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Alpha Tester
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Everything posted by Supermega

  1. @Elrood its fine... no worries
  2. @Elrood I did not miss understand anything. You are the one who miss understood. First of all I never said anything about mining... Mining and Crafting was not even in the game at that point in Pre-Alpha. Also, I quoted what J.C. himself said, so if you have issue with the statement, you can take that up with the CEO who was the one who made that statement. Point Being, is that during per-alpha everything was usable as a building material, you didn't need to mine specific ore. So the statement was correct based on the mechanics at the time.
  3. Novaquark will not address the issue anytime soon, and when they do, they will probably NOT do anything about it. So prepare for that. The best thing you can do is warn people about what happen, because apparently the safezone, is not safe at all. Post in the Forum, Reddit, Discord, even tag JC and DU on Twitter, Or even contact some game journalist who are covering DU, I'm sure they would be interested in knowing about these issues as well. Their are many people having similar issues, so the more you all speak up, then Novaquark will have no choice but to actually do something.
  4. In an interview posted yesterday. JC said that the wipe will only be a graphical update, everything else will stay the same. No resource regeneration. They don't plan to change anything unless there is a game breaking bug. All new resources will be put into a new star system.
  5. This is my idea for how I think Fast Travel could be implemented. Please feel free to comment and let me know you're thoughts. So basically the idea would require to main things. A new element, for now I'll call it a FTL Drive. An the second thing would be Data for the location of the celestial body the player wants to travel too. I say celestial body because it doesn't have to be a planet necessarily. Here are the basic rules I came up with on how it would work. ------------------------------------------------------------------------------------------------------------------- FTL Drive Element: The FTL Drive is a craftable item that basically works by distorting space and allowing dynamic constructs to travel to and from celestial bodies only within a single solar system. The FTL drive must be linked to at least one or more space engines on a dynamic construct to access this function. The FTL Drive requires its own special fuel in order to work. The FTL Drive also requires spatial data of a celestial body, in order to travel to that location. The type of Celestial bodies that can be traveled too depends on the spatial data gathered by the nanoformer. The FTL Drive is not instant, it takes a few minutes travel time (similar to super cruise in Elite Dangerous) and depends on the space engines size/quality/ or quantity. The FTL Drive will only drop the player off in orbit, or near the celestial body, but not to close. OTHER IDEAS By default, the basic function only allows fast travel to the closes celestial body that the player has data for. Linking the FTL drive to more then one engine can increase the range, and/or speed. The FTL drive doesn't work if its linked to damaged engines. ------------------------------------------------------------------------------------------------------------------- Spatial Data Players can use their nanoformer to gather general spacial data of celestial bodies that they visit. this data can then be used with a FTL Drive to fast travel to that location. In order to collect this spacial data, a player must be at that location in orbit or the surface, but it will take time (1 hour for example), and the player must stay in range of that celestial body until the process is done. But, how long it takes to collect this spatial data depends on a players Talent tree. The nanoformer "basic" function can only keep data for a limited amount of celestial body's, and must be upgraded via the skill tree to hold data for more locations. This function must also be upgraded, using the "talent tree", to save spacial data for different types of celestial bodies for example: Terrestrial planets, Jovian planets, Asteroids, orbit of the Star, Comets, etc..... This data can be saved to a Chip, and sold or traded to other players. ------------------------------------------------------------------------------------------------------------------- That's the basic idea. I tried to think of limits and link certain aspects of its use to the Talent tree, to add some gameplay reasons for it being in the game. The reason I suggest using the nanoformer for collecting spatial data, is so that a player is never left out of being able to use fast travel. Even if you're a new player you can collect spacial data with you're nanoformer, and have the basic means to fast travel. Maybe this could be even linked to the Pilot Talent Tree to make navigation a even more viable skill. I'm against using gates for inter-planetary fast travel, because this would just become a PVP bottleneck that only Pirate groups, and large orgs would benefit from, An that would defeat the intended purpose. Traveling to planets will be a common thing for players, so fast travel should be accessible to all players. I agree with JC that fast travel is a necessary gameplay mechanic for the longevity of DU. long travel times is great to scifi enthusiast, but in a videogame, taking hours to go from planet to planet will get old very fast, and most gamers aren't that patient. Please share you're thoughts in the comments.
