Jump to content

Archonious

Alpha Team Vanguard
  • Posts

    344
  • Joined

  • Last visited

Posts posted by Archonious

  1. There is a really simple response to all of the people with brand new forum accounts who come into these payment model threads complaining and expecting NovaQuark to suddenly drop all of their business plans because they don't want to pay a subscription fee like the rest of us.

     

     

    dzyrUl2.gif

     

     

     

    Nobody is forcing anyone to play Dual Universe. If you don't want to pay to play, then move along, because that is very clearly something that is not going to change for a very long time. 

     

    The rest of us, however, will be enjoying the game.

     

    Nothing to add! Subscribe on this quote
  2. But then takeover by military force becomes impossible. Just case your TCU in blocks and no one will be able to get to it because they can't use their explosives to blast it to bits.

     

    Simple voxel own system separation. Player voxels (buildings, ships, vehicles) destructable, surrounded voxels (ground, rocks) indestructable (for no selected part of players).

     

    If to leave holes in game, players will easy find and start abuse them. I hope there would be st least few alpha testers who will test, so we can try as more as possible.

  3. This is excatly what they plan.

    Oh, really? That cool, I didn't read massive DevBlogs, not that easy translate everything.

     

     

    It should disable the "matter manipulator hand" or what ever we are calling it but placing explosives or using rockets should still deform terrain.

    But it won't change anything then... there would be same problem with digging under bases... Abuse is abuse, and it must be prevented...

  4. Hi,

     

    As many of you know, Developers started Kickstarter program to get some investment to their project. There are lots of information about game features, but I would like to speak about "Territory Control".

     

    eaf3c32b0a1a9de08f2094f1e29eb864_origina

     

    It could be very interesting aspect of the game. Information about this part of the game is very small:
    "Territory Control is about securing land on planet grounds, for strategic, economic or safety reasons. Owning a territory is done via the deployment of a Territory Unit, which will grant you or your organization rights to control who can do what in the 1 km wide hexagonal tile associated to it. With territory comes battles, and the need to protect, federate resources and defenses. We will introduce Safe Zones, in particular around the arkship, for more peaceful territory ownership and role play."

     

    Territory unit is the great idea of NQ. no doubt. But just because information is very small, let's speak about addition secure it can bring. I played 1000+ hours in the game called Space Engineers. An idea of the game is very similar, so I very often make a projection on this game.

    There is a big problem for planetary building - digging under the base. So there is no any defense (except using bugs, which is not a solution). Players simply can not protect base well from that, so base become an easy target for any player (especially if the base owner is offline). As result of that, building on planets is very unpopular.

    How to solve it (IMO). I'm sure if Territory Unit will protect the territory from any terraformation (for enemies) in it range, it will prevent any kind of digging abuse. So enemies will need attack base/city with traditional ways (in other words, play game as it should be). In the end, both sides will have a chance to fail attack or defense.

     

    It can look unreal, but we speaking about the game, we speak about example, which already broke a lot of fun in other game.

     

    P.S: It is not Safe Zone, this is way, how to protect ground buildings from "No Risk" destruction. Players will have options to attack with vehicles, ships or with a weapon in their hands.

     

    Thanks,

    Archonious

  5. What about different technology tiers being able to extract refine materials to a certain degree? Like all iron is the same iron, but depending on what level of refining you are capable of, how good your technology is, you can refine the same material but to a much better degree than others.

    This fully removes goal/target of different qualities, which is EXPLORE as more as possible. Highest Quality Materials - very very rare. So the price for 1 HQM may be hundreds of times higher than basic.

     

    Shortage:

    -If you want HQM - you need to explore a lot

    -If you want HQM - you need to have high technology of detect

    -If you want HQM - you need to have high technology to drill/dig

    -If you want HQM - you need to have high technology to refine

     

    How often "very very rare" mean?

