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Seraph

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  1. Like
    Seraph reacted to NQ-Nyzaltar in How hard (or easy) will it be to earn DAC?   
    Hi everyone,
     
    It seems the basic rules of this thread have been vastly ignored.
    In return, all posts who weren't following these rules have been archived.
     
    So as a reminder, I repost it there:
     
     
    If you want to present cases that illustrate your point of view, do it in your post.
    If you think a case raised by another player is not relevant, you can do it, but do it in your post by explaining why as shortly and clearly as possible.
    Don't reply to each other each time someone says something, this inflates the topic, making the task to keep in check what are the most important points difficult.
     
    Thanks in advance for your cooperation.
    Best regards,
    Nyzaltar.
  2. Like
    Seraph reacted to Archonious in How hard (or easy) will it be to earn DAC?   
    Another thing about comparison. EVE and DU / PLEX and DAC.
     
    EVE allow player buy ship instantly, so PLEX could be easy named as "Pay to Win".
    DU allow sell DAC for "ingame money", then buy resources and modules (if there are enough on market). Then player need to create ship from blueprint (which will take ??? time).
     
    Yes, it looks like small difference, but how many resources you need to create ship, how many modules, how many rare parts, how many basic resources for armour? Player need to know, player need to buy, player need to carry (under question). How long it will take time to create big ship? I don't think few minutes.
     
    So I won't call DAC Pay-to-Win. DAC is Pay-For-Time / Pay-to-Skip (save time, no grind). Same as players want to pay for "Jobs", difference is payment method only.
     
    Thanks,
    Archonious
  3. Like
    Seraph reacted to GalloInfligo 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.
  4. Like
    Seraph reacted to le_souriceau in How hard (or easy) will it be to earn DAC?   
    I'm strongly for unlootable, safe DACs.
     
    Main reasons:
     
    1) Lootable DACs will lead to rapid escalation of hatred in our community and poisoning of overall game atmosphere by constant fear.
    2) In-game trade development will be crippled by need of using only safe-zone hubs.
    3) Players, who enjoy suffering of others (and present in every game) will be extreamly motivated to do their worst with lootable DACs.  
    4) Many people will not take lightly loosing DACs and quit the game, with very bad feelings. DACs cost real money and its simply immoral to take them from people just for "game mistake". They will be pushished enough by loosing inventory/ships.
     
    Thanks.
  5. Like
    Seraph reacted to NQ-Nyzaltar in How hard (or easy) will it be to earn DAC?   
    Hi everyone!
     
    We are aware there has been a very hot debate this week about the DACs being unlootable/not possible to steal from their owner. We apologize for the late reply (the Kickstarter campaign is something getting most of our time at the moment) and we thank you for your patience. We always try to find a compromise, an acceptable solution for different categories of players, without favorizing a specific one (because a sandbox game needs as much PvP players than non-PvP players). There has been a few misunderstandings and this thread is here to dissipate them. As we know many of you are passionate about the topic, there will be a few rules, to keep the thread clean and clear, easy to read:
     
    - No Meme. - Explain only in one post your point of view (and edit it if you want to add something). Of course this doesn't count for replying on further Novaquark posts in the thread. - No flaming, no provocation toward any other participant of the topic. If some these rules are broken, your post might be edited or removed without warning.      
    Apparently there has been some confusion/misunderstanding about what has been said on the Kickstarter page in the comments (it seems the misunderstanding comes from here). To the question: "Are DACs physical items?" the answer has been "No, the DACs are digital items". However, that was said in the sense "It's not a physical item in the real world". There have been so many occurrences about the opposite question regarding the "Arkship Passenger ID Card" being considered as a digital reward (while it was a physical reward, an item you get in the real world) that we apparently misunderstood the real sense of the question in the Kickstarter for the DACs.
     
