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Alpha

Found 10 results

  1. I believe that the nebula skybox should be replaced with a realistic, dark and starry skybox, akin to the old one prior to Alpha 3. Here are my arguments, The nebula was originally introduced as an immersive way to increase ambient lighting in Dual Universe, making it easier to see at night. This is mentioned in NQ's Dev Diary on YouTube. However, this was nullified in 0.24 with the reduction of ambient light brightness. This is personal preference however I believe many will agree; the ambient light level does not have to match the skybox's brightness. For example, take this image of Pre-Alpha Thades. Its dark side is heavily illuminated, as I'm sure it would look on the surface as well. You'd be able to see. Compared to current Thades, I think most of us can agree that it still looks far better, and it could be taken down a notch if it's too bright. Additionally, with the introduction of the nebula, the atmospheres were changed to the same blue color we're all used to. I'm guessing this was done as a result of a technical limitation relating to the new skybox. So, think; If I'm right about this, we could have a Thades that looks like this, for example: Current Thades, for comparison: You see where I'm coming from? The way I see it, removing the nebula would provide so much in the way of fidelity, immersion and polish. It wouldn't affect gameplay either. Furthermore, I believe this change would solve many, many of DU's lighting glitches and "rough spots," at the very least making them look far better, and would provide much more polished lighting, both on ground and on a planetary scale. I simply don't see what the nebula adds other than style, but it sacrifices fidelity in a lot of key areas. Unfortunately I don't have any screenshots to back up that claim, so you're gonna have to take my word for it as an Alpha 1 player who knows how lighting used to interact with the old skybox. The nebula may be beautiful to some, but honestly, changing it would add so much in the way of polish — which I believe is far more important and is what this game needs right now. Not to mention, many people were dismayed at the release of this nebula, and I'm taking a wild guess by saying that most players would like this change. I know my friends and I would. Please consider this, Novaquark. Similar post by Mjrlun
  2. Hi everyone! I made a similar post about this a long time ago here but thought I'd write a new one dedicated to this issue in General Discussions. All atmospheric bodies in the game (except Sanctuary) have the exact same Earth-like, blue look to their atmospheres with the same apparent density (the exact same rendering), whereas in Alpha and Pre-Alpha, they were unique per planet (i.e., dense, purple atmosphere on Madis). They also all have clouds now which takes away some variety IMO. As you guys over at NQ made Sanctuary's atmosphere orange, I was wondering if the atmospheres would ever return their original unique looks, and if not, why that might be the case. It's a server-side change as far as I'm aware, so it shouldn't require a client update! I wanted to shed some light on this as I haven't heard anyone else talk about it, while me and my friends have been acutely aware of it. I don't expect a response or anything, just decided to make a post, in case, I don't know, you forgot or something haha. This would be an incredible change. Here are some pictures that I dug up online by the way: Gorgeous, gorgeous Sinnen. As you can see, it's quite nice and orange, and it doesn't have clouds either. Imagine standing on its surface, looking out onto a deeply rich, warm sky. A ship on a cyan Talemai (this was on the original Dual Universe site) And here's Madis, with its purple Venusian-like atmosphere (P.S. if you want to view the original graphics for each planet, you can do so by looking at the map icons)
  3. After upgrading my talents on the run jetpack, I honestly regret doing so. The already quite small planets that comprise DU feel much smaller when you're traveling at higher speeds. Additionally the game gives no reason to walk - let alone just run normally. Due to this, I highly doubt many people have just taken a moment to walk through their planetary environment to appreciate the detail put into it in the recent updates. This compounds with the grand scale of many construction projects that appear to just be upscaled due to the speed of the character sprint. The scale of the whole game world is shattered when the character by itself can move so fast. This comes with a few proposals: Remove the ground-jetpack (the super-sprint). It's a main culprit of this immersion breaking, and also competes entirely with the idea of hover vessels, which are supposed to take up the 50-200KM/h range of motion. Add a stamina bar of some sort, with a maximum sprint time of 10-20 seconds, and a recharge time that takes 1.5x the capacity (in seconds) of that bar. Additionally, when the bar runs out, add some realism with exhaustion. You have to wait for the bar to recharge half way to sprint again, and it takes double the capacity of the bar to get to that point. Grant the character controller more polish, to make the movement, sound triggers, and camera bobbing more natural. Players can still float when they walk off certain surfaces. Perhaps even employ someone in particular to focus on this kind of polish (see here). Give more reasons for hover vessels, such that we can enjoy the finer details of the planetary surfaces. Good example of this would be to increase the weight capacity of hover vessels, but decrease the max height allowed. Distinguish hover vessels from typical ships and "planes" in some way. I make a similar post to this one where I discuss this in more detail here. Thanks for your time.