    If we would take basic (lowest level) as 100% and take 20 qualities as in example. Also I will add number as average amount of resource of planet (nothing with real situation):

    Q1 = 100% (10M tonn)

    Q2 = 90% (9M tonn)

    Q3 = 80% (8M tonn)

    Q4 = 70% (7M tonn)

    Q5 = 60% (6M tonn)

    Q6 = 50% (5M tonn)

    Q7 = 40% (4M tonn)

    Q8 = 30% (3M tonn)

    Q9 = 20% (2M tonn)

    Q10 = 10% (1M tonn) Total Q1-Q10 = 55M

    Q11 = 7,5% (750K tonn)

    Q12 = 5% (500K tonn)

    Q13 = 4% (400K tonn)

    Q14 = 2% (200K tonn)

    Q15 = 1% (100K tonn)

    Q16 = 0.75% (75K tonn)

    Q17 = 0.5% (50K tonn)

    Q18 = 0.25% (25K tonn)

    Q19 = 0.15% (15K tonn)

    Q20 = 0.05% (5K tonn) Total Q11 - Q20 = 2,12M

     

    So to understand, we have the planet (in average), there are 57'120'000 tonnes of Iron ore, Majority of this ore is very basic/average quality (Q1-Q10) and equal 55'000'000 tonnes or 96,28%.

     

    Just because of high requests and rarity, bonus for items must be not minor. So if organisation or player spend lots of resources on research and scouting, their reward will be equal in the end.

    As I said, the prices for these "Super Good Quality" items or materials will be much higher than basic. So this will be part of end game, which very hard to get (to build HQM ship/station).

     

    As it shown on Kickstarter pictures, explorer is one of the directions of gameplay. So this HQM make exploration is very important.

    dcc421c60be5a95d99223db20fbf4eac_origina

    One correction I would do about this, exploration is very important for mining, so it must be connected at least.

     

    P/S: All you see above is very raw numbers without any research. Just to show the overall picture of my view.

     

    Thanks,

    Archonious

  6. 100% agree. Also, it is human nature to moan about something. 18EUR - Price so big, snip snip snip... "Hold on guys, sub price would be 10-13EUR only" - "13EUR - Price so big, snip snip snip"

     

    But in the end majority of those cryers will sub without any doubt inside, if trial-time will be enjoyable for them. And money question will be on background.

  7. Different quality resources doesn't really make sense though, iron is iron. The real difference should be in how you process the resources you gather.

    There are many chemical compounds, some of them make ore fully useless. Iron ores vary in mineral composition, iron content, useful and harmful impurities, the conditions of foundation and industrial properties. Iron ore, used for steel production, must contain certain substances in the correct proportions. On this depends the quality of the product.

    Idea based on reality + game opportunities, not on "I don't know, so it is not real".

     

    @ostris, that is partial truth. Quality of Iron Ore (an example) is very important. Some ores are fully useless because of their quality (based on impurities).

     

    Thanks,

    Archonious

  8. Actually I think dwindling resources forcing possible moves or expansions might be necessary, otherwise it would break the markets and economy. 

    You need limited resources and scarcity in order to encourage trade and a healthy economy.

    Few little mark from idea:

    -As better quality, as more rare chance to find

    -If item requires Iron, any Iron can be used (as Fe1 as Fe20)

    -Trade prices must vary, so good quality material will be impossible to get in early/mid game

     

    All of that gives motivation to search/explore, rich market (make it healthy, not poor), increase end-game time.

     

     

    How about increasing the quality of any material by decreasing its quantity, for example you have 10kg of Fe1 and can forge it to be 5kg of Fe2 or 2kg of Fe3, just by a process of purifying this material. Not sure once it reached the higher quality level you could reverse the process

    It could be an option with a chance to decrease grade or even lose materials. Otherwise, it simply loses rarity parameter. Anyway, that is more deep design decisions, idea is more global and open for extra design for DevTeam

  9. Oh yeah, that could be the pain. Somebody used my nickname in reddit and twitter. Seen my nickname in few games. But most funniest, when I created nickname, there was nothing ininternet.

