Jump to content

NQ-Nyzaltar

Community Manager
  • Posts

    1376
  • Joined

  • Last visited

Everything posted by NQ-Nyzaltar

  1. Hi Spacelike, Indeed, we won't go for a "Free 2 Play" Model. A few people in the Novaquark Team have already worked on F2P titles and here is the opinion they built upon experience: While it may look like attractive like a siren's call on the paper (at first, it seems all fair and ethical as anyone can pay what he/she wants), there are a lot of drawbacks to this model. That's why we're aiming to another model, and we will probably make a Blog post in the near future to explain the details of the chosen monetization model, why and how we come to this solution As for a possible Linux version, we are thinking about it. It might be a stretch goal for the coming crowdfunding campaign.
  2. Hi there! In Dual Universe you will have two choices regarding the situation when the "usual weapon specialist" is not in game: - Having other crew members who are at least proficient in using the involved weapon. The Skill system won't block your character in one or two specialization. Basically, there will be nothing to prevent your character to be a "Jack of All Trades". Most skills will be easy to learn, but hard to master. It will all depend how much time you want to allocate to train in a specific skill. If you know the EvE Online skill system, then you should have a pretty good idea about what we are planning - If you lack manpower at a given time, you will have the option to use (craftable) droids, with limited AI, to replace a crew member. However, don't expect them to be better than a living player
  3. Really glad to see sci-fi landmark players gathering here. Welcome !
  4. Hi everyone, Welcome to the Dual Universe forum. It's seems you're all veteran gamers here! About the current ranking of Dual Universe, I think there is a simple explanation: We haven't yet any visual to show. And even if this is only one part of the game (and not necessarily the most important, in our opinion), this is today "must have" to rise in any game ranking. But we should have some visuals to show you in a near future
  5. Hi Astrov, We aim for photorealistic graphics as much as technical limits will allow us. Meaning... No "cartoon style": We know most MMO choose this style, probably because its popularity has already been proven many times, and/or because it's also easier to make this style more accessible to older computers. The game we are building won't be for everyone, that's for sure. But this is the price to have a game that is not just an improved version of an existing one. And we firmly believe that is also a ingredient necessary for success nowadays, a lot more than just going "mainstream".
  6. Hi Astrov, Yes, Alpha release has been postponed: We want to provide a meaningful experience for Dual Universe Alpha testers. And while the game has evolved a lot until now, it seems to us that we won't have a version that we estimate satisfactory enough to be released (even with a restricted access). Updating our roadmap with this in mind is currently in progress. As soon as more information will be available for the Alpha release, you will be informed.
  7. Hi Ai Austin, As it is planned to use Dual Contouring for primitive shapes built with voxel tools, the result should be far from a lego/minecraft-style and a lot more realistic. A few games already use this technology. We can't show you some screenshots from the game yet, to illustrate voxel tool descriptions. But it will be posted in time
  8. Hi everyone! I'm Nyzaltar, the Community Manager for this Sci-Fi epic adventure known as "Dual Universe"! If you have any question or suggestion on the game or anything related (forum, website, the team, etc), don't hesitate to contact me. I will be more than happy to answer! Also, as many of you, I'm a huge fan of Sci-Fi Themes and a passionate MMO gamer. Eve Online, Landmark, to name a few... but far from being limited to these. I hope you will enjoy this forum as much as we, the Novaquark Team, hope! Also I will be around on the forum during this week-end, to answer topics that have already been posted Best Regards, Nyzaltar.
