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Alpha

Found 8 results

  1. Hello there, Noveans! Today I'd like to present you with two online tools (possibly more coming soon) I've been recently working on, that aim to make the Dual Universe life easier! Item Database Explorer Link: https://dual.wolfe.science/tools/item-database-explorer An online database containing useful information related to DU items and their recipes. It has a search bar where you can search for any item or resource, and by selecting one from the list you can see the following set of information: Basic data such as ID, category, tier, volume, mass and density; All available crafting recipes for that item, including when it is a by-product of something else; All recipes that use that item as an ingredient; All honeycomb types that can be produced using it; All resources, parts and items where that resource is required as part of the chain (except when it's part of a Catalyst); As a starting example, you can check out Pure Iron and see how many parts and items use it There's also a new section in the works that will list all planets, moons and moonlets where a certain resource can be found, but it's still a WIP, due to some divergence I found when comparing in-game ore lists with the Atlas file. Celestial Body Calculator Link: https://dual.wolfe.science/tools/calculators This one is more like a general-purpose visualization of the Atlas, but also supports few calculations on things based on altitude. At the moment it offers: Gravity information, including the altitude where gravity is 0.01g; Atmosphere information, including the altitude where atmosphere density is 10%; Surface minimum, average and maximum altitudes; Construct build limit altitude; Total surface area and number of territories; Calculation of gravity, atmospheric density and total circumference length at desired altitude; I hope that information is somehow helpful for the community and I'm completely open to suggestions on what could be improved or added!
  2. This is a "General Knowledge" thread to help provide newcomers with a list of hot topics, answers, FAQs, videos, and other miscellaneous information that pertains to Dual Universe. This thread will not contain everything about DU, but merely help to point you in the right direction. I have done my best over the years to keep this thread up to date for newcomers, so if there is something you think is missing and should be added, just private message me with the information and sourcing. You are also encouraged to join the Official Community Discord for Dual Universe if you have questions, or just want to be involved in the community. PSA: Use the SEARCH FUNCTION in the forums before making a thread if you are new. Chances are, it has already been discussed and beaten to death. _____________________________________________________________________________________________ -> Release Roadmap & Alpha Announcement <- Official Links: • FAQ from the Main Website • Trello Community Suggestions • DU Gamepedia (wiki) • Developer Blog • Kickstarter Page • Youtube Page • DU Community Discord • Official Discord FAQ (Forum Link) • Soundcloud/Soundtracks • DU Reddit Forum Links: • "Ask Us Anything" Thread by NQ-Nyzaltar • Forum Rules thread by NQ-Nyzaltar • Pre-Alpha FAQ and Rules by NQ-Nyzaltar • DU DevDiary Video Guide by Shockeray Other (Non-Official) Media: • Dual Universe Explorers (Podcast) • Ark Central (Community News) • Dual Insider (Community News) • Dual Universe Sleepers (Fansite/Blog) • Outpost Zebra (Blog) • Community Org/Player Map (Community Tool) Common Topics: (NOTE: All information below is subject to change at any time. Official responses from the developers, and sources, have been linked to each subject.) • Price Model will be Pay To Play • "Virtual Simulator" for builders to build in peace • "The Economy" • "Scripting" Dual Universe will utilize LUA Scripting and Distributed Processing Units • "FTL Travel" answered by NQ-Nyzaltar in the Ask Us Anything thread • "Unigine 2" Dual Universe will be running off of the Unigine 2 Game Engine • "Single Shard Server" In Dual Universe, all players will be playing in the same server • (Video) Server Technology review by JC Baillie • "Active Lock On Targeting" In Dual Universe, combat will not be twitched base • "Character Progression" There will be no character levels in Dual Universe • "Survival Gameplay" Currently NovaQuark are still considering adding survival elements • "Territory Control" In Dual Universe, you will be able to own pieces of land • "Rights And Duties Management System" Sophisticated system for managed roles in your organization • "Stealth Technology" Stealth tech is currently being considered by NovaQuark
  3. NOTE: This thread is not negative. This is just for the sharing of info I just learned. Please take your complaints or rants elsewhere, thanks! In "Terms and Conditions", recently changed. The Video Game is jointly provided to You by NOVAQUARK and XSOLLA acting as licensee of NOVAQUARK. Also, these terms now apply: https://xsolla.com/eula And this privacy policy: https://xsolla.com/privacypolicy Is this a bad thing? Not really. Xsolla used to be a partner of Steam, and managed their transactions. They don't anymore, but they still manage Twitch. Seems that Dual Universe was invested into by the subsidiary known as Xsolla Capital. Xsolla has done this with other games in the past. NOVAQUARK still is the main license holder, and XSOLLA is a licensee, so NOVAQUARK still owns the product. Just thought this would be an interesting thing to talk about! Thanks guys!
  4. Hello everyone, I'm Quite new to these forums and to Dual Universe but have been learning a lot over the last few weeks. I hope I put this in the right are as well.. I'm curious to see if someone is considering/ ever thought about doