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NQ-Nyzaltar

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Everything posted by NQ-Nyzaltar

  1. I have no doubt you want to! Especially as I am the kind of people very interesting to hunt (but not easy to catch though), transporting quite valuable stuff for my industrial role. It wouldn't be wise to give my visit card to a space pirate, especially when I roam in low sec and null sec, would it? Best Regards, Nyzaltar.
  2. Oops sorry for the late reply. This topic has fallen under the radar. So... yes, we have a reticule in the middle of the screen, when the Player Character is in First Person View and on foot. It will be helpful to aim when building or even fighting. And a mouse cursor appears when container and/or inventory windows are opened. But keep in mind that this is the current user interface, and it's far from final: It can evolve a lot before granting access to any players to an early alpha version of the game Best Regards, Nyzaltar.
  3. I think it's more Silvligh's speculation, as there was no statement about that: We don't expect all the alpha testers to build corporations. Some will most likely just join existent ones or even be famous "lone wolves" That could be an interesting idea, indeed. This will be discussed with the rest of the team soon. Thanks for the suggestion! Best Regards, Nyzaltar.
  4. Nothing is set into stone yet, but here what we have currently in mind for alpha testers: While we'll try to avoid giving anything which could become a gameplay advantage, we plan to give something (most probably a cosmetic item) to early testers/backers enabling them to show "yes I was there at the beginning". For now, we thought about an "Alpha Team" outfit. This is just an idea, and we would like to know what you think about it Best Regards, Nyzaltar.
  5. Hi everyone, As planned, a few minor errors have been corrected in the short story. (including the "2036" error, which is "2536" now) Best Regards, Nyzaltar.
  6. Another capsuleer here But for some reasons, I won't give my in-game name. (I'm not in a huge Corp/Alliance/Coalition anyway) Best Regards, Nyzaltar.
  7. @TheSlaxx: Thanks for pointing all these typo/errors As we are planning a new version of the website, all the corrections will be implemented in this new version Thanks again for the help! @Silvligh: About procedurally generated flora, just to be 100% clear: It's the way flora is spread on a planet surface that is procedurally generated. The flora species aren't procedurally created (though we might think about that in a distant future, but it's not on the roadmap for the time being). I hope there wasn't any misunderstanding here. Best Regards, Nyzaltar.
  8. Hi everyone! @TheSlaxx: About the typing errors in the FAQ and Dev blog, could you point me where you found them? That would be really a huge help. I will correct this as soon as possible. Thanks in advance! @All: About the forest screenshot: As said in another thread, this is what we aim for as the graphics quality goal to reach, as it is technically possible. But keep in mind that we might have to lower a bit graphics to make the game playable, with a decent FPS, especially for VR. Voxel-made planets and landscape procedurally generated on a large scale (the forest example was procedurally generated on a small scale) are already two factors that impact significantly on the FPS. We might prioritize FPS over ultimate graphics. But that doesn't mean we drop the ball: we will do our best to have a smooth FPS experience and good graphics! @TheSlaxx & Vylqun: If we got a forest for now, it's just because this is one the basic biome you can encounter and easily reproduce (along with desert and polar biomes) as we already have examples on Earth. However, it is also planned to have more alien-like biomes Best Regards, Nyzaltar.
  9. Hi Random Darkness and welcome to our forum! You will find fellow gamers interested in roleplaying here The team is working really hard to develop Dual Universe. We can't disclose any visuals yet, despite starting to have quite interesting results, to say the least. 2016 will be the year we'll start unveiling a lot of concrete things: screenshots, videos and more! It's still a bit early to be able to help. But next year, we'll definitely make a call to players willing to do so Best regards, Nyzaltar.