  9. Klatu: (Posted Tuesday 17th of March 2015 on the DevBlog) I stumbled across this game a couple of days ago and have since read everything I could find on it. It sounds awesome! If the ship is a real object with player avatars inside, and hostile players can board ships through hull breaches, would space be a hostile environmental? If so, how feasible would it be to provide atmospheres and space with some basic physical properties such pressure? I’m imagining players flying out into space when their hull is breached, and suffocating if they’re not wearing a pressure suit. You’ve mentioned space ships, do you have plans for land, air and sea (surface and submarine) vessels be buildable in a similar manner? Novaquark Team: (Posted Thursday 19th of March 2015 on the DevBlog) Implementing space void as a mortal environment is something we’re thinking of. But it will remain quite basic at the beginning. There will be three environment types: Planet Atmosphere, Construct Environment and Space Void. When your character is in one of the two first environments, he will be safe. If for some reason he ends up in Space Void, there are two possibilities: – If he is wearing a space suit, he’ll still be safe. – If not, this will mean instant death for him. Physical properties like pressure or atmosphere dilution when a breach is done in a Spaceship Hull won’t be implemented, at least not for now. We might develop this in the long run if we think it is feasible (remember that we plan to handle large-scale battles. And such mechanics are really resource-greedy in terms of calculation. This could definitely be a feature for a single player game. But we still need to test if that can be done for a MMO at a reasonable cost). Concerning the different types of vehicles: We currently plan spaceships and Hovering technologies for Land vehicles, and Reactor technologies for Air vehicles. We are also thinking about sea and submarine vehicles, but this won’t be available at the beginning. It will probably be an addition in the coming crowdfunding campaign Joshua: (Posted Friday 13th of March 2015 on the DevBlog) Will there be a guild or clan system that we can have. Even be able to have guild/clan battles for, lets say a certain sector control. Like lets say they can control a certain sector and set the price for entering to mine that certain place(But not allow them set it to high). Novaquark Team: (Posted Monday 16th of March 2015 on the DevBlog. Updated answer: Monday 23th of March 2015) Yes there will be struggles to fight over territories. This is a big feature planned for the game. For the guild / clan system… well, it’s the main subject of this DevBlog Post! Austin: (Posted Friday 13th of March 2015 on the DevBlog) Since we’ll be building our own ships, will it be possible to build a carrier ship equipped with fighters and/or bombers? Also, and this is probably just the fanboy me talking, would it be possible to build mobile suits like those seen in the anime Gundam? Novaquark Team: (Posted Monday 16th of March 2015 on the DevBlog. Updated answer: Monday 23th of March 2015) Yes, it will be possible to build a carrier with fighters and/or bombers piloted by players. For mobile suits like in Gundam or Aldnoah Zero… Even if the game is not specifically design for building mobile battle suits, from a technical point of view, nothing should prevent it. But it’s a bit early to confirm this right now. Estevan: (Posted Monday 2nd of March 2015 on the DevBlog) Would there be moving parts on ships that can interact with the real world? for example what if i want to build a pirate ship that had arm-claw-things on the bottom to attach to other ships for boarding or destruction purposes? would this be possible? Novaquark Team: (Posted Wednesday 4th of March 2015 on the DevBlog. Updated answer: Monday 23th of March 2015) Yes it should be possible to have moving parts on a ship, with the use of “Anchors” (a special unit type). But keep in mind this is still a very early design, and there is no promise this will be implemented in the game from start. You can see a Concept Art research here on our Facebook page. However, to have these moving parts used in PvP Mechanics is not what is currently intended, but this is definitely an interesting idea worth of the Idea Box! Estevan: (Posted Thursday 26th of February 2015 on the DevBlog) You've been talking about teams and alliances being an important part of the game. Would there be social areas that make finding people easier? Like lets say maybe postings at a pub that request a crew for a mission? or perhaps a specific place to meet possible allies? Also should there be people whod want to be a “crew for hire” would there be parts of the game that would incorporate that? Novaquark Team: (Posted Thursday 26th of February 2015 on the DevBlog. Updated answer: Monday 23th of March 2015) This will go directly in the Idea Box when it will be operational. Creating social features making life easier for players to interact with each other is on the list. Having “social hubs” where people can put requests looking for people (example: Mercenary for hire, Advertising to join a Player faction/corporation, etc) is something we are thinking about. More information on this DevBlog