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BiGEdge

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  1. Like
    BiGEdge reacted to Kurosawa in [Discussion] DevBlog: Rebalancing the Universe   
    I dont see how a wipe will solve anything other then making everyone lose all their xp/time invested.
     
    Sure resources would be lost, but 1 person will always be out performed by 10 that will be out performed by 100. So in effect no change to the economy in the long term.
    Only difference is we have to spend even more time getting xp.
     
     
     
  2. Like
    BiGEdge got a reaction from OrionSteed in [Discussion] DevBlog: Rebalancing the Universe   
    I find thats an awesome statement, with some very constructive criticism. Like from here +1
    But it seems you havnt understood yet what the course of the game was intentionally was.
    It was allways intended that people are not needed to go mining, but its just one of many sources to make money.
    This patch helps to boost the Trading, so that people trade more and mine less.
    In my over 3 years with allmost 4000 hours of playing DU, the beta had the worst experience so far, because everyone was forced to go mining.
    The markets are not used much rn, because trading ores give the best profit.
    Not many people were trading Elements or Honeycomb, because Ore gave the most money and everyone had theyr own industry to produce anything on theyr own within a month or two.
    With this patch you will see allmost empty markets at first, because everyone will buy anything they can, befor the prizes will rise to never seen hights.
    So this is your chance to make a lot of Quanta you will need after the patch. Not for buying ore, but for buying Elements others produce.
    After the patch the markets will fill again with very high prizes at first, but then the market will regulate itself to a very low prize again for Elements for a short time until they are all sold and even big orgs have sold anything from theyr storage to get any quanta they can.
    Even components will get a value on the markets, because not everyone will be able to produce final products.
    Then it depends on your trading skills, how many money you can get out of it by being active and fast on the markets.
    This patch helps to balance the economy without a wipe.
    Its far from done, and we will see even more so called "nerfs"... but as i see it as an economist in reallife, that this patch was really needed to make trading more interresting and mining less neccessarry.
    Quanta gets much more viable and solo megafactorys within a month without making any profit out of it gets busted.
    If you need any trading tips, to get rich, way better than with mining or as an industrialist, just PM me ^^
  3. Like
    BiGEdge got a reaction from Sigtyr in [Discussion] DevBlog: Rebalancing the Universe   
    I find thats an awesome statement, with some very constructive criticism. Like from here +1
    But it seems you havnt understood yet what the course of the game was intentionally was.
    It was allways intended that people are not needed to go mining, but its just one of many sources to make money.
    This patch helps to boost the Trading, so that people trade more and mine less.
    In my over 3 years with allmost 4000 hours of playing DU, the beta had the worst experience so far, because everyone was forced to go mining.
    The markets are not used much rn, because trading ores give the best profit.
    Not many people were trading Elements or Honeycomb, because Ore gave the most money and everyone had theyr own industry to produce anything on theyr own within a month or two.
    With this patch you will see allmost empty markets at first, because everyone will buy anything they can, befor the prizes will rise to never seen hights.
    So this is your chance to make a lot of Quanta you will need after the patch. Not for buying ore, but for buying Elements others produce.
    After the patch the markets will fill again with very high prizes at first, but then the market will regulate itself to a very low prize again for Elements for a short time until they are all sold and even big orgs have sold anything from theyr storage to get any quanta they can.
    Even components will get a value on the markets, because not everyone will be able to produce final products.
    Then it depends on your trading skills, how many money you can get out of it by being active and fast on the markets.
    This patch helps to balance the economy without a wipe.
    Its far from done, and we will see even more so called "nerfs"... but as i see it as an economist in reallife, that this patch was really needed to make trading more interresting and mining less neccessarry.
    Quanta gets much more viable and solo megafactorys within a month without making any profit out of it gets busted.
    If you need any trading tips, to get rich, way better than with mining or as an industrialist, just PM me ^^
  4. Like
    BiGEdge reacted to Osyraa in [Discussion] DevBlog: Rebalancing the Universe   
    I like the move towards specialization
  5. Like
    BiGEdge reacted to Sh4d0ws in [Discussion] DevBlog: Rebalancing the Universe   
    Other than hoping we get a talent reset, I love these changes. One of my biggest frustration was going to look at the market and trying to find a place for advanced production... and the unrefined ore sold for the most profit.... Why? Because everyone has an entire factory ready to pump stuff out. I agree with increasing the cost of getting a factory going. Please make the markets actually useful.
  6. Like
    BiGEdge got a reaction from Vifrevaert in [Discussion] DevBlog: Rebalancing the Universe   
    Basic Balancing is the most important right now...
    More and more people are leaving the game, because they have everything with little effort within a month.
    Thats exactly what i expected with the last Alpha patch when the beta started.
    And the whining from many people when making everything harder or nerfing some systems afterwards was another thing that i expected.

