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unown

Alpha Tester
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Posts posted by unown

  1. On 12/16/2019 at 7:46 AM, Aaron Cain said:

    To refer to the 300 vs 10 people.

    Give me some time to build up and auto defenses and i will hold against 300, heck you can even trow in 1000 and i will hold. The strategic options we probably have in DU will be good enough to hold against large groups Unless the come far better armored and weaponized. But then again, are they willing to take the loss on materials.

     

    my point exactly 

  2. 4 hours ago, Shynras said:

    it was stated a long time ago, in many occasions, I don't remember where. They said something along those lines lately, maybe in the last podcast.

    I checked the last podcast no mention of it ;(

  3. On 11/25/2019 at 12:25 PM, plmkoi said:

     

     

    If I have 300 people, do you think that 10 people is going to stop me from steam rolling them for the lulz? I can tell you in my head I might lost at most a couple guys as we zerg them. But not lets add to the calculation that this group has a tank or two with a few dozen shitty automated turrets. Am I going to weaken my outfit to destroy a person's creation and risk losing maybe half of my guys and air support? Probably not unless I desperately want that piece of land and it is going to give me an roi for the losses I suffered taking it. 

     

    Pvp drastically differs once you go from theme park with infinite resources to a game that encourages resource scarcity. That is why you don't see alliance waging massive wars on a constant basis as that is resources you have to replace if as they say, shit really hits the fan. 

     

     

    The point I was drawing off of

  4. 14 hours ago, Fenrave said:

    I had assumed that given there was multiple discussions on this thread about ship based automated defenses(basically using ships/stations interchangeably), that the original topic was not the main topic at hand. Neither was i aware of the ruling, and thats mildly disappointing, regardless that was just my personal opinion on the topic.
    I'm going to assume by the second point you made that you believe that smaller orgs(as long as their the defender), should have the advantage. Which wouldn't be denied here, since i didn't say anything like that at all. I was speaking in the context of a small org being slammed by a huge attack from a much bigger org, of course they should have the homefield advantage, they would theoretically have many hours to plan ahead and get their members on. My point being was that a small org shouldn't be able to rely on automated defenses, since that would also be scaled to big orgs, where they could have a colossal swarm of automated defenses. Because no matter how you try to balance it, bigger orgs will always have the advantage in resources, manpower and influence.

    Not saying that they should lose, as i did clarify that they should move out of the way of more aggressive orgs or adopt a mobile strategy. If you're going to start a small org that becomes the target of bigger orgs, sitting still in one place is just asking for trouble, especially if you've done something to anger a bigger org, or they are just be unreasonably aggressive.

    You are correct and I agree the main point that someone else made was that yes Large orgs can slam smaller orgs but automated deffences make it so in doing so they lose (if the smaller org took the time to do it) A substantial amount that it won't be Meta. Also the more time a Org has the less likely they can be (removed) from there home. 

     

    And yes Large orgs will have the same Homeland advantages however other Larger Orgs will also be more likely to hit you because you have more to take

  5. 5 hours ago, kirito said:

    I wish I could explore the universe and let automatic gas stations behind me, on my way back I would take the money, meet some people and when fed up with humanity, explore again. This can be possible only if I can build automatic payment terminals.

    I am a little hesitant on automated methods of money making as that can be game breaking balance wise however overall

     

    I really like the main idea

  6. On 12/1/2019 at 9:48 PM, Shynras said:

    No it's not planned, markets for ships are intended as large zones where they are physically placed. 

    It has yet to be stated by NQ (or post a reference please) As I am curriuse if that's the case.

  7. From my point of view I believed they were referring to Bounty's player hauling missions ect not NPC variants of it. I also believe NPC's should be limited or shorted out from the game entirely (prime pump of the economy excluded) because this game was made for players interacting with players not players interacting with npc's. 

    On the Flip side I could also see this being the prime quanta faucet that many in the community have been speculating about.

     

    However as it stands this will not be the case.

     

    But its possible I am wrong ;)

  8. The roadmap

    dual_universe_-_roadmap_dec2019.png

    Fast travel is mentioned under exploration in Beta

     

    Also 

    https://youtu.be/efu_129hI9o

     

    Durring the kickstarter ask me anything event duel universe was mentioned to be infinite.

     

    Because of that this is what I envision currently

     

    Dead_space.png?width=400&height=225

     

    I suggest that Asteroid fields should spawn outside solar systems in the dead space zones referenced above.

     

    This is because resources at some point will dry up in say Solar system A and because of that people will move to a new systym strip it and keep going this way it is possible to introduce new resources into the game and reintroduce destroyed resources into the game.

    I would also expect that this would be place after release.

     

    Thoughts? and Addition?