  4. I talked specifically about planet atmospheres (and skybox) in this post, as well as a similar post that my friend made focusing on the nebula found here. These detail issues that link into this particular issue, and are very important, however, I am not mentioning them in this post. Now why do I bring up these 3 posts? Well, they link very heavily into the topic at hand. Planet tech, and planet revamp. Starting with the game's progression and longevity itself, the current planets do not link very well (if at all) with the progression within the game. To put it succinctly, this section of text describes it perfectly: In this issue, the game's progression directly clashes with the way these planets were designed. Not to mention the longevity of the planets. On the regard of longevity, the simplest way to explain it would be the post about planet tech, their appearance, and their atmospheres, but also including their size. If you were to compare the Alioth system to the rest of the planets, you'd notice something highly disturbing. Alioth is double the radius of all other planets (and a lot of them are over double smaller), Sanctuary moon is also bigger than every planet excluding Alioth, and even Alioth's moons are the same size as Madis! 30km radius, 60km diameter. For an MMO of the scale that Dual Universe wants to have, planets this small is comparable to Space Engineers, a game designed for either small scale multiplayer, and singleplayer messing around. Many of the moons of the planets have been completely mined out of anything but tier 1's (pre-demeter), and planets such as Madis are extremely full of players, and we were only about a year into the public beta. To solve this major issue, I suggest the planets' sizes to be increased significantly. The moons themselves should be around as big as Sanctuary is currently (80km diameter), and all the planets should be of course much bigger, a maximum size in my opinion would be upwards of 600KM, but most likely closer to 400KM diameters. This is of course to increase the longevity of the planets and their habitation, and to make the sense of scale within the game much more apparent. Onto the tech itself, while I'm sure that the developers working on planet tech already have made major improvements to the planets, a sneak peak found in this video (over a year ago, now), it is highly apparent if you look closely at many of the planets that they were not made with intent of being permanent, let alone even looking pretty on the surface. Just look at Alioth, for example, it is quite clear that it is literally just an upscaled version of whatever it was when it was smaller like the rest of the planets, not even scaling the terrain's biomes and noise along with it to counteract this issue, which is an amateur mistake, especially for something as permanent as it seems to be currently. Not to mention, this post (can you tell the difference), which clearly shows that both Thades, and Sinnen uses the exact same planet generator, and if you look at Madis, also appears to use a very similar generator (but with different colors), of which shows just how lazy they were thrown together. Very little variety in terrain shapes. We move onto the other planets, Teoma seems to be one of the higher effort ones, having both grass, and trees, but once again is betrayed by the laziness of not even doing a height filter properly, and in that, Teoma literally had UNDERWATER TREES (pre-Demeter), which is honestly confusing and I don't know why they did not pick up on this. Additionally, although it looks very pretty, Teoma also has what seems to be a translation slider for its terrain compared to Alioth, and in that, they just translated all terrain filters for voxel types down by like 500 meters to a KM, and terrain up by about 100-250 meters, achieving a planet covered by mountains, and with no proper bodies of water (which to my current knowledge is by no means realistic). I could keep bashing each one of the planets and their features, but I think at this point you get the idea. These planets don't seem to be permanent, and seem to be amateur-ish at best. With how the process of a planet revamp would work, I must clear up a few major misnomers. Firstly, assuming it's not an actual wipe, all of your constructs will be turned into magic BP's (compactified constructs) and put into players' inventories. Of course, the items within the player's inventories will also remain, and thus no actual information except for the planets themselves will be altered, or lost. This of course does mean, however, that multi-core builds will be a pain to set up once again, however, I'm sure NQ is smart enough to find solutions to that issue as before. I hope that you enjoyed this post to some degree, and also are willing to undergo a planet revamp. I doubt it will be the easiest change, however, it is vital to the game's success, not only for the player base, but for the company, and continuation of the game's development as a whole.
  5. I may be a PVPer but I love creation and creativity. This is a breathtaking development and really I would be so pissed for all the people who've put all the time into this development thus far if a wipe took place. THANKFULLY NQ TOOK HARDSTAND AGAINST A WIPE AND HAVE VOICED IT OVER AND OVER AGAIN...
