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Nebenfigur

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  1. Like
    Nebenfigur reacted to NQ-Nyzaltar in Gamescom Meetup 2019   
    Hi everyone!
     
    More news about the Gamescom 2019 MeetUp: 
    - The meeting hour will be at 20:30 (local time), on Wednesday, August 21st.
    - We have only 4 more seats available for the MeetUp! So if you're interested to join us for the MeetUp at Cologne, don't wait to register until the deadline...
    - We are considering (not 100% sure yet) doing a MeetUp in October in Paris during the Paris Gamesweek 2019 for those who can't join us at the Gamescom. If it happens, it would be most likely either on Wednesday, October 30th or Thursday, October 31st.
     
    Best Regards,
    Nyzaltar.
  2. Like
    Nebenfigur reacted to NQ-Nomad in Gamescom Meetup 2019   
    Hi guys, 
     
    For various logistical reasons, we picked the Wednesday August, 21st to organize our MeetUp in Cologne this year.
    It's not ideal but considering our constraints, this is preferable for us. 
     
    We hope to see you there!
     
    Cheers, 
    Nomad
  3. Like
    Nebenfigur reacted to NQ-Nyzaltar in Gamescom Meetup 2019   
    Like last year, we are organizing a MeetUp in Cologne (Germany) during the event of the Gamescom.
    It will be an opportunity to meet JC and several members of the Novaquark team to discuss about Dual Universe!
    Please indicate which evening you will be available
     
    The poll will close next Tuesday, June 11th, as we have to book the restaurant quickly.

    (More info about the event coming soon )
     
    Best Regards,
    Nyzaltar.
  4. Like
    Nebenfigur reacted to Miamato in Kill reports   
    Killboard is a great thing. But it's a bit hard to imagine how to create one for DU, because most of the vehicles would be more or less unique, they don't have standard fit slots, etc. Building a report, that provides all the info about killed structure/vehicle is also not the best decision, as it's hard to implement and may reveal some secrects about inner structure. A simple list of "who killed who" doesn't make much sense also.
    Glorification of pvp would always be present despite KB existence - youtube, twitch, reddit and other popular services would be full of videos and threads about "how cool it was to kill someone". KB just provide a metric comparison for kills. 
  5. Like
    Nebenfigur reacted to Eternal in Smoke and Flares   
    This idea just recently came to my mind and I might as well propose it here.
     
    Both can be launched from their respective launcher
     
    Smoke
    purpose: reduce visibility (create fog effect)
    use: for escape; to reduce visibility if you launch and shoot it on enemy position.
     

     
    Environmentally deployed and stationary Flare (comes in different colors: red, green, etc.) 
    the launched Flare is the fireworks which is already a present concept in this game and will be available on Launch.
    purpose: create striking light that can be visually seen from long range for visual communication and create intense lighting from short range for distraction/reduce visibility.
    use: visual distress signal and other visual communication; to visually mark an area; intense lighting for distraction/reduce visibility.
     

  6. Like
    Nebenfigur got a reaction from clonewars222 in Little Poll about your intention to begin DU   
    Hi,
    I didn't add a 50:50 joker answer for obvious reasons.
    Let's see what comes out.
     
  7. Like
    Nebenfigur reacted to Lethys in Hand Weapons   
    Why?
    Because, as you said yourself:
     
  8. Like
    Nebenfigur reacted to Lethys in Solar Panels   
    https://dualthegame.com/en/news/2018/02/08/in-game-ama-feb-3rd-2018-transcription/
  9. Like
    Nebenfigur reacted to NQ-Nomad in NovaWrimo 2017 Contest: Rules to participate   
    Hi guys,
     
    It's been a while since you had news from our latest NovaWrimo contest. We apologize for the delay. We wanted to make sure that our deliberation process was completed the way we intended, while as you know, there are so many things to attend to in the meantime...
     
    So, thanks for your kindness and patience. It's now time to announce who the winners are for the 2017 edition!
     
    • 1st Prize: Dwarf3d for the short story "Day of Optimism"
    • 2nd Prize: Stig92 for the short story "Right to Exist"
    • 3rd Prize: Kurock for the short story "Bastille"
     
    Congratulations! Thank you to all the contestants! We're always happy to read how our players grasp Dual Universe's… well,  universe 
    We're aware that writing such stories represent an investment and we appreciate it. As a token of appreciation, each contestant will receive one DAC!
     