    What i have learned after all the years, that NQ always tryes to do anything to make DU an emergent system.
    A second Life, a virtual identity, where you have to work befor you get something.
    Not like in other games where you play for couple weks and you have everything you need.

    This is exactly what was needed to make the community bring more people to the game, because you need them to archive something big.
    But i agree... not listening and start easy and not sticking to the initial plan would disappoint people.
    The initial plan was, that it would take weeks or even month to have a ship and reach other planets.
    Now with some issues and even some people who will stop playing because everything will be too hard for them was expected
     
  7. Like
    BiGEdge got a reaction from Lukyi1337 in [Discussion] DevBlog: Rebalancing the Universe   
    Basic Balancing is the most important right now...
    More and more people are leaving the game, because they have everything with little effort within a month.
    Thats exactly what i expected with the last Alpha patch when the beta started.
    And the whining from many people when making everything harder or nerfing some systems afterwards was another thing that i expected.

    What i have learned after all the years, that NQ always tryes to do anything to make DU an emergent system.
    A second Life, a virtual identity, where you have to work befor you get something.
    Not like in other games where you play for couple weks and you have everything you need.

    This is exactly what was needed to make the community bring more people to the game, because you need them to archive something big.
    But i agree... not listening and start easy and not sticking to the initial plan would disappoint people.
    The initial plan was, that it would take weeks or even month to have a ship and reach other planets.
    Now with some issues and even some people who will stop playing because everything will be too hard for them was expected
     
  8. Like
    BiGEdge reacted to NQ-Naunet in [Discussion] DevBlog: Rebalancing the Universe   
    Alright Noveans, you know what to do!

    It's time to discuss the most recent DevBlog: 

    Place all of your thoughtful ruminations about the update here. ?
  9. Like
    BiGEdge reacted to NQ-Naunet in November DevBlog 4: Rebalancing the Universe   
    Hello Noveans,

    With the latest release (0.23), we are introducing some pretty radical changes to the industry gameplay. We would like to take the time here to explain the rationale behind those decisions. 
     
    First, let us start by reminding everyone that we are still in Beta, which is a place where core balancing is supposed to happen in order to prepare a game that will stand the test of time at release. We understand that some changes will impact the current game style of many players, but keep in mind that everything is done for a good reason, which we will try to explain below.

    Industry Recipes as Items

    The central idea behind the industrial gameplay is that an Industry Unit (Assembly, Chemical Reactor or others) is a sort of mini factory. It should come with an initial and substantial cost you have to invest before starting to commit yourself to mass producing the goods that this unit allows to produce. 

    Mass production is a key element here. If you need just one or two items it should not make sense to build a factory to produce such small quantities. You should instead go on the markets and buy it from a specialized producer. This is the basis on which we can hope to see a healthy economy strive in the game.

    It follows then that the initial cost to build a factory must be much higher than the cost of production of one unit, and by a very large margin. This has not been the case so far. The price of an industry unit was often on par (or even far below) the unit cost of products it could output. 