post. Wicpar: (Posted Wednesday 25th of February 2015 on the DevBlog) Will we be able to create a faction like the CSI in star wars, entirely made out of automated robots and “battledroids”? will there be a AI controlled repair system, so if an automated ship gets attacked, it can auto repair once finished? Will we be able to craft advanced game components like star trek like replicators, that use E=mc2 energy to create matter, and materials, and that can auto craft raw and manufactured materials(simple ones, like water stone, iron, glass, porcelan, food etc…) but needs to be programmed to do it first, and has a 80% E-M conversion efficiency? Novaquark Team: (Posted Wednesday 25th of February 2015 on the DevBlog) A faction entirely automated wouldn’t be a playable faction. We must keep in mind that we are building a MMO, to encourage players to gather in groups, around a common goal. Playing as a lone wolf will be possible to some extent. But you won’t have the advantages as a faction with many players in it. Having some droids as helpers for several tasks (repairing, mass producing, etc) is something in discussion. But right now, we can’t promise anything as this is a topic in progress. Wicpar: (Posted Wednesday 25th of February 2015 on the DevBlog) OK many thanks, I meant robots for more like automated transports between outposts, and for defence while offline. And for keeping factions from getting fully automated you could add a way to “hack” into the droids/system and disable everything and disable all, but it would be difficult if alone (you would be able to do it if you have a equal or superior force,or get to sneak into the central command core). And I hope you will in some time make an Idea box where people can post ideas (it will filter duplicates and link the people to the already existing idea) and up or downvote on them (and report if abusive or duplicate). I am insanely excited about the game. Novaquark Team: (Posted Thursday 26th of February 2015 on the DevBlog) This is an interesting concept. We have already some ideas about how players will protect their base or outpost, but what you’re suggesting could be an interesting advanced possibility once all the essential features of the game will be implemented. We will discuss it in the team. And about crafting advanced components, you won’t have start trek-like replicators but you will be able to create “Alloys”. These advanced components won’t be available right from the start: The Alloys will be discovered with research done by players. And for the Idea Box… Don’t worry: it’s coming right with the forum opening. Wicpar: (Posted Monday 2nd of March 2015 on the DevBlog) Amazing, thanks, I would like to add another request for very late improvements: have the ships be able to melt with a voxel based temerature. if it melts, it would convert itself to a metaball representing liquid metal (or use the system you use for water) that can cool too and be changed back to a voxel, but it would keep the approximate shape of the metaball. so we could make huge furnaces and melt ships down, with all its crew and then sell it as salvage steel or whatever the material is ^^. or even build stuff like this: http://starwars.wikia.com/wiki/World_Devastator Novaquark Team: (Posted Wednesday 4th of March 2015 on the DevBlog) As already answered to PetdCat, implementing temperature mechanics is very unlikely, for many reasons: resource cost on server side (always remember we must develop for large-scale interactions, so what could be really cool in a single player or a multiplayer game is not always a good thing in a MMO), very low priority even if it’s feasible, game balancing, etc etc. Don’t get us wrong: the idea is really cool. But it just seem to us it’s not really compatible with the project. PetdCat: (Posted Saturday 21st of February 2015 on the DevBlog) The idea of being able to disable/board a ship, or provide a diversion while the special ops team attempts to infiltrate is a great idea. That is a mechanism that we have not really seen before and would provide an whole new level of strategy to the game. If you also think about it, in a voxel game, weapons matter. if you melt through a hull with a laser or particle beam, is the opening “hot” for those attempting to enter through it, possibly damaging their suits if they touch it? If you use something kinetic, like an explosive, can the pieces blow off the ship you are fighting damage your ship if you get too close? If you do so much damage to a ship that it explodes while you are along side attempting to board, can your ship take damage? A great deal of possibilities for things we have never been able to do before. Novaquark Team: (Posted Wednesday 25th of February 2015 on the DevBlog) You’ve brought very interesting ideas to the topic. However, we must also take into account what is feasible in terms of large-scale battles. Representing that some voxels can be warm due to a weapon shot and damage approaching player might be possible in a single player or a multiplayer game, but probably too much resource-consuming on server side to be represented in a MMO. Imagine if this was handled for hundreds or even thousands of ships present in a conflict… we need to keep in mind to make the game run