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Retired_samurai38

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  1. I'm pretty sure that about half of the gaming community thinks that hacking is the Watchdogs B.S puzzles or the idiotic Assassin's Creed 4: Black Flag puzzles. And that's really what most gamers are used to when it comes to cracking codes. Ubisoft's puzzles may see very different, but every game puzzle has one thing in common: They are all unrealistic. Hopefully if NQ is planning on doing hacking mini games, they make realistic puzzles. This means that sudoku doesn't work. I suggest that NQ researches what hacking REALLY is, and how it is done. Because now, mostly nobody in this community knows what hacking really is.
  2. I just remembered the first step to building a spaceship is building a core. I think that depending on what direction the core is facing when it's built will determine where the ship's gravity is pulled.
  3. IMAGINE THIS: You're in the control room of a freighter ship with twenty other players. You're all trying to navigate the ship, but everybody's going wild on their microphones. And it sounds a little like this- "TURN THE SHIP LEFT...NO NOT RIGHT, I SAID-" "SHUT THE HECK UP I KNOW HOW TO DO THIS!" "GUYS I CAN'T FREAKING HANDLE THIS COMPLAINING!!!!!!!" "Okay I'm the captain, so I'm in charge of every one of you...... so just be quiet so that-" "NO, THIS PILOT CAN'T DRIVE. HE-" "I CAN DRIVE, BUT NOT WITH YOU SCREAMING IN MY EARS!" "EVERYBODY OFF THE SHIP!!! I'M HIRING A NEW CREW." Everyone in unison: "DUDE. DON'T DO THAT I'M GOOD AT-" "WHAT ARE YOU TALKING ABOUT?! YOU'RE THE WORST PILOTS IN THE UNIVERSE" "OKAY I'M DONE WITH THIS JOB.... I'M JOINING THE TERRAN UNION!" "NO! WE'RE DOING GREAT!!!!" And nobody's paying attention to driving and the ship goes KABLAM!!!! So clearly this crew cannot cooperate. Muting each other won't help; cooperation is impossible. Therefore, Dual Universe should use a certain dialogue system to ease group talking. To prevent situations like this, players should be able to tag certain players that they want to talk to. Untagged players wouldn't hear a thing. But at the same time, their should be a thing called group talk, which can be used when a player makes a group speech or announcement. Tagging players to converse with would allow multiple conversations to be going on in one room. If a player is tagged, they could either untag themselves or allow the other player to tag them. In the UI, tagged players should be notified that somebody wants to talk to them. Dual Universe doesn't need to have this specific system, but it should be something like this.
  4. Thanks guys for letting me know what's going on. I was just worried about DU being turned upside down.
  5. The concept of a universe with billions of planets in a game is absolutely genius; the experience could be limitless. I think that this is what Dual Universe is turning out to be. If they make one huge server with millions of planets, how could anybody find or see each other? I call this pulling-a-no-mans-sky. Yes, organizations do spawn together, so teamed up players don't go on scavenger hunts looking for other org members. This is smart. But, it's dumb that the entire universe is huge. I remember hearing that DU was supposedly one enormous server. About half of the gaming experience is typically players interacting. This is an MMO. But, how do organizations find other organizations? Will something like this ever happen? If DU does take a no mans sky universe approach, then the chances of orgs meeting other orgs are extremely slim. To prevent this issue, there should be many servers consisting of 10-20 planets. This way, there can be more player interaction. There would probably need to be quite a few servers. And every server could be different depending on how the players make it. I Players cannot be able to choose servers, though. If you have one server that is apocalyptic and another that is peaceful, and most players enjoy war; the apocalyptic server will be clustered with players. To prevent the problem, players should be equally divided into many servers. If these servers get too crowded, it should be necessary to make more servers. Please do not pull a no mans sky, DU. This game has so much potential. I think it could be that one game that punches Minecraft in the balls (and No Mans Sky too!). Servers is something that this game would need for player interaction.
  6. The concept of a universe with billions of planets in a game is absolutely genius; the experience could be limitless. I think that this is what Dual Universe is turning out to be. If they make one huge server with millions of planets, how could anybody find or see each other? I call this pulling-a-no-mans-sky. Yes, organizations do spawn together, so teamed up players don't go on scavenger hunts looking for other org members. This is smart. But, it's dumb that the entire universe is huge. I remember hearing that DU was supposedly one enormous server. About half of the gaming experience is typically players interacting. This is an MMO. But, how do organizations find other organizations? Will something like this ever happen? If DU does take a no mans sky universe approach, then the chances of orgs meeting other orgs are extremely slim. To prevent this issue, there should be many servers consisting of 10-20 planets. This way, there can be more player interaction. There would probably need to be quite a few servers. And every server could be different depending on how the players make it. I Players cannot be able to choose servers, though. If you have one server that is apocalyptic and another that is peaceful, and most players enjoy war; the apocalyptic server will be clustered with players. To prevent the problem, players should be equally divided into many servers. If these servers get too crowded, it should be necessary to make more servers. Please do not pull a no mans sky, DU. This game has so much potential. I think it could be that one game that punches Minecraft in the balls (and No Mans Sky too!). Servers is something that this game would need for player interaction.
  7. Now don't get me wrong, Dual Universe looks absolutely outstanding! But........ there is a problem. When I was watching the ten minute DU gameplay video, when JC lands on the space station, there was a problem. Because space does not have gravity, the spaceship and the player should be floating all over the place. Of course everybody knows that the game is not mechanically realistic, and to them it seems okay. Actually, this is a major problem. If space in DU has gravity, there is only ONE way to land on a space station. Somehow, walking on the space station is possible. But it seems that if you built a space ship upside down compared to another spaceship in outer space, you would be walking on the ceiling in the upside down ship. That means there is only one specific direction that a spaceship could be built in space. If this is happening, then DU space doesn't work. Of course this is the only gameplay released, so I could be proved wrong. But until more gameplay is released to the public, I have the impression that if JC had jumped off the landing platform on the space station, he would be falling. Though, this is a strange concept because if every planet's gravity pulled towards the core, then how does my theory of space gravity make sense? Then again, how does walking in a space station make sense? Shouldn't you be floating? Can anybody explain to me what's going on?
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