  6. Hi there, Long time fan and player since the last alpha. Let me start out by saying this game has so much potential and is already in a fairly enjoyable and playable state. I don't want to comment on stuff like performance and bug fixes since many have pointed this out already and I think DU staff have their priorities on getting this on-rails asap. I want to talk about communication mostly, and immersion, and I get the second subject might be a bit further down the line: Communication - critique: One of the things I always think impacts general interest in a game and keeps players peeking for updates, especially alpha/beta or early releases, is clear and open communication and roadmaps. Now, I know there is a roadmap, but I want to be frank about this; it doesn't do a good job of peaking my interest. Its vague, incomplete and simply all over the place. Even the implementation of the poll-system, while a very good addition, isn't cutting it. Communication - solution: I believe the roadmap should be a lot more detailed and divided into short, mid and long term. On the short term there should be details about implementations in the upcoming weeks, with dates!; think of gameplay tweaks, bug fixes, small gameplay additions etc. On the mid-term, say months, there should be a list of upcoming implementations of small to medium systems/gameplay additions/graphical updates. And on the long-term you can keep the descriptions as you have them now in the roadmap, with focus on big changes and implementations, add-ons and serious gameplay changes. All-in-all, there needs to be a better grasp of what the team is focusing on. To take it to another level, if you're working in a scrum kind of way, just share the sprints as short-term roadmaps (just an idea). And all of these need to be realistic, the more you need to push stuff backwards, the more you create a backlog and frustration with the players. Its better to start with small increments and deliver, than vice-versa. Its difficult to assess what you guys/girls are working on back there, while that has many people very excited as well if they knew. Immersion - feedback: I'll keep this one shorter, but after playing the game for a LOT of hours in the past months, it has come to my attention that a lot is missing in the game which should create more immersion. This is mostly small stuff: sound effects mostly, but also visual effects (like the missing animations of industry)... The galaxy and planets feel deserted, even with the amount of players flying around. Its just not... alive. And there should be random stuff happening... nothing major perse. Just my 2 cents that I had in the back of my head and needed to write off. See you in game!
  7. AEONIAN FEDERATION The Aeonian Federation is an intergalactic umbrella organization comprising both sovereign Member Organizations and Individual Citizens who share a common vested interest in progress and prosperity. But what is it, really? •••Too Long, Didn't Read••• Enrollment: Accepting citizens and organizations - enjoy the privileges of Aeoniancitizenship. Timezones: Global Primary language: English Focus: To promote progress and prosperity among our members. •••The Pillars of the Federation••• A Military Alliance The universe is a treacherous place. We at the Federation hold the belief that military strength and solidarity are critical to our members’ interests in the face of those who seek to violate them. Our Non-Aggression Pact and military cooperation are only part of Aeonian’s firm dedication to security. An Economic Syndicate Operating an advanced and wide-reaching network of markets across the universe, the Aeonian Federation is a key player in the galactic economy. With additional banking and investment options available to members, the Federation unlocks the path to prosperity and financial security. A Visionary Pioneer As a progressive, forward-thinking organization, the Aeonian Federation is always striving to do what has never been done before. We challenge the traditional “guild alliance” paradigm and emphasize the importance of member and organization sovereignty. We push the technical limits of what Dual Universe represents, undertaking bold enterprises such as Project Emberstone. Rest assured: there’s no such thing as “boring” at the Federation. A Community and Family The Federation isn’t the typical dictatorship guild. Although we may appear large, we’re also a tight-knit family dedicated to player cohesion. With our revolutionary Nexus hubs (the ultimate social network) and frequent game nights, the Aeonian Federation offers the best of both worlds: the friendship of a small community and the security of a large, established organization. •••The Administration••• In order to keep AFED running smoothly and its members happy and safe, the Syndicate employs a variety of structural techniques and facilities to ensure the integrity and continued existence of the Federation. These make up the Administration of the Aeonian Federation. Take a look below: Directorate The legates of the Federation, there to maintain the integrity of the entire system. Magistratum The legislative and judicial division, there to resolve internal conflicts/disputes, create internal policy, and oversee diplomatic relations. Grand Assembly The collective assembly of the Aeonian Federation. Composed of representatives from each member organization as well as individual citizens, the Grand Assembly is a place of discussion between the members of the Federation, where actions and resolutions can be diplomatically discussed. Administration All of the various other departments necessary to make the Federation function. Many valuable teams and departments are part of the Administration, including our Development Department, design teams, Defense Department, and Communications Department. •••The Verdict••• Aeonian is a choice. Your choice. Let your dreams take flight.