    As a result, buying on markets made little sense. Markets overall were not being used as much as they were intended to, and players built omni-factories to produce anything they needed even if they only needed it in small quantities. This would be a great design for a single player game or a hosted-server game but not for a civilization-building game with a single-shard approach where player specialization is central and paramount.

    This is what the “Schematics as Items'' modification is intended to fix. (We renamed “recipes” to “schematics” because even if we are a French company, we don’t want to bring cooking too much into the factory!) We don’t intend to touch the price of existing Industry Units, but instead we have added a schematic item that you must load individually into a single Industry Unit (there is now a small schematic bank container integrated).

    Having the schematic item in the Industry Unit schematic bank is needed to run a particular schematic, so you will need several instances of the same schematic item if you want to produce the same item on several Industry Units at the same time. Those schematic items are sold by bots on markets, and they are much more expensive than the Industry Unit they run on. Each factory needs a schematic associated with it. This is why you need to buy several of them if you want to run production on several lines simultaneously.
     
    Adding a line of production for a new item will come with a steep initial cost investment. This makes total sense if you plan to mass produce the item, but is suboptimal if you just need a small quantity of this item. You would be better off going to the market to buy at minimal cost from specialized producers competing against each other. If you're only planning to produce a couple of decorative plants to customize your underground lair, it’s probably going to be more cost-effective for you to buy them from a market than buying a schematic for it or else the cost of this couple of plants would be excessive.

    What does this mean for industrial players? If you already have a giga factory, you will still have it, but it will now need a significant starting investment to buy the schematics needed for production and a commitment to mass produce and sell in order to make economic sense. You could specialize it to improve its returns or you could even consider reselling part of it on the markets to revert to another strategy. You could perhaps take it as a new challenge, a reboot of the game goal where the balancing between initial setup cost and cost of a single item will be central to your success.

    Something else to note is the fact that the introduction of items for schematics means that we may later be able to introduce a Research gameplay feature where players can improve schematics to get an edge not only in productivity but also in the quality of the product they create. This could additionally open the possibility of selling schematics, an option we may consider for the future (though it will not be anytime soon).

    New Talents

    Before the 0.23 update, there was no barrier to use any advanced Industry Unit or advanced weapon. If you had it, you knew how to use it. This was both counter-intuitive in general (before you buy new gear, it’s normal that you learn how to use them) and went against the idea of character progression as intended in the game. 
    We have now introduced new talents to unlock access to basic industry (very easy) and also the more advanced versions or the larger versions, which are more advanced talents. This will contribute to player specialization, which is a central idea in the design of Dual Universe.

    That’s it for now. Thank you again for your support and your constant help along the path. See you soon in Dual Universe!

    JOIN THE DISCUSSION!
     

  10. Like
    BiGEdge reacted to NQ-Pann in Introduction: NQ-Pann joins Community team   
    Greetings, Noveans! I'm NQ-Pann, the latest addition to the stellar (see what I did there?) Dual Universe Community team. It is my esteemed privilege to be here, entering into my second week at Novaquark. 
     
    Some of you may know me from previous projects. My MMO journey began as an Ultima Online player. It wasn't long before I began writing for game sites (mostly UO Stratics) and joining the UO volunteer program. This led to my first "real" job in the industry as the original community manager for EVE Online. I've also worked on Tabula Rasa, Auto Assault, Imperium: Galactic War and, most recently, Crowfall. 
     
    I'm a native Texan, living in the Austin area with my husband (whom I met in UO!) and our very large, spoiled rotten cat. 
     
    My role here will mostly be behind-the-scenes, writing news and blogs. I'll also be the primary point of contact for content creators, so if you stream, make videos, or resources for Dual Universe, I look forward to meeting you soon. 
     
    Head over to my AMA thread and let's get acquainted! 
  11. Like
    BiGEdge reacted to NQ-Naerais in November DevBlog 2: Element Destruction   
    Naunet running by with a quick edit for clarity: Element Destruction will be applied to all damages sustained, both in and outside of PvP battles.
    ____________________________________________________________________________________________________________________________________________

    Draw your weapons and get ready to shoot first! In today’s Dual Universe Dev Blog we will discuss an upcoming PvP feature: Element Destruction.
     