  10. Hi Klatu and Vylqun! The vision you have about exploration is, for the most part, the same we have at Novaquark. @Klatu: Explorer specialization won't be just for the sake of exploring. Of course, we plan to make it as insteresting as possible for people who just want to discover new horizons, but we plan to do more than that. Indeed, we plan Explorer specialization as a viable way to make a living in the game, exactly how you described it: Explorers will often be the ones to gather resources, but they will have also another kind of income: trading information about resource locations through contracts (which will be a practical use of the RDMS, Rights & Duties Management System). Yes, players (especially the first wave) will start the game starved of data. There will be minimal info even about the starting planet, Alioth, at the beginning. We want to generate naturally player demand about map data that way. Explorers will also be - most likely - Cartographers of the planet but also of the surrounding space (first Alioth's solar system, and then the galaxy surrounding it!). The known areas will grow accordingly with player exploration speed. The size of the game universe is virtually unlimited. That's the point of having a procedurally generated Universe. We don't want players to be at some point blocked or slowed down due to lack of content to explore. This might be described in a more detailed way in the future, on the DevBlog. Explorer specialization will be possible on two axis (like any other specialization): Training skills and crafting (or buying) gear more and more efficient. All in all, we have the goal to make any specialization fun to play, but also - and we think that's what is lacking in many games - meaningful in a massively multiplayer game world, that each player find useful to group together, either for having complementary skills or to make a big corporation specialized in one activity and selling their services for large-scale ingame projects! @Vylqun: Crafting will imply intermediary states between raw resources and a finished products. That's why you will have "alloys" and "parts". The way of learning new "recipes" (we should avoid to use the word "skillbook" here, to avoid confusion with learning new skills) is still under discussion in the team. Crafting will most probably be the topic of a DevBlog post in the future If all goes well, yes, Explorers should be as much popular with Scientists/Researchers as with Industrialists/Crafters Best Regards, Nyzaltar.
  11. Hi SylverWulf and welcome on our forum! If you have any question about Dual Universe, just let me know! Best Regards, Nyzaltar.
  12. Hi Digital, As mentioned on Twitter, here are the answers from Jean-Christophe Baillie (Project Lead, Founder & President of Novaquark): Best Regards, Nyzaltar
  13. Welcome to our forum, Obstinance! Best Regards, Nyzaltar.
  14. Oops. Errr... It was to check if someone will notice this inconsistency! More seriously, there was indeed a typo here. The arkship has been built in 2536, not 2036. Changes have been already done on the Dev Blog and the forum. The fix will be included in the v1.1 of the eBook (which was already planned with a few corrections). About technology: we will be nearer from EvE Online technologies than from Space Engineers technologies. Thanks for bringing this to our attention! Best regards, Nyzaltar.
  15. Hi Silvligh and welcome again! Don't worry, nobody is judged on which game(s) he's playing We intend to manage this forum with an open mind. The forum chart here is pretty short and classic, but we intend to put emphasis on the friendly atmosphere. We are for the freedom of speech as long as it's used in a respectful manner. Rights come with Duties. Space Engineers, Starmade, The Repopulation... ? Indeed, you should like Dual Universe Best Regards, Nyzaltar
  16. Hi Silvligh and welcome! We do plan to have some system to enable players writing notes about place of interests on each planet. The exact form it will take is still under discussion. We will give more info about this feature in the future Best Regards, Nyzaltar.
  17. Hi and welcome again! Hmmm... - Loves Building Blocks games: checked. - Loves Internet Spaceships: checked. - Loves RolePlaying Games: checked. - Loves to write Roleplay Texts: checked. Well, it seems your centers of interest are exactly what Dual Universe is aiming for Best Regards, Nyzaltar.
