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GalloInfligo

Alpha Team Vanguard
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  1. Like
    GalloInfligo got a reaction from Istanicas in FAQ   
    I thought I would stat working on compiling all the official answers in one post, will organize later etc... if your interested in helping just reply with some info, please keep the format the same with a link to the official answer.
     
    New o e got started and stuck to the top, so no need for this one anymore....
     
    board.dualthegame.com/index.php?/topic/1122-dual-universe-faqsources/#entry13140
     
    Q: If everything is editable at a resolution of 1 meter. Then a 100km planet would represent roughly 100000*100000 * 4 * 3.14 =~ 100 billion square meters of surface. If you edit this on a 100meter shell then it represents 10 trilion voxels. If you can store a voxel on 100 octet (and it might be a lot more), then it represents 1000To of data. How will you handle that much?
    A: The trick is we don't store each voxel on the servers. Each planet is generated procedurally in real time by an algorythm when needed (when a player is approaching or on the planet). So a planet doesn't weight anything in terms of storage. This is exactly how it works in a game like No Man's Sky, the "magic" enabling devs to generate millions of planets without storing anything. Now, as we have editable planets, we go one step further: when a player edit something, we store just the modification(s) applied on the procedurally generated planet. That way, we optimize the space to store all the modifications made by players.
    https://board.dualthegame.com/index.php?/topic/544-announcement-dual-universe-at-e3-pc-gaming-show/page-4#entry6843
     
    Q: Will there be a version of this for Steam?
    A: Releasing Dual Universe on Steam is being considered (but no promise at the moment).
    https://board.dualthegame.com/index.php?/topic/820-if-i-may-ask/#entry6825
     
    Q: What is the difference between Crowd Funding and Early Access?
    A: From our point of view:
    - Early Access should be equal to selling a game, not completely finished but already fun to play and fairly stable. In other words, at least a game that has reached Beta. Those who buy a game in Early Access are consumers who buy a product to play a bit in advance prior to the official release.
    - Crowdfunding is meant for people who want to help the project and support, people to have suggestions to make to improve the game, etc. They can access the game right from early stages, in order to provide feedbacks that could be taken into account into the dev roadmap. But there are here more as supporters willing to help improving the game than consumers in the first place (but they deserve, of course, the same respect as other consumers!): they understand they are going to enter a game that isn't a nearly finished product or that the fun is not completely there yet.
    https://board.dualthegame.com/index.php?/topic/820-if-i-may-ask/#entry6825
     
    Q: When will the Crowd Funding Start?
    A: Crowdfunding campaign: it will be launched before end of 2016.
    https://board.dualthegame.com/index.php?/topic/812-crowd-funding-soon/#entry6818
     
    Q: When will Alpha launch?
    A: Alpha Launch: early 2017.
    https://board.dualthegame.com/index.php?/topic/812-crowd-funding-soon/#entry6818
     
    Q: Will this be a first person shooter or target lock style game?
    A: We totally understand that First Person Shooter gameplay would be more immersive.
    However, we have to take everything in account. And when we do, then we have to make some compromise.
    We want combat, but combat is not the main feature of the game. Only one of the main features, equally important with building, real massively multiplayer system in a single-shard universe, exploration, trading, etc. Once this was sorted out, it was logic that we wouldn't sacrifice things like the massively multiplayer aspect just to have the best First Person Shooter possible. In that case, even if it's not the best combat mechanics (we totally agree on that), target locking combat gameplay is the answer for the best compromise. So it's not a decision led by personal taste, but really the most relevant decision on the technical aspect in our case.
    https://board.dualthegame.com/index.php?/topic/779-suggestion-please-do-not-use-a-eve-lock-on-weapon-system/page-2#entry6816
     