  8. General overview Vulture Corporation intends to provide work, products and services in the following categories listed below. With former root in another contested region (competitive Minecraft, formerly), we look to the stars in the Exodus from Earth to regain a stable footing and to offer our customers and members a lasting experience they can look at with pride. More information can be found on »vulturecorp.space and »vulturecorporation.com. You can also interact with us via Discord at: »Link Career? Career starts here. For people from all over the galaxy. It does not matter where you are from, but often, we have or had members from the places shown above, with a focus on but not restricted to European heritages. We're dynamic and next to qualified motivated employees, we also look for contractors and partners. You are interested in working with us? Simply contact us - while our promotional hubs listed above offer more information and serve as central spectrum presence and hub for us, we prefer to actively engage in conversation with potential future employees, contractors and partners. This is the best way to find your place here and to ask any questions before submitting an application! But why consider signing up? Our central team is currently small but growing and we want to offer our employees an optimized experience. Dynamic profit distribution is one thing, but the most vital part is that our employees can take responsibility. You think you're team leader or department management material? If you can prove it, the spot can be yours. You prefer to specialize in specific tasks? No problem, specialists are our backbone. Who do we look for? With our new strategic goals provided by the board, we first and foremost look for potential leadership and management material to establish a working foundation for the Corporation. While we wouldn't say no to fitting specialists who focus on specific tasks, in the long run we need a competent number of managing staff that help shape the style and direction of the Corporation. You should therefore apply with this in mind. How can you apply? The first step here is simple: Contact us via »private message to find out if and how we can move forward together. While we currently overhaul and generally offer an application system, at this time we prefer the direct interaction with potential applicants. ⚠ So what is Vulture Corporation in a nutshell? Vulture Corporation is a small but slowly growing player organization, formerly in Star Citizen and now Dual Universe. Most current members are from European timezones but it should not be a deterrent for others as we want to recruit internationally for a broader coverage and experience - we did this before after all in a Minecraft server community years ago where we were very successful, with members from the US to Europe and Russia. Dual Universe could be the perfect "reboot" for us in terms of sandbox roots. We want to highlight the fact that we want to support and engage in roughly moderate levels of RP and have an immersive experience. After all, this group was created by roleplayers initially. Initial members had broad RP experiences with both elements of active and passive RP so today we strive for "immersion". An immersive experience is vital for us and can contain active and passive RP alike. We want to bridge worlds where people that are not fully and those that are fully into RP can get along just fine and enjoy what is to come in Dual Universe. While I consider myself as modest person I think the best example of how we feel about RP and what effort we want to invest is our multimedia such as promotional videos or AI contact videos. Feedback so far seems to tell us that we're on a good path regarding that. There is a lot of interesting and even great groups and multimedia out there but I did not see the same style elsewhere so far, so I think we're somewhat unique in that area. We currently have a few members in reserve and do not specifically focus on Dual Universe at this time - obviously, given the lack of content or accessibility yet, but we always look for alternatives. In between members can play what they have together, for example we recently dipped into "7 days to die" where a member provided a small dedicated server. Perhaps you can bring a new addition on the table as we wait for DU or you assist us with multimedia and specifying company lore more. To stress it, however, our "primary games" we wait for are still being developed, we have no hard alternatives. We so far have a flat hierarchy on an OOC basis and prefer a healthy inner social climate where de-escalation is key to preventing notable conflicts in the first place. Chances are you're ultimately not interested or part of a group already and simply taking a look, but in either case we're happy about feedback. What should change? What is right just the way it is? Let us know. You might just get it back later when it matters to you. I believe this should suffice for a more or less solid overview so far. If something is unclear, simply ask. We don't bite, and with that said, I thank you for your attention. - Subject to change -
  9. Hello, I intend to buy a seat on jacks with steering wheel and and pedal for racing games and space simulations, for more immersion. It would be nice if Dual Universes is compatible with these seats. Thank you.
  10. I am very excited about the possibility that this game will be released in VR. I think VR was made for a game like this and would really add to the immersion. I know NQ mentioned it is a possibility (they said it's the reason they went for a first person point of view). This was actually a big selling point for me. I know there is funding available for developers from both Oculus and Vive. http://venturebeat.com/2016/10/06/facebook-will-double-its-250-million-investment-in-vr-content/ What are the chances of VR being available for the initial release?
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