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Sunrider44

Alpha Team Vanguard
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  1. Like
    Sunrider44 reacted to Lethys in is this still Alpha or already beta?   
    It's PRE alpha,
     
    The alpha is scheduled for September 2017
    Beta for 2018
    Release for end of 2018
  2. Like
    Sunrider44 reacted to Azerin in What Causes the Fall of Empires in a Single-Shard Universe?   
    I haven't played EVE, but I've been leading gaming communities for the last 14 or so years. Generally speaking, most communities or game branches I've seen died out because of boredom, in-fighting, hopelessness, or game death. This includes the big communities of 300-2000+ active members.
     
    Boredom is a simple cause, it builds up over time, much faster if the game is shallow or otherwise uninteresting. For the community I'm in, our ESO and Division branches were examples of the latter, while our Planetside 2 branch has been going for years, passing off leadership if any of us burn out. Large multi-game communities aren't immune either, as they may be unable to find a game that can hold their interest for the long-term; looking at you, DU!
     
    In-fighting can have a number of sources, but most commonly it's an argument between authoritative figures on policy or action, or disruptive individuals not being dealt with. It's uncommon for all of the major players in a community to play nice for years on end, I myself have argued at length with nearly every leadership figure in my community. Arguments and differing opinions are common place, but you'll find the successful communities are all very clear about their direction, and for everything else, they've got their discussions down to a science. It's natural to have varying opinions and styles, good communities foster acceptance and make use of what these people have to offer, but if a member is unable to fit in or their attempts to sway opinion are biased or hostile, appropriate action needs to be taken. Inexperienced leaders are often too hesitant, or in some cases, too aggressive or distasteful in their response, both of which can lead to further in-fighting. It can be ugly, emotionally charged business, which is one of the reasons why I've taken to saying "Systems are easy, people are not".
     
    Hopelessness is a bit of an interesting one, and probably highly relevant for games like EVE, where there are significant investments involved. I'm referring to the widespread sense of loss or depression following failure, or the realization of pointlessness or impossibility, whether or not that's actually the case. It's important for any community to have direction and focus. Smaller goals will likely change as they're met, while larger aspirations might shape the community's identity. When these fall through it can be depressing, it's up to the leaders and core members of the community to pick up the pieces and begin progress towards the next goal. If they fail to do this, the hopelessness will spread and gradually push the member's away. From my experience, it's uncommon to find people with the mental fortitude to weather major incidents on their own, as they not only need to tackle their own feelings about the matter, but what all of their friends are saying, and the challenge of finding a new goal and meaning to strive for. I suspect this is what happened to those EVE guilds after the bloodbath, they chose to give up rather than start anew.
     
    Then there's game death. As the influx of new players dies down recruitment becomes more difficult, and over time the old players will pick up and leave. Sometimes you'll see communities disband while they still have active members, but often times loyalty will keep most of them there until the end. This is how my first community died, 5 years of great health followed by 1-2 years of decline, after which I decided to pull the plug.
     
    None of these need be a quick death. Communities with more resilient core groups can linger on for years, perhaps even making a comeback if the game is healthy and circumstances change, but usually they die quietly as the core members leave one by one.
  3. Like
    Sunrider44 reacted to Ben Fargo in What Causes the Fall of Empires in a Single-Shard Universe?   
    The building aspect of DU could help organizations last longer than in games without it.  I expect many organizations will develop a distinctive style of building and they will almost certainly have unique structures everyone associates with them.  Those could give the organizations a stronger sense of identity that enable them to persist.  Good leadership would still be as important as ever, but if people have a stronger identification with their organization, they might tend to try to oust bad leaders, instead of forming new organizations.  That is, of course, just my speculation.
  4. Like
    Sunrider44 reacted to Lord_Void in What Causes the Fall of Empires in a Single-Shard Universe?   
    It comes down to one thing: trust.
     
    Trust that your leaders will do their job.
    Trust that your group will protect you.
    Trust that there will be content.
    Trust that people will treat decently. 
     
