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Seraph

Alpha Tester
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  1. Like
    Seraph reacted to NQ-Nyzaltar in Multi boxing/Multi sub   
    The team hasn't made the final decision on this subject yet.
    But I will bring this topic to the Devs' attention
     
    Sidenote: if we succeed in avoiding to have activies usually boring and nearly automated in MMO (like mining, for example ) not boring in Dual Universe, this should naturally limit Multiboxing.
     
    Best Regards,
    Nyzaltar.
  2. Like
    Seraph reacted to Halo381 in How far can empires expand till they colapse and if there are possible ways to prevent such things in DUAL.   
    Imagine if the automated defenses still worked; gotta fight your way into the control center to shut off the turrets and claim the city 
  3. Like
    Seraph reacted to Code24 in How far can empires expand till they colapse and if there are possible ways to prevent such things in DUAL.   
    To me it's a non-issue because you don't want any one faction to dominate for too long. History has many examples of large empires collapsing due to their size and not being able to maintain power in all their territories. 
     
    Of course, this is really in the realm of emergent gameplay if you think about it, it's not up to the devs what happens to empires. I'm also fine with there being some abandoned cities left over from a fallen empire. Imagine flying in and exploring one and maybe deciding to get some friends together to revive it. 
  4. Like
    Seraph reacted to Incarnatus in Subscription should not be its pay model   
    I see valid arguments for all three models. Personally, I feel that a subscription model suits me the best and am happy to see the majority of posters apparently agree.
    FTP. Great if you do not want to pay for anything. BTP. Great if you want to play a game that has an end (not for a MMORPG with no end). PTP. Great if you want to show continuous support. (Good for a MMORPG which needs regular updates). The only issue I would really have would be if the game was PTW.
  5. Like
    Seraph reacted to NQ-Nyzaltar in Consoles   
    Hi everyone,
     
    Despite the fact we hate playing the police on the forum, it seems there's a need for some clarification about rules on this forum:
    - Being 14 years old isn't a viable excuse for not following forum rules. If someone is not able to interact respectfully with other members of the community, he (or she) will be banned, no matter the age. 
    - Saying "kys" is absolutely NOT okay, even followed by "JK". If it was, it would be too easy to insult and/or harass everyone and get away with it by just finishing a message by "JK".
    - Hate speech against a specific group (be it racial, sexual related, or political affinity) is absolutely forbidden.
     
    @Dragoon:
    As everything stated above happened in this thread or another, this is the first and final warning.
    If this behavior continues, this will escalate with a ban without further notice.
    I hope we won't have to resort to this kind of action.
     
    Best regards,
    Nyzaltar.
  6. Like
    Seraph reacted to nietoperek in New gameplay footage!   
    They just upload it to IGN
     
    http://www.ign.com/videos/2016/07/18/10-minutes-of-dual-universe-gameplay-no-mans-sky-style-game
     

     
    Thoughts?
  7. Like
    Seraph reacted to Bella_Astrum in Food and Water   
    I'd imagine there will be food that's high in energy, and going by other aspects of the game, it won't be easy to make or come by. I don't forsee food being such a hindrance as to divert from anything. Energy, making important equipment will be time consuming and challenging, I think it will all fit together nicely in a way that makes sense. 
     
    I really appreciate a game that has depth. It seems there are so few games out there these days with real heart and soul, real meaning and depth of gameplay. So much of it is surface, superficial.
     
    Truly I look forward to a game that feels gritty, and sometimes even difficult, with surmountable obstacles. Having to eat, and not just that, but having the necessary technology necessary to grow the food, farm it, process it...all adds to the complexity of gameplay.
     
    At this point we're shooting in the dark, but I don't equate food with a survival game. Dual houses many aspects, and it is essentially about surviving, but it's not at its core a survival game. We'll need to survive temperature, as mentioned in another blog, attacks from other players, we'll have to master travel and improving technology, obtaining and using fuel supplies. There's going to be so much we need to do, it feels deep, meaningful and purposeful when all elements are put together.
  8. Like
    Seraph reacted to NQ-Nyzaltar in Crowd funding soon?   
    To be more precise:
    - Crowdfunding campaign: it will be launched before end of 2016.
    - Alpha Launch: early 2017.
     