    So, to clarify: DACs are digital items in the sense there won't be any under physical form in the real world (like a prepaid card or something similar). However, they will be "physical" in the virtual world of Dual Universe in the sense that you will be able to move them from one inventory to another. It would make no sense if they weren't movable as it won't be possible to put them on the market.    
    This is one of the question that is still in discussion on the game design level: markets outside safezones, destructible or not? Possibly yes, but in that case, the way to handle unlootable DACs wasn't very appealing to the team (an item travelling through space to go back to its owner in case of the market destruction is a bit immersion breaking). However, there are several huge implications (and concerns) of having being markets destructible (and that's probably why it's not possible in EvE).    
    CaptainTwerkMotor sees the fact of "DAC being unlootable" as something making the DAC a "Pay-to-Win" weapon. We're not sure to understand how he came to this conclusion so we would like to hear his reasoning behind this. We hope he will answer to this question below in the thread.     You have a point in saying that some emergent gameplay would be missing. And you have also a point saying it could be acceptable to have DACs lootable if there was a 100% safe way to use them and/or transport them. So why something similar to the EVE redemption system hasn't been chosen right away?   The main reason was: game development time. Developing a solid secondary inventory system outside the game, tied to the account instead of a character, interconnected with the game and a payment portal at the same time, and all the ramifications that come with it... is something far from being trivial. It will take a significant amount of time to develop, to test and to be 100% sure the system is bug free. For the official release, the DAC system at the moment is supposed to be pretty simple: A player buy a DAC on the payment portal, he choose the character on which he want to drop the DAC and a moment later, the player can find the DAC in the character inventory.    As some of us in the Novaquark team are EvE Players, we witnessed the chaos that followed the introduction of the PLEXs in EVE. With our minimalistic system (at least for now), if the DACs were lootable, we expected to experience such chaos. So we opted for the DACs unlootable (unless there was a game breaking loophole). It seemed to us a quick and easy solution, quite similar to the EVE redemption system regarding the effects: as it was possible in EVE to transport PLEX in a secure way (keeping PLEX in the redemption system and dropping them only in safe, non-PvP areas like NPC space stations), we honestly didn't think it was such a big deal to have unlootable DACs. However, seeing it is for a large part of the community, we will aim to something similar to the Redemption system, as it still seem to us an acceptable compromise for every player profiles (even if it represents extra work). We can't promise it will be implemented at official release but we will do our best: CCP had a much larger team when they implemented the redemption system, and on our side, we have already a huge roadmap ahead for a team of our size. Moreover, it will be less painful (both for the community and the dev team) to start with unlootable DACs becoming lootable in the future, than the contrary.    
    There's something that needs to be very clear here: again, we didn't change anything immediately on a whim, just because some people had issues. We did it regarding our roadmap, and we honestly thought it wouldn't be a big issue for the community as it seemed to us there wouldn't be a big difference between unlootable DACs and an EvE-like redemption system. We still think the reaction has been disproportionate on the topic, but as a redemption system is still a good compromise for both PvP players and Non-PvP players, we are totally ok to go with that. It will just take more time to do it (and push back a bit some other features on the roadmap).   Loud voices without a well-reasoned opinion/feedback will never work. Loud voices won't influence the dev team decisions (we thought it was pretty clear with the Divine Reapers case on the forum)  Well-reasoned feedback (like the discussion here) can. That and game development time constraints.   Regarding Scamming: As long as it won't be a scam using a bug exploit, and have some way to be avoided by being a minimum careful and responsible, this will be up to the player (who supposed to be an adult) to not trust completely a person he just met. For all other cases, the Novaquark Team reserves the right to intervene: sandbox doesn't mean "letting the game turn into chaos". On a side note: Dual Universe is not meant for children. It has never been designed for them.    Regarding Griefing: Ambushing a player is part of the gameplay. Harassing some players repeatedly for any reason (be it vengeance, to make them leave the game, etc) is another thing. In this second case the Novaquark Team reserves the right to intervene: again, sandbox doesn't mean "letting the game turn into chaos".    
    You have a point here. And that's why there's a need to have 100% safe way to handle DACs, by making them unlootable or having a system as similar as possible as the EVE redemption system.    
    You made two good points here.
    And the dev team takes this factors into account.
     