    Q: Are there safe zones, and are you going to force PvP on players?
    A: There will be safe zones for those who don't wan't to have PvP activities. We won't force PvP on players, we want to avoid that at all costs.
    https://board.dualthegame.com/index.php?/topic/725-is-it-just-me-that-kinda-fears-it-will-become-a-sci-fi-ark/page-2#entry6239
     
    Q: Can I build a planet killing weapon?
    A: The clear answer is no, there won't be weapons powerful enough to destroy planets.
    https://board.dualthegame.com/index.php?/topic/534-whats-about-fully-destructible-planetsstars/#entry3577
     
    Q: Will Dual Universe will have the ability to cloak. And if so, I pray they have a mechanic that will not allow a player to abuse cloaking by sitting in a system for days on end, even weeks in some cases. It is nothing short of being a griefer and ruins game play for the vast majority of players.
    A: We plan stealth technology in Dual Universe (even if it's not planned soon). Afk cloaking is indeed a problem in EVE. Psychological warfare is interesting, as long as it involves activity from the player wanting to do it. From what we have analyzed, afk cloaking has been possible because of a few things:
    - the fact that all players in the solar system are displayed on the local chat. If you see someone you don't know, it migh be a spy, or someone planning an ambush.
    - the fact that a player can leave from a safe area (space stations) from a unique point (easy to ambush).
    - the fact that a player wanting to leave the solar system generally needs to use a stargate (also an easy place to ambush).
    As Dual Universe won't work "solar system by solar system" and there won't be only one point of entry/exit for a safe area, this kind of abuse should have a lot less impact in Dual Universe. And if it still does... well, we keep your suggestions in our papers as possible ways to handle it
    https://board.dualthegame.com/index.php?/topic/490-beware-of-the-afk-cloaker/#entry3428
     
    Q: I suck at building, will there be generic blueprints?
    A: We are perfectly aware that not every player that will be interested in Dual Universe will be a naturally talented voxel-based spaceship designer. or even interested to be one. That's why, right from the beginning, we plan to have generic blueprints available, to avoid that - even it's a very improbable scenario - some organizations recruit all the builders to build only for them.
    https://board.dualthegame.com/index.php?/topic/521-programming-gameplay-and-continuity/page-2#entry3424
     
    Q: I suck at coding, will there be Generic LUA scripts for me to use?
    A: We are planning to do the exact same thing for the LUA scripts: having some decent generic ones available to all players right from the beginning, to avoid any monopolistic situation, because not every player is a natural born developer.
    https://board.dualthegame.com/index.php?/topic/521-programming-gameplay-and-continuity/page-2#entry3424
     
    Q: Will there be resource respawning?
    A: At the moment, it is not planned to have resource respawning. If for some reason, there are a real necessity to add some resources on a planet, meteorite rains could be an interesting alternative.
    Unless we encounter some unsolvable scenario where it could stuck players, we will avoid the "artificial resource respawn" at all cost.
    https://board.dualthegame.com/index.php?/topic/481-resource-respawning/#entry3420
     
    Q: Can I desigin my own personal weapons?
    A: There's currently no plan to create a voxel editor to develop character weapons. At the moment, character weapons are planned to be mesh-based, and defined by developers. The Dev team has already a lot on her plate with our current goals. Maybe far in the future, but we can't promise anything for now.
    https://board.dualthegame.com/index.php?/topic/473-personal-weapons/#entry3183
     
    Q: Will DU add in a feature that would allow us to turn on various axes of symmetry while designing ships, either in virtual space or in the living game world?
    A: This is something that some devs are already discussing: Having the ability to "mirror" a pattern (a saved voxel shape) is something that is definitely worth considering.
    https://board.dualthegame.com/index.php?/topic/508-axes-of-symmetry/#entry3177
  2. Like
    GalloInfligo got a reaction from Anonymous in The Outfit is Now Recruiting   
    Welcome to all our new members that I missed been very busy for way to long!
  3. Like
    GalloInfligo got a reaction from Ojacid in An Open Letter to the Community and a Proposed Compact   
    Wall of text +1  ")  But yes I hate racism, bigotry etc. as well, and will not tolerate it.  not signing this though, I didn't read it all the way through
  4. Like
    GalloInfligo got a reaction from Bomdiggety in The Outfit is Now Recruiting   
    Looks good Dhara!  
  5. Like
    GalloInfligo got a reaction from Dhara in The Outfit is Now Recruiting   
    Like the videos guys, keep em coming
  6. Like
    GalloInfligo got a reaction from Gontharas in How hard (or easy) will it be to earn DAC?   
    I am against having Loot able DACs in game. for the following reasons.
     