    One thing that generally happens is that when an alliance starts to lose, the different factions within it (there are always factions, even in DU groups) begin to blame each other and they lose trust. People also jump ship when things are not going well. If you lose half of your space, many people will just pack up and leave rather than stay and fight. Other times leaders are ineffective or the just log off and never come back. 
     
    I guess in it's most basic form, something will happen that causes a trust issue, which throws other things out of balance and so on until it collapses. 
     
    You mentioned the TU and wondered if the same thing could happen to them. I say, absolutely. Already, looking in as an outsider, it seems as if there are several factions with in the TU that do not trust each other. Does this mean they will fall? Not necessarily, but they need to address and rectify any trust issues. (Sorry TU, not trying to pick on you, it was just mentioned) This can happen in any group, especially large groups. There is a certain inertia that causes large groups to fracture. 
  5. Like
    Sunrider44 reacted to Ares Splinter in Languages translate as the first game in the world..   
    Is it possible to use a form of Google translate we have discussed it a lot back and forth that people are having trouble talking across countries
     
    I suggest using I am of guerrilla translate so people can choose a language they can translate ...
    It can also attract a lot of players who would normally never have entered the game because they can not speak English or read it ..
     
    It's possible it's not 100% perfectly translated that way but it's better than not having any translation for those who need to understand it.
     
    Just look at a country like Denmark, we did not learn english all in school, we would be shut out because there is never anything translated into Danish.
     
    Hope you will be the first to take that idea for you in the world it has not happened before in a game you try with a tranlater .....
  6. Like
    Sunrider44 reacted to Shockeray in Shockeray's Dual Universe Community Map 1.1.x   
    EDIT: Maps by date:
    Shockeray's Dual Universe Community Map 1.1.1 6-25-17
    Shockeray's Dual Universe Community Map 1.1.2 7-7-17
    Shockeray's Dual Universe Community Map 1.1.3 7-20-17
    Shockeray's Dual Universe Community Map 1.1.4 8-1-17
    Shockeray's Dual Universe Community Map 1.1.5 8-19-17
    Shockeray's Dual Universe Community Map 1.1.6 9-16-17
    Shockeray's Dual Universe Community Map 1.1.7 9-27-17
    Shockeray's Dual Universe Community Map 1.1.8 10-2-17
    Shockeray's Dual Universe Community Map 1.1.9 10-21-17
    Shockeray's Dual Universe Community Map 1.1.10 11-11-17
    Shockeray's Dual Universe Community Map 1.2.1 12-04-17
    Shockeray's Dual Universe Community Map 1.2.2 02-24-18
    Shockeray's Dual Universe Community Map 1.2.3 04-18-18
    Shockeray's Dual Universe Community Map 1.2.4 06-05-18
    (newer images found in the last pages of this board)
     
    -------------------------------------------------------------------------------------
    Hello everyone, this is Shockeray, GM of Soul Nebula.
     
    After waiting for an updated version of the original community map to show itself on the forums for a long time, I finally took it on myself to create my own up-to-date version. After a lot of original set up, my method now requires little time and almost non-existent server strain, allowing me to refresh it many times a day if there ever was a reason to. Due to my limited knowledge of this type of undertaking, TheGreatSardini helped me with the start up. Unless I missed one, this map should contain every organization with at least two members.
    (Although Graph Commons may not be the best available method of displaying this node map, it is the best that I have found available to the public.)
     
    Shockeray's Dual Universe Community Map 1.1.1 6-25-17
     
    And for those who can't load the page, I have attached a completely oversized screengrab below which will give you the general idea.

  7. Like
    Sunrider44 got a reaction from KingofPR in I had a sewing class.... xD   
    That's pretty nice, it's easy to recognize logos.
     
    And now you can go from sewing machine to the kitchen to make cookies    .
  8. Like
    Sunrider44 reacted to yamamushi in Exporting Construct Models for 3D Printing   
    Thanks to @Sunrider for this idea - 
     
    I think it would be really great, albeit probably not a very frequently used feature, to be able to export our constructs from the game in a format that allows us to easily convert them to the types necessary for 3D printing. 
     
    Space Engineers offers this capability for custom ships: http://www.spaceengineersgame.com/3d-printing.html 
     
    Granted, the way they store ship models probably makes it a bit easier to allow the clients to access them and export. 
     