     

  9. 17 hours ago, Fenrave said:

    I personally think that automated defenses should be limited to their own subset of turrets. You can only get small, mildly inaccurate PDCs as automated defenses. They would be great for small scale fights, such as fending off a pirate, but when scaled up, you might as well be hitting your opponent with what can be compared to spaghetti. Other things to weaken them would probably be a high ammo usage, though that does mean a high fire rate at the same time. If they ate through ammo really quickly, then it would be mildly impractical to install hundreds of them on a ship, since you would need to dedicate a huge portion of your ship to ammo storage. Assuming ammo is combustible when shot, this would obviously become a priority target for anyone aware of it.

    Naturally other variants this could exist, maybe some more scaled up ones or different weapon types, but overall the premise is the same. Though i have to seriously ask, what kind of situation would a small org need to put themselves in that would warrant such a huge force to come down on them? Its likely that if they did something that pissed off an org to the point where this would happen, that they would be able to man their own turrets or escape before such a situation escalates.

    Automated defenses should not be the primary damage dealer, it should just be a stop-gap measure. Bigger more powerful turrets should be manned, as to not make everything horribly unbalanced. A small org should not be able to fend off a big org with automated defenses alone. I'd imagine you should always come to expect that a bigger org might want to flex on you, so you should either move out far away or adopt a mobile strategy.

    This is specified as Static defense designed to protect things such as space station's and non movable objects like planet side bases and were not intended to be placed on ships because NQ has ruled against this already. However I disagree that small orgs are not able given the time and reasorce's to defend themselves against a larger threat. I believe they should be able to the defender should always have the atvatage and that only builds with time.Its also a deterrent for large orgs to roll small ones.

  10. 6 minutes ago, Nanoman said:

    Did you see these too?

     

     

     

    This is not theoretical, this is what they have now and it works.

    I don't know what performance will be like. With some luck they will talk about this in the upcoming podcast dedicated to community questions, keep an eye out for it.

     

     

    I don't know. With enough players it should work out, if NQ knows what they're doing. And from what I understand they're taking inspiration (and employees) from EVE for this.

     

    As for immersion, Noveans have all the same "funny" shapes that humans do... :P

    But seriously, I'm not too worried about it becoming a total mess. This isn't like Second Life where you can build as much as you want out of thin air. Everything costs resources to build, and there is also the talent system which affects certain kinds of allotments and whatnot, again similarly to Eve.

    I don't know what NQ's policy is on this. I doubt that they'd stop anyone from building whatever they want in the privacy of their own sanctuary, lol... But anyone who goes out of the safe zones will most likely at least fly something functional that suits their purpose. Also it seems to me that there is at least as much drive to create things that look cool or pretty or whatever, and not just "funny". If you haven't seen the twitter feed or the "community digest" posts on the news page for example, you might want to check those out.

    https://twitter.com/dualuniverse

    https://www.dualthegame.com/en/news/

     

    You won't get anyone's experience so far until the NDA drops. But maybe this helps as a partial answer:

     

     

    If you've seen the recent roadmap update, the first version of PvP is set for the upcoming Alpha 3 phase (January 2020), and they call it one of the six pillars of the game. Nobody outside of NQ knows what it looks like yet, but clearly it will be a significant part of the overall game.

    As far as I know there will not be a law system except what players and orgs make for themselves. There might be a reputation system, I don't know, I think they mentioned something about it once but nothing recent and no details that I know of. I do believe there will be a bounty system at some point, but not right away at release. There will be some safe zones, see:

    https://www.dualthegame.com/en/news/2018/01/30/our-toughts-on-territory-protection-mechanics/

     

    ;)

  11. 16 hours ago, JeronimoBeyond said:

    Hi everyone! 

    I am strongly considering supporting the dev of DU (pledge) and would like to ask your community a few questions before making that step.

     

    1)    For you to know where I'm coming from, I am already backing Star Citizen... I know many people try to oppose DU and SC or are skeptic about SC but in my opinion the industry would be better off if both projects would succeed. I say this because some of my questions are based on my experience and knowledge gained while following the SC development, but I’d like to avoid triggering a debate on which is better or anything like that. I’m in the “AND” mindset, not “OR”.

     

    2)    I really love the DU project from what I’ve seen in many respects. So I’m sold 90% already but I still have some doubts on a few aspects of it. So I’d like to seek your view on a few topics:

     

    a.     Network technology: my biggest concern with SC today is how they will be able to put 2 million+ people in one permanent universe (which I think you guys call “single shard”) and still deliver enjoyable performances for players. So far lot of interesting ideas / reasons to believe were presented to SC backers, introducing conceptual technologies such as “object container streaming” and “server meshing” and the likes. But I wonder if it’s realistic at all given the scale of the game. So, I would be interested to understand what make you believe that DU will achieve this challenge (or what makes you doubt as well) and what are your proof points beyond concepts (I’ve already watched DU videos on this topic and it seems still very conceptual to me).