    1)  It is assumed that once you use it to add to your game time, its a timer, so if you know you are going to be off line for an extended time, you should have the ability to buy them when they are cheap, and hold onto them for when you need to use them.
    2)  It is not IMHO emergent game play to loot these, as they have no real game world purpose so why should a character even want them?  Resources on the other hand, yes a character would desire that.
    3)  This whole market crashing BS can still be done safely using the safe zones or other methods as described by GrandMasterApex.
    4)  If Credits are non loot able, which has a real presence in the game, why should DACs not also be safe?  It is more emergent game play to demand the ability to loot credits.
    5)  IMHO it is a better plan to resolve these complaints of hoarding, by making these items only able to be sold or traded ONCE.  This solves almost all of the legitimate complaints against keeping them non-loot able, but also lets players hold in game purchased ones till they need to use them safely.  This will also stop scams and griefing people buy luring them out to remote PVP areas with extremely low prices, to only be pounced on after they are purchased.
     
    I also think it is ridiculous to be taking so much of the community's time and NQ's time discussing this now when the release of the game is 2 years out.  I would much rather have the NQ team focusing on building a great stable Alpha, and construct vs. construct combat, you know the important EMERGENT game play.
     
     Also I thought since most of the PRO loot able arguments were coming from EVE players and supporting how great it works in eve I would share the following link.
     
    https://community.ev...ges-on-the-way/
     
    In particular this part of it.  "The PLEX Vault will allow you to move PLEX safely throughout the universe rather than having to move it in a ship."
     
    So i personally consider all "this is how it works in EVE " ETC. arguments invalid since it no longer is the way EVE works.  Also I would like to add that if it was working so well why did CCP change it and should we also then consider the why and the route they went.
  7. Like
    GalloInfligo got a reaction from Quantillionaire in Poll: Space Narcotics   
    I am going to have to agree with CaptainTwerkmotor, why would we outlaw it?  we are the ones that make the laws and rules etc in this game, so a few groups might make it contraband, but there are going to be a lot that don't
  8. Like
    GalloInfligo got a reaction from PoohSticks in Hello All!   
    Welcome to the fourms
  9. Like
    GalloInfligo reacted to Astrophil in Regarding economy, currency and NPCs   
    The rare resource idea that @Shynras proposed is a well-reasoned and sound idea. Something like gold (which IRL civilizations have used as a currency standard for centuries) presents the best of both worlds:
    it is not a fixed-quantity currency (so speculators cannot just hoard and have a special claim to currency purchasing power like the current Quanta system allows); Yet it is not something that can just be conjured up at will, as the paper currencies of today are, thereby insulating the currency value against uncontrolled inflation. Furthermore, the resource should be something that has both monetary and consumer value, meaning that it can be used both as money (or used to craft money) or used as a normal resource (preferably as an essential element in some important aspect of the game, for ex. Construct Cores, as Shynras suggested). This therefore allows both natural currency generation and withdrawal/destruction. Of course, this also hinges on the ability to either:
    Make reversible changes (convert constructs back into the raw resources used to make it), so that once Rare Resource X gets used in crafting, it's not just gone forever and can be regained by deconstructing the product; or Have natural resource regeneration (but of course, not always in the exact same place), so that Rare Resource X is not utterly depleted, putting us back at square one with a fixed currency. IMHO, the best thing NQ can do is team up with economics experts to develop a realistic and effective currency system that can foster and adapt to the development of the DU economy. Please, feel free to rip these ideas apart - I may somehow be hopelessly flawed in my economic expertise, so other ideas are more than welcome.
  10. Like
    GalloInfligo got a reaction from Astrophil in Regarding economy, currency and NPCs   
    IMHO, it would be best to not have a game based currency.  Let us trade resources instead, because value is in the eye of the consumer, not usually the seller.  Also if a currency eventually gets set, I think it should be player made.  Just like irl, Governments made it, and it was up to the people to accept them or not.  let everyone that wants to try and be a banking organization make the currency, and worry about making more or less.  Then if more than one currency gets made, its up to us the players to decide which one we support and use.
     