     
    Credits will be immaterial and not lootable. Regarding character death, the current game design (it might change) is the following: When a character dies, it will loose all he has in his inventory. A part will be destroyed. The other part will be lootable.   Best regards,
    Nyzaltar.
  6. Like
    Seraph reacted to Danger in MagicaVoxel Editor - Easy prototyping for anyone   
    Ok, I've seen some people creating posts about Sketchup or even Blender. Don't get me wrong, they are great tools, but totally hardcore and not easy to understand by significant part of player base. I did some research few days ago and was looking not for perfect results (I will look for those later in game), but for tool that will allow me easy and fast prototyping.
     
    And I found this...
     
    MagicaVoxel (https://voxel.codeplex.com/wikipage?title=MagicaVoxel%20Editor&referringTitle=Home)
    - quickly prototype anything you want with cubes and save it as .vox (no slopes, but for prototypes it doesn't matter and there is way to auto-add them in the renderer)
     
    MagicaVoxel Renderer (https://voxel.codeplex.com/wikipage?title=MagicaVoxel%20Renderer&referringTitle=Home)
    - load your .vox and render cool pictures out of them to show your friends (allows multiple settings as shadows, background, grid visibility, etc.)
     
    Some may say they want perfection. Ok, go use Blender. But those looking for prototyping can create really huge things much faster. I'm going to make tutorial soon and if you are interested in it, you are free to join the Alpha Academy. It's open community for everyone interested in the technical side of game and it's no problem if you are already in organization. See more in the org description or on our discord.
     
    Alpha Academy (community): https://community.dualthegame.com/organization/alpha-academy
    Discord: https://discord.gg/MdmyZJZ
     
    Here is small example of what I did roughly in 20 minutes after starting the app for first time ever:

  7. Like
    Seraph reacted to Daphne Jones in BOO :: Are they really who they say they are?   
    Wow. That's a lot of passion for something that's currently just a description on a webpage related to a game that isn't even a minimal testing functionality yet.
     
    And, as for griefer orgs (I'm sure there will be some)... *sends stargate probe, flies ship through with crew... doesn't bother to build the gate.*
  8. Like
    Seraph reacted to Leonis in DU questions/answers from the team I got   
    Hey there, community, here's what I got from asking questions at the meeting and playing the pre-alpha build. I will make no paragraph but only points as it is LONG, there's a lot, and even more questions than I had before then.
     
     
     
    Creation / Exploration  
     
    NPCs : there will be some at the beginning of the game (where everyone spawn) showing you how to use your powers (creation suit), how the economy works, and everything that will be added like for example the 3D map  
    Ship creation: we have created our ship (little, single place ship) ourselves. What's needed: - a cubic unit you can make spawn that is the centre of the ship's creation (has to be one of the most expensive item) that allows one construction to be movable. (I don't remember the name of the unit)
    - a cockpit
    - structure (metal) you can make spawn by voxel (you know, the video)
    - reactor(s) :
    hover to use the vehicle on earth and hover close to the ground real reactors placed besides a plane object (for those we used), so that the reactors were on each of the ship's sides - a gyroscope unit (1/20th maybe the size of the cube needed imagine a cube like in minecraft but half the size) that points the way the cockpit is
    - one rule : all of the component linked with direct or indirect contact with the make-structure-movable unit (cube)
    - one other rule (not in the pre alpha) : physically it has to be possible regarding the size and so mass of the thing and also balance and aerodynamic proof of the ship
    - Blueprints : you will have the possibility to get blueprints out of the ship you created with the prefabs, to manufacture it. You will have the ability to create (for advanced users it seems) more difficult objects and get a blueprint out of it (like a specific cockpit), though I'm not sure that last thing will ever be possible, it will bring the game to a realm of creation not even expected.
     
    Buildings : same as ships without the mythic cube. Though you cannot make a ship out of earth, maybe you can do this with buildings or at least with hobbit-like holes... Massive ships or structures into space: - instead of a cockpit you have a control centre were you can command the ship if it is one, know where enemies or outside units are (radar-like)
    - they talked about a drone you could throw out of the ship to make circle around the big structure and know what is outside in the command centre (with non-moving space buildings)
     Conquest : flag-like (as an idea it was said to me like that but well... You know a flag in a future universe is weird) anyway the idea is this one. You conquer, you put your mark, you deploy shields (let's say force shields like a bubble or between a gate), well at least buildings (and guys to protect) and that's all, it's like IRL  
    Others: - Jet packs (for creation): there will be (I don't know for the fuel) only to construct things, I heard about using it only for this but not to travel, and with energy supply to recharge maybe...
    - Painting ? It will be possible to do it at close range, though the build we tested was not capable of that
    - Map : there will be one, a 3D one maybe, probably not in the pre-alpha as you can play without it to help debug the game (alpha is for that, don't expect to get pure pleasure, it's to test the game and help it being debugged)
     