smoothly even in these cases Estevan: (Posted Saturday 7th of February 2015 on the DevBlog) How would the player design the ship? Will there be individual pieces that can be put together in different orders? or is there some form of base model then editing it with color and adding shape changes? Im curious about this aspect. Novaquark Team: (Posted Monday 9th of February 2015 on the DevBlog) As we really want to give maximum freedom to players creativity, there will be several steps to create a ship: – Creating the hull: this will be basically voxel manipulation/sculpting. Like in Minecraft, but with Dual Contouring (it will be possible to “polish” the voxels). – Adding “Elements”: it will consist in plugging interactive 3D props (obtained by using a crafting system) on the hull from different categories: Control Units (to pilot the ship: Computer Screen, Cockpits), Engine Units (Reactors and such), Weapons Units… – “Painting” the hull: As this is still work in progress, we can’t give many details on this step for the time being but we are definitely looking into painting voxels. We hope this answers your questions! Jared: (Posted Saturday 31st of January 2015 on the DevBlog) I’m really excited about this game, I’m so glad that you are trying new things and are expanding into new areas of game development. As far as multiplayer crew goes how will communication be possible will the game support its own voice chat system or will players have to rely on third party voice chats such as Skype. Again I’m really stoked for this game and will be following its development with much interest. Novaquark Team: (Posted Friday 6th of February 2015 on the DevBlog) Thanks for your encouragements! As gamers ourselves, we are aware that nothing is better than a voice chat system to coordinate teamplay in real time. We are currently exploring possibilities on this side, to implement a voice chat system directly into the game. Some popular voice chat systems are evolving this way, to offer some “embedded solutions” like Teamspeak. However, we are far from having decided anything on this aspect for the time being. If you have any suggestions in mind, feel free to tell us! Jared: (Posted Wednesday 11th of February 2015 on the DevBlog) I agree that a built in voice chat system would be incredible beneficial as far as teamwork is concerned, still though I am wondering if you have any ideas on how to deal with talking in crowded areas. Many games have a talk key that only allows your voice to be heard when it is held down. I find that method cumbersome especially in games that require a lot of your focus. As an idea, I have always wanted a game with true voice mechanics so that if your talking your voice only carries so far and if your yelling it can be heard farther away. I don’t know how this might be accomplished or if it is even feasible for a game, but I think it would fit in well with a game designed around immersion and a real world feel. Novaquark Team: (Posted Friday 13th of February 2015 on the DevBlog) This is definitively an interesting idea! You’re 100% right on the fact it would improve immersion. We will discuss about it in the team to see if this can be developed in some ways. If this seems achievable, it will most likely be a stretch goal for the crowdfunding campaign!
  10. (reserved for future use: comments posted on the Devblog before the comment feature deactivation will be posted here)
  11. (Posted Friday 30th of January 2015 on the DevBlog) Piloting a spaceship in a videogame is a classic of the Sci-Fi genre. Amazing titles have been written based on that idea. Most of the time you get to control a given ship, among a set of predesigned ships, either in first person view within the cockpit (Wing Commander style), or from a third person view outside of your ship (Eve Online style). You will be able do that in Dual Universe too, but there is more. First, in Dual you won’t have to use predesigned ships, and in fact there will be no predefined ships. We will have some basic ships available at the beginning but nothing will force you to use those. You will be able to build your own, or buy a model designed by another player or organization, from a nearby market. With the balancing provided by the supply and demand selection mechanism (I’ll talk more about the ingame economy in another blog post), the best ship designs will naturally emerge, incremental improvements will be made on them over time and innovation will disrupt the status-quo from time to time. Just like in a real market economy. The first ship you will pilot will likely be a single seated one-person ship, mostly for transport or small cargo jobs. The experience of piloting such a ship will be similar to the classical cockpit first person/third person view we mentioned at the beginning (you will be given ways to choose which type of view you want). Now, the interesting thing is that a ship is not a special entity in the game. It is in fact a construct like any other - it just happens to have reactors and ship-like elements that make it behave like… a ship. But in particular, it can be given any shape and any size, provided that you are able to equip it appropriately in terms of power and control so that it can fly. Being on a