    I know the devs said this is not going to be how it is, but release is a long way off, and I hope through testing we can change their minds on how to do the currency system.
  11. Like
    GalloInfligo got a reaction from Snipester in Regarding economy, currency and NPCs   
    The federal reserve bank, is not federal, there is no reserve, and its not a bank. It is run by a board of directors. There were banks running just fine long before they created it. No we dont need this.
  12. Like
    GalloInfligo reacted to Munney in The Outfit is Now Recruiting   
    Thanks Dhara, I am looking forward to it as well... more like chompin at the bit... cant wait to settle in to a place and begin sculpting all kinds of statues and monuments, all i need are sketches to work off... Is it September yet?!?!?!
  13. Like
    GalloInfligo got a reaction from Villspor in New fantasy MMO   
    if you like fantasy MMO's and want a different take on them you might want to look at Chronicles of Elyria.  https://chroniclesofelyria.com/
  14. Like
    GalloInfligo got a reaction from alexxl1995 in im not a pro eve player so this topic is invalid   
    From the AMA Event part 2, https://board.dualthegame.com/index.php?/topic/10110-kickstarter-ama-event-second-part/
     
     
    Because planets should turn around their axis in the future (if no particular technical problem prevents us from doing it), we will limit the altitude of what you can build to avoid having to handle collisions on the server for potentially millions of nearby constructs. In practice, anything below the max building altitude will "turn" together with the planet. This should be a few kilometers high. So, no space elevator, or else no turning planets!  
     
    Territory owners will be able to set rights like: editing rights (who can mine), construct creation right (who can create a static construct), enter right (who is allowed to enter without being flagged as "intruder"), taxes (amount to pay to use the above rights), and more and more possibilities as we expand with the community what is needed. The way this will be done is by following the principles of the "RDMS" or Rights & Duties Management System, as described in the corresponding devblog.
     
     
    Territory control will be limited to planets at the game launch, but we will add more possibilities later in a territory focused expansion. It is likely that planetary space (a volume around a planet) will be managed as a whole entity for control, as well as system-level control and cluster-level control, all with hierarchical levels of political influence. Not an easy system to setup, and we plan to discuss it with the community to make it right.
     
    from the AMA 1st event  https://board.dualthegame.com/index.php?/topic/10000-kickstarter-ama-event-first-part/
     
    We will work in this aspect a bit later, in a further game expansion, but yes, there will be territory management beyond planet ground. The way we see it for now is that territory in space should not be about defining volumes in space, but rather about establishing planet ownership, then system ownership. This ownership could be triggered once a given percentage of the claimed planet territories are under one organization control, with a hysteresis mechanism to avoid constant flips. This planetary scale ownership should grant certain rights to the owner, but not deprive other planet grounded territories of their prerogatives. This is a complex gameplay that we will further talk about in the future, but it will not be implemented at release time for now.  
     