    In its current iteration, the feature works rather simply. Once destroyed, an Element can be restored indefinitely. There is currently no way for a crafted Element to disappear from the game unless it’s done intentionally. This poses a problem in the dynamics of the economy. In the real world, most purchased goods will inevitably need to be replaced. This helps to fuel the economy by creating a steady demand of goods. And, as in the real world, Dual Universe relies on a strong supply and demand chain for its economy to thrive. 
     
    To facilitate this, we’re making some changes to Elements that will not only give them value as a commodity on the Market but also add some exciting layers of strategy in how they are manufactured and used by discerning pilots who won’t settle for anything less than the best on their prized ships. 
     
    Let’s take a closer look at the incoming changes.  
     
    ELEMENTS DESTRUCTION
     
    When an Element on your ship is damaged in combat, can go next to it and repair it using scrap. If destroyed, you can also restore it completely. The change we’re making will limit the number of times an Elements can be restored, i.e. three times for an Engine and five times for a Container. Once an Element has hit its maximum amount of restores, it is Destroyed and can’t be repaired anymore.
     
    This will be less brutal than an immediate destruction, allowing you to manage a critical situation during combat, yet give you the opportunity to plan for a long-term replacement strategy as your restore counter is approaching the limit. Getting low on the restore counter for an engine? Swap it for a brand-new one at the next station. 
     
    An Element which has been restored once or more will be allowed to be brought back into a player’s inventory, but  please keep the following points in mind:
    This Element will be marked as a Modified Element. As such, it cannot be sold on Markets or used in Blueprints This Element can be bartered. Unlike certain other modified elements, the restoration count cannot be reset. The number of times an Element can be repaired depends solely on the nature of the Element.  
    Note that this is a first step. We may introduce other forms of degradation in the future, possibly impacting Element performance. Another important thing to note is that when an Element of type “Container” is fully destroyed, everything it contains is destroyed as well. This includes all types of fuel and ammo. 
     
    Tier 2+ Elements and Industry Units
    To push this logic even further, we introduced the idea of a new class of elements with better stats, by extending some existing elements with variants into higher tiers. This will impact Engines, Weapons and Radars to start with, and we will also make a push for Containers and Control Units a bit later. 
     
    In any real world industry, you have room for producers specializing in high-end products with better returns, or low-end products with higher volumes. This is what the addition of Tier 2+ Elements will bring to the table. We envision a future where Tier 2-5 engines will become the norm for performance-savvy players because of their better stats while Tier 1 will remain a commodity that is basically good enough for most players who don’t care about the stat boost. This adds variation to the gameplay and will certainly be a factor in PvP and efficiency-oriented logistic operations. 
     
    Note that only Tier 2 Industry Units will be able to produce Tier 2 Elements, the same for Tier 3 and so forth. Industry Units of higher tiers will be considerably more expensive to produce and/or buy.
     
    Element perma-destruction
    A deployed Element that has been destroyed cannot be brought into the inventory. This Element is totally non-functional and can only be deleted or Replaced. 
     
    When Replacing an element, all custom properties and settings are maintained. This action will consume an Element of the same type in the player’s active inventory, as it would do with an Element that was deployed standard. Of course, we will introduce a proper tool to replace your Elements to prevent the need for reconfiguration when you’re swapping in a fresh new one. This should help to create a healthy level of demand as PVP increasingly heats up across the Universe.  

    Weapon limitation by core size, and better hit formula
    Speaking of PVP, we want to address some imbalances in general around PvP. 
     