     

    But I don't think we need worry about this, game developers use site systems for ages. So your nickname on forum or communuty site will be account for the game. I'm nearly sure about that.

     

    Thanks,

    Archonious

  10. @yamamushi 

    That is cool as well, but I would say a bit different. Quality of Resources more about world generation, not player skills. Also, it could be affected by the system, you displayed above. I like it and find it great. As example, if you learn basic Iron gathering, you will gather basics only (Fe1-Fe5 as example), but if you learn extra skills, you get chance to find and gather higher levels.

     

    So this is as sub-group of resources. If we will have 20 different resources, sub-group could increase this amount up to 400 (if follow example).

     

    Also, some of the high-end items could require a higher level of resources. All of that is similar as in life, there is a quality of resources. Big range of material also will improve trade, so Fe1 will be cheap and used by many beginners, but Fe20 would be very expensive and used by end-game players mainly. I think it could be the great addition.

     

    @ostris maybe it was, honestly, don't spend a lot of time on forums, since it very hard to give feedback or suggest while there is not chance to play the game. Have idea, then post.

     

    Thanks,

    Archonious

  11. Hi,

     

    Don't know, was this idea suggested before or not, so don't blame me =)))

     

    Ok. I played Space Engineers (and actually still playing time to time). As it looks games (DU and SE) will be on very similar resource base. I mean, players get some resources (refine them, not sure about DU), then players can create some items. But since DU universe is unlimited, exploring will be very important. I don't know how many different resources will be presented in game, but what you think about this:

     

    Each resource (as example Iron - Ferrum) has many quality levels. Fe1 is very bad by default, so items created with this resource will be basic. Fe10 is much better than basic, so items created using this material will be much better (it could have extra armour or higher performance or parameters), Fe20 is high-quality resource, so items created from this material will have much higher parameters or even extra bonuses.

     

    The system could allow mixing resources, but it must punish for that, as example downgrade 60:40. This mean 100x Fe10 and 100x Fe20 will give 200x Fe14 as final resource.

     

    So this system could be easily integrated into a procedural world (IMO), but will generate the huge potential for exploring. Of course, high-quality materials must be very rare. So the player will spend months to find all the best resources. The overall idea also shows motivation as items bonuses when using higher quality resources.

     

    What do you think?

     

    P.S: Ups, probably wrong forum =))) If there are moderators, could you please move it? =)))

    Thanks,

    Archonious

  12. So since I have aprove about answers, would like to make some feedback, based on them.

     

    1. I really hope to see drilling instruments. Like it is in Space Engineers, or how it was presented in Nomads Planet. It gives drop of realism, which is important in games like this.

    2. I think it is only one negative part about game now (for me). I find it very strange and wrong. As example, you see that something is comming to you, so you build massive wall instantly. Another thing, I see enemy ship, few clicks, one second, I'm inside, because huge amount of voxels can be removed. Understand, welding could be a trouble, since there is no cubes to weld. But zones area could be used as zone for welding. If it huge, weld time will take a lot of time. Grind can be similar as dig+weld - area and shape chosed by player, but time based on size and material. I don't tell this is perfect, but this is the first I get in my head after reading answers. I'm sure, if to search for better options, result will be even better.

    3. Cool. Nothing else to say.

    4. I worry more about acceleration and speed. 8km in 30 seconds for small planets, it looks bit wrong. Would like to see slower acceleration and maybe speed (or bigger planet, atmosphere and other). As I said before, realism in games like this very important for many players.

    5. As was said on twitter, this is under question. Personally I like this. More hardcore survival aspects. But at the same time, worry about some players, who could have some troubles with that.

    6. I would like combine this part with acceleration/speed. Gravity must affect much on fly in atmosphere (or better say gravity range). But different planet gravity could be great challenge for players - to have special ship and player suit. As for beginning it can be based on planet radius only (in the future some other asoects could be used as well, like materials on planet.