     
     
    Servers, players creations' economy  
    Cluster servers The server as in game when it will be released as alpha were not used (I believe) when we played pre-alpha. We were basically using a small on-the-go server. So of course it looked like a pre-alpha build, the one they are using to work on as they say. See the videos on you-tube (Dual Universe channel) for more information on how the cluster server works: it's one server for all that charges round your player's location.
     
    Scripting and blueprint economy Still a good question. The problem is the server allowance and processing duration. It will be impossible to have all your scripts into the server to sell them, and there is still the problem about the security. We had a big talk about it, like we thought of common scripts within a same group or society that still runs if someone is connected (this will be possible), but to sell a script without the buyer that uses it reads it... it's something else. Also how much scripts are being used at the same time (I mean for robots you make out) is a deal and one of the biggest challenge of all we came into in our discussions.
     
     
     
    Environment  
    Destroyable environment, the idea to find raw material being used then for ships is to have tools to scan where riches are. Day/Night system (possibilities): - Fake-sun (unreachable, that is a sunlight seen as coming from the sun) projecting realistically the light by moving on an axis : it's the one we saw being moved in god-mode, into a giant planet's ground. It seemed rather satisfying to see.
    - fixed sun(s), planets rotating on themselves
     
    Water, fluids? No water, it won't be in the alpha nor the beta (as far as I know), and most probably won't be in the final game (Dec. 2018). What is sure is that fluids spawning and fluids manipulating at hand won't be possible to make and won't be at release it's sure. But (I didn't ask), still water why not (I don't talk about lands under water yet or anything under water), you'd be falling and dying probably. Swimming, I don't know as for sea ships.. Still conceivable but it won't be in any beta. The idea is: no liquids, anyway the game will still be OK and hard to handle (I mean you will get busy by playing it) just by exploring, making business, a new society, war...
     
     
    Questions in suspend For now the gravitation operated in the universe is still not a question developed within the team, or anyway I have not asked to the team directly (one might confirm me that). So the planet acceleration should be (at first) the same with no mind to their mass.
    One point though considering the size of planets and what it results (you know, the smaller the planet is, the thinner and lower the atmosphere is, due to the gravity): to get out of the atmosphere, you can accelerate with your ship with one kind of gas (used within an atmosphere), and you use another type of combustion when into the void (turns automatically). So basically, the atmosphere seems (I haven't checked, sorry, not the time to do two lifts-off, and I would have had to count the seconds for that over all) graphically to be proportional to the size of the planet (anyway I don't consider mass). This is not a big problem here, I just want to expose anything I understood or schemed in my head.
    Concerning weapons and combats system, we could access such things in the pre-alpha, but the team said there will be weapons (at least on the ships) and shields to counter (ships and buildings).
    I haven't asked for the in-game "hacking a territory base" system as it was exposed in the kick-starter video, but it's still an idea.
     
     
    All in all, we could see creation (god mode, for developers) and exploration by spaceship (the cabin already looks good btw).
    Thanks for reading.
  9. Like
    Seraph reacted to le_troll_des_bois in Letter of appreciation to Novaquark   
    At the moment, the flight mechanic is as bare bones as it gets. It's just a test build to see if things work or break at the most basic level. Things like center of mass, thrust to weight ratio, thrust distribution etc does not matter: as long as you slap all the required components on your construct, it will fly. 
     
    However, their plan is to make these things matter. If you want your construct to fly properly, you will have to take into account your center of mass and center of thrust, especially for maneuvering thrusters (the farther from the CoM, the better angular torque they will provide). I think this has been stated in one of NQ's video by the way, can't remember which though.
     