    From the sounds of all of that, you can not roof over someone.  Also with the RDMS system if you don't have permission to build in their area, you cant even try to do this.  they also said there will be a clear line where your or someone else territory begins/ends so to build out of your territory, you will know you are doing this, and if someone else comes and claims that area, you lose control of that part of your build, and con no longer build there unless you are given the rights to by the owner.  
     
    the space territories are going to be linked to the planet, and system etc, so you own the majority of the planet, you control the space around it, you own the majority of planets, you gain control of the system etc...
  15. Like
    GalloInfligo reacted to FD3242 in How hard (or easy) will it be to earn DAC?   
    I was going to suggest this exact thing. But then I didn't.
     
    You worded it better anyhow.
  16. Like
    GalloInfligo reacted to 0something0 in How hard (or easy) will it be to earn DAC?   
    Oh wait, am I toxic for puncturing your paper-thin logic ? I bet I am toxic, TRUTH BURNS LIKE ACID.  
     
    Lel. That very statement proves how toxic he is. But lets not feed the trolls
     
    How about this? Once a DAC has been traded for in-game cash, the DAC becomes physical. This means if the DAC you got was for IRL money/Kickstarter award, then it acts like currency and is non-lootable. However, once a DAC has been traded, it becomes physical and you can do all sorts of shinanigans to it.
  17. Like
    GalloInfligo got a reaction from ForlornFoe in How hard (or easy) will it be to earn DAC?   
    1st I understand what the vault is and how it works....
     
    2nd I am not suggesting the fragmented dac system, this is the discussion on if DAC should be loot able.  Which has not been answered by NQ.
     
    3rd I read that, and NQ was talking about the fragmented plex, vs keeping DAC whole.  
     
    4th I have played EVE, along with many other MMOs 
     
    5th....in our player driven discussion yes that was one of many arguments against looting them, but as this official NQ topic for the discussion, these were and still are my arguments against that.
     
    Since you are obviously toxic on these forums and have proven that behavior time and again, this will be my last response to you.  I don't believe in feeding trolls.
     
    I am against having Loot able DACs in game. for the following reasons.
     
    1)  It is assumed that once you use it to add to your game time, its a timer, so if you know you are going to be off line for an extended time, you should have the ability to buy them when they are cheap, and hold onto them for when you need to use them.
    2)  It is not IMHO emergent game play to loot these, as they have no real game world purpose so why should a character even want them?  Resources on the other hand, yes a character would desire that.
    3)  This whole market crashing BS can still be done safely using the safe zones or other methods as described by GrandMasterApex.
    4)  If Credits are non loot able, which has a real presence in the game, why should DACs not also be safe?  It is more emergent game play to demand the ability to loot credits.
    5)  IMHO it is a better plan to resolve these complaints of hoarding, by making these items only able to be sold or traded ONCE.  This solves almost all of the legitimate complaints against keeping them non-loot able, but also lets players hold in game purchased ones till they need to use them safely.  This will also stop scams and griefing people buy luring them out to remote PVP areas with extremely low prices, to only be pounced on after they are purchased.
  18. Like
    GalloInfligo reacted to Lethys in Suggestions for release day experience   
    Depends wholly on YOUR definition of fun. To me it's more fun if there are plenty of people to fool around with.
    - It's not confirmed yet if player names above the head will be implemented
    - I actually like the shuttle idea. I'll camp the ramp there and wait for some newbros....
    - Such a system won't get you any more equal chance than one spawn point. If you log in first and get that shuttle first - you have an advantage.
     
    I see no problem with one spawn point. It encourages players to play together from the start (yes, even pirates). It's not like on day 1 there will be no resources left for others to get. So you can't login on day 1...or in week 1...or in month 1. No problem - you will still be able to mine enough ore to get yourself a decent base. Maybe the best spots are taken and maybe the best vines are already defended - so what? That's the game. This is a MMO. If you want an advantage - get your buddies together and make a schedule from day 1 - day 60. If you just want to play and enjoy the game - do it. But don't complain if the best spots are taken because there are supernerds out there who will be prepared for day 1.
     