planet surface, entering a ship and being “in” a ship is also a completely continuous experience for the player, there is no formal boundary. So you could have a truly gigantic ship, hosting a complex infrastructure inside, with hundreds of rooms and corridors. People would be free to embark the ship, walk inside it, jump out of it. Think of all the possibilities. The control of this multiplayer crew ship would be distributed to several players according to their specialization. People for navigation, some others for left bank/right bank weapon systems, missiles, others for repair facilities, radar, energy systems, com, or for the faster-than-light engine, etc. You would need real team play to fly an interstellar mothership, creating emergent “professions” ingame as people specialize in certains aspects of ship control. Now, imagine combats. Besides the specialized weapons allocation to various crew members, the fact that the ship is a real object and not some formal 3D image allows for incredible things: partial structural damage that must be repaired (crew members racing to fix this broken hull - FTL anyone?), but also even more exciting is the possibility to board another ship after having cracked open its hull. In my opinion, from an emergent/strategic point of view this is a very interesting alternative to the classical way of completely destroying any enemy ship during combat: instead, board it and take control! Note that we don’t know yet how much of this will be playable in the alpha or beta stage, but it will definitely be something we will support in the long term. Once again, at the heart of all these ideas are key game-technology changes (real ships created by players), together with emergent gameplay. What players will do with this is still not really known, but the possibilities are huge and exciting! JC Baillie, Project Lead
  12. (Posted Sunday 17th of August 2014 on the DevBlog) We have been asked several times what the actual typical gameplay of Dual Universe would be, how it would be played, in a very practical way. It's of course too soon to give a lot of details about the numerous activities that will be possible within the game, but we thought it would be nice to go through like five typical minutes of the kind of gameplay you could experience on the surface of a planet. To start with, let's talk a bit more about what we have in store for the alpha version, which will be made available next summer. (Update Tuesday 17th of March 2015: The alpha version has been postponed. We will give more information on this subject as soon as possible) In the alpha version, you wake up inside the arkship, which is still on its way towards the planet where you are to establish a new civilization with your fellow colonists. You have been woken up early from cryosleep, because you are a member of the alpha team, a set of special operatives that will be given a pre-training in the basic ways to run your future new life on the new planet, and be able to coordinate actions when the time will come (when the beta will be out). And this pre-training will be done through... a simulation (within the simulation, yes, where does it end?). So basically, you are still in your cryosleep vat and the ship’s AI is plugging you on a sort of Oculus Rift-like super neat simulator and here you go. You step out of the arkship already loaded with blueprints, materials, skills, etc. The simulation is meant to put you in a situation which would correspond to where you are after a few months of playing and skilling already, so that you, the player, can experience it right away and test the core of the game. Generally speaking, it is a difficult thing to show “the” gameplay of Dual, because we expect that there will be many gameplays possible and, more specifically to the sandbox experience, we expect the gameplay to evolve over time, as players master more and more technologies and expand into the world. Think of it as a sort of live version of Sid Meyer’s Civilization, entirely player-driven! OK, so you are in the alpha simulation. The game is going to be a FPS, and depending on our budget and time, we will also provide some TPS view, especially in combat. The FPS view is important for immersion and also because we have Oculus Rift and similar devices in mind, so it would not make sense to offer only TPS view in any case. So, looking through your virtual eyes, the arkship stands proud and high in the sky behind you and you are facing a large empty crater that was created by the ship impact, followed a bit further by a dark and deep forest on your left, and a large mountain chain on your right, with white snowy tops. It looks very familiar, the planet’s atmosphere is similar to the one on the Earth, and the cloud patterns you can see in the distance are also recognizable. It’s not exactly like on Earth, but familiar enough. Some planets will look much less friendly than this when you’ll start to explore the universe, but for the moment, it’s OK. Your first task will be to create a safe house to protect yourself from the cold of the night, as the temperature differences on this planet are much stronger than on the Earth. You got a quick briefing from the arkship’s AI, so you know that already. The arkship can