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GunDeva

Alpha Tester
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  1. Like
    GunDeva reacted to Miamato in In-game voice.   
    From my point of view - no. I bet many of players will disable this feature as soon as there would be too much noise. 
    In other words I believe DU won't be just a space chatroulette and it's pretty annoying when you walk around some busy area and everyone tries to speak, and you are very lucky if cleaver people are around. 
    Anyway it's up to NQ to decide how beneficial such feature would be for their game. 
  2. Like
    GunDeva reacted to Miamato in In-game voice.   
    I think ingame voice is not so useful feature. Having it integrated into the game means part of development team should spend much time on a feature, that does not contribute into gameplay versatility and can be easily covered by third party services. Especially if that cervices offer advanced setup and customization to chat channels access. 
    The second problem is that ingame voice means additional load for severs. So probably it's better to let developers work on gameplay improvements instead of features that can be easily moved outside of the game itself
  3. Like
    GunDeva reacted to Wilks Checkov in Contractual Corporate Peace Accords {CCPA}   
    Contractual Corporate Peace Accords {CCPA}
     
    (For  and during Alpha early awakening phase)
     
     
    This accord is brought forth onto the members of the ARK to bring a ceasefire during the period of early awakening "otherwise known as {Alpha}" so that the focus can be aimed toward the development of further features and or equipment. 
     
    This accord asks that all participants refrain from the following actions during the allocated period of time:
     
    Active and Open War Declarations Any unwarranted KOS (Kill on Sight) activity Unwanted/Unwarranted Griefing against other items/constructs unless specific permission is received from the title holder and or owner.  
    This agreement will be null/void on release of the second early awakening phase "otherwise known as {Beta}." During this period of second awakening any and all hostilities and or open testing of weapons systems will be permitted.
     
     
    "The purpose of this aforementioned pact is to ensure all parties involved in the early awakening phase "or {Alpha}" do not engage in any form of unwarranted hostile activity. Instead their time will be focused on participating in bug testing, conceptualization of new features that could be added into the game, and testing of game functions."
     
     
     
    By agreeing to this accord you accept and agree to the following:
    That this is an alpha and should be used/treated as a time to participate in the games development, not in hostile actions.   
  4. Like
    GunDeva got a reaction from Kurock in Universal language: Beyond the emote   
    Unless your going to install a universal translator type system and I don't think any game has done that yet ?
    Then I would have to also agree with using Comms with emotes/sounds/gestures.
  5. Like
    GunDeva reacted to Warden in Universal language: Beyond the emote   
    My ideal feature or idea about this is integrated voice communication - at least on a local level. This allows for better and faster communication with strangers - otherwise you would be limited to text (or 'emotes') and would have to invite them to whatever app or software you were using first. Not really viable in some or even many situations or sudden encounters.
     
    ----
     
    As for hovering chat bubbles, thinking about it more, I severely suggest those for the game later on, maybe with the further ability to tweak their size or formatting. Why? Simple: With the single shard environment in mind, and in addition to further urban hotspots, you might have to expect many players to be in areas of interest, like markets. Imagine trying to read everything in one chat window alone - you may not be able to keep up without inviting people into groups and whatnot.
     
    Bubbles (in addition to being able to how far you can "hear" or in turn speak, at least a bit) seem necessary. I remember them from SWG (Star Wars Galaxies) and it was really useful already once just a dozen people were in a room. You could stand in some corner and solely focus on the bubbles. In other MMORPGs being in hotspots was a nightmare, you had to keenly watch chat and often scroll to make sure you did not miss anything, and once "posting rate" becomes too high, it's basically no longer possible to keep up at one point without bubbles or your own channel.
     
    I would not mind some context menu in addition to having a wide array of "emotes" - especially for the RP crowd in mind. Should the devs eventually focus on emotes, I kindly suggest to also add a few stances that are "lopping", such as standing around, arms crossed, sitting, leaning, doing sit or push-ups (looped), saluting (short and then looped) and much more. This should not be underestimated as this "emote diversification" isn't solely for a "small crowd of RPers" who might use them more. It also helps content creators in showing or creating better things such as posters or movies about the game or out of it. The more, the merrier.
     
    ----
     
    In short, the more you invest into communication from the game (dev) side, the easier players will be able to communicate and also organize later on. While it may be more work compared to what other games offer, I think it is worth it. At least, worth a look and serious consideration. It will be a huge world after all and the more options you have in limiting or expanding communication while being able to chose different channels for appropriate situations and with different ranges and so on, the better it will be for the player in the long run.
  6. Like
    GunDeva reacted to Lethys in Universal language: Beyond the emote   
    I only want to add one thing:
     
    As already discussed in some antenna thread I'm against a local or global Chat in the sense of eve (so you instantly see who's near). The chat itself May be fine to have, but no User list in there.
     
