate (also an easy place to ambush). As Dual Universe won't work "solar system by solar system" and there won't be only one point of entry/exit for a safe area, this kind of abuse should have a lot less impact in Dual Universe. And if it still does... well, we keep your suggestions in our papers as possible ways to handle it Thanks for the feedback! Best regards, Nyzaltar.
  5. Hi Rodier, Welcome on our official forum! Yup, our Kickstarter campaign is planned for the end of this year, with video footage Best regards, Nyzaltar.
  6. Hi everyone! This topic raises very important ideas and concerns. We are perfectly aware that not every player that will be interested in Dual Universe will be a naturally talented voxel-based spaceship designer. or even interested to be one. That's why, right from the beginning, we plan to have generic blueprints available, to avoid that - even it's a very improbable scenario - some organizations recruit all the builders to build only for them. We are planning to do the exact same thing for the LUA scripts: having some decent generic ones available to all players right from the beginning, to avoid any monopolistic situation, because not every player is a natural born developer. That way, we expect each player to be able to build, buy and use decent static or mobile constructs. We want to promote creativity freedom, not monopole. Monopole is not fun. That being said, creativity freedom comes at a price: in order to remain fun on the long term, a game needs to be balanced. We don't want to sacrifice everything on the creativity freedom's altar. There's a need to find the right balance. So as much as we don't want to intervene, it might happen that the dev team will implement some limits to LUA scripts at some point, if this is really necessary for the sake of the game and the global fun experienced by the community. Or maybe it won't be necessary. We'll see. The thing is the team can't anticipate all problems... but we can definitely react to them. Will the organizations having talented coders in their ranks get an edge over others? Probably. But the same could be said for organizations having pro-gamer level players, that can win fights on 1 vs 3. The same could be said for organizations having 10, 20 times the number of people than others. There is strength in number as well. This is part of the game too. Best regards, Nyzaltar.
  7. At the moment, it is not planned to have resource respawning. If for some reason, there are a real necessity to add some resources on a planet, meteorite rains could be an interesting alternative. Unless we encounter some unsolvable scenario where it could stuck players, we will avoid the "artificial resource respawn" at all cost. Best regards, Nyzaltar.
  8. Hi Nora and Thasrion, Yes, you will be able to go anywhere. That's pretty much the technology developed at Novaquark: the CSSC (Continuous Single-Shard Cluster). More information here! Going from one solar system to another for the first time will take time and fuel (we don't know yet what will be the time range yet from one system to another). Building Stargates won't be mandatory to go to another solar system, but it will be way faster, nearly instantaneous, to keep real incentives for stargates. This will also make two kinds of space travel gameplay: it will be quick to go from one colonized solar system to another where stargates exist. it will be much slower to explore uncolonized solar systems, where everything remains to be done Best regards, Nyzaltar.
  9. Hi SzaryWilk, If by "interacting with the cockpit" you mean seeing the cockpit opening when you want to enter it, yes, you will. I'm not sure to understand what you mean by "track the parameters of the ship, change parameters". Could you develop the topic? Indeed, we don't have asteroid belts screenshots. But you will see asteroids... soon. Can't say more for now Best regards, Nyzaltar.
  10. For the kickstarter, it will probably be some predefined 3D Prints. Some examples: the arkship, a colonist using his nanoformer, etc. On the long term, after official launch, what we would like to do is exactly what you suggested Nora: being able to make 3D print version of player-made constructs in game Best regards, Nyzaltar.
  11. Unfortunately... I don't think this would be possible But on the topic of helping, well we are going to consider having moderators soon, if the amount of posts keeps going steadily like that Best regards, Nyzaltar.
  12. NQ-Nyzaltar

    jetpacks

    @Nora: Jetpacks are something still heavily work in progress, so we can't give precise information on it yet. However, we'll try to give them limited capabilities in order to keep hovercraft meaningful and interesting to build. @Cavadus: We plan to have different propulsor categories: atmospheric propulsors and space propulsors. So making jetpacks to move in an atmospheric context and MMU to move in space would make sense. I'll transmit this suggestion to the devs Best regards, Nyzaltar.
  13. There's currently no plan to create a voxel editor to develop character weapons. At the moment, character weapons are planned to be mesh-based, and defined by developers. The Dev team has already a lot on her plate with our current goals. Maybe far in the future, but we can't promise anything for now. Best regards, Nyzaltar.
  14. Hi Alexwright, If I understood well what you meant, this is something that some devs are already discussing: Having the ability to "mirror" a pattern (a saved voxel shape) is something that is definitely worth considering Best regards, Nyzaltar.
  15. Hi Zen001, I'm pretty much here for that reason: making the "liaison" between the community and the devs. While not being a developer of the game myself, I have some programming knowledge enabling me to understand the technical suggestions (and transmit them in a proper way). Si if you have some specific requests, just let me know and I'll pass it to the devs Best regards, Nyzaltar.
  16. Hi Ripper, This is a very specific question about the scripting freedom. I will see with the dev team and will come to you on this topic. Best regards, Nyzaltar.
  17. As said in another thread, we will soon announce something for the guilds, better than a sub-forum section. More info in the coming weeks! Best regards, Nyzaltar.
  18. NQ-Nyzaltar