be a protection for a while, but it won’t host a lot of people as the space inside it is limited (all goes to fuel – now empty containers, but not meant to be lived in – and to cryosleep vat support technology. More about the arkship in another blog post). The simplest thing to do is to head for the forest, and get a bit of wood and stone to start building your safe, and create a fireplace inside it for the night. You come equipped with a very powerful and central tool, rigged right into your arm: the nanoformer. This tool uses incredibly sophisticated nanotechnology to allow you two things: to collect materials and store them in a nanopack (think of it as a super backpack, with space and gravitational compression capabilities), and to release these materials in various forms anywhere you want in your environment. Very convenient! Inside the forest, you have no difficulty to find wood, cutting large trees and gathering stone materials when you find them on the ground. Soon, your nanopack gets filled with various materials and you can start to think about building your first shelter. The process is very similar to Minecraft at this stage, but you will have many more possibilities to carve the structures you want to build into almost any shape. Still, we believe in the simplicity of some elementary geometric shapes, at least as a start, to make the process of 3D construction less cognitively demanding. At this stage, it is not clear if we will have enough time until the alpha to implement NPC animals to come and bother you during the night, as well as serve as hunting preys. But that’s the idea, because you will need to feed yourself, and the nanoformer cannot make wood-based lunch for you! The nanoformer can also be used as a very primitive weapon, projecting materials or energy towards your opponent. But nothing really more than a punch in the face. If you want to deal some damage, you’ll need a weapon. It turns out that you have various blueprints in your inventory, which are in fact weapon recipes. All you need to assemble them is to find the raw materials, which means: start mining and digging, Minecraft style! Once you have found the precious ingredients, just set your nanoformer to run a given blueprint and here you go, you can see the item forging itself in front of you. You will also have various recipes for armor, mining tools and various useful items (why aren’t these simply available in the arkship, you might ask? You know the story about telling a man how to fish, rather than giving him a single fish? I think the conceptors of the arkship had this idea in mind!). I did not talk much about energy at this stage, because it is still under discussion. But the nanoformer, and of course more powerful tools or weapons, will need energy sources. For the nanoformer, it could simply be your body heat, so all you need to do is to (h)eat. We would need to get some serious future pseudo-science to explain that however, because the Watts available will be rather limited! The next experience for you will probably be to try and build one of the construct blueprint available in your inventory. Like, for example: the hover car, or the balloon powered explorer vehicle, or… the rocket! More about the construct building in another post, but all this will require that you gather more or less difficult-to-find materials, and energy sources. You might want to start a trade post to exchange resources, tools or weapons with other players. Gathering into organizations will also be a good idea, as well as start to claim territories to secure your property. You don’t have to worry about PvP aggression as long as you remain inside the security zone managed by the arkship (see the Arkship security blog post), but if you wander further (about 20km away), you might also start to need to organize your defense and establish an outpost. Each of these topics probably will be treated in dedicated blog post, so I won’t go any deeper at this stage. To summarize, we’ve seen a very short preview of the FPS style gameplay that will be available in the game: you can gather resources and construct houses, buildings, items. You can also create more dynamics constructs like vehicle or rockets (actually, space ships or space stations, there is no limit in size). We are also thinking about farming and hunting, because you will need food. You can team up with other players, or compete with them, through economy, politics, manufacturing, territory control and a lot of other emergent gameplay elements. One of the challenges we have as we design the alpha version is to find a way to make all these aspects of gameplay easy to learn and quite naturally flowing from the player’s experience. We are working on it JC Baillie, Project Lead