    So yes, for the time being, we're still on schedule
     
    Best regards,
    Nyzaltar.
  9. Like
    Seraph reacted to Kiklix in Price model, SAY NO TO MONTHLY SUBSCRIPTION!   
    Most game subscriptions are the price of a single lunch if you get something descent, 2 lunches if you get nasty food. $15.00 bucks a month for something you might possibly spend over 100 hours in is DIRT cheap for entertainment. If you can't afford the 15 bucks, cancel netflix and skip 1 lunch a month, just 1.
  10. Like
    Seraph reacted to NQ-Nyzaltar in DevBlog: The first images of Dual Universe!   
    (Posted Friday 24th of May 2016 on the DevBlog) 
     

     
    Today is an exciting day! We are proud to reveal the first images of Dual Universe, our futuristic MMORPG where players coexist in a single unbounded game universe (with no instances or loading zones), with the added ability to modify the game environment in ways never before seen on this scale and in such great detail.
     
    The images below are all the first publicly available screenshots of the Dual Universe, all images were captured "in game" and represent the game engine and gameplay features in its current pre-alpha state. To put this into context, all the constructions can be built in game by players, all the terrains can be mined and terraformed by the players and all the distant planetary systems can be reached.
     
    It all starts on a planet called Alioth, where, as the story goes, you step out of the arkship ready to embark on your adventure and rebuild civilization.
     
          
     
     
    As you can see, there are several environments on the planet, like dense forest and arid desert. If you look to the sky you will see neighboring planets with their own unique biospheres awaiting to be explored. While we update the game, we will also add more and more diversity to the many different planet types, so explorers can be sure to encounter a rich and varied world full of surprises (we won?t say any more, because, you know, they are surprises!).
     
    Dual Universe is, among many other things, a game where players can get creative and build things. Here is a typical situation where a group of players are collaborating and working together on the construction of an outpost.
     

     
    As player?s ambitions grow and the materials required become more obtainable, cities and building will be built. The images below shows how the end result may look.
     
     
        
     
     
    Then come the creation of ships and space stations! For example, you can build small personal spacecrafts...
     
      
     
     
    ...in which case you get a Cockpit UI when you enter one of these.
     
      
     
     
    But you can also build far bigger, multiplayer ships...
     
      
     
     
    ...to the point where you can build really huge behemoths! This is something that has never been done in any builder game that we know of, especially not in a continuous single-shard MMO.  When we say ?behemoth?, we mean a space station that is 1.5km long, entirely made with voxels, as in the images below.
     

     
    Perhaps even more importantly than size, which of course matters, is the fact that multiplayer ships and orbital stations are inhabitable: you can walk in it, meet some friends in it, discuss, play and coordinate your actions with them.
     
    You can see below a screenshot showing an interior command room of a space station.
     

     
    Then, there is space. The big vast blackness of space interrupted by the enigmatic flickers of light from distant stars, each one representing a possible new world to explore and conquer. This exploration will most likely arrive in a later stage in the game, when players will have mastered the technologies for warp drives and even later, stargates. But we give you a taste of it, because we find it awe-inspiringly beautiful.
     

     
    That?s it for now! We hope you like what you see. Again, remember that everything you see here is in-game, all constructions can be built and edited by players. Add the fact that everything takes place in the same continuous universe and we believe that we have a game that is really new and exciting. But the only thing that matters for us now is what you think! So feel free to give us feedback and suggestions. We won?t be able to integrate all ideas in the short time that separates us from the alpha, but we will keep in mind and care about everything you say.
     
    By the way, we have a new official website.
    If you haven't seen it already, you will find useful additional on it!
     
    JC Baillie,
    Project Lead.
  11. Like
    Seraph reacted to Shynras in Subscription should not be its pay model   
    B2P is not a sustainable model for a MMORPG that wants to last for many years. Why? Because the money you get from the sales is limited, while you need to pay the team and the server indefinitely, so it would need a cash shop or a DLC/Expansions system.
     