     
    My gut feeling tells me the process for doing an export of DU constructs will be a lot more complicated for users, as much of that will be stored server-side. I suppose we won't really know how feasible this is for us until Alpha, wherein we can see what kind of files are generated client-side and if it's possible to even use those files for this purpose.
  9. Like
    Sunrider44 reacted to Eclipse913 in I had a sewing class.... xD   
    Hey guys!

    So I had a sewing class at school (mandatory and ew), but I guess attitude is everything cause I totally zoned out and made this lel!
  10. Like
    Sunrider44 got a reaction from yamamushi in Dual Universe Phone Wallpapers   
    Nice, the last one is my favorite.
  11. Like
    Sunrider44 reacted to FineLivingston in Like to introduce myself.   
    Hello everyone , its great to be here. I am very excited to see this game coming to life and i cant wait to play. I have been gaming for more than 30 years and like to play many styles of games. At the moment i am playing Empyrion, Osiris new dawn, Star Citizen and Hellion. Most of the games i play are space related except some FPS and Survival games i have. I also have experience in game engines and me and a few friends have been building a game for about a year now ( nothing serious just playing around) We all love to build mods and run servers for others to play on. I can see that Duel Universe is going to be Awesome and probley a game i will be playing for a long time. Hope to meet some friends here and start up a clan or group to run with, and i would like to become part of the community that helps this game move forward and grow. Well enough said , see you around in the forums. Great to be here.
     
  12. Like
    Sunrider44 got a reaction from Limoriden in The Horizon Institute (H.I.T.A)   
    I'm always up for science, so I gonna follow your evolution.
     
    Good luck!
  13. Like
    Sunrider44 reacted to Limoriden in The Horizon Institute (H.I.T.A)   
    Hello! I am limoriden, the head-counsel member of the the Horizon Institute Of Technological Advancement
     https://community.dualthegame.com/organization/horizon-institue#tab-description
     
     
    The Horizon Institute Of Technological Advancement Is a group dedicated to the advancement of technology throughout the universe, We try to encourage research in every subject. Research Projects done by the institute are loosely supervised, we monitor the projects to make sure they do not get out of hand, besides that, you are free to do what you like. While Horizon does focus in scientific research, we also require a Security detail/corps to protect assets and scientists within the institute. And then there is the head counsel, Horizon will be controlled by 5 people, a decision can only be reached when the majority have the vote, We will make the dealings, hand out payments, and hire the workers.
     
     
    Research Corps
    The research corps is the main sector within The Institute, they focus on projects of their own. the only thing is though, when someone finishes a project they must turn it into the Horizon Counsel, they will review it and give the approval for the project. As long as your project isn't hurting people, illegal...ish, or killing people, your project will always be accepted,
     
    Security Corps
    They defend the area were the scientists work, since we will most likely be in a city, we do not need a full on military, the security corpse will defend the lab with the scientists if we become under attack. Security corpse will be payed the same as scientists, price is negotiable.  
    Thank you for reading and considering, and always, Look Towards the Horizon.       (This group was inspired by The Institute From Fallout 4)
  14. Like
    Sunrider44 reacted to Hades in Fortnite   
    Nothing like Dual Universe, but is anyone else out there excited for fortnite?  Never thought we'd actually see this game, haha!  Thankfully I didn't follow it as closely as others, just came out of the blue for me... even though I remember looking into it all those years ago.
     
    Lots of gameplay:
     

     
    NOTE:
    The game will be F2P in 2018, the package just gives early access at the moment.  And of course goodies and whatnot.  There WILL be microtransactions, but Epic Games usually does pretty well with their in-game purchases... if Paragon is anything to go by.
  15. Like
    Sunrider44 reacted to Astro_Alphard in City Planning and Building layouts   
    While the first city on DU will be a long way off I have a bit of a paper to present on the topic of building cities and proper city planning. While it's based in real life I believe it will be a useful tool for those looking to build cities and large space stations. 
     
    If you have any ideas please feel free to comment. 
     