    What we had on our hands was a dev build, not even an alpha. It's clearly not meant to be representative of what the gameplay is intended to be, so I don't think any of us will be able to provide any valuable input on how the game will eventually play. The basic features are here, but they are extremely simplified just to test stuff.
     
    Still, as basic as it was, it's been a great time
  10. Like
    Seraph reacted to le_troll_des_bois in Letter of appreciation to Novaquark   
    I just got back from the event held in Paris at Novaquark offices. I had to leave a little early, but still, this was quite an awesome evening.
     
    I'd like to thank all the team members at novaquark for hosting this event, you guys rock ! 
    Quick run down of events for those who didn't attend:
     
    - Introduction to the dev build we would lay our hands upon a few minutes later by the man himself: JC Baillie
    - Fool around with the dev build previously showcased in NQ videos with some members of the dev team to help us out when needed 
    - QA session with JC again
    - Little drink with the rest of the team and attendees
     
    Where do I start ? 
     
    First, we met very dedicated and enthusiastic people at NQ. At no point did I feel I've been fed some PR bull*hit, or that the enthusiasm or willingness from dev to talk about their game was faked.
    These guys really want to push themselves to deliver the best possible experience with this project, that's for sure.
     
    I viewed JC as a strong leader, with a clear vision for the game, an acute knowledge of the challenges ahead and how to overcome them. From what we've seen from the team, my guess is that this project is in pretty good hands.
     
    As expected from a dev build, the control scheme and performance were not ideal, but it ran perfectly. The nice thing is that the game ran on a server, meaning that we had 5 computers running at the same time with people fooling around.
    I gotta say, seeing people zooming by in a newly built ship (the first one was built within a couple of minutes), or vandalizing editing those already placed by the devs was really cool.
     
    There was a lot to cover during the QA session and little time to answer all the questions, but the community managers who waited for us with the drinks were kind enough to answer all of the remaining questions. Thanks for your golden patience and, again, enthusiasm guys !
     
    I'm glad I was able to attend and meet the people behind the project, it really gives another meaning to my backing on KS.
     
    Anyways, thanks again guys, and all the best for the things to come !
  11. Like
    Seraph reacted to wizardoftrash in My Community Has Withdrawn Our Pledges   
    Just consider the consequences of day 1, when 20% of the player base starts with 6-20 months worth of DAC's that they cannot protect. The most involved members of the community, who's kickstarter usernames are public and probably their ingame usernames, can be targeted harassed and hunted down for a chunk of their kickstarter pledges. That seems ridiculous right? Hence the distinction.
     
    I just don't understand why being able to steal DAC's is so important. A player can inject DAC's into the economy for goods and services, and you can undo their work and steal their goods. Isn't that equivalent? Is that not good enough? If the answer is no, wouldn't it just boil down to wanting to be able to digitally steal someone's wallet? (kek that's too bad not going to happen).
     
    Lets imagine a world where you can't steal DAC's (you know, the world as it's currently going to be)
    Lets say at month 6, Territory Units are in high demand and are very resource intensive to build (TU's). These are physical elements that can be built, bought, sold, transported, stolen, destroyed etc. We reach a point that there are enough DAC's in the market that people are willing to trade DAC's for TU's. They are each worth roughly the same spacebux, another currency that can be stolen, destroyed, etc, and they have been equivalent for about a month and are likely to stay equivalent for a while.
     
    Why isn't stealing a TU enough? You can turn around and trade it for a DAC. The guy you stole it from traded a DAC for it in the first place. Sure, the demand for TU's could go down, or the supply could increase and hurt it's price, but its the same for DACs. The only real division between stealing DAC's vs TU's in this scenario is that one has an IRL dollar value.
     