    -Noone wants a cash shop that give any sort of advantages. A Cosmetic only cash shop wouldn't be enough to mantain the game financially. 
    -Forcing the devs to create Expansions every 1-2 years, just doesn't make sense. This game is not about dungeons and gear progressions, so they can't sell that. They can't sell "new maps" like world of warcraft, because the map is already huge and free to explore. They can't sell ships/stations since you can already build whatever you want by yourself. Creating an expansion for a game like this one, would mean creating new blocks limited in use to the ones that bought it. 
    -Creating an expansion would even force devs to create content that don't really fit into the game (like unnecessary blocks) just because they need something that can be sold in the game. And maybe in this case they would not have time to rework, let's say the "contracts system", because it's not something that they can sell as an expansion, even if it is much more needed than those crappy new blocks.
    -If you compare a B2P priced like 40$ VS a P2P with a 2-4 weeks trial, I'm pretty sure about who's going to attract more people. 
     
    You're saying that many AAA games failed in the last year with the P2P system. Not sure about what games you have in mind, but if we take Wildstar or TESO for example, they failed because they were boring, not because the P2P system. 
     
    A P2P system works in sandbox mmos, because they're always fun (if well made).
  12. Like
    Seraph reacted to Lethality in All DU Gallery - Concept, Screenshots, Artwork!   
    Hey all!
     
    I love looking at images of a game, especially early on...   so I took a sec to pull together what I believe to be a comprehensive gallery of every Dual Universe image shared publicly to date - from Facebook, Twitter, the website... wherever I could find them!
     
    Concept Art - imgur.com/a/FUKBW Artwork - imgur.com/a/8OB0u Screens - imgur.com/a/HUNNk Misc - http://imgur.com/a/Vx6X8   If you know of any other sources, or images that are missing, let me know!   I'm also going to try and go back to add descriptions when there are some available.   Very excited by what you guys are doing with this game... glad to be a part of the community!      
  13. Like
    Seraph reacted to NQ-Nyzaltar in E3 ships not made in engine? (debunked)   
    Well... It will be always our word against his.
    But here is our side of the story.
     
    Just the facts:
    - We posted two comments on his second video asking why he was deliberately spreading disinformation and diffamation about our game.
    - In both comments was a link to our video proving the big spaceships were voxel-made.
    - They weren't validated to become public, despite the fact that comments posted after by other posters were.
    We don't exactly know how BlueDrake42's channel is configured, but if comments require validation to become public, that means he sees every comment before chosing to validate one (or not). It seems to us really unlikely that, in this situation, he hasn't seen the comments who were pretty straightforward and posted with the name "Dual Universe". Maybe there is another explanation but from our side, we don't see any.
     
    In the end, with his video "GG Dual Universe", BlueDrake42 showed he didn't mean to misinform (despite the fact that the result was exactly that). We personally recognize we were wrong in thinking he had ill intentions toward our game. Sketpicism in his first video was totally ok and we perfectly understood that (as not much about our game has been presented yet). Presenting personal assumptions as the truth (saying our ships were just meshes bought from turbosquid put in our game and not voxel-made spaceships) in the second video was where a line was crossed.
     
    There will be soon a blog post explaining our unexpected presence at E3 (that wasn't even expected on our side a month ago) and how it came to make some choices that seem weird from the outside. We also totally agree that there have been several mistakes in our communication like the fact we should have pointed out that the big spaceships design weren't home made but available on Turbosquid. There was no intention to hide it. We truly didn't see it as a problem a few weeks ago, as the teaser was meant to present what players would be able to build, not to present what the players will find in game.
     
    So there is no hypocrisy here.
     
    To avoid feeding the troll any further, this topic will be locked now.
     
    Best regards,
    Nyzaltar.
  14. Like
    Seraph reacted to GalloInfligo in Food and Water   
    Well the way I would see it done, is the nano tech attached to my arm has its own power supply, we shall call biomatter. This biomatter has enough power to break any matter down to its molecular state and store it, and reassemble it as needed. It does all the work to our energy needs through IV feeding and waste removal. It can even filter toxins put of the blood. Our bodies are filled with the nanobots that work to keep us in pristine shape.
    Eating is done for a pure social or taste reasons, as there is no reason to eat anymore.
    Any obaticle to this, has been overcome with 500 years of tech, energy and nano research.
  15. Like
    Seraph reacted to yamamushi in Subscription should not be its pay model   
    I don't think I've commented on this thread yet, but I am all for P2P.
     
    The reason being is that every subscriber is on the same level playing field with one base price for everyone.
     