    jetpacks

    Yes, there will be Jetpacks! One of the first gear you will probably craft (very handy to explore planets on foot, or facilitate how to build huge constructs) Best regards, Nyzaltar.
  19. We have something planned for guilds that we'll announce very soon! (and it will be better than a simple sub-forum section ) Best regards, Nyzaltar.
  20. Hi AstroFerret, Here are the answers I can give you at the moment: a ) The research gameplay mechanics are in a stage too early to give you a proper answer. However, we have taken note of the ideas you mentioned b ) If you build something in a safe zone, it won't be destructible by other players. We are also thinking of ways for player to not abuse the mechanics in a military way (an undestructible military fortress wouldn't be fun). c ) That question is quite vague. Could you develop a bit more? d ) Ideas of NPC: primitive creatures born on the planets you explore and NPCs helping bootstrapping the economy are the most certain types that will be implemented. We remain opened to discussion for other ideas, but keep in mind Dual in Universe is not a game where the main activity will to interact with NPCs. The goal is to incite to interact with other players. Best regards, Nyzaltar.
  21. This is one of the ideas we are considering Hmmm grovelling for what ? Best regards, Nyzaltar
  22. Hi everyone! At the moment, the idea is to have server wipes in Alpha and in Beta. The Blueprints are a delicate topic though. Having player-made blueprints right from the start can be interesting to bootstrap the in-game economy right from the start. On the other side, it's true that allowing alpha and beta players to own blueprints right from the start can be considered as an unfair advantage for those who join the adventure at the official launch. How can we reward people doing amazing constructs (which represents sometimes hundreds of hours of work) during Alpha and Beta without giving them an unfair advantage at launch? We are considering several ideas that we will discuss soon with the community Best regards, Nyzaltar.
  23. Hi everyone, On this topic, we have already in mind a list of possible physical goodies that might be included in the kickstarter pledges: - Poster - Postcard - Sticker - Arkship Passenger ID Card - T-shirt - Keychain - 3D Print - Physical Artbook - Original Soundtrack CD - Dual Universe USB Key Of course, we remain open to other ideas! Important: materializing these ideas will depend on several factors. We will need to find the appropriate partners to make these goodies The cost will need to be decent as it would kill the purpose of asking help through crowdfunding if physical rewards take a part too big of the pledges. The involved goodie needs to be popular enough among the community. To have an online store where we would sell Dual Universe goodies is an interesting idea too. However, we don't see this as something we would have right for the alpha. This costs a significant amount of money to put such thing in place. And we currently prefer to put that money in developing the game. Best regards, Nyzaltar.
  24. Hi everyone! This is indeed a delicate topic. Hype helps a lot an indie game developer cause, but it can also undermine it in case of overhype (nobody likes to be disappointed), as much as if there is no hype at all. Hype is something very hard to control. All we can do is to keep transparency as much as possible. We think it's the best approach. True, some things might displease the community, but it's perfectly fine: If something is not appealing, we are open to discussion. It's better to know the topic as soon as possible. The earlier it is brought to the developers attention, the higher the chances are to improve it through the development cycle. There will be also times where the dev team will not change what has been planned, but in these (rare, we hope) cases, we will always give an explanation about the reasons. We also don't judge practices seen on other game communities. There are generally many hidden factors that could have lead to unfortunate decisions (as well as the fact they have been reversed). All we can say here about how we approach this topic: - We are open to any feedback, even those negative as long as it remains constructive and polite. - We made our forum moderation policy as clear as possible and it can be found here. Best regards, Nyzaltar.
  25. Oops. Sorry for the misunderstanding But don't worry, this is also something we keep in mind: If you are locked by someone, we are looking into possibilities to kept you informed, visually and/or by sound. Best regards, Nyzaltar.
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