  13. All these features will be part of the Nanoformer, the multifunctional tool available to each player character, right from the start. The Nanoformer will be upgradable to increase its performance with the different tools. It is directly embedded into the right arm of the player character. Warning: We are still in very early development, meaning that everything written below must be taken with a pinch of salt. These features can be heavily modified before the Alpha release and even completely redesigned: We want to end up with the best player experience in the end. And that's why your feedback is essential! Collect Tool: This Nanoformer tool enables the player to collect material in the environment, digging holes of various shapes (depending on the choice of the player, via a specific interface). Digging with regular shapes like cubes or spheres will cost a bit more time than the standard irregular shape. Softening Mode: The Nanoformer can generate an area of molecular instability centered around the player and limited to the player Construct, where resources can be added or removed instantly, going back into the inventory. There will be a small delay before being able to enter in Softening Mode. While not in this state, collecting resources from one's own Construct will take exactly the same time as if using the Collect Tool to gather Raw Materials. People who have no rights on the Construct won't be able to remove/collect anything at all: the only way to create a "hole" in this area will be to "damage" (by hostile action) the voxel-based Shapes in the area. Create Tool: This Nanoformer tool enables the player to create a voxel-based Shape (a regular geometric figure made out of a given Material). The geometric primitives currently planned are the following: - Cube - Sphere - Cone - Torus - Cylinder - Pyramid Polish Tool: This Nanoformer tool enables the player to smooth angles on a voxel-based shape, enabling the possibility to sculpt various contours. Select Tool: This Nanoformer tool enables the player to select a specific volume of voxels, called a "Selected Area". This volume will be adjusted by the following action: - Click and drag to create a box, from one corner to the opposite corner. - Resize the box by dragging the faces or corners. - Turn (or reverse/mirror) a voxel-based shape selection in one direction or another with shortcuts keys (arrow keys or +/- keys?). Creating Patterns, using the Select Tool: Once the player has defined a "Selected Area", it is possible to copy this area into memory, storing all the Shape information (this excludes active Elements). This is called a Pattern. Patterns allow basic operations like Copy/Cut/Paste with Ctrl+C, Ctrl+X and Ctrl+P shortcut keys. A Pattern is limited in size (typically 32mx32mx32m) and cannot be traded/exchanged in-game. You can think of it as a player-bound template, stored in the Cloud. Creating Snapshots, using the Select Tool: While Patterns can be stored and copied in multiple instances anywhere in the Building Zone, Snapshots are a static photography of a particular "Selected Area", not limited in size and containing also active Elements. Using this function, the player can create a "ghost" of the area, and, provided the player has enough Material resources, he/she will be able to restore the area in the saved state later if it were damaged. You might think of Snapshots as insurances on the information content of an aera. The process of restoration takes a long time, depending on the size of the Snapshot. Inject Tool: Replace a cube of a specific Material in the world with your current selected Material. Everything under the surface is also being replaced. This operation is equivalent to a Collect+Create operation. Advice to player: save resources by using smaller cubes. Possible other tools: These will be developped only if it seems necessary to complete the tools mentioned above. We are aware that a few other games enabling players to manipulate voxels have other tools. However, assuming the tools described above offer a wide array of possibilities and the fact that voxel manipulation might work a bit differently in Dual Universe, we want to be sure there will be a real need for the 2 following features: Line Tool: Used to form a "line" with similar or different square bases size. Minimum size: 1 voxel (see below) Select and size a start point then drag and size to an end point. Click to fill the volume. Can be re-sized between start and finish points. Restoration Tool: This Nanoformer tool enables the player to correct weird voxel shapes obtained by voxel manipulation in other modes. Restore shapes as they were meant to be. Tool not planned: its role will be handled by some specific Elements (Area Units), and it won't be available for Alpha. Area Tool: Use to create invisible areas players can interact with. Link one of the areas to a prop and activate the prop with a script when a player enters the invisible area.
  14. A lot of things are under construction. The Lore is no exception. Join us in this section to talk about the storyline, to give your feedback and/or make some suggestions about what has already been uncovered of the storyline. Stay tuned as we are currently working on the game world bible
  15. Hi everyone. We have already a game vision. But we are also aware it can always be perfectible. And for that, we need you: Help us improve the game in order to make the next best Sci-Fi MMORPG!
  16. Here you can discuss about the Builder Tools you would like to see in Dual Universe! While we already have a clear vision about the basic tools, suggestions and ideas are always welcome for more advanced tools. Help us to make Dual Universe a unique place to build amazing voxel-based creations!