    The moment you bring in "pay for convenience" you throw off the balance of the game. The same goes for "pay to win".
     
     
    My two cents here is that many of the people who don't want a subscription model are people who otherwise don't have methods of paying for their subscription. Based on my own experience (back in the days of Everquest and Star Wars Galaxies) is that my dad wouldn't ever pay for a subscription for a game, and I feel that many people here might be relying on their parents to pay for their subscriptions too. 
     
    It's a double edged sword, in that there is always going to be a group of people who can't or don't want to pay for a subscription, while on the other hand a subscription does keep out many of the negative elements that sandbox games draw in. The younger players would mostly be excluded, because of their inability to pay or parents who don't want to pay for them. It will also exclude the troll elements, because once you've paid for a subscription you'd be less willing to do something that might endanger your ability to continue playing. 
  16. Like
    Seraph reacted to MaximusNerdius in CaptainShack Interview   
    For those who haven't seen it yet, CaptainShack got to sit down with Jean-Christophe Baillie for an interview about Dual Universe.
     
    https://youtu.be/m1WMwIDWFKI
  17. Like
    Seraph reacted to NQ-Nyzaltar in E3 ships not made in engine? (debunked)   
    Hi everyone,
     
    So it seems that BlueDrake42 has a vendetta against our game for no apparent reason (if there is one, we will be interested to know it).
    As we can't remain silent against such diffamatory talk, here is our answer:
    In this video, you can see that our battlecruisers are made with voxels, and arent' meshes as supposed in BlueDrake42 last video on Dual Universe.
     

     
    @Pittouniata:
    Your signature and your posts will be edited as they are definitely inappropriate and diffamatory.
    If you persist in this behaviour, you'll be banned. This is the first and last warning.
     
    Best regards,
    Nyzaltar.
  18. Like
    Seraph reacted to Goemoe in E3 ships not made in engine? (debunked)   
    Does it really matter? I don't decide if I will buy the game until the end of the Beta. Come on guys, its a preview of the most early stages of the game. Most of the people are offering some eye candy for a con like E3 in this stage will show up some creativity for a hot ironed video. That's nothing weird or unusual.
     
    Calm down, ignore the troll and see what the next months will happen on the news and feature front. No sane gamer values a game by a pre-alpha video for a con.
  19. Like
    Seraph reacted to Kiklix in Thoughts on Stargates and FTL   
    Scale with Tech....YES!
     
    It makes no sense to me that a fighter could sustain a 3 hour warp, but a serenity/millennium falcon type ship should. If really great distances will exist, then I think larger capital ships should only be able to go that far.
     
    One thing I have noticed in games is that whenever the travel is sped up and it takes less time to get anywhere, the immersion drops, the fun drops..it becomes all to easy.
  20. Like
    Seraph reacted to Dreamstar in Thoughts on Stargates and FTL   
    I'm hoping they will be open to evolving the system as players preferences put pressure on certain modules to develop.
     
    As Klatu pointed out the Nyza quote.
     
    a whole range of things that would be good that people want. Maybe they will create multiple modules with different styles of warp/FTL jumps and just let the gamers and the market sort out what they like to use for different purposes and have varrying drawbacks for using different types of drives.
     
    I like the stargates for a player made interstate/ fast travel systm between developed places.
     
    Warp drives are good, Im sure theyll balance out how fast they are though.
     Also Ill be interested in how we may link coordinates or conduct fleet warps.
     
    for FTL Ive been waiting for a time to ask if they've considered permanent and semi permanent Warp Buoy's to provide coordinates for those with FTL drives
    A permanent one for say, your outpost/ station
    deploy able beacon / buoys for helping to move your battle fleet around
     
    Or if they intend to be extremely clever and provide the basic functionality but leave it all in a unready state. make us assemble the pieces of a puzzle to get over each stage.
    Make us literally research things through script development, tinkering, exploring, trial and error with fuel types, ect ect to get whatever it is that will work.
  21. Like
    Seraph reacted to this3ndup in In-Game Contract Payments, Taxes, and Fees   
    This may all fall under the potential applications of the RDMS, but I couldn't confirm that from what I read.  If this would all be possible under that system, these suggestions are redundant, but I wanted to put them out there independently for discussion.  The following options would (in my opinion) bolster the player-driven economy by facilitating new incentives and potential sources of revenue.  If the goal is a truly emergent experience, these options should be considered for inclusion as integrated features.  While these ideas could always be arranged informally between players, in many cases these mechanics would be very hard to track or enforce without some sort of in-game system for handling these types of transactions, especially on a large scale.
     
