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Ezghoul

Alpha Tester
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Posts posted by Ezghoul

  1. 19 minutes ago, Mod-Merwyn said:

    No problem.

    By the way, if someone finds the reference from NQ, do not hesitate to add it here. I can't find it back myself.

     

    ~ Merwyn

    "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. 1 hour ago, Telgar said:

    Hi

     

    I am bit confused so to say. 

    I have backed the KS with an Iron pack.

    It seems that the upgrade is not available to Iron and Bronze pack. 

     

    IF it is not available, and I buy a new pledge, will I keep my 2 DACs that I have got with my KS pledge? 

    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.

  3. 14 minutes ago, yamisniper said:

    Umm have you tried

    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. 

  4. 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

  5. 13 minutes ago, JDsplice said:

    Thanks Hades.  It would have been much simpler if someone said that at the beginning instead of post the same damn link over and over and over.  So NQ needs to fix the FAQ then plain and simple.  EDIT: Wow, they fixed it already.

     

    Q:  So if you bought bronze, then you are SOL on wanting to upgrade or buy better access?  Meaning you would have make another account just to buy one of the new packs?

    Yes, you would have to create another account if you wanted to purchase a supporter pack.

  6. 4 minutes ago, NQ-Nyzaltar said:

    @Ezghoul:

    This is indeed a typo (the news should be fixed by now).

    Basically, the rule we applied to the gifts was: all Supporter cosmetic rewards are gifted to the Founder Packs of equivalent level (or higher).

     

    The Arkship Cryogenic Tube is only a decorative Element. 

    This is a different Element from the Legacy Resurrection Node (which is basically a Respawn Point Element).

     

    Best Regards,

    Nyzaltar.

    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?

  7. 5 hours ago, Hades said:

    I don't think it was an error, and I don't think they should change it either.  Patron packs should have "something" that isn't just given freely to old backers like us.

    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

  8. @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!

  9. 3 hours ago, Munney said:

    good question, I know voxels can be smoothed down to create micro voxels that one can use to build things like fine furniture, small detail work using micro stitching but you couldnt free rotate without mass distortions. I am wondering how that might work on a ship that is partially voxel built... Will it distrort during manuevers? Im sure this team has a handle on things but I imagine that there are limits to how voxels can be manipulated. the last voxel based game I tested had distortions a 5 voxels thick on free rotate, Im hoping this game will be far improved from landmark. As far as I can tell from the dev diaries DU is far superior to LM. Looking forward to pushing the limits of the tools during Alpha.

     

    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).

  10. 11 minutes ago, Hades said:

    Oh yeah, if you just want VR for Dual Universe... go with the Emerald pack, as VR support in DU is way down the road...

     

    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

  11. 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.

  12. On 7/8/2017 at 9:10 AM, Ben Fargo said:

    I am curious how moving parts could be used to automate anything.  They could definitely make a more interesting experience for players, but I do not see how they would actually contribute to anything we would be concerned about automating, like mining, crafting, building or fighting.

     

    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).

  13. 15 hours ago, NQ-Nyzaltar said:

    Yes, having a creative mode inside the game, just for designing purpose (without giving any free resources in the "real" in-game universe) is something we are considering.

    However, this is a huge feature to develop, and while we would like to add it to the game, there is a high chance it won't be implemented before the official game release. If it's implemented at some point, it will be probably after, in an expansion.

     

    Best Regards,

    Nyzaltar.


    @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

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