    Designing Cities for Public Transit and the 5 Minute Rule
     
    With the advent of ever increasing urban sprawl and soaring birth rates. People are increasingly frustrated by commuting from one place to another. As such it begs the question, where are we going to put the next billion humans? And more importantly how do we do it without giving everyone a massive headache from commuting?
     
    By designing our cities in a certain way we can drastically reduce transit times thus reducing stress and anxiety caused by a long commutes. We can design cities to use solely electric vehicles that are optimized to their role allowing for easy maintenance and less parking.
    By segregating these types of transportation we can automate a large portion of the system.
     
    First a few definitions:
    PRT: Personal Rapid Transit
    Bus: Bus
    LRT: Light Rail transit
    ETS: Express Train System
    HSR: High Speed Rail, includes systems such as Hyperloop
     
    So how do we make the sustainable city of the future?
     
    The answer is a three part solution of which we will talk about the first part in this paper.
    The first part is reducing commuting times by designing our cities around PRT systems and mass transit rather than around automobiles. This means reintroducing the 5 Minute Rule otherwise known as the “walking distance rule”. Everything a person does should be within walking distance (5 minutes) of the nearest centre (including their place of residence).
     
    A centre is defined as place where lots of people meet. This can be the local grocery shop/ strip mall, vast multi acre malls, downtown cores, or industrial shopping centres. Anywhere designed to host commercial enterprise is a centre. Universities and schools are also centres. As are airports, large hospitals, and ETS terminals. Each centre has a level corresponding to the grids it services.
    Level 1: Local: strip malls, gas stations, grocery stores, playgrounds. A centre no larger than a 50x50m space.
    Level 2: Minor: large grocery stores, outlets, schools etc. A centre no larger than a 300x300m space. Does not include large hospitals or other critical care facilities.
    Level 3: Major: Large malls, hospitals, Universities, and parks. A centre no larger than a 1000x1000m space.
    Level 4: Hub: City Centres, airports. Any centre larger than 1000x1000m.
     
     
     
    City is divided into 3 grids and these grids are defined by speed limits
    Level 1 grid: city blocks/housing units. A level 1 grid is known as a walking grid, one unit of a level 1 grid is defined by how far a person can walk (3km/h) for 1minute or a distance of roughly 50m. Bus stops should be positioned at 2 unit intervals on a level 1 grid and residences should be no further than 2 units away.
    Level 2 grid: A level 2 grid is known as a residential grid. This grid is the basis of PRT and bus systems and has a speed of 30-40 km/h and a single unit of a level 2 grid is defined as the distance a vehicle moving at speed of 30km/h can cover in 1 minute including acceleration and stopping times. Roughly 250m/unit.
    Level 3 grid:  A level 3 grid is known as a city grid. This grid is the basis of LRT systems and has a speed of 60km/h and a single unit of a level 3 grid is defined as the distance a vehicle moving at speed of 60km/h can cover in 2.5 minutes including acceleration and stopping times (roughly 2.0km). LRT stations should be placed roughly 2.0 km to 3.0km away from each other (or on every point of the grid). LRT should also pass through minor and major centres as well as hubs.
    Level 4 grid: A level 4 grid is known as a metropolitan grid. This grid is the basis of Express Train Systems (ETS) and has a speed of 100km/h and a single unit of a level 4 grid is defined as the distance a vehicle moving at speed of 100km/h can cover in 5 minutes including acceleration and stopping times (roughly 6.0km). ETS stations should be placed roughly 5km to 7 km away from each other. ETS should also pass through most major centres as well as through all hubs.
    Level 5: Intercity: A level 5 grid is known as a intercity grid. This grid is the basis of High Speed Rail (HSR) and has a speed of 300km/h and a single unit of a level 5 grid is defined as the distance a vehicle moving at speed of 300km/h can cover in 5 minutes including acceleration and stopping times (roughly 24km). HSR stations should be placed roughly 22 km to 26km away from each other though this can vary heavily based on the locations of various hubs. HSR should also pass through most major centres as well as through all hubs. Level 5 grids are highly variable and can even incorporate aircraft into them where HSR, Hyperloop, or vacuum tubes are too expensive.
     