    Contract Payments
     
    Players or organizations should be able to set up in-game payments for other players or organizations in exchange for fulfilling certain pre-determined requirements.  This means that players or organizations could actually employ other players or organizations for certain tasks.  While these things could certainly be done anyway as a sort of handshake agreement between players, introducing this as an actual game mechanic could allow for a degree of automation for large organizations (or players with many tasks and payees).  This would lend some legitimacy and stability to "employment" in the game world.  Some tasks would still need to be arranged informally by players, but activities that could be objectively tracked by the game--such as mining, trading, or even killing certain players or players of a certain faction--could have pre-determined payments attached to them that would be automatically transferred from one entity to another upon completion.  Practically, this would probably look like some sort of player-generated quest system.
     
    Taxes
     
    Organizations should be able to impose recurring taxes on members in order to fund the organization, which would be binding and enforced by the in-game taxation mechanic unless the member left the group.  For example, an organization could impose a flat rate (essentially membership dues), or it could demand a certain percentage of each member's income.  Since such taxation options would otherwise be difficult to keep track of or downright impossible to enforce, this would be a good candidate for a built-in game mechanic.  Like contract payments, this would allow the game to simply continue extracting payments as long as the condition of membership is met.  If a player wants to stop paying, they can leave the group.  This would encourage organizations hoping to sustain themselves through taxation to treat their members well and provide benefits worth the requisite cost.  This could also open the door to some legitimate nation-building with tax-paying citizens.  This might be a feature limited to organizations of a certain size, and not individual players or small guilds; for accountability, perhaps any official in-game taxation would require allowing all members to have access to some sort of balance sheet for the organization showing its income, balance, and where it's spending that money.
     
    Fees
     
    This could also be considered another form of taxation, but one based on access, not membership.  One of the most significant applications I could see for this is the option of imposing an automated access fee for players entering an independent safe zone.  Players would be notified of the amount required to enter the zone, and could either choose to pay it or be restricted from entering in some way.  Of course this would be optional, but it could also encourage enterprising players to find strategic locations to establish new safe zones (where safety itself might be worth paying for) or build up infrastructure to provide valuable facilities and/or resources that other players would pay to access.  Another option might be a transaction fee on trades or purchases made in that safe zone.  Like taxes, there could be options, such as a flat rate or a percentage rate based on a ship's weight or cargo.  This would make the development and administration of colonies, stations, and outposts a viable pursuit in its own right, and add a new layer of economic competition to the game world.  In addition, exemptions could be made by the owner of the safe zone for members of a particular group as a potential incentive for membership.
     
    In my opinion, the combination of these various mechanics would add a lot of depth to the economic model beyond trading resources and buying and selling constructs.  Crucial to these sorts of options would probably be some form of universal currency, as depending on payment in raw resources that players might not have would be problematic.  I'd be curious to hear your thoughts!
  22. Like
    Seraph reacted to KlatuSatori in Mechanical Contraptions: will the game feature moving parts?   
    This is from very early on in development (earlier than the date shown) https://board.dualthegame.com/index.php?/topic/39-props-generating-interaction-between-constructs-idea-from-estevan/:
     
     
    I definitely recommend reading the devblogs to get a good idea of what they are doing with this game.  However on the building side, here's a very brief overview.
     
    Voxel-based Elements (voxels for short) are basically shapes made of some material.
    Mesh-based Elements (elements for short) are pre-designed, functional components.
    Constructs are player-made designs made up of voxels and/or elements.
    Distributed Processing Units (DPU's) are LUA programs that define what elements can do.  They are almost all pre-written, except...
    Control Units are elements with a modifiable DPU.  You can write LUA functions to respond to other elements broadcasting events and then call functions from other elements.  As the name suggests, you can design a control system for your constructs.
     
    We're not sure yet how the "anchors" mentioned in the quote will work, or even if they are still planned.  I imagine that something like that is still in the works but there's no info on it as far as I know.  I would be very surprised if there was no way to connect player constructs.
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