     

    b.     Economy: How will be the DU economy be balanced and fair? As a trained economist, I understand the concept of economic nodes, markets places, and various actors (players, group of players) balancing the demand and offer which naturally leads to equilibrium. However, that’s very theoretical. I wonder how 10k players (and in fact much fewer active players at any point in time) can simulate a fluid economy that is not insanely volatile with many dead areas where demand and offer never meet, and that is not subject to the ruling of a few very large organizations. On that front, I have the impression that the direction of SC (simulating millions of NPCs to create market liquidity, coherence, and avoid that a few groups of players can own the economy) is more likely to generate a realistic and fair experience. I would really appreciate your view on that.

     

    c.     Social norms vs. self-regulation: I love the space for creativity that DU is proposing. This is a clear differentiator from SC. But with so many players creating so many things, how will the universe not become a complete mess at some point? How will the game boundaries deal with players imagination which may sometimes also break the immersion (“funny” shapes, etc)…

     

    d.     Laws of physics: How is your experience so far with the physical models of the game? So far, I am a little disappointed by the direction of SC in this respect. It’ very arcade and I wish the game took a more realistic stance on how ships are flying in space and in various atmospheres. There’s also no orbiting concept, as if the universe was flat and static. My best reference in this respect is KSP. I would be happy to know where you see DU positioning itself between those two extremes? How's your experience so far?

     

    e.     PVP: How will PVP look like? I believe DU value proposition is not focused on PVP but from other MMO experiences I also know that once PVP is on, it’s on. And it becomes a significant part of the game whether you like it or not. So I’d be interested to better understand how DU approaches this? Will there be mitigations for large organizations trying to take control of parts of the universe. What will be the risks for individual players and large organizations when engaging in offensive activities, beyond potential economic losses? Will there be a law system in place? How will such law be enforced? Will there be “safe zones”, reputation systems, etc...

     

    That’s it for now ?! Thanks a mil in advance for your input!  

    Cheers!

    J

     

    A: Here is how DU plan's to handle Networking https://www.youtube.com/watch?v=QeZtqoydXpc They also did a small scale test (In refference to 2 million players) Here https://youtu.be/pLh2OoTj8vc  They also had amazing results and this Technology was the first reason I looked at this game.

    B: From what I can Gather Duel Universe will Follow Eve Online style of Economy where everything is built by people and sold by people not npc's. This has so far worked well for eve however most are wondering how the Econemy will be prime pumped or "started" As Devlempoment in that regard is not complete. However on the roadmap 639

    Player made markets Will break up what was shone here as a singliar market area Similar to how eve has markets in every region on the map reference https://gyazo.com/d3cf0fb7ed44ae505f1214b97b51ac40 So that one place does not represent all trade (however in eves case there is a major market hub for various reasons) 
    However in either case players have the abblity to close off markets to others in effect limiting and enabling large organizations depending on what they do with it.
    C:  On this all I can say is that someone plans to create a giant yellow Duck if they can find a way to do it they will. As for the universe becoming a complete mess the universe is infinite (reference) https://board.dualthegame.com/index.php?/topic/12635-how-big-can-the-universe-get/&ct=1576081855 (keep in mind that is not from NQ but so far what I believe most of the playerbase believes however somone may have a refference from NQ and if so please share)  So in effect if you dislike living where you are you can move. As for creativity players specificly the PvP minded will tend to use the most effective tool for the job as much as possible so I would be concerned with a lack of creativity just like the META forms of ship fitting's in eve
    D: I recommend looking at there youtube here https://www.youtube.com/channel/UCRPE8HHvv1EYu8YwqNgOD8w Just keep in mind functionality has been a focus point not graphics however to me it seems to look better than Space Engineers (And Function) for that matter.
    E: We have no idea but here is a list of forum threads to specilate (These are all public)

    https://board.dualthegame.com/index.php?/topic/12803-should-automated-static-defences-be-added-to-duel-universe/
    https://board.dualthegame.com/index.php?/topic/13373-concerns-about-pvp/&tab=comments#comment-86015
    https://www.dualthegame.com/en/news/2018/01/30/our-toughts-on-territory-protection-mechanics/
    https://board.dualthegame.com/index.php?/topic/12671-pvp-system/&tab=comments#comment-77092
    https://board.dualthegame.com/index.php?/topic/12717-pvp-timers-confirmed-what-should-we-call-them/&tab=comments#comment-77847
    https://board.dualthegame.com/index.php?/topic/12318-pvp-destructible-world/&tab=comments#comment-71814
    https://board.dualthegame.com/index.php?/topic/11643-questions-about-pvp/&tab=comments#comment-59330
    https://board.dualthegame.com/index.php?/topic/11619-pvp-mechanics-and-wrong-gameplay-direction/&tab=comments#comment-59097
    https://board.dualthegame.com/index.php?/topic/11180-advanced-ava-combat-on-the-neccesity-of-tactical-elements-in-pvp/&tab=comments#comment-52365