    TL;DR
     
    Level
    Name
    Speed
    Grid unit
    Centres
    Services
    1
    Walking
    3km/h
    50m
    Residences
    PRT
    2
    Residential
    30-50km/h
    250m
    Level 1/2
    PRT, Bus
    3
    City
    50-80km/h
    2,000m
    Level 2/3
    LRT
    4
    Metropolitan
    100km/h
    6,000m
    Level 3/4
    ETS
    5
    Intercity
    300km/h
    >24,000m
    Level 4
    HSR, aircraft
     
     
    Going from a house to nearest local centre should only take 5 minutes.
    Going from a house to nearest minor centre should only take 10 minutes
    Going from a house to nearest Major centre should only take 15 minutes
    Going from a house to nearest Hub centre should only take 20 minutes
    Getting across the city from any point to another should take no more than 1 hour
    Going from a house to another city’s Hub should only take 1 hour.
     
    While building taller certainly reduces travel time in some places it may not be possible to do that (due to heavy wind) as such these are general guidelines for city building and planning.
     
    The Arkship will most likely be a Hub should DU players ever decide to construct a city in the area around the Arkship. Automated transport (rudimentary) should still be possible most likely confined to rails.
     
     
  16. Like
    Sunrider44 reacted to yamamushi in San Francisco Dinner Video (GDC 2017)   
    I was kind of tired of going to Facebook to watch this and I was aware of it being on youtube before (so I apologize if this is a duplicate upload), so I copied it over to youtube (non-monetized of course).
     
    This is the video recording of the dinner Q&A at the GDC/San Francisco Dinner in March of 2017:





     
  17. Like
    Sunrider44 reacted to CyberCrunch in visual combat experience (immersive gameplay)   
    In the last couple of weeks lots of good ideas for the combat mechanics of DU have come up.
    This got me thinking what the visual "experience" during combat will be.
     
    I highly value realism in games, because it creates an atmosphere for truly immersive gameplay.
     
    However DU will not be a simulation game, but a MMO first and foremost.
    Therefore we already know that combat system will be based on a tab targeting, because it only creates minimal server load.
    The risk about tab targeting is that this system could create a combat experience like many other MMOs have (most famously WoW):

    This supposedly "epic" combat is just a bunch of avatar-goo with damage effects all over the place. I hate this. -.-
    This is actually quite typical for "fantasy genre" MMOs, and of course not what NQ is trying to build.
     
     
    - The first issue I see with MMOs is the visual "feedback" players get for their attacks.
    It's actually useful to see what effect your attack has made, and see which class the other players are so a group can focus fire a certain enemy.
    However to fill the screen with numbers and flashing colors just breaks the immersion.
    I would suggest keeping combat effects as subtle as possible.
    As this is a Sci-Fi game there could actually be a realistic explanation for overlaid stats. e.g. as augmented reality created by retinal implants. The effects should have a similar design to the overlay for building mechanics that we already see in the game. The combat overlay could then even be further upgraded/customized for different classes/roles in combat...
    (Edit: E.g. A gunner needs more information about enemy shields/hull-structure, but a medic would just need health information about his comrades, and a engineer would need to know the current status of different ship parts... thereby unnecessary information could be hidden, without actually obstructing players in battle!(to elaborate Kurocks suggestion))

    This image shows the interface in Battlefield, which is a perfect example for subtle overlays. This design should be applied for DU combat too.
    So ->no life bars, ->no numbers, ->just a little Icon that determines the faction and type of the targets.
     
    - The second issue of tab targeting is that people have to be very close to each other to deal any damage.
    I would like to see a more realistic range of at least 200m. I know DU won't be a shooter game, but I see no reason why we couldn't make it "feel" a bit more shooter-like.
    A lot of MMOs already have a more shooter like mechanic called "action combat". Thereby it's necessary to actually have the target always in the crosshairs, otherwise the attacks just don't hit at all. A good example would be Elder Scrolls Online. 
    The targeting mechanic would also allow to have some sort of cover behind voxels, as targeting would be based on an actual "hitbox".
     
    With this mechanic a player could run into his ship for cover. As soon as the ships voxels are covering the line of sight to his avatar, he's no longer targetable. However now his ships core unit would still be targetable, which has a lot more HP.
     