    Comms with emotes/Sound/gestures are all fine (to me not the most pressing issue though)
  7. Like
    GunDeva reacted to blazemonger in EVE Online's $1,000,000 Battle Bust and What it Means for Dual Universe   
    Only game concept potentially able to meet EVE is DU right now.  Both SE and ED are very different. ED is basically trucksimulator in space (nothing wrong with that) and SC is... well something with spaceships mostly.
  8. Like
    GunDeva reacted to NanoDot in EVE Online's $1,000,000 Battle Bust and What it Means for Dual Universe   
    That's quite simply because that's what the "general public" wants !
     
    The general public is not interested in EVE or DU, but they'll eagerly read the shocking news that $500K worth of "assets" were destroyed in a video game !
  9. Like
    GunDeva reacted to blazemonger in New Supporter Packs   
    Remember these new packs will grant access to Alpha2 where we are currently still in pre-Alpa.
  10. Like
    GunDeva reacted to Lethys in Are you excited?!   
    PvP, political drama, endless possibilities and lots of salt
  11. Like
    GunDeva reacted to Lethys in Discussion about sky graphics   
    What deva said.
     
    I want the servers to be stable and running smoothly without lag, then they can and should improve grafics
  12. Like
    GunDeva reacted to Lethys in Show your desktop (and specs)   
    This always ends in pcmr "i have a bigger dick than you". So No, ty
  13. Like
    GunDeva reacted to Kurock in DICE Den: Pitch an in-game game idea. Win prizes.   
    Voting is closed and the winning entry is Flipmaze by Ben Fargo
     
    The voting thread and winning announcement can be found here: 
     
    The DU Community in-game game idea pitch competition. Welcome to the DICE Den.
     
    Note: Please keep discussions about a specific ideas in a separate thread, this thread is for entrants. (Putting this first so that it is hopefully read)
     
    What is it? A DU community competition, here on the forums, where anyone can suggest an in-game game and then the community will vote for their favourite.
     

    (Scribbles are welcome)
     
    Rules:
    The game must take place in playing field of at most 110x75 meters with a height of 50 meters inside Dual Universe (give or take a few meters) and should cater for spectators. A single post may be made per person detailing their idea. Keep it under a few paragraphs, enough to get the idea across. Pictures (even mspaint drawings) may be beneficial, but keep them few. While this is more a sales pitch than a complete design, if you feel inspired, just DU it. Entrants are free to make assumptions about DU combat and how elements work in DU, if relevant to their game. Working in groups is allowed but only a single person can enter the group's work here and win the prize. The competition is open to all that can post on these forums.  
    Dates: Competition entries start on 1 February 2018 with last day for entries on 22 February 2018. Voting then starts on 23 February 2018 an will continue until 10 March 2018.
     
    Prize: The winning suggestion wins a game key of their choice and DICE (https://community.dualthegame.com/organization/dice) will implement a prototype of the game and potentially add it to the roster of DICE games. The game keys can be chosen from: The Long Dark, Quantum Break, Sleeping Dogs: Definitive Edition, and Tomb Raider.
     
    TLDR: Yo wazzup! I heard you like games so I want to put games in your games so make a game then I award you with a game in a game as well as a game that is not in the game. Kapish?
     
    This competition is sponsored by Soarnir. Also feel free to drop by the unofficial DU discord (http://dualuniverse.chat/) and say hi.
  14. Like
    GunDeva reacted to Ben Fargo in DICE Den: Pitch an in-game game idea. Win prizes.   
    Flipmaze
     
    A Flipmaze playfield is a surface divided into eighty one squares, arranged in nine rows and nine columns.  On the ground between each square is a force field emitter, which can be activated to prevent movement between two adjacent squares.  This means each square (except those on the outer edge) is surrounded by four emitters.  The squares in the corners have two emitters and are open on the other two sides.  These serve as the entrances to the playfield.  The other squares on the outside have three emitters and a wall on the fourth side.
     
    Each square is in either an open or a closed state.  If an emitter is between two closed squares or between one open and one closed square, it is activated.  If both squares are open, the emitter goes off and players can move between the squares.  Changing a square from either open to closed or from closed to open is called flipping it.
     
    There are two teams of three players.  Two of the players on each team are mazerunners.  The mazerunners start at the corners and try to reach the square in the middle.  The third player is the flipper.  The flippers operate a control panel overlooking the playfield.  They push buttons to flip squares, to let their mazerunners reach the middle and to block the mazerunners on the other team.
     
    The control panel has eighteen switches, one for each row and one for each column.  When the flipper hits a switch, it flips all of the squares in the corresponding row or column.  Note that it is the squares that flip, not the emitters.  If an emitter is between an open and a closed square and both flip, the emitter will remain activated.
     
    The game starts with all of the squares closed.  As the flippers hit the switches, some of the squares will flip.  The mazerunners move through open squares, trying to reach the center square.  The center square contains a button.  The first team to push this button wins the game.
     