    https://board.dualthegame.com/index.php?/topic/698-encouraging-pvp/&tab=comments#comment-5053
    https://board.dualthegame.com/index.php?/topic/835-balanced-pvp-destruction-system/&tab=comments#comment-7036
    https://board.dualthegame.com/index.php?/topic/4429-arena-pvp/&tab=comments#comment-22036
    https://board.dualthegame.com/index.php?/topic/803-the-pvp-system/&tab=comments#comment-6566
    https://board.dualthegame.com/index.php?/topic/10105-pvp-hand-held-player-made-weapons/&tab=comments#comment-34059
    https://board.dualthegame.com/index.php?/topic/660-pvp-battlegrounds/&tab=comments#comment-4693
    https://board.dualthegame.com/index.php?/topic/18-devblog-arkship-security-or-where-does-pvp-start/&tab=comments#comment-25
    https://board.dualthegame.com/index.php?/topic/13413-force-fields-as-a-defense/
    https://board.dualthegame.com/index.php?/topic/15629-building-regeneration/

    https://board.dualthegame.com/index.php?/topic/13489-land-air-and-sea/

    https://board.dualthegame.com/index.php?/topic/13482-robotic-workforce-and-fatorys/

    https://board.dualthegame.com/index.php?/topic/13417-cloaking-tech/

    https://board.dualthegame.com/index.php?/topic/12700-devblog-feedback-our-thoughts-on-territory-protection-mechanics/
    https://board.dualthegame.com/index.php?/topic/16450-design-vs-functionality/&tab=comments#comment-113421
    https://board.dualthegame.com/index.php?/topic/14574-nanoviral-weapons/&tab=comments#comment-99265
    Theres a start I hope others will pile on more knowledge or at-least speculation ;)

  12. On 12/7/2019 at 1:54 AM, Her Royal Highness Starslyder said:

    One of the most fun professions from a game long since deleted per it's end user agreement... Star Wars Galaxies..  (I miss it).

     

    Bioengineering.   For anyone who missed that game or wasn't born yet..   you could take sample DNA from fauna around the planets and basically build new ones.. 

     

    Build a better Rancor ... it was great.  

    Similar to breeding in Ark or rather 

    In IRL a majority of animals are selectively bread

    It would be very interesting to see however what about functionality and balance.

  13. This game does not require a legal system they already are a thing.

    If player A Kills Player B Then Player B Tells Players C,D,E,F,G,H,IJ,K,L,M,N,O,P,Q,R,S,T,U,V,W,S,Y,Z Player B will be Negatively effected Whitch A legal system hopes to provide this is not just killing this can be anything against some one else's "Moral code" And because a player Can Lose A vast Majority of there time spent playing DU  and or there ability to quickly progress Players may be in favor of not Doing such things. Cause And Effect

    On another Note Orgs May attempt to prevent players from doing certain actions as well.

    To this A Hard coded Legal system is not needed at this time

  14. On 9/10/2019 at 6:38 AM, Thor Wotansen said:

    I think it would be great to have pharmaceuticals/stims in the game.  I'm not sure how you would make it illegal, since there won't be NPCs, and having debuffs to other skills aside from what you're buffing won't really make most orgs outlaw them.  I think the way to make them worth fighting over is to put them behind a large skill requirement and make them use very small quantities of a lot of rare resources, as well as potentially requiring the cultivation of exotic plants or animals that could be found about the verse.  Perhaps adding a way to water down the pure stuff for more, weaker stuff would add to the possibilities.  This would make the first people to get the skill requirements and materials necessary quite wealthy, but also paint a pretty big target on their bases.  Perhaps make a requirement for some plants needed for different stims to be grown only on their native planets, and require multiple such plants from different planets to make any particular stim.  This would require either specialization in farming a certain plant on a particular planet, or having a base on each planet to grow stuff.  Either way it becomes logistically complicated and prone to pirate raids or competing organizations blockading your base, thus creating a reason to smuggle the cargo out.

    Organizations will for one reason or another make it illegal or legal 

  15. On 11/25/2019 at 2:46 PM, Tordan said:

    This game is not Eve and it has a very large community of people for whom the 'fun factor' is creating, not destroying. That fact alone stands a very big chance of making this game very different. Nothing I have stated here is buried under the NDA. The backer rewards include information about sanctuary areas, as does the public non-NDA Trello account.

    True this game is not eve but in the context of plmkoi's post there are many similarities 

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