     
    - This actually raises another issue: The combat system should not distinguish between AvA and CvC. If an Avatar shoots at a construct it should just be a normal attack with the according hitbox of the core unit as a target.
    In total the game would need 3 different types of targets:
    1 Avatars
    2 Core Units (bigger core = bigger hitbox)
    3 Turrets (turrets inside core units should have their own hitbox)
    (Edit: Maybe even other functional components, to create more variation in combat(to elaborate Lethys suggestion))
    If these types of targets reach 0 HP they just explode, leaving a wrackage behind. Everything else is just not targetable, and can only be destroyed by mining it with the nanoformer.
    This should be good enough to create very interesting combat situations, without fancy voxel damage calculations like in Space Engineers!
     
    Ok this last part has drifted a bit off topic, but I hope you get my idea for a immerging combat experience.
    So what do you think? Is realism important, or do you like colorfull fireworks like in WoW?
  18. Like
    Sunrider44 got a reaction from SpeakerfortheDead in Hey Everyone!   
    Welcome to the forum GimmeMyGold!
     
    I'm sure the Alpha will be a nice experience, see you soon ...
  19. Like
    Sunrider44 reacted to SpeakerfortheDead in Hey Everyone!   
    Hey all! The closer we get to alpha release the more excited I get. Just want to say what's up and that I look forward to seeing you all in game. I am not sure if I will be starting an org myself or joining one, but probably will be freelance for a while so don't stop yourselves from trying to persuade me to join your org. I am going to be very dedicated to this game as I feel it is going to be the best MMO the world has seen yet. Well see you guys in the universe!
  20. Like
    Sunrider44 reacted to ATMLVE in Dual Universe May 2017 DevDiary   
    May 2017 DevDiary is here!
     
    Exciting stuff, sounds like they're starting to refine the game in preparation for the alpha!
     

  21. Like
    Sunrider44 reacted to Stormfire962 in New guy here and I have questions...   
    Greeting all,
     
    Finally got around to registering my pledge account and now I have a few questions.
     
    Is the game available enough to test? If not, do you know when? Can you provide any useful link where I can get more cool info about the game overall? Please forgive me any grammar and or spelling mistakes since my eyes are not as good as they use to be.
  22. Like
    Sunrider44 got a reaction from Novarkian in The Cluster wants You!   
    Welcome and good luck with your endeavour!
  23. Like
    Sunrider44 got a reaction from gyurka66 in Creative Mode   
    Well, your own answer prove you don't understand what you are talking about.
     
    Simply because "really", "fun", "unnecessary", "bore", "artificially" and "harder" are subjective materials. And this subjectivity naturally aim to build a balance of power and a social order. Through aggressive and defensive patterns, a collective belief is shaped without a real insight or link with the physical reality.
    This collective strategy creates a narcissistic vulnerability, which make the whole social system working as a periodic time bomb. When the bomb is about to explode and destroy the community, a scapegoat is automatically found to discharge all the violence and frustration accumulated.
     
    Basically, we could call that: to confuse have an arguing and have an argument. This confusion triggers a psychological defense pattern, giving the delusion to be right.
     
    So, to answer your irony, I would say that you haven't the insight or knowledge to even think what you are posting regarding this topic. As a lot of people on gaming forums, having unending or useless debates which, as a result, only restore some fading egos upon others.
     
    Fortunately, NQ doesn't seem to fall into this trap. They have an appropriate answer to the "grind" or "boring" activities, by increasing the gameplay complexity.
    In this way, NQ turns boring activites into valuable "job experience" which makes the whole game more interesting.
  24. Like
    Sunrider44 reacted to Munney in Some Voxel Art for your pleasure   
    let give this a go lol... I'm sure those who have seen my post have realized I am NOT tech savy lol
    the following are more examples of my voxel sculpting. The "Kill the Kraken" scene was a great deal of fun to build. enjoy

     

     

  25. Like
    Sunrider44 reacted to Munney in Some Voxel Art for your pleasure   
    Well I was going to post images of my work on Landmark but none of the attachemtn options allow me to do it... so sad
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