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GraXXoR

Alpha Tester
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Everything posted by GraXXoR

  1. Once you have access, you have access until release. It’s never rescinded. but remember once the game is released it could cost about $180 per year in susbscription fees. you really need to ask yourself, is this the game you want to spend your money on. it’s the same cost as 3 AAA games a year, effectively.
  2. You can adjust the XML settings file to achieve 1440P or even 2160P / 2400P if you have a 2080Ti or RTX Titan. I am afraid I can’t answer the DX/Vulcan question. But VR is not planned, AFAIK.
  3. Currently the vast majority of the very best scripts are not available to others at all... fancy HUDs and so on are kept and not shared because doing so means they lose control over it. This is just another option to share something you don't want to lose control of and make a profit rather than keep it to yourself.
  4. I still have a Haswell 4 core i7 4770k circa 2013!! mildly overclocked to 4.1GHz and it is plenty fast enough. My graphics card is bog standard ZOTAC 1080Ti AMP! from just before the Bitmining craze. I use a Samsung 512Gb 850 SATA SSD and have 32Gb of common-all-garden DDR3-1600. The game is basically entirely server and network limited. My CPU usage sometimes spikes when flying fast or in the presence of large constructs, but I'm playing in 1440P with no problems.
  5. As with anything, YMMV. It's easy to ask for opinions, but deciphering the answers will be harder. I am a NMS prepurchaser and Elite Dangerous and Star Citizen kickstarter backer. And I am a strong supporter of crowdfunding, with all its frustrations. So please bear in mind that I am used to playing incomplete/buggy space games over the last 6 years, so take that into consideration when reading my impressions. DU is a mixed bag. It is an amazing concept, beautifully rendered, but still has glaring omissions and frustrating inconsistencies. Stability is generally ok, but tends to get a bit dodgy at times and require players to avoid certain tasks or wait for a server reset. There are currently very few game breaking bugs. While Alpha 3 feels somewhat more complete than Alpha 2 did, there are still many problems: The in-game toolset is not complete and balance for many things is out of whack. Also, as @dizolve above said, there is no ingame help or up-to-date tutorials, so in my spare time (usually towards the end of test periods) I hang around the starting areas and help noobs upgrade their first crafts, teach them the controls etc... The tests start most Thursdays (three times a month is typical) and last until the Monday. But this Week's test is scheduled to last for over a week, so it might be a good time to get involved. TL:DR If you have cash burning a hole in your pocket and enjoy sandbox/space games and can be patient with bugs then DU should provide you a decent return on your money.
  6. There will be a wipe at the end of alpha where all constructs are removed and the landscape of all the planets and moons will be reset (or changed to their final form) for the Beta. Moreover, all skills learnt will be lost and all ℏ (money) gained will be lost. As Borb_1 above stated, only Blueprints will make it past the Alpha. Thus, it will likely be an advantage learning how to play and becoming familiar with the game's mechanics and physics and making some in-game player friends so that when the Beta drops, you can hit the ground running and maybe have a few choice Blueprints. If I'm not mistaken, there won't be another wipe at the end of the Beta so beta "testers" will get a short head start over the main players.
  7. Although all the materials will be gone from Alioth soon after the game starts... So they will likely have to travel or trade to get said materials. This game is designed to foster group play. If you are a creative type and enjoy working with other people as part of a group, this game will appeal to you. However, there is no way to "opt out" from PVP, so you will have to stick within the save zones, wherever they might be and rely on your org for travel into deep space.
  8. はじめまして 東京の中心部に住んでいるグラックスと申します、どうぞよろしくお願いします。 日本のプレイヤーがなかなかいないみたいです。 時差でUSやEUのプレイヤーとつながったりするのは難しくてもっとローカルのプレイヤーを我々のオーグに誘いたい! そして英語が苦手な方でもDUAL UNIVERSEについて何かの質問などがありましたらぜひ気軽に聞いてください。 それでは、またアリオスで会いましょう! Graxxor Vidhelssen.
  9. I really don't see the traditional verbal sense of the word "to win" being appropriate in a game like this. Still, the newer sense of the word, as in, "full of win!" Might be meaningful. At the end of the day, one could only really "win" at competitive aspects of the game or overcoming challenges posed: Successful org raids, successful construction of base of operations or a new mega-freighter etc... However, I can fully see losing being a real thing... Losing your ships in PvP, losing time by having someone steal all your stuff and having to rebuild/craft/mine, losing access to your org, losing contact with in-game buddies but mainly -and most importantly- just losing interest.
  10. Some amazing artwork in this thread... DU community has some real talent onboard!
  11. https://www.dualthegame.com/en/server-status/ This page has never worked for me. Very annoying.