  6. discordauth:3GGkuZHPExF4M2x2gm9RUo0htjxGRYBCe9RDT4WXeL4=
  7. Yes you can, wings only make a ship more fuel efficient when flying in atmosphere. You don't need wings to make a ship fly.
  8. @captainpanama I share you're sentiments, but I think Novaquark is headed in a good direction. The current tools, and builds we've see are already really good. Keep in mind that they are still developing and refining the voxel tools. Like the ability to edit the control points of voxel shapes is on the Trello todo list. Trello: Voxel Control Points I also did a thread on ways Novaquark could expand on their current tools: Voxel Shapes
  9. Wouldn't the mission system Novaquark plans to create cover courier missions? It could work similar to the Market Units. There could be a Mission Kiosk where players can take courier missions. When a player accepts the courier job, they are given access to take a storage container, that they can put in their inventory or ship. Only players with RDMS access can see the contents or open that storage container. Payment for the mission is in escrow, so once the package is deposited into the destination Kiosk, the player can collect the funds. There will always be some risk, but that's apart of the game.
  10. Disclaimer: All ideas are based on the publicly available info, not under NDA. Hello, so one of my biggest concerns with the voxel building tools so far, is the lack of support for curved shapes. I really think it would be sad to see an amazing game like this, filled with only Minecraft Box spaceships. Because curved shapes are so impossible to make. So here are a few basic additions I think could really improve on the current voxel building system. I know, more advanced voxel editing are planned like being able to edit control points, and a Voxel Element Library for more complex shapes. But, there are other, more simple things I think that can be done to get curved shapes into the game sooner rather then later. So, the basic idea is to make curved voxel shapes easily available so players would be encouraged to build none box shaped ships and constructs. I did some artwork to help illustrate my ideas. Please feel free to discuss and give feedback on this thread in the comments. Ok, So lets dive right into it. These pictures are examples of designs that can be made with these shapes. Starting Primitives So, there are several shapes to begin with when using the voxel deploy tool. Here are some important primitives I suggest should be added as voxel brush shapes. Those shapes are Oblate Sphere, Prolate Sphere, Cone, Torus, Elbow Joint. Why these shapes? The reason I chose these shapes is because they are nearly impossible to make with with the current tools. An even with advanced editing options, they would still be difficult to get right. So it seems like a no-brainer to have these shapes as starting primitives for the voxel brush. It would make it much easier to start creating curved shaped constructs, and encourage more creative designs. This picture is of the voxel shapes I think should be added to the voxel brush tool. Voxel Shape Options So the next thing is an a expansion on the voxel shapes, by adding parameters before/after the shapes is deployed. For example, having an option like size, and diameter of the TORUS shape before/after you deploy it, or option to set how extreme the elongation is on the SPHERE or CONE before/after you deploy it, and even maybe set the angle of the Elbow joint. So, the way I imagine it would work is, when you select a starting primitive shape, shortcuts like arrow keys, numbers keys are used to set the value of the shape options, then you can deploy it as normal. Also, having an option box that would stay on screen as long as you're using that shape could work too, so that you can continue to change options and deploy new shapes. This pictures give an example of what changing the options would look like on each shape. Bevel, Fillet, sharpen edge tool So, we currently have a tool that allows builder to smooth edges, but to expand on that idea, I think we should also have the option to Bevel, Fillet, or sharpen edges as needs. The issue is that most times the smooth tool does not give the desired result, or maybe you only want to bevel an edge but not smooth it, or maybe you want some edges with a fillet and some edges sharpen. I imagine it working exactly like the current smooth edge tool, except you would be able to Bevel an edge, Fillet an edge, or Sharpen an edge. This pictures below illustrates how the tool would effect the edge. This is the current smooth tool. Additional Ideas ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Scale Axes I think this is a simple, but vary important option that needs to be available. Basically we have the option to scale the size of voxel primitives, but we should also have the option to scale voxel primitives on a specific axis (X, Y, Z). This I think would definitely add greater control to create the desired shapes, as well as enhance the freedom of creativity. Hollow Primitives So, this thought came to