    More news related to NovaWrimo are coming soon, so stay tuned.
     
    Cheers, 
    Nomad
  10. Like
    Nebenfigur reacted to NQ-Nyzaltar in Forum Rules   
    Update:20/06/2018: Clarification about Necroposting in section III
     
    Smalll update on the forum rules about Necroposting.
     
    Best Regards,
    Nyzaltar.
  11. Like
    Nebenfigur reacted to NQ-Nyzaltar in Suggestion : PVE Mode   
    Hi Dhalic and welcome on the Dual Universe official forum.
     
    Thank you for your suggestion.
    However, this idea has been discussed and discarded very early in the game development as it has been considered incompatible with the vision of Dual Universe.
     
    Best Regards,
    Nyzaltar.
  12. Like
    Nebenfigur reacted to Warden in RolePlaying, My hopes and Dreams from this game.   
    Yeah, it's a slight text wall, but potentially interesting for some here. Recap is in bright green down here. If you have problems with colors, it says TL;DR in front of it. Duh. Foolproof.
     
    Mostly in response to the last statement, but also the general topic, perhaps it should be said (for the dear reader right now who may or may not have had much RP experience or interest, and even for those with RP experience) that...
     
    Many people define or view roleplay in a different fashion
     
    I think that's generally the gist of it.
     
    A little excursion or addendum - just skip it if you don't want my views on how RP is viewed in general or how you could break it down a bit:
     
     
    Alright, those still relatively short ramblings above kind of describe how I view things. Some people like this, some like that. I, for one, started all that in MMORPGs but when I discovered communities where active gameplay was part of the whole RP shebang, I started to prefer it more. It all had more flow to events, was more thrilling, appeared better than playing a text and walking simulator in some MMORPG in essence.
     
    In my honest opinion, with the notable gaps I see between average MMORPG RP and living (and surviving) in such sandbox universes, I don't think the "classic MMORPG RP'er" will be having a good time depending on their expectations. Now, you can throw tomatoes at me, but after years of having been around these and other people, I like to think I can compare a bit. I've noticed that what I would call "average MMORPG RP'er"s usually have less of a thick skin and are relatively quickly offended. Mind you, I do not speak for all but I have seen a few patterns over the time in various people.
     
    In most MMORPGs I've seen there may be "RP servers" around, but often those were just labels bumped on a server, there was no deeper "quality control" from the devs. End result was that many non-RP'ers would also play there or people who wanted to annoy RP'ers. In a nutshell, as RP'er you had to share the server with non-RP'ers. Sometimes people (drunk or not) would annoy RP'ers by running around them or shooting some AOE skill with lots of visual effects or noise into or at the characters, to annoy or distract. Some people almost threw hissy fits about it in local say chat or whispered that to me where I could simply blink and shrug.
     
    And this ties in to your quote there, to some extend: 
     
    What I basically want to say is: People who come here with a fixed definition or idea of how to roleplay should perhaps reconsider or expand their horizons or try something new. This isn't a classic RP game or MMORPG-RP scenario where people can live in their bubbles and pretend anything. This will be, very much, an active setting as it's a sandbox game with emergent gameplay. Safe-zones aside, if you run around or mess with people in an RP context or not, then:
     
    You will have to expect to lose
     
    In other words I'd describe it as "RP-PVP" or something. It's something I personally like, RP'ing in such sandbox games in such a fashion where it is mild and yet very seamless. Some games offer this by default due to how they work, I'd say Star Citizen and Dual Universe would be among such games. People already "roleplay" to some extend by creating groups, cities, ranks, pretend they are someone else or at least appear on state with titles, ranks and so on. With a bit of mild immersion you can already have a blast and good time and lose yourself in the game (world).
     
    In the end I don't want to or cannot really convince people with vastly other goals or views on "RP" to change their ways. But I highly encourage anyone to get out of the "MMORPG-RP bubble mentality" if you want to do anything remotely connected to RP in Dual Universe.
     
    My suggestion: Embrace the open-ended sandbox or "RP-PVP" mentality that will persist and you'll have a good time if you incorporate losses or the on-goings of the server community into your gameplay and interact with the general community instead of trying to create your sealed (RP) bubbles where you "passive" all day. I mean you can do that and that's fine, but if you're open to more, you'll likely have a better time.
     