    A nine by nine playfield seems like a good size, big enough to be interesting but not overwhelming.  However, when the game is actually played, we may find a different size is better.
  15. Like
    GunDeva reacted to The Red Wake in DICE Den: Pitch an in-game game idea. Win prizes.   
    Aero-Jousting.
    this is a 1v1 game. 
    Each player has a small ship, that is controlled by the player, who stands on top of it. The ship only consists of an engine and some control thrusters. Essentially, they fly around an arena, possibly built with obstacles, and try to knock the opposing player off their ship. The first player to touch the floor loses.
  16. Like
    GunDeva reacted to Lethys in Approximation bending with voxels   
    As the pre alpha is under NDA, you won't get any answers on that topic. You'll have to wait until the NDA is dropped (Most likely once alpha hits)
  17. Like
    GunDeva reacted to Warden in The Subscription System   
    In short, as I likely posted elsewhere in time already:
     
    The subscription fees make sure the game keeps running or that the devs can calculate better, more or less, while the ability to in theory purchase game time through in-game efforts serves as good compromise or enticer for those who do not necessarily want to pay hard cash for each month.
     
    The DAC idea is a good compromise and can get players into the game that would not pay initially. And if they are successful (and / or lucky) in the game, they might not even have to pay a dime, or only rarely, per month.
     
    I'd argue that most players can also manage to pay the monthly fee in hard cash, at least initially. Those who have trouble or might have trouble and are aware of this now, or in other words, interested in playing the game, they have plenty of time to save up until it becomes relevant.
     
    And for all others or those who cannot, there's still an option in theory: Earn game time by working for organizations without playing the game. You can surely offer some service and earn a DAC or two. Not everything is done in the game.
     
    If all of that fails and if you lack money long-term without wanting to contribute to orgs on a meta or out-of-game level, you likely have other problems.
  18. Like
    GunDeva got a reaction from MookMcMook in how will the large crew that large ship may have work in a game like this   
    Great to point out but  I'm very curious to see if DU will have a decoy and countermeasure type system and if they do I'm sure these manned stations will be a great addition to the game play mechanics for spacecraft battles and more .
  19. Like
    GunDeva reacted to Hotwingz in Ruins from the past (re-claimed TU)   
    The X part was a joke. 
  20. Like
    GunDeva reacted to Lethys in Ruins from the past (re-claimed TU)   
    Well, you can do that ofc. But imho it doesn't matter. As the bank can easily scamm you. And the chance that you lose your construct in the safezone is pretty equal to the chance that the bank will either run with your money or won't be there anymore when you come back.
     
    And besides: ppl can do banks already and ppl will make banks. It's only that I personally don't think that they'll succeed
  21. Like
    GunDeva reacted to Lethys in Ruins from the past (re-claimed TU)   
    As it's a safezone they can't do anything to your constructs.
    Blueprints are always saved too.
     
    So If you leave the game for longer just make sure to get your constructs in such a zone. Other players *might* be able to remove them from there after several warnings from NQ (devblog). But the information is never lost. 
     
    If you leave for longer you might need to get the resources again to build the constructs from the blueprints, that's the way it is in a persistent MMO
  22. Like
    GunDeva reacted to Lethys in Ruins from the past (re-claimed TU)   
    Or just use the safezone....
     
    Why pay for smth when it's free.
     
    For now quanta can't be stolen so there's no point in having a bank for that kind of thing. 
     
    Banks could work with loans and interest though, but i don't See ppl using them for storing stuff. 
    Scamming is real
     
  23. Like
    GunDeva reacted to Jegleebow20 in Can we have droids like in star wars?   
    In this video at 7:30 he shows off a drone he made, so I guess if you added some more features then you could have a "kamikaze" drone that rams its self into enemies and explode. But you can't have them shoot people on sight
     
  24. Like
    GunDeva reacted to Takao in Ore vein scan results as sellable items   
    In order to make scanned deposit locations (more) sellable I would suggest the abillity to generate ore scanning results, which are normal items that can be traded.
    The scan results can not be manipulated, so their information is correct.
    They store the following information about the ore vein:
    Type(s) of ore Amount of that ore Depth Planet Position (some sort of projection at the location in the ground where the deposit is) The hex field on the map Date at which the scan was done  
    The amount of ore, depths and the exact position would be depending on the players scanning skill and precision at which the deposit was triangulated.
    So you don't have the exact amount of ore and not the exact location, so you have some error there, of course.
    When you place the scan result on the market players can see everything, except the exact position and the hex field on the planet.
    That way you can effectivly sell scanning results without the need for a huge amount of trust involved.
    One problem would still be, that the ore deposit might be already mined, so players should be able to rescan deposits and then update their scan results on the market.
  25. Like
    GunDeva reacted to Larry_Tincreek in Ore vein scan results as sellable items   
    Nice idea. It would certainly make prospector a more viable career.
     
    I can see one argument against it though. NQ generally wants the game to encourage teamwork, so that players (well, at least the majority of them) have to find their place in a society with people depending on each other. These trade-able data items may make it too easy for a prospector to operate as a "lone wolf" and just sell to whomever will pay the best price. Without them a prospector will have to either be part of a society or establish a certain degree of trust from his/her customers, which would require some more engaging interaction than through a market-unit.
     
    Still a good idea though. I'm not completely against it.
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