me last minute, but I think its something that shouldn't be overlooked. The ability to start with hollow voxel primitives. Either a voxel brush option to deploy hollow voxels, or solid, and set the wall thickness, or have hollow voxel shapes as a standard starting shape to choose from. I know that there is an option to cut out voxels using primitives shapes, but the main issue is that cutting out voxels gives a very ugly looking result, most times the edges don't look right at all, or you need a hard edge but the cut out has a rounded edge with a messy texture. Also, hollow primitive shapes would improve the speed, and ease of use when building constructs. Especially when working with curved shapes. Trying to hollow out a curved shape would be a nightmare, so starting with a hollow shape would be great. Voxel Elements So my last suggestion is in regard to Voxel Elements. Novaquark mention in this DevBlog that will have a Library of detail, or complex voxel shapes that players could use in their constructs. They mentioned a spiral staircase as an example. Well, here are a few shapes that I think should be included in that database of Voxel Elements. Pictures of suggested Voxel Elements to add to the Voxel Library. I know that a voxel point cloud editing system is in development, list on trello Here. That will really open up lots of possibilities for builders. But, in addition to that, having a variety of voxel brush shapes to start with is still needed to give builders alternative options, because sometimes doing things one way just may not work out how you need it to, so having other ways to create shapes is a big help. I think that covers the general ideas I had. My overall goal is to see more spaceships and constructs that aren't just limited to boxed shapes, and enable creative builders to really unleash their imagination. An I feel adding additional shapes to the Voxel Brush tool would be a good way to accomplish that goal. Please feel free to give feedback in the comments. Thanks for reading, see you in the next thread.
  11. @Kregon_Tempestus I like and agree with this idea. I made a post a while ago about how plants/ flora could be a great addition to the the game. Plants could be a great source of building material (bio polymers), and Medicine/ Buffs like you've shown here. So, I +1 this idea. That would be great for the player economy because its a consumable resource, and also for the overall game. Also, did you do all the artwork? or is that stuff you found online? its a great visual example.
  12. @dylanwhiley well I would say yes. Items like weapons, furniture, and appliances will be craftable Items, and you can use them in anything you build. If you look at the many videos you can see all kinds of things like tables, chairs, beds, nightstand, even bathrooms amenities like toilets and showers. Those type of things are just decorative elements, the weapons being functional elements. We don't even know what all the building items available are yet in the final release. An Novaquark will continue to add more after release as the game grows. https://dualuniverse.gamepedia.com/Element @dylanwhiley
  13. @Lime It will be on you're youtube channel? I'm definitely going to try and tune in.
  14. @Commander.Valkryie You many not be aware of this, but Novaquark has already developed their own custom patented server technology. Its been in development for years, and is the foundation on which Dual Universe is built on. Also, I think Novaquark's server technology may be more advanced, as SpatialOS just looks like standard Cloud base servers, rebranded in a pretty package to make it easier to market. Also, Global climate has already been confirmed for the game, its on the Trello to do list. https://trello.com/c/w8ndh8NU/45-different-global-climates-on-planets
  15. @Kyle Reckers This is a feature on the Trello list, I've seen it suggested before but other players as well. I would also like to see windows/glass of all shapes and sizes, like Geronimo suggested too. Link: https://trello.com/c/0ohEtjR3/106-triangle-glasses-elements
  16. @Sybily The game mechanics will create an environment where emergent game play can happen. Players will naturally create enforcement mechanisms for themselves, and behavior that governs how the community of players will play the game. This is literally already happening in the community with various Orgs and players, and the games mechanics are designed in a way to help players facilitate this without forcing anything on to player community. All the stuff you've been saying isn't emergent game play at all, what you've been describing is just pure unhinged chaos. cha·os /ˈkāˌäs/ noun behavior so unpredictable as to appear random.
  17. @Sybily There is nothing stopping players from doing things that way if they want. Some player nations like the Terrain Union have already drafted up detailed municipal documents regarding how Codes of conduct, business deals, laws and enforcement, and other things will be handle in there nation. So if that's what you want to do, then go for it.