    TL;DR In a nutshell, my point basically is: Open your mind or expand your horizons and you'll have a better time. Losing can be part of the fun and not everyone can always win anyway - whether in an RP context or not.
     
    On a closing note, I also try to avoid using the terms "RP" or "Roleplayer" by and large. In the past in Star Citizen and group promotion, it was shown that the term itself confused some people at times, and as stated way above, there's still wildly different views and (mis?)conceptions about that.
     
    I, instead, like to speak or talk about immersion. Something anything can relate to, or do so better at least. I want to mix up things and have a seamless experience where, at a second glance, you make it so that you and those around you already are kind of "roleplaying" by playing what you portray, whether that is some pirate, businessman, faction leader, trader, diplomat, etc.
     
    As this is a modern setting, it's also fairly easier to do for all. You don't have to speak in some odd twisted language or wording. You just play your role and immerse yourself mildly at least. You can still do anything including hardcore super serious passive RP, but nothing will really annoy you if you stop expecting this to happen from everyone or everywhere and just laugh at other stuff.
     
    Okay, enough text for now. Don't throw stones at me.
     
  13. Like
    Nebenfigur reacted to ATMLVE in DU Memes   
  14. Like
    Nebenfigur reacted to Haunty in DU Memes   
  15. Like
    Nebenfigur reacted to Ryoko_Takahashi in DU Memes   
    For clarification, I love DU and the direction NQ is going with the game. Its the endless cancer walls of text posts "discusing" things that NQ has already on numerous occasions made very clear, that cause me to avoid the forums....
  16. Like
    Nebenfigur reacted to yamamushi in Parachutes   
    I'm surprised I've only seen the word "parachute" mentioned in two other threads, but since it hasn't been brought up before as its own specific feature request...
     
    It would be really nice to have some sort of parachute item that we could use either when bailing out of a ship at high altitudes or perhaps something we'd use when skydiving into a territory during a covert ops mission or something. 
     
    Preferably it would be something that we'd have control over ourselves, and not something that auto-deployed (because a parachute would be pretty visible, and you might want to deploy as close to the ground as possible to avoid being seen). 
     
    Another possibility would be a wingsuit of some sort... 
  17. Like
    Nebenfigur reacted to Lethys in Wonders of the Galaxy?   
    That's not bombed because of human ethics - and even that is ignored sometimes (see palmyra)
     
    it doesn't involve ANY planning when some "monument" just can't be destroyed via some magic field. You don't always get to choose where you fight, so using that thing as a shield may be possible at some point, but won't usually be the case.
     
    If you have enough resources then sure - build that monument anywhere you want. Such structures might exist anywhere too, abandoned buildings from players who left or who ventured to another planet. Either explore it and take what you need (scrap mechanics perhaps?) or just explore it and leave it as is.
     
    But introducing an artificial system just to protect "cool looking" buildings is not the way to go imho
  18. Like
    Nebenfigur reacted to Veld in Cloaking Tech   
    Should have said this in my post my bad: The primary sensors should not be able to be mounted on ships. Only radar can be used on ships. I agree the fleets should not have to change their sensors constantly - or have all at once as I said before. Either way it would be too demanding.
    The problem of there being no incentive other than aesthetic to build anything other than a floating cube is still without solution. Dull designs will be the meta in any case. But, in the case of stealth I've actually come up with a solution:
    To prevent thruster bricks all you need to do is set a lower limit on the gravimetric sensors. For instance it can detect everything above 8 ton but not below..
  19. Like
    Nebenfigur got a reaction from CalenLoki in Cloaking Tech   
    I think 4 types of detection wouldn't enforce tactic, it would only enforce gambling.
  20. Like
    Nebenfigur reacted to NQ-Nyzaltar in A lesson from ARK: Survival Evolved.   
    @Orius
     
    We do know Ark and we have already taken game design decisions to make sure it won't become the same.
    If you haven't read it yet, we encourage you to read this DevBlog article from January.
     
    As the concern has been answered the topic is going to be locked, to avoid further digressions.
     