  18. Hi Shadow, Your concerns regarding translation are perfectly understandable. As we have several people in our team who are also EvE players, we are aware of how the translation was handled for this game. While it's not planned to have the game translated in many languages at launch, there will be preparative work done in early stages of development to make it easy to implement when the time will come. And about the reasons why we don't plan to have other languages at launch, there is of course the financial one, but it's not the only one: - Having several available languages at launch is perfectly fine for MMORPGs with a multiple shard systems. - Having several available languages at launch in a single shard universe (like EvE) contains some risks. Imagine a language other than English becomes the main language used in game right from the start. All the players not proficient in this language might very well be discouraged by this fact. It has been seen in a few games in the past, launched just with an international server. English is the most spoken language in video games (at least if we are not aiming to the asian market). So doing the game first in English (and in other languages after release) is also a way to avoid unplanned situations. This is also a way to incite players to communicate with all others, regardless of their nationality, especially for diplomacy (because let's be honest: which language is used for diplomatic talk in EvE, most of the time ? ) Best Regards, Nyzaltar.
  19. Yes, gravity physics and jetpack: these are core features being implemented, right now Best regards, Nyzaltar.
  20. This is more or less what was planned: Having a topic on the forum, under the form of a bullet point list or a table, to keep things clear for everyone. It should be released next week or the one after Best regards, Nyzaltar.
  21. Hi Shadow, Welcome on our forum! Regarding translation, we plan to translate the game in other languages than English, but this will be probably a milestone significantly after the official release. Regarding the possibility of whether or not asking help from community hasn't been discussed yet in the team as it is a very far goal right now. But we will keep you informed about this point in the future Best regards, Nyzaltar.
  22. Hi Astrophil, Indeed, we have a few internal early videos about the gameplay. But, those are not available publicly for several reasons: 1) In the mind of some people, releasing a video (even if you specifically say that it is very early development, in Pre-Alpha or such) it's like saying "this game is ready for reviews and critics, even if the features displayed are unfinished and/or not polished". This is sad, but this is reality. We saw this state of mind quite apparent not later than a few weeks ago, on a pre-alpha video made by another indie studio. All the more reasons to be cautious. While we are sure that releasing early videos would please players who are eager to know and see more about the game, we also want to be sure we are ready before showing anything at all. 2) You saw the forest screenshot published last year and you might think we should be quite advanced now with amazing videos with this kind of forest covering kilometers on a planet. Unfortunately, development isn't that simple. Last year, we did a small procedurally generated forest area on an empty planet. The goal of this experiment was to see to which extent we can push the graphics quality. However, in order to speed up internal testing & QA on gameplay we have ? temporarily ? deactivated many graphics options. Currently all our internal gameplay videos are more technical than focusing on graphics. Showing those now would just confuse new, non-informed players about the graphics quality we?re aiming at. That?s why we don?t want to release any gameplay videos yet. 3) Starting to release videos is generally the phase where the press start to talk about a game. And while it might not appear that way, we're still more or less in "stealth mode", even if we're already open to discussion on many various subjects. We don't want to see the press talking about the game too soon, before we're ready. We haven't launched any real PR campaign yet. All the people who came to this forum are people who found the game by personal research or after a discussion on a social media. In short, in our communication plan, releasing videos means we have reached a specific milestone. Best regards, Nyzaltar.
  23. Hi Andsim, Welcome on our forum! As we are still early in development, no means of backing or founding the project is available right now. However, we have planned a crowdfunding campaign in 2016. Best regards, Nyzaltar.
  24. Hi Astrophil, Alioth is just the name invented by the novelist Alain Damasio. You cand find also this name in the short story written by him. If you haven't read it, you can find the five parts of the short story on the DevBlog: Part 1 Part 2 Part 3 Part 4 Part 5 Best regards, Nyzaltar.
  25. Hi Spacemonkey Congh, Welcome aboard! What you describe about in-game "daily life" will be pretty much up to the players. They will have the tools to act as you described, but the content (building and managing - or visiting - nightclubs, organizing tourism on a specific planet, etc) won't be formally designed by the dev team: some players will shape ermergent gameplay around this, if there is demand. And yes, roleplay is one of the things we are keeping in mind when designing the game Best regards, NQ-Nyzaltar.
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