    Several things are on the way to address this, some of which might affect your ship designs:
    Limitation of weapon sizes based on the core size, no more L weapons strapped onto an XS core unit. Previously, the probability to hit another ship was based on the size of its core. From now on, that probability will use the surface of the ship that's visible from the view of the shooter as defined by the cross-section of the ship from that same point of view. In other words, the surface of the ship exposed to your weapons will matter and generate more damage. That way, building a borg cube will simply not be efficient and will expose you to greater damage risk.  Radar lock range unification: Instead of having each radar lock different core unit sizes at different ranges, every radar will now have a global lock range at which it locks all targets. Smaller radars will now lock at lower ranges, but retain their faster lock times while larger radars will lock slower but at greater distances. Unlike weapons, there will not be any further core-based restrictions on radar placement.  
    SHARE YOUR THOUGHTS
    As always, we encourage you to share your thoughts about these changes. We appreciate your support and look to your constructive feedback to help us make Dual Universe the absolute best it can be. 
     


    **Edit note: Clarified RESTORE vs REPAIR verbiage
  12. Like
    BiGEdge reacted to NQ-Naerais in Show us your Spooky Constructs!   
    Ready for a spooky good time? We want to see your Halloween Construction creations!
     
    Submit your builds to us here. 
    goodscare1.mp4
  13. Like
    BiGEdge reacted to JohnnyTazer in “Marketplace Heist” Response   
    Grow up. All they had to do was report the bug. If you use bugs for gain without reporting I have no sympathy for those banned. Good riddance. 
  14. Like
    BiGEdge reacted to NQ-Naerais in “Marketplace Heist” Response   
    Hello Noveans, 
     
    By now, some of you may be aware that unlucky number Market 15 has been stripped bare and left to create ugly memes for generations to come. We’re trying to look at this in good humour as, from the front, it appears to be an issue that was created when we moved the markets, making it editable by players. It doesn’t take a rocket scientist (though we know there are a few of you out there) to understand that the markets are not a community construction, and as such not intended to be handled by players on this level. The destruction of the build isn’t a quick fix, and was clearly done knowing it shouldn't be. 
     
    An important aspect we are considering in all cases and investigations is intention. The intention behind this destruction is very clear to us. The players involved did not report this bug to us, but instead simply filled their pockets. Had this stopped with a single voxel removed it would be a different story.  This is, at its core, a violation of the EULA and against the intentions of beta. We have been as understanding as we can until this point, but there must be a line.
     
    Let us be clear, we will not tolerate this kind of behaviour during any phase of the development of Dual Universe.
     
    The players responsible for the destruction of the market have been permanently banned from Dual Universe, and all salvaged materials and assets gained will be removed without compensation.
     
    Sincerely,
    The Novaquark Team
     
    Follow up statement: 
     
  15. Like
    BiGEdge reacted to NQ-Naerais in Clarification regarding Bug Exploits & Griefing   
    Hello Noveans, 
     
    We realize there is some confusion regarding whether certain scenarios occurring within the game world are permitted or not, and would like to clarify these points for everyone.  In short, we’d like to ask our community to use common sense when encountering issues in the game;  If it looks like an exploit, smells like an exploit (do pixels smell?), or sounds like an exploit, chances are it is an exploit. Don’t DU it! Report it. (support.dualthegame.com)
     
    We are in a testing phase, and reporting these bugs/issues is important. Abusing them may lead to sanctions against accounts, up to and including removal from the game. We will not take ignorance as an excuse, especially in the following list of scenarios. Please note this is not an exhaustive list, and we will continue to expand upon it as needed: 
     