    7. Yeah, that is true. And if that is incoming later, it would be great.

    8. This part confused me a bit, because reply on twitter says otherway. But in that not planned, how everything will be stored? How everything will be transfered? Manually? Grab thousand kg and put somewhere else? I think docking and landing is one of the basic things in game. So I really hope to see docking connectors, so 2 ships can exchange/transfer everything between each other.

    9. Hope it is useful instruments for editing, not just different shapes. But once again, I really hope to see welding process in construction.

    10. All I can say, I hope it will work in the end. It is very hard to understand, how everything must work. This new voxel system is very unknown for majority, 100%.

    11. I know that MMO game require team work, but don't try to make it too necessary. I think, most players want create own ships and to be pilots, not to walk on somebody's ship and fix it. This could make huge trubles in the end.

    As it was said in one of AMA posts, actually nothing will secure you from players "sabotage". I don't want invite unknown players to my team and trust them control some part of my ship. Theoretical view is far from practical, while I was playing SpaceEngineers, I got good experience - Do not trust anyone. But I don't see much difference between SE and DU crafting/building side of game.

     

    Thanks,

    Archonious

  13. Hi

    I was really happy to see early pre-alpha gameplay video and hope to see more in future. I fully understand, many things could be changed much, but I can speak about what we see.

     

    1. Voxel Editing. I hope it was just to show how it will be changed. I hope to see some drills and other instruments for work. Of course, not 1 or 2, but many, when some allow increase radius, some allow getting rare resources and other. So basic question, will you have special instruments for digging?

     

    2. It is a different model of construction I have seen before. Played Space Engineers and Robocraft. Both games based on cubes creations, so if you want to build a car, you need to use many armour blocks to create the frame. You model is more simple and more complex at the same time. So if compare with Space Engineers, will creating "Ship or Station" require welding? If yes, then how it will work? Video represented (as we call in SE) creative more, when you build everything instantly - want a Huge chunk of armour, just do it. So will final version contain any kind of frames, which should be welded by instruments or special ships modules?

     

    3. Colours - that is very important part of the creativity. The video didn't show anything about that. There were few construction parts in beginning, but all of them same colour - dark brown (same as material). So will colourful palette be available?

     

    4. Next thing, which is not about construction, is speed and acceleration. I find it too fast (both). If I'm not wrong, the station on video was about 8km far from the player, but it was reached in about 30 seconds (nearly speed of the sound). So actually, the player can fly around the planet in 10 minutes, which make but strange feeling. I don't speak about space fly. My opinion, speed in the atmosphere must not be so huge.

    Same thing about acceleration. I could understand it was small ship with big thrusters. If that true, it is ok. But I didn't feel the effect of fly, honestly.

     

    5. First person view (FPV). The first thing I was focused on. When you left the forest and was on the grass field, I got feeling the camera is too low, grass nearly hit the player face. That is just feeling, maybe that is kind of high grass, don't know.

    If I'm not wrong, whole video (except GodMode) was FPV and no any third person view camera. Just a question, is it planned to have FPV only? As I know, some players simply can not adapt to it.

     

    6. The planet's gravity. All objects have gravity (overall), which depend on their mass, size and other (I'm not a scientist, so we just discuss). So will planets have different gravity? Maybe some planets will require special abilities and equipment to survive on them.

     

    7. When you landed on the station, I didn't see any landing equipment, like legs for lock or connector-dock. So Is that in a plan to release these elements to the game? Or maybe they are already in the game, but simply wasn't shown?

     

    8. Docking ability. As maybe some of you, played Space Engineers, players can transfer items and resources from one ship to another one very easy, all you need to connect to each other.