  12. Subs is definitely the best system, hands down. Think about it. Name another system that incentivises the developers to continue to develop and maintain the core game; It's in their vested interest. Drop the ball and the subs disappear. Elite dangerous suffered from this. 5 years ago they charged players a massive amount ($300) for the Alpha and promised Life Time worth of free downloads. Just before the game went live, they offered a $100 LEP (Lifetime Extension Pass) on top of the cost of the game ($60) which promised to give the later-comers free DLCs for life, just like the Kickstarted, Alpha and Beta backers... The game had no subs. Instead, the moved to microtransactions on cosmetics. Result: five years after release and only one proper, solid expansion (Horizons) and a bunch of half hearted later addons (Beyond), while Frontier, the company, moved on to develop Jurassic World and Planet Coaster and a new IP coming this year. However, no fear, there are hundreds upon hundreds of mediocre colour palettes from which to choose from to colour your ships or add stupid bobble heads to your ship's dashboard. Pretty pathetic for half a decade's progress, IMHO. Reason: No incentive to do anything since they already had the money from tens of thousands of LEP owners and Kickstarter/Alpha/Beta players. The subscription model should ensure that they try to keep the players interested for as many years as possible.
  13. I was under the impression that it was 30 days of game time... which is why they seemed to emphasise the phrase game time rather than real time. Some services are like that. I have an emergency LTE wifi access point that charges only the days that it is used. clearly, 1 month's access is far easier to understand than game time... Especially since a day in the game is so much shorter than in real life. 13 Euros per month is a fairly hefty fee. Costs as much as Netflix. If you pay you really have to play to get your money's worth.
  14. That looks incredible... But I've had enough disappointment with games not delivering what they promise.
  15. Bringing a new meaning to "escort quests," too
  16. This is an interesting point, however I think replacing friends with "group members" would make your statement more accurate... It is very rare for people to have more than double digit real friends or even close associates without using the "hello, friend" or "facebook friend" definitions. I suspect that since this game is likely to follow "standard" hunter-gatherer mentality for at least a couple of years, a typical "band → group → community → nation" layered hierarchy will develop with later conglomeration under larger structures. At first, though, the vast majority of effective bands of players will tend to comprise of a handful or two of players. Players will either gather for protection to perform single tasks efficiently and safely and work together with other such bands to form a fully fledged community or they could even at first just perform complementary tasks to create a mini community. Specialised groups offering particular services would need to cooperate to form larger "communities" which may or may not be part of even larger "nations." The real problem with cooperation is when it ends... Who gets what? That's when communities turn ash or self destruct... The current laughably stilted political structure we have at the moment with orgs vying for of 1000s of amorphous members will simply fragment, disband, reform and transform once DU goes live under their own lack of structure and new structures form organically from and around them. Groups (small orgs) with clear, simple goals and a solid agenda will thrive and grow, however. TL:DR; DU seems to be EVE with a player avatar so group play will be almost mandatory. Having said all that, though, DU is still big enough to support freelancers, sole entities and hermits. But it will be unlikely for them to become "empires" of any renown without opening their doors to others.
  17. -1 Sounds like a bad and polarising idea to me... Remember that sustained gains tend to be exponential in nature... If a group dominates early on it could potentially permanently dominate the game and make it very dull for everyone else. TBH I'm hoping it's the other way around... I'm hoping that they will take steps to make sure Alioth (or at least the greater around the Arkship) cannot be dominated by a single group.
  18. The next test is thursday 26th... I hope you’ve managed to download the latest version in preparation for tomorrow’s test! Good luck!
  19. And there you go. Hence the quiet forums. It’s not surprising nor is it a direct criticism. It’s merely an observation. Once the NDA is over and the cheaper packages allow access, there will be a rush of Kerbels, Engineers, Commanders and probably some Citizens, too.
  20. The big orgs will grab the best spots first (due to numbers) and force the smaller orgs out of spots they have taken (due to numbers)... They will entirely control regions of space (due to numbers) and have the best and cheapest ship blueprints and charge outsiders an arm and a leg for them. Individuals will be the worst off and have to scrape a living from the cracks and detritus that the big orgs can't be bothered with. Solo players will end up with a game like Elite Dangerous but without the security. They will have no role other than avoiding fuel shortages, no real achievements outside a little crowded pocket in a safe zone and will have the privilege of fulfilling contracts that big orgs will welsh on when they feel like it. Or they could create a system that prevents orgs from getting too large. Basically EVE "no man is an island" with voxels.
  21. Why would it be hassle for the Devs, I'm not following? Please give me a reason. Hassle for the orgs is exactly what this system is for. Most players are not interested in hassle. Thus orgs would tend to fragment under their own bureaucracy.
  22. 27 responses to the poll... 27,000 Noveans. I'd say you're right!
  23. Star Citizen: More than 100 posts replied to within the last 24 hrs in General Chat, More than 50 in the Concierge... 20 in the Subscibers' Den. 50 in Ask the devs. >50 in the 3.1.3 PTU thread. I've not even bothered looking in the ship manufacturer forums which also tend to be rather lively. DU forums are rather quiet..
  24. Compared to the noisy Alpha period Elite Dangerous, Kerbal and original Star Citizen forums, DU forums are very quiet... I suspect the NDA has something to do with it.
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