     “ALT + F4 Emergency Brake”: We acknowledge this is not an intended game play loop that is being intentionally used by players. We do plan to counter this action in the future but do not consider it high priority at this time. At this time, we will not take action against an account for using such. [Allowed]  
    Parenting Ships - Dragged to PVP Space: This is a hot topic and one we wish to be very clear on. Intentionally parenting any construct without permission of the owner is not intended for game play. A fix has been rolled out that will address the ability to parent constructs together via the maneuver tool. As we have not previously clarified this point, we will not retroactively punish this abuse, as of this moment forward abusing similar bugs/tools to replicate this maneuver in its current state can result in disciplinary actions on an account. [Not Allowed]  
    Attacking PVP Zone from Safe Space: Our team has been investigating complaints of ships being attacked in the PVP zone from ships outside of the zone. Our investigations strongly point to sync issues between clients. We will continue to work with this feature, but recommend players consider the zone lines for PVP to be somewhat fluid and not absolute. Our version of the neutral zone! We ask that you continue to report cases with positions, but will not action accounts at this time, unless an additional exploit is discovered. [Allowed]  
    Overlapping engines with other elements (obscuring): A fix will be rolled out that will prevent this from occurring. No action will be taken, unless additional abuse is occurring. [Allowed]  
    Theft Via RDMS: RDMS permissions and settings are the sole discretion of each player. We advise you take the time to get to know and understand the system and be cautious when making a construct or element usable by unknown players, including the use of your friends list. Not every player has your best interest at heart. We can not get involved with permission based theft, whether as an individual or an organization. We encourage you to review your friends list each time you add or remove someone and ensure your construct permissions are set accordingly. The context menu options that set public access currently do not have a confirmation prompt, be careful as setting public access to said construct will allow every player in Dual Universe to go into build mode and remove/place elements and voxels.  [Allowed]
       
    Environmental Walls/Creations: Use of the environmental and voxel tools allows the manipulation of terrain on owned and unowned tiles. You may build walls or other structures up to the allowed height, however, said constructions must not:  Block access to market places or tutorials Must abide by our Community Standards (phallic/sexual, political, religious or otherwise offensive shapes are not permitted) Must not be placed with the intention of interfering with neighboring players. When players can not agree, the final decision on what is and is not acceptable is decided on a case-by-case basis by Novaquark staff.
       
    Marketplace Construct Parking: Players are permitted to park at marketplaces with their transport vehicles so long as they are not preventing use to other players or obstructing entry or exit points. Vehicles whose purpose is advertising (organization, service or otherwise) must abide by the following rules.  Organizations and individuals wishing to advertise at markets may have one advertising construct per district maximum Constructs may not be larger than “Small” sized Constructs may not block access to any building, entry points or dispensers Advertisements must not be placed/parented on constructs that don’t belong to you Constructs that violate these terms will be removed from the game without warning or compensation.
      Mass Manipulation in Transportation:  Players who utilize bugs to bypass the weight penalty of their inventory, other players, other constructs, etc to move mass through the game are not permitted. This includes: Adding additional mass to an already piloted ship [Fixed] Docking mass to an already piloted ship [Fixed] Circumventing linked container range [Fix Pending] [Not Allowed]  
    Item Duplication: Any method of duplicating items or resources (including quanta) is not allowed at any time. Any incidents of bugs of this nature must be reported to the support team at support.dualthegame.com [Not Allowed]
      Boarding without permission: As the deployment of the docking update is pending, the boarding of other players' constructs without consent will be considered an exploit. [Not Allowed]
     
    Offenders will be teleported away; repeat offenders may be subject to more serious repercussions.

    If you are boarded by another player and wish to have them removed, please report it either by creating a ticket here or by messaging @gm through the in-game Help channel.

    We do recommend you keep regular backups of your constructs in the form of blueprints in the case you lose a ship (through intended means (sale, give away etc),or undesired results such as in PVP, you can still recreate it later.    
     
    How to Blueprint (to save your ship/build):
    Enter build-mode on the construct, right click anywhere on the construct and click “Create Blueprint”. The blueprint will then be generated inside your currently active inventory. It is wise to keep hold of a copy of any of your blueprints inside your personal nanopack, as these are safe and not lost upon respawning.
     
    We realize this is not an exhaustive list, and we will expand upon it as time goes on. We also understand some members of our community feel that using a bug or exploit prior to acknowledgement by Novaquark is considered okay. We’d like to state that any intentional use of a  bug or exploit will be treated harshly going forward. This is the one and only warning we will issue on this topic. Please just don’t DU it! 

