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Haunty

Alpha Team Vanguard
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Everything posted by Haunty

  1. One example I can reflect on is Black Prophecy. I liked it at first, it was a nice space combat sim. But like a lot of other MMOs it relied on an NPC and mission grind that got old very quickly. There were too many single player elements which defeats the purpose of an MMO. So that's one thing that drew me to DU, I like how they don't have plans for any NPC enemies/civilization and rely on player-created content right from the start. I liked Eve, just a couple things I didn't like. The NPC pirate grind to make money, and the jumping through stargate after stargate to get somewhere, which won't be an issue in DU because there will be plenty of places to go within a system. - Canned missions give me no sense of accomplishment, but player-created missions would I think, it would feel like I am actually contributing to something. - Mining is boring in most games, but if there is a technical challenge in finding the materials (not NPCs trying to kill me), and the reward of creating the elements and constructs I want to build, then that is better.
  2. Welcomes. I feel the same way you do about the current MMO climate and have also been looking for an MMO to be interested in ever since I quit Eve. Planetside 2 is the only one but still want something that is not pure FPS. I've been enjoying building in Space Engineers but desperately wanted a better multiplayer experience and thought "If only this could be an MMO," and then I found DU.
  3. Looks like you have your backer emblem on your Dual ID at least: https://community.dualthegame.com/accounts/profile/Kozers
  4. They have some info on the Gamepedia site under "Predefined Game Elements": http://dualuniverse.gamepedia.com/Dual_Universe_Wiki
  5. Maybe the decay could be faster on planets than in space. Cosmic rays could maybe tarnish the surface of metal making it appear "dirty" but not cause any structural damage. Or maybe it would only damage the electronic systems of the ship/station.
  6. I have it: https://youtu.be/VVkbdfxiKxM At about 17:40
  7. Eve was my dream game and I played it for years, the high point flying with Celestial Apocalypse. I just burned it out eventually. It was too much of a time sink, and I disliked jumping through gate after gate to get somewhere. NMS was interesting at first, but it was too repetitive, the story was anticlimactic. Just a glorified tech demo. I'm hoping DU will take what I like from Eve and Space Engineers and combine them, without the stuff I don't like.
  8. I like the idea of decay. Don't even really care how it is done, as long as it is balanced and works well. It would allow players to tell at a glance if something has been abandoned. Would add some depth, discovering player ruins.
  9. The kickstarter is over, but there will be another way to pledge. On the main site you can sign up to be notified when it is ready: http://www.dualthegame.com/
  10. Would be interested in seeing a bar chart of all orgs with 10 or more members. Just member count and not over time, except for maybe showing the change from the previous week.
  11. I imagine I'll start out as a carebear and eventually be in some kind of org/alliance as a grunt soldier or reservist at least.
  12. I think exploring in DU is more like prospecting, finding rare ores. Or just seeing different planets. After some time where players have built up you could explore player creations. Creating stargates and opening up new systems is also a form of exploring.
  13. Welcomes. I see you already found the Discord. Check out the DUE weekly roundtable: https://www.twitch.tv/duexplorers Developer interviews if you haven't seen them: https://www.youtube.com/playlist?list=PL2LK1bjuMG3zwX3u59ANlCQGzETQ557Vy
  14. NQ has hinted at some "secrets" being in game, but who knows what that may turn out to be, if it is just lore or some kind of in-game thing? I doubt it is something they would spend too much time on since the focus is in player-created content. Technically a player could create these kind of puzzles, for example leading you from place to place until you reach a cargo container.
  15. They have already answered really, not much more they can do right now besides releasing the source code, it's just a question of believing it. And if you don't all you can do is wait until you can see it for yourself. The way I see it, there are no issues with massive universes and procedural voxel planets in other games. The issue is scaling the number of clients in a single shard. NQ have focused on those issues and come up with their dynamic space splitting for the server side, and what I call "Network LOD" for the client side. In theory it makes sense.
  16. The planets in game are not life size, I believe the starting planet is 100km in diameter, if that helps. That is the same size as the planets in Space Engineers and there aren't any server issues in regards to modified planets and asteroids even without the zoning tech that DU has (SE is open-source btw), in SE the issue is mainly with active floating player-made constructs that does not scale; but in DU the player constructs use the same voxel tech as the planets. I don't know any of the technical stuff so that's just my outside observation. Hope you can get some more detailed answers.
  17. Drawing from my experiences in Eve, I played as vigilante, alliance warfare, and then faction warfare. I don't imagine I will focus on PvP in DU though because I am more interested in building and exploring, but if I get bored with that, who knows. All I know is that I am not the pirating type. I think I prefer medium sized organizations, large enough so they have a constant active online presence, but not so large that you feel like a number. And I think I'd like a multi-faceted org. And an org that is doing interesting and unique things in game. I'm not much of an RPer so I don't care about that, and don't really care about power. Structure-wise, maybe a libertarian democracy or oligarchy that has a vision that I am on board with.
  18. Yeah I believe in the DU Explorers interview with JC he confirmed this, because having it split into multiple constructs (like Space Engineers) would be too computationally expensive for an MMO. Not sure what it will look like in final game, if voxels can be destroyed and disappear, or if they just become damaged and not disappear.
  19. Welcomes. Oh wow, I remember Infinity's combat prototype, which had some very cool ideas. I kinda forgot about that game because it never seemed to gain any momentum in development.
  20. Welcomes. I also fear that it could become eve-like in that way, but it seems like it should be easier to avoid in DU, hopefully.
  21. Welcomes. I also played Eve in beta and alpha, but quit 6 or 7 years ago.
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