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Alpha Tester
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Everything posted by Ezghoul

  1. "Once the game reaches a true Alpha stage the NDA will be lifted as we originally stated." Took a little digging to find it ^^
  2. Thanks for the confirmation, I've been out of the loop for a bit and didn't want to shove my foot in my mouth.
  3. You would have to create a new separate account if you wanted to buy a Support pack. Currently you can't upgrade from the Kickstarter/Founder into a Support pack.
  4. No, apparently others have though. Edit: The following is quoted from: https://www.dualthegame.com/en/news/2018/03/07/new-supporter-packs-are-here/ A Token of Gratitude for the Veterans Already a backer and looking to obtain the awesome items seen in the new Supporter Packs? Unfortunately, upgrading from Founder to Supporter isn’t possible.
  5. Welcome! Hopefully we don't have to wait to long for the NDA to be lifted. From the information NQ has given us in the past they want to lift it sometime during the Alpha 1 or 2 stage (pending any changes during development of course). -Ez
  6. Yes, you would have to create another account if you wanted to purchase a supporter pack.
  7. Thank you very much for the clarification, I appreciate it. I don't see the Arkship Cryogenic Tube listed in the news for Sapphire +. Is this not included because it's an element?
  8. I noticed another difference between the two pages... Any ideas on the Arkship Cryogenic Tube (decorative)? Are these the same as the Legacy Resurrection Nodes? @NQ-Nyzaltar
  9. @NQ-Nyzaltar is https://www.dualthegame.com/en/news/2018/03/07/supporter-rewards-for-founder-backers/ accurate for the Sapphire +? Do Sapphire+ founders really have to pay 180$ if they want the Black Patron skins or was this a copy/paste error? The image above leads me to think there was a typo... (Crosses fingers) Thanks in advance -Ez
  10. @yamamushi sorry, I'm not sure if you answered this in discord the other day, but will things like Micro/Anti Voxels be possible? Thanks in advance! -Ez
  11. @CyberCrunch thanks for the feedback. I could see taking a design into a VR pod for test flights and for tutorial reasons, that makes sense. In my opinion I think designing should be kept in the world though. Stats/skills should be tied to it some how and there should be a sense of accomplishment when walking into your workspace. It should be easy to tell a new designer from Master designer just from seeing where he builds (imho). This is going to play a major role on the economy and shouldn't be cost free (skill or resource free, although my suggestion is it should be a lot cheaper resource wise then building a prototype). Edit: I don't think test flights & design should be implemented as a single system. I could be wrong but it would probably be easier to maintain and expand if they were separated into two different things. Thanks again for your time and feedback!
  12. One way they may be getting around this is instead of using the global axis, they could be using the ships core to parent and locally lock the axis. I'm not sure if I have explained that correctly but I am basing that comment off how local/global (parent/child) positions work in 3D programs. I also wonder if anti voxels, null etc etc are possible since they are using some of the same technology that Landmark used (although their tech looks more refined).
  13. Thank you for finding this. I appreciate you taking the time @RightBigToe.
  14. So.. tomorrow is Sept 7th right? What, a month early?... doesn't feel like it. Yep I'm pretty sure tomorrow is Sept 7th.
  15. Thanks! Yea I'll probably be going with Emerald. I did a compatibility scan last night and I would have to upgrade my comp (even though I'm currently able to play any games at 4k ultra settings)... I guess VR doesn't like Ivy Bridge lol
  16. @yamamushi your looking back to much man, just run... Run like hell!!!
  17. Haha, no, no lawyers. I just decided it was time to come to the forums/reddit.
  18. Ezghoul


    To add to this, from what I know all constructs use hover/flight methods of travel. Wheels, tracks etc are a possibility in future expansions but not on release.
  19. I've been banned from talking about DU with my wife....
  20. I've been torn between an Oculus or Emerald for a while now, still trying to make up my mind..
  21. The only other thing I can think that comes close to relevant are various traps, hidden entrances or defense walls, possibly pop-up turrets. In terms of automating tasks we ourselves would do, I can't think of any either.
  22. This is just a general idea that popped into my head, but they may be useful for changing engine or weapon positions on a ship. In regards to moving a engine of course it would take advanced scripting to compensate but could greatly effect the mobility of a ship (not necessarily speed but how well they turn).
  23. I don't have anything to add to this but I agree it would be very helpful if the community got a API for skills at minimum.
  24. @NQ-Nyzaltar Since this might be a added in a future expansion i have been trying to think of a way it could be implemented that makes sense, here's what I've come up with so far: A player decides he/she wants to design a basic ship or building, wether it's for personal use later or for monetary gain. The first few required pieces of equipment could be: General Requirements: 1) Architecture & Ship Planning Core (ASP Core) 2) ASP Control Unit 3) ASP Drone Core 4) ASP Drone Dock 5) Minimal entry level skill and Random Waste resources (type doesn't matter just how much mass it provides) NOTE: All components listed above are types of constructs, have modular upgrades scaling with character skills. This gives artistic freedom to design your workspace how you want and upgrade as your characters skill improves. I imagine a new design specialist sitting in a simplistic console chair controlling a small drone. While a Master Designer might be seated on a throne, surrounded by his equipment, fit for the Machine God Emperor and his drone is the size of a small frigate. Basics of how it works: The player places the ASP Core in the work area and fills it with waste resources to provide mass. That mass is converted into nano wire mesh and cannot be removed from the Core anymore. When a block is placed nano wire mesh is used to create it, [lore wise] this mesh holds the shape, intended material type, color information etc. of the object being designed. Mesh is uses a 100 (mabey a 1000?) times less mass, so it's very convenient for planning.. but not free. The ASP Core is then connected to the Control Unit (it looks like a chair with a command console). The dock/drone are placed and the dock is connected to a power source. The drone has a limited range based off of the module upgrades and needs to be recharged on it's dock just like a ship needs to be fueled. While controlling the drone the players vision is transferred to it. As I mentioned before my vision of the system would be a visually customizable like any other construct and upgradable. Since designing buildings and ships will be a job within DU, with potential monetary gain, I think characters should have to level into better/bigger equipment. This could also help with player retention, you don't want someone to subscribe for month intending to build a DeathStar and find it's so far beyond their skill that they quit. Instead if they work on smaller projects and they complete them (just like learning to program) they are more likely to continue on as the player gets more comfortable with the in game tools and they get access to new equipment. I would love to hear peoples comments, criticisms or suggestions. I apologise if some of this sounds disjointed or not fully fleshed out, I have been writing this on break at work.. Thanks for your time -Ez
  25. @huschhusch So why do people continue to make threads if they already have an answer from NQ? Edit: I just saw that it was a new response ^^
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