    On behalf of the entire team, we thank you for helping us make Dual Universe a better place! 
     
    Sincerely,
    The Novaquark Team
     
  16. Like
    BiGEdge got a reaction from adrazz in Better flight maneuverability   
    Well you just need to build a ship that can DU that...
    You maybe need month and years of experience in shipbuilding in DU, but its perfectly possible to build a ship that flyes like that.

    Just DU it !
     
    (keep in mind: this is no NDA channel, and experience from the alpha dont belong here)
  17. Like
    BiGEdge reacted to Istanicas in Running DU multiple times on same hardware   
    There are ways of playing DU on the same PC. You just have to have knowledge on how to do it. I personally don't run alts ever just because its too much for me and I don't like doing it. However I know people could use virtual boxing and VPN's within the box. I've had it explained to me how they could bypass the systems in place easily. I wonder if in the future if someone was found out to being doing that would it be a strike against their account or would it just become something accepted. If someone can multibox in star citizen then they got to have a awesome PC or multiple though for SC and CS I don't see a reason why you  would want to multibox at all. In DU I could see it being useful for people that don't play in groups. Personally though I don't think its going to be a big issue. 
  18. Like
    BiGEdge got a reaction from Istanicas in Is swimming going to be a thing?   
    those questions are yet under NDA...
    expect an answer when the NDA ends in 29 days
  19. Like
    BiGEdge got a reaction from Julius_de_Carnutie in Running DU multiple times on same hardware   
    if you have a second PC you can do that, but DU will not run 2 times on the same PC
    play together with others and help make multiboxing useless
    the challange is to find enough people to play with so you dont need to multibox
    its much more effective than try to play DU two times or more at the same time...
    Im just curious how this would look like in Star Citizen or Counter Strike xD
    i really dont know why anyone would do that
  20. Like
    BiGEdge reacted to NQ-Nyzaltar in New Character Model reveal!   
    Hi everyone!
     
    The new character model is an artistic re-imagining of the original design, and is one of many steps we’re taking to update the look and feel of the game. The goal of this redesign was not only to create something functional and realistic for interstellar travel, but also come up with something memorable, appealing, and instantly recognizable.
     
     
    The Novaquark team.
  21. Like
    BiGEdge reacted to le_souriceau in New Merovia Chronicle — Interview Journal   
    Hello everyone!
     
    We done another one, with @BiGEdge. We talked about gaming, DU potential and perspectives -- something BigEdge is very contagiously passionate! : ) Read it here: https://dupress.wixsite.com/newmeroviachronicle/post/bigedge-red-dragons
     
    As always, thanks to Kurock, this one big chunk of text was heroic to proofread!
     
    Also, it may be interesting for you to check our collection of older interviews: https://dupress.wixsite.com/newmeroviachronicle
     
  22. Like
    BiGEdge reacted to mdram4x4 in new pledge with questions   
    yeah, i linked the discord and stuff after i made the post.
    i can see the nda sections now
  23. Like
    BiGEdge got a reaction from Hagbard in Big question: What to DO?   
    NDA... you should find the hidden Alpha channels in this forums first !!!
  24. Like
    BiGEdge reacted to NQ-Naerais in Dual Universe Talks New Generation Consoles   
    The current alpha specs are here:  https://support.dualthegame.com/hc/en-us/articles/115002021534-System-requirements
  25. Like
    BiGEdge reacted to NQ-Naerais in This is Dual Universe!   
    In case you missed it, THIS IS DUAL UNIVERSE!

    Ever wondered what Dual Universe really is about? Our recent trailer is a great introduction to the vision we have with Dual Universe. It features tons of previously unreleased footage which highlight the various gameplay aspects of Dual Universe. If you were not part of our fantastic Kickstarter adventure, which started it all, this is an updated take on where we want to take this game, featuring fresh gameplay footage!
     
    Discuss it here.
     
     
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