    So is this boiling down to you guys wanting to be able to really mug people in a video game? That's how it seems
  12. Like
    Seraph reacted to NQ-Nyzaltar in My Community Has Withdrawn Our Pledges   
    Hi ChipPatton and welcome to our forum.   There has been indeed a few people on the Kickstarter saying DAC was a "Pay to Win" feature. We also replied to why it wasn't and why we went for this feature.  We also agreed that it probably wasn't a perfect model, but it was the best we found until now.    This was our official reply:    
    The DAC/PLEX/CREDD system isn't at fault there. The problem is elsewhere because without this system, the problem remains: it's just hidden. And it's not because something is hidden that it doesn't exist.   The people we got in contact with (probably your officers) turn a complete blind eye on our point of view. They didn't try to understand our position or even suggest an alternative. It's always easy to blame or criticize something without trying to come with a better option.   In this situation, how could the discussion go anywhere? Threatening to cancel the pledges (and doing so) won't change the situation either if there no dialog and just threats. We want to listen to feedbacks from all people interested in our game and take them into account, but without constructive feedback helping to find a good compromise for both sides, it's not possible. Also, while we want to satisfy as much players as possible, We are also aware that we can't satisfy everybody.    In any case, we remain open to discussion if you have more to say on this topic.   Best regards, Nyzaltar.
  13. Like
    Seraph reacted to GrandMaster Apex in Will constructs in Alpha be in the beta and launch?   
    also alpha is not about making blueprints, its about finding bugs for closed beta . alpha is not going to be a way to play the game, it is very much the unfinished game, and thinking it is going to be anything else may ruin it for you. Please do not think alpha is going to be anything like what the game on launch will be, you should not opt in to alpha unless you are 100% committed to just making the game playable
  14. Like
    Seraph reacted to Muttley in Limits on editing the environment   
    Thanks for the answers folks. I just had a quick look at the Kickstarter page and just a few minutes ago NQ answered many of the same questions that I was asking.
    Many of the following answers are subject to changes as the game development evolves. Keep in mind all this is just "Work in Progress". - When your character die, you'll lose what your character was wearing/carrying on him. - When you build a house or ship outside of a safezone, yes, someone will be able to destroy it. However, when you build for example an outpost outside a safe zone, you will have protection measures when you're offline: when attacked your outpost will be able to enter in a temporary invulnerability mode (for 24 or 48h), to give you the time of reacting and calling your friends to help defend your base. - Yes, you will be able to build inside the safe zone. - No, no one else will be able to destroy your ship when you are in a safe zone. - how to avoid the safe zone getting littered by left over stuff from other players: we have currently several ideas, but until we've made a clear choice between them, we won't enter into details. Note: There won't be only one safe zone. It will be possible to discover other places on other planets where it will be possible to activate a Safe Zone. But we can't tell you more than that at the moment. - What happens when you dig a hole: at the moment, yes it stays forever, unless another player comes and modify the landscape or fill the hole with some materials.
  15. Like
    Seraph reacted to Gerald_Deemer in How will you prevent people from getting harassed, trolled and griefed?   
    The only way to slow down the space pirates is to punish them.
     
    OK, it´s a sandbox game where everyone can do what he wants. But if a player is a known pirate he should be judged.
    That means no entry into the safe zone, no legal trading anymore and so on.
     
    If you have the "fun" to be a pirate and disturb normal palyers you should take the consequences.
    If pirates and destroyers won´t get punished in some way, the game will fail. Think about it to recognize that this is the truth.
  16. Like
    Seraph reacted to ostris in Remember Overwatch   
    After spending some time on the Dual Universe Facebook, kickstarter page and these forums I have noticed a lot of very negative feedback about the subscription price model. It actually got me down a bit seeing how many people were saying things like "sub game, I'm out." And i just wanted to say to people who may be feeling a little down about all the negative feedback(The NQ Dev and community manager as well):
     
    Remember Overwatch.
     
    For those that don't know Overwatch got a lot of flak when they announced that it would be $40 pc/$60 console. In fact I was able to find this post from 10 months ago simply by Googling Overwatch overpriced:
    https://www.reddit.com/r/truegaming/comments/3rughx/so_overwatch_will_be_40_am_i_alone_in_thinking/
     
    At the time I remember what felt like a HUGE amount of the player base saying very similar things about Overwatch that are now being said about DU. "Full price for an Arena pvp style game, I'm out." Players saying things like the devs were out of touch, that these types of pvp games are all f2p now,  it should be f2p and players can just buy heroes like every other game. The blizzard dev team knew that hero swapping was simply too important to the games concept to allow for a f2p and buy heroes style game. They knew that to have a good game they needed to sell all the heroes in a package so that teams weren't held back by a player who only owned two heroes and was getting counter picked. In short they priced the game the way it needed to be priced to make the game work. Overwatch has become extremely successful and has sold millions of copies.
     