    Best Regards,
    Nyzaltar.
  21. Like
    Nebenfigur reacted to vylqun in Cloaking Tech   
    we do, some are cloaked as tv sattelites while in reality they are and send just garbage^^
  22. Like
    Nebenfigur reacted to CalenLoki in Cloaking Tech   
    @Lethys It all depends on effort required to run those sensors.
    Hypothetical question: Does the fact that they have full detection running means my fleet (of the same cost, player numbers, tech level, character level, player skill, ect) without that much detection will have significant advantage if we meet?
    Is it something like 1% of their total investment, thus cheap no-brainer that everyone need to check out to be stealth-proof?
    Or closer to 20%, which gives them advantage over stealth fleet (which spent even more on being stealthy, maybe 50%), but put at severe disadvantage against one dedicated to raw firepower?
    Is that ratio constant, thus viable for both small and large fleets? Or maybe stealth is totally OP in small and totally useless in large encounters?
     
    The problem I see is that stealth, which gives quite constant advantage, scale with size (proportionally or even exponentially harder to make large stuff hidden). While countermeasures have quite constant cost, thus are large investment at low level, and pretty much no cost at high. Thus at low level you have quite random chance to sneak past enemy (because you're stealthy against half of detection systems, and enemy can't afford to have them all. Dice roll if they see you), but at high level you have absolutely no chance (they always have all the detection equipment, because it's dirty cheap).
  23. Like
    Nebenfigur reacted to CalenLoki in Cloaking Tech   
    Thanks @Lethys, for saving me all the typing. 
     
    I agree that stealth should be function of all ship elements, not just "who has bigger stealth generator".
     
    My only concern with so many detection, is that large ship/base/fleet can easily mount all the detectors. It'll be pretty small cost compared to other parts. That would break the stealth completely, as you couldn't be stealthy in all the fields, but you could detect everything.
     
    Making detection equipment expensive (big/heavy/power hungry) just makes small fleets/ships blind, and large would see everything. Quite against intuitive "scouts are better small" rule.
     
    Making one detector hinder function of another can be worked around by spreading them between fleet members.
     
    So I'd rather have general "stealth" (blocks, elements, layout, ect.) compete with firepower, speed, agility, cargo capacity, range and durability. Not against other stealth mechanics.
     
     
     
    Regarding visual invisibility - I'm against. It's OP in most games that have it.
  24. Like
    Nebenfigur reacted to CalenLoki in Preferred logout mechanics?   
    I'd go for mixed system.
    When you log out in the wild, your body turn to cocoon (as mentioned - simplified ragdoll, as system-heavy as stray container).
    After certain time cocoon get moved to closest of your beds, cockpits or arkship (inventory intact). Time based on distance: 
    time[s] = 60+10*sqrt(distance[m]) So i.e. 1km->376s(6m16s) 10km->1060s 20km->1474s. (numbers jare subject to discussion)
    If you logged-out more than 20km from any mentioned spots, your cocoon is permanent.
    When body is in bed, can be killed/looted same as cocoon.
    Cocoon can be moved manually (i.e. to free cockpit or control seat).
     
    1. Prevents enemy from suddenly spawning behind your back (cocoon is visible and destructible until it travels to bed).
    2. Prevents using mechanics for instant teleport home (takes time before it moves).
    3. Make sure that well-populated areas are not clogged with bodies (all cocoons will vanish within a day)
    4. Prevents combat-logout (cocoon stays for some time to be destroyed and looted)
    5. Prevents using logged-out players as safe containers for most valuable items (especially on cargo ships).
    6. Doesn't penalise too much for emergency logout (because of kids/work/carpet bombing/connection problems).
     
    Any alternative ideas that cover all those points?
     
    PS. Would be great if beds worked as single-use respawn after death too, so there is something to fill interior of large constructs with. Even better if you can fill them with items (i.e. rifle+ammo+grenades) so players can spawn into battle with pre-set loadout. Such beds (or cryo chambers, or whatever) could be re-filled only using organic mater that is cheap to produce (farming), but close to impossible to transport due to volume. But that's something for separate topic.
  25. Like
    Nebenfigur reacted to Ataren in What exactly is the point of the MSAs   
    I am more worried about PVP. If you can create Sanctuaries then it really defeats the purpose of PVP. You can't raid a big factory, a commercial spot, a military traning facility with tons of military gear stored there, cause all those things will be at the sanctuary. The assets of organizations will be literally untouchable, only resources may be the reason to fight, which is really disappointing and limits the opportunity for persistent wars over multiple assets of various importance.
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