  17. We want this forum to be a place where everyone feels empowered to have an open and friendly discussion with us (the Novaquark team) as well as other community members. To help make this possible we have created rules we feel will keep things positive and ensure that proper netiquette is observed. By posting on this forum, either publicly or through private message or other means, you explicitly agree to follow the rules and guidelines posted here. If you do not agree with these rules – in whole or in any part – then do not post. All members will be treated as if they have read and understood these rules and guidelines. (I) Be respectful and courteous. The Dual Universe forums and community site are provided for Dual Universe players and those interested in discussing topics directly related to Dual Universe. We understand that community members may disagree with each other, and even with us, but we expect opinions to be expressed in a reasonable and polite manner. It is important to maintain an atmosphere of civility and respect, so that all voices may be heard. (II) Communicate constructively. All communication, whether between players, moderators or Dual Universe staff, must be constructive. Posts without constructive commentary can distract from the topic at hand, reduce the visibility of valuable communication, and discourage others from participating in the conversation. (III) Following actions are prohibited: Posting off-topic replies or replies that are likely to drag the discussion off topic. Necroposting on old threads (unpinned threads in which the last reply is older than 2 months). Spamming on a specific topic. This includes creating multiple discussions on the same topic in the same or multiple forums. Cross-posting a specific reply. This is also a form of spamming. Posting an image without a meaningful text. A meme is not a response to a discussion. They are usually disruptive and can be easily misinterpreted. The same is true for animated GIFs. Calling out other players or community members by name to shame them for actions or opinions you may disagree with. Naming and shaming is not tolerated. Posting in any manner that disrupts an official thread. Official threads are topics created by the Novaquark team for the purpose of collecting feedback and opinions. Threatening legal action. Unfortunately, this kills all conversation immediately as we must refer all further discussion to our legal team. To preserve the conversation intact and unaltered these types of responses may be immediately archived. Trolling (provoking) people. Flaming (insulting, attacking) people. Picking fights isn’t a good way to make your point. It usually means you don’t have one and are just trying to cause trouble. Using profanity. Including creative spelling or character substitution to bypass word filters. Using the report system in an abusive manner. This is a form of harassment and a tremendous waste of time for both staff and moderators. Discussions and comments involving real life politics, ideology or religion. These can be incendiary topics and will usually lead to inappropriate behavior and uncomfortable situations. Publicly posting any private discussions, conversations, or other material between a user and a Novaquark employee (confidentiality policy). Refusal to follow the directions of Novaquark staff or representatives. The use of an alternate account to circumvent a forum suspension is forbidden at all times. Additionally, the use of alternate account(s) to influence or misrepresent opinions is strictly prohibited. All forum accounts must adhere to the forum rules and Code of Conduct. Failure to comply can result in disciplinary actions against all associated accounts. Violating these guidelines may trigger a warning, followed by either a temporary or permanent suspension of forum privileges depending on the severity and frequency of the violations. (IV) The following actions may result in the immediate suspension of forum privileges: There are some actions severe enough to result in immediate temporary or permanent suspension of posting privileges without prior notification. Serious or sustained offenses may result in suspension of not only the user's forum account but game account as well. Threatening other members or Novaquark staff. No, “just joking’ is not a defense. We take this very seriously. Publicly revealing account or personal information of any person, community member or Novaquark staff. Posting harmful links pointing to viruses, malware, worms or trojans. Posting sexually explicit content. Including posting links to such content. Hate speech is not tolerated in any form. Attacking any ethnic group, religion, gender or sexual preference/identity. Promoting exploits, cheating programs, piracy or any sort of illegal activity. Attempt to impersonate Novaquark staff or another member of the community. Violations of these rules may result in further steps taken with outside authorities or agencies. This may include your Internet Service Provider (ISP) and local or national Law Enforcement agencies. (V) Abide by moderators and Novaquark employee’s instructions. If you disagree with a moderator or employee's actions, do not discuss or challenge the matter in forum posts. Send an e-mail to forum@novaquark.com, and be sure to include your forum handle (name displayed on the forum), but NOT your password, and clearly state your concerns. IMPORTANT: Forum content is moderated at Novaquark's sole discretion, and content may be modified, removed, or otherwise restricted by Novaquark employees and/or moderators. Best Regards, The Novaquark Team.
  18. We expect visitors to come from various places and have different player backgrounds. That's why we opened this section, to know (and understand) each other better. If you want to introduce yourself, your organization (guild/clan) or just say "Hi", this is the right place to do so!
×
×
  • Create New...