     

    9. And back again to editing. Just because editing is very simple (click and done), it could create massive troubles to players. Do you plan to add "Undo/Redo" abilities? Ofc if voxel creation will have frames, it will be not a big problem for removing unnecessary body structure. But bigger problem if player deletes something by mistake (it could be hard to make flat floor again (as an example). So this construction model little bit confuse and disappoint me.

     

    10. As another part, damage from weapon and crashes. How it will work at all, since ships do not have body armour parts? Gatlin gun will create little holes in armour? Ok, that could be an answer, but next question then...

     

    11. Repair. How will players repair damaged parts? It could be very hard to fix every minor hole from the bullet (if that will work this way).

     

    So yeah, some of these presentations and attempt to understand how it must work, make me really confused. So if it possible, could you give some answers on that?

     

    Thanks

    Archonious

  14. https://board.dualthegame.com/index.php?/topic/727-bodyarmor/

     

    Someone already made a post regarding this :P litterally it is (currently) just 1-2 steps below this post.

    I didn't fully read it yet. Seen title "Body Armour", thought that is about pilot armour/suits.

    Quickly checked list. And there is more about classic variations "Light, Medium, Heavy". I try focus more on specialisation - like Radiation Resistance, so player can dig Uranium without any risk (as example). Or Thermal Resistance, so ship can fly closer to stars or very high temperature planets. So it massively increase requirements of building, amount of ships player need to have and other.

  15. Hi,

     

    As we all know, game will contain many different resources (as example, Iron, Aluminium, Titanium and others). So since game is about crafting ships, but main crafting part is "Armour Block", I would like to see many variations of armour.

     

    As example:

     

    -Very light, but weak to effects (heat, damage and other). Peaceful usage on planets or interior.

    -High Resistance to heat/radiation (outdoor effects). Could be used for peaceful exploration, even to dangerous places.

    -High Resistance to damage types. Could be many blocks, if there would be different damage types. Defence block, used to protect from other players.

    -Heavy blocks. Used as balance and safe armour for non-combat effects (like reduce damage from crashing/heavy landing).

     

    Of course, mixes of armour could be fine as well. But hope it would be trade of strengths and weaknesses (as more bonuses, as more weaknesses).

     

    Thanks,

    Archonious

  16. ...everything in DU will be PvP - open market trading, designing and building, exploring, even mining - in every one of these activities you are competing against others to get/have/do better in your field in order to be recognised or viable...

    And face other players (enemies) once a day =))) Game with that scenario will become boring in few weeks (maybe month, if well deep designed). Don't dream to have huge community, crafting/building games not very popular.

  17. Why does nobody like my playstyle :(

     

    Open World PVP is necessary for a Space MMO,

    tell me what is the first thing you think of when you hear Sci-FI or Space? Usually its Star Wars or Star Trek

    And of what do you think then? The freaking awesome space battles. Sci-Fi games and combat are deeply connected and leaving open PVP out would do more harm than good (for the game)

    Many like that, but this could be very rare. When you understand massive range of universe (which is unlimited), you start understand, that find somebody who can fight back could be very hard. This could become very boring for many players. Not many players will explore space for hours to find honourable enemy.

     

    Battlegrounds do not disable World PvP. Developers always can balance between world and subworlds. Like requirement to harvest resources, travel to another system/planet, special tasks and other.

     

    This is question not of "What is more realistic", that is question, how to make game more popular and not boring, how to save players in game (especially with P2P model). My words based on "Space Engineers" game experience. Yes, there are not thousands players online, but there are limited worlds. And it is cool to play game while you building, as soon you finish your build project, interest to game falling down very quickly.

     

    Some players said, go and ask others to make PvP, that is no option. Majority will never do that, if game do not allow that automatically.

     

    Update: Also, is very important, battleground will reduce pressure on main game servers. So battleground will be separated from all the world (as servers), so massive performance requirements won't hurt everyone. As example, I remember World of Warcraft, when Lich King update was released. Game was almost unplayable, when there was battle for lake (don't remember title).