    I just wanted to say to the dev team if you make a good game people will buy it and pay a sub fee or whatever pay system. Just do what is best for the game and the vision you have for it. To the community and the dev team, if you are feeling a little down, like I was, about the amount of negative feedback just remember that other games have gone through similar problems and come out extremely successful.
     
  17. Like
    Seraph reacted to Cybrex in When can we Play?   
    On top of this, there has been no official statement that users can buy their way in to the Alpha testing. Frankly, while it would be a smart move to get more buyers, I also don't think it's an effective or appropriate method of making sure your game will be where you want it come release. 
     
    "Testing" and "playing" are very different, but unfortunately the two have become grossly mixed up with each other all thanks to the Kickstarter era. I think it's a great tool to getting projects off the ground, but it sure does get abused quickly.
     
    @ Spartacus - Oops, went off on a tangent there. Also, not accusing you or calling you of anything. 
  18. Like
    Seraph reacted to DarkNovation in Thoughts on these designs?   
    Couple more rough templates, learning how to render now to so the ships are going to look cleaner rather me using snipping tool and paint.net to gain these images aha. 
     
     


  19. Like
    Seraph reacted to DarkNovation in Thoughts on these designs?   
    I tried a sort of bomber style heavy fighter, Made this one a bit more curvier.
     
     

     

     

  20. Like
    Seraph reacted to DarkNovation in Thoughts on these designs?   
    I got bored and decided to start working out rough plans for possible ships that my organisation would start developing when the game becomes live. The are low poly and crappy quality but they give the rough idea of what I want to build.
     
    The first(well second) ship I have developed is a mining barge. Its purpose is to fend off attacking enemies and store the materials that the small miners collect. It also serves as a carrier to move the small miners long distances with its FTL drive.
     
    Fitment of the ship:
    Has 2 large cannon turrets and one medium sided cannon turret(Not sure if these weapons will be available its just how I designed the ship)
    3 large cargo tankers to store the materials collected by the miners
    Large radar array to communicate with the miners and scan the area for enemies
     

     
    Shows the material tanks and the bridge of the carrier
     

     
    The two large turrets and the engine array
     

     
    Size comparison from small miner to carrier (Note: the small miner will seat 1-2 persons)
     
    Thanks for your input
  21. Like
    Seraph reacted to DaSchiz in GrayStillPlays interview with JC   
    Most if not all of you guys have probably heard this hour long interview already but I do want to say thanks to JC for taking the time to answer questions clearly, honestly, and as in depth as he could .... GrayStillPlays for conducting a good interview and asking the questions the community wanted .... and the community for giving their opinion or expressing what they wanted to know.
     
    It fed my Dual Universe appetite for at least a few days I hope ... lol
     
    Much of it have been written about in dev blogs and the ask us anything thread but it is always good to hear the top man in his own words describing the vision of the game.
     
    So I just wanted to say kudos and thanks as well as let people know who may not have heard the interview and are interested.
     


  22. Like
    Seraph reacted to Khaymann in Not so sure about everyone starting in the same place.   
    Very true, but it would be a good immersive gameplay element if they did. once every so often a new ark shows up based on player count and how crowded the "Safe Zone" is.
  23. Like
    Seraph reacted to NQ-Nyzaltar in New Lighting Video...   
    Hi everyone,
     
    To answer some questions:
    The planet was spinning in the video to show the landscape diversity under atmospheric lightning. 
     
    At the moment, in our current game version, the planets are static. However, the team plans to make some tests to see if it would be technically feasible to make them spin without generating too many problems. One of the first problem would be to define around which altitude a flying construct start to fly without being influenced by the planet rotation (because when a construct takes off, it could cause some technical problems if it doesn't follow the planet spinning, at least for a few moments). Same problem applies (and others emerge) for a planet making a revolution around a star.
     
    So only time will tell if we can implement that properly in the game.
     