    Oh and newbros are free to post ideas and talk about them - no one will be mad at them for doing so. "Vets" can voice their opinion too and if someone disagrees it doesn't mean your idea is bad. But no one is forced either to like your idea, only because it's a "fresh idea"
  19. Like
    GalloInfligo got a reaction from Vyz Ejstu in What value does sovereign territory have in an infinite universe?   
    Thats pretty much how I see it going as well.
     
    sorry out of likes!
  20. Like
    GalloInfligo reacted to Lord_Void in Introducing the DU Search Engine   
    I am very proud to introduce the latest product from Evil, Inc!
     
    We have been working to develop tools that benefit the community, and the first such tool is a new data tracking website for Dual Universe at www.du-stats.com
     
    This site will function very much like zkillboard.com does for EVE Online. Right now it is very basic and only shows a map of the community. This will expand as time goes on with new features coming online over time. Most of the back end tools have already been built and feature development is now more a matter of web design than anything else! Upcoming features include forum statistics, friends list tracking, in depth user profiles, change over time displays, alt detection and organization auditing! 
     
    Now for some FAQ:
     
    What can I use this for? This is a good tool for checking on people who are in your organization, or want to be. It's also a good tool to see which orgs share a lot of members or figure out who that person you are talking to is.
     
    Is the data real time? No. The data is not real time and represents the last time when the website refreshed its data.
     
    How often does the data update? Depends. It generally is updated once every two days, but sometimes can be a bit faster or slower.
     
    Why isn't it real time? There is no need for real time data at this stage. Updating that frequently takes a lot of server resources. The update time will be reduced once there is a need for faster data. When the game comes out, the goal is for a 15 minute update time.
     
    Will there be new features? Yes. This is very much an in-development project. Also, I'm not great at web design, so it will be simplistic for a while.
     
    How long have you been working on it? About 4 months.
     
    What do I do if I found a bug or security flaw? Please either report it here or pm me. 
     
    I want my org to be excluded from this, can you remove it? Nope. If it exists on the official site, it exists here. If you don't want people to see it, don't create it.
     
    I searched for my name and didn't find anything. Why? The map that is currently there only shows people who are in an organization. If you are not in an org, your name will not appear. Future features will show accounts even if they are not in any orgs.
     
    Does it work on mobile devices? Maybe. It isn't currently designed for that, but hopefully will be in the future.
  21. Like
    GalloInfligo got a reaction from Dhara in The Outfit is Now Recruiting   
    Well some news for The Outfit,   We are still running strong with our Conan server, everyone is welcome to visit us there if you want to play a game together.  We are also still recruiting members getting ready for DU, with the delay of the Alpha, it is giving us a little more time to grow before getting into the game.  
     
    Our web site will be getting updated to help with the other games we are currently involved with, since our server is growing we are going to be giving the forums area its own section, as we have done on our discord.
     
    Happy Gaming,
  22. Like
    GalloInfligo reacted to Dreamstar in Post-Meet Up Thoughts   
    Ill just second the notion, we have a chance to see a truly great game and excellent MMO created in our lifetimes. I've been dreaming of it for a decade or more. Should the people I've met while we wait on the forums be my friends or foe's in the game, well, at least there may come to be a sandbox with beauty, depth, and choices of the quality we all have desired for so long.
  23. Like
    GalloInfligo got a reaction from Dhara in The Outfit is Now Recruiting   
    Thanks for adding that for us Dhara.    We also have our discord server you are all welcome to join.  https://discordapp.com/invite/Svnqr
  24. Like
    GalloInfligo reacted to Dhara in The Outfit is Now Recruiting   
    We now have a public forum thread set up for our new Conan Exiles server. 
    http://www.dualcreatives.com/forums/topic/public-conan-exiles-server/
     
    Pop on in and say hi!
  25. Like
    GalloInfligo got a reaction from Anaximander in The Outfit is Now Recruiting   
    Welcome aboard SirJohn85!  glad to have you.
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