     

    Thanks,

    Archonious

  18. I'm not against MODs. We would have to wait and see what the game will entail before pushing the issue of player made items being added to the game before release. If the game has as much customization as is being hoped for, then we wouldn't need MODs. That is my hope for DU.

    I see these forum discussions only as "Hey Devs, it could be nice if game would include this or be easy adaptable to this in future". In other way, forum discussions before release is nearly pointless

  19. i dont think there should be skyboxes, as someone already said, the sky isnt colorful, and most pictures of nebular are colored after they were taken because they just don't emit light in the visible spectrum.

    I do hope we will have some nebular to actually explore them and thus see them in the night sky, but i wouldn'twant artifical textures of things that aren't present.

    If there would be option - to see fully realistic or more comfortable game, I would choose more comfortable (I believe many players as well). Especially if that do not affect on game play. Do not like to watch black screen with dots most of the time.

  20. I like the idea of every square inch of the "real" universe being PvP. However, I can see the value in "virtual" PvP battlegrounds or the like to hone your skills in.

    The system do not block open world PvP. It make option to have fair and easy access PvP. But if somebody want to be pirate, he/she can do that without any limits. All bases still in space. Players will need to be in space.

     

    That is more about "Want fair PvP, get it". Not die in ages of searching.

  21. All in all, the idea of the game is it being community driven. Even if they did release a single player that was limited to one solar system, that could potentially take thousands of people away from the MMO experience. It's no fun being the only person left alive in the universe, trust me.

    It is not about full game version with all features (As example, demo version of "Planet Nomads". Little piece of ground for creating something). It is exactly for MOD creating. New item, which can be rated by community and be voted in future for realisation in full game. Pretty simple.

  22. Read some comments and get feeling like you guys think there would be millions of players online. Many good F2P games have few thousands players online.

    Games with building/crafting not so popular. Be ready to face low population space (even do not take huge size (or even unlimited) of universe). Open world PvP will be so rare, I'm pretty sure about that. Do not mix "Pirating" and "Honour PvP", first is shame.

     

    PvP (especially as some said e-Sport) must be fair and easy to access. It is not mean to cancel "Open World PvP", it simply must not be priority. Battlegrounds - that is option for normal PvP.

     

    Thanks,

    Archonious

  23. I don't think this game will be using generic sky boxes, as all of the stars you will see are actually there. Perhaps space anomalies could be randomly spawned to add more variety to the sky if that's what you are talking about. Things like black holes and nebulae would work.

    It could be background colour and texture with all physical stars.

  24. Hi,

     

    It is very hard to predict what we will have in next year. So what you guys think about different skyboxes based on system location? If to look teaser, there is simple black sky with stars. Nice, but if whole space would looks like that, it could be not so interesting.

     

    As I wrote in other threads, I play Space Engineers, MOD creators designed lots of different skyboxes, which make game really nice looking. Even when one of the backgrounds start annoy, player can easily change it. So it creates extra feeling of something new around player (even nothing changed in game). I would like to post few link on steam pictures (if that is against rules, sorry, so just delete it then):

     

    http://steamcommunity.com/sharedfiles/filedetails/?id=375490938

    http://steamcommunity.com/sharedfiles/filedetails/?id=438716711

    http://steamcommunity.com/sharedfiles/filedetails/?id=567152822

    http://steamcommunity.com/sharedfiles/filedetails/?id=523925570

    *sorry for link on steam MODs, but forum do not allow to post pictures

     

    These pictures are real skyboxes in game.

    Now imagine, you explore the universe. Make warp jumps and skybox become different. If there are systems, there could be one (or few similar) skybox for whole system. If there is one universe (like in Space Engineers), it can be smoothly changed over hours of fly. As I wrote before, it is very hard to discuss, because information is very limited. But I know for sure, if background/skybox would vary, it will make more positive feeling while exploring universe.

     

    So what you think guys?

     

    Thanks,

    Archonious

×
×
  • Create New...