    Best regards,
    Nyzaltar. 
  24. Like
    Seraph reacted to Legate in Ship Titles/Classes   
    Hello everyone. Just got back from vacation, while resting in my Arkship while waiting for the WiFi to reboot, I was thinking about what would you name your ship and what catagory would it fall under. Mike wanted to help, couldn't find him when he tried to refuel the ship. He did leave me a pencil and a notebook, so I just write down some ship names when I think about them and where they fall under. I created my own list of ship classes for my business...if my Arkship ever lands...
     
    Here is the list of catagories I made, feel free to add on your own classes of ships. I will share some of the ship names, but not all of them...
     
    DRONES
    A.C. - Artificially Controlled: These drones usually go as missiles, small fighters, or just a scanner. A.C.s are meant to be remote controlled or put on a set course.  L.A.C. - Large Artificial Craft: These drones are larger than their A.C. counterparts. Instead, these ones are designed as large fighters, turrets, and mining bots. TRANSPORT
    L.T.C. - Light Transport Class: This category is meant for personnel, cargo, H.V.T. (High Value Target)/V.I.P, or prisoner transport. These ships are meant to travel long distances while carrying a small amount of cargo. M.T.C. - Moderate Transport Class: These ones can carry more than the L.T.C., including vehicles, drones, and S.L.Vs (Mentioned later) H.T.C. - Heavy Transport Class: The largest, but slowest and least mobile (jump wise) of the category. These are meant to carry military-grade S.L.V.s, Mechs, Fighters, and even L.T.C.s (depending on the ship) P.T.C. - Planetary Transport Class: Meant for either planetary evacuations or ICBMs. They are meant to carry a medium amount of transport at high speeds, but have low fuel. FIGHTERS
    A.C. - Artificially Controlled: MENTIONED ABOVE F.C. - Fighter Combatant: These ships are built to be aerodynamic and swift enough to deal damage and get away from threats at a fast speed. S.C. - Stealth Class: This brand of ships can be applied to any of the ships in this category   D.F.C. - Defense Fighter Class: These ships are heavy, pack a lot more firepower and can take more. At the cost of mobility and jump range. CRUISERS
    There are only 3 cruisers allowed to be made public at this time. More information will be disclosed. Some ships may be restricted from being viewed at any time.
    Cruiser - Gerven: A mid-class cruiser meant for military escorts, blockades, or peace keeping operations. This ship can hold 500 gunenrs and 30 pilots. Cruiser - [REDACTED]: This cruiser is meant to carry personnel that cannot be lost by any means, CEO [REDACTED] has one stationed in his base in case of compromising of base or full operation. They're the smallest class of cruiser, but almost as armed as Gerven Cruiser - Revere: An assault cruiser that can cover numerous areas at once due to it's long range weaponry and huge chassis. It can house over 900 Gunners and 70 Pilots. HEAVY
    D.C.S. - Destroyer Class Ship: These would have been classified as Cruisers, but are too heavily armed to be as mobile as a cruiser. Example of this is the Flak. D.C.S. - Flak: A massive space cannon that can be towed by Gerven. This cannon is capable of blowing a hole through a capital ship. The ship itself is REALLY slow and cannot do even medium jumps. SLV
    Suitable Land Vehicle: This category is for planetary-based vehicles. S.L.V. - Hound: An ATV meant for rugged terrain, equipped with a turret on top to fend off drones and smaller fighters. S.L.V. - Fiend: A light tank built for subtle terrain, can be equipped with an artillery cannon for long ranged combat. MISC.
    Planetary Annihilator - Black Sun: This massive station is too big to be called a ship, yet it somehow moves. This station is meant to lock into a planet via pegs. Mechanized Suit - Prometheus: One of the largest Mechanized Suits to be currently build, mostly used by Planetary Defense Forces. The suit is capable of grounding larger fighters using EMP fields.
  25. Like
    Seraph reacted to Volkier in Subscription should not be its pay model   
    This is going to be subscription based? AWESOME! I'm personally sick and tired of pay to win.... err I mean "free" games where you end up paying for a bunch of useful stuff anyway. Maybe we will finally get some consistent good quality game, decent customer service and a community that is passionate about, and want to actually play the game - like we used to have back when pretty much all decent MMOs were subscription based. 
     
    I'm loving this project more and more by the minute, the more I hear about it. 
     

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