  18. @Odendis @SGCam @Sybily So, this has been discussed before a few times. Basically there will be a contract system. The way it will work is a player can create contracts for missions, there will be different types like Transport goods from A to B, Bounty to kill X player, stuff like that. So when you create the contract you set the amount to be paid, the game locks this amount in a escrow until the contract if filled or cancel. Then you can put the contract out for other players to see if they want to take the job, I believe there will even be a section in the market unit for missions as well. Or a separate element just for Contracts. Anyway, when a player accepts the contract, and completes the mission, the money/payment would be delivered to them. So the basic idea of how this will work it like this. Example: you create a contract because you need someone to transport 2000 km3 of Iron Ore from planet Alioth, and deliver it to a specific location on the moon, you offer to pay 5000 quanta. The money is placed in escrow, and the Iron Ore is held in a storage unit by the game, attached to a local market unit. A space trucker player comes along and checks the markets looking for work, they see you're contract and accept it. The Space Trucker is then given access to the 2000 km3 Iron Ore in a storage unit so they can take it from the market unit, and load it into their ship or hovercraft. They then take the Ore to the specific location on the moon and deliver the ore using the market unit on the moon. The game confirms that the 2000 km3 of Iron Ore has been deposited, then the 5000 quanta is released from escrow and into the Space Truckers account. That's the current idea Novaquark is going for. This type of system is very flexible and can be used to do almost any type of mission contract. Quote about the Contracts System from 2016 kickstarter AMA event, keep in mind that the game has grown a lot sense then: source: https://board.dualthegame.com/index.php/topic/10110-kickstarter-ama-event-second-part/ sorry, I can't find more recent info to quote.
  19. Exact quote from J.C. Ballie "For Alioth which is 65km in radius, you can gather a team of 1000 players, working 8 hours a day nonstop weekend included, and it would take you 19 years to get 1% of the planet" Source: Nation Fusion Youtube - J.C. Ballie Interview timestap: 33:44 Also he mentions it would take 5 hours to dig to the core of the planet. Its also been calculated by players, and confirmed by Novaquark it would take a little over 10 hours real time, to run around the entire planet. An Alioth had over 50,000 territories that could be claimed. Oh, an all of that was before Novaquark announced they made the planet Allioth 4 times bigger. Source: Alioth size change. So if you consider that tiny, then more power to you buddy lol. I'm sure they will put you're name in the Alioth book of world records when you complete that tiny 40 hour run around Alioth.
  20. I'm sorry to say, but NPC's will not be a thing in this game. You must keep in mind, JC and Novaquark from the beginning have expressed that the end goal of the game they are attempting to create is to be a true MMO. Meaning thousands of real people, interacting with each other, on a single shard open sandbox universe. So, NPCs even as background props would go against that idea. The intention is to have meaningful gameplay so that not only will you need a crew of real human players, but they would have a good meaningful reason to actually be crew on you're ship, and interact with the overall game. If you had a ship so big that the bridge crew was 15 players, then there are a few things you should keep in mind. Here are a few examples. 1. Maintenance/repair - when a battle breaks out, you will need players to repair holes in the ship using voxels. An when systems get damaged like engines, shields, power systems, etc... you will need players to run to those areas and use scrap material to do repairs and bring those systems back online. 2. Pilots - If you're ship is a carrier with Squadrons of fighters in the hangar bay. Well you going to need a crew of human pilots onboard the ship waiting to rush into battle at a moments notice. 4. Extra crew - You will also need extra people to do some of the grunt work during battle, like people to refuel and resupply ships that land in the hangar, otherwise the pilot will have to get out the fighter/ship and run to get supplies and do it themselves. Also, have people who can make runs to the cargo hold to get supplies for other crews who are to busy to do it, will also be useful and sometimes needed. 3. Turret Gunners - There are no automated weapon systems. So if you're ship has 100 cannons, then you'll need 100 players to fire, one for each cannon. 5. Security - Having security can't be under stated. You'll need someone patrolling the corridors of this big ship. Not only during battle to fight back against possible boarding, but also against spies who may have stowed away on the ship with plans to commit sabotage. As well as protect you're resurrection nodes because they will be a valuable target. 6. Bridge crew - An this doesn't include the bridge crew, and/or many commanders who will be over seeing tactical data and giving orders to the lower crew departments and teams via discord voice chat, or something similar. because the captain won't be able to manage a crew that big on there own. So, my point is you won't need NPC's standing around pretending to do stuff for immersion. Because you will have tons of real players running around doing real meaningful things aboard you're ship. Thats called emergent gameplay, and its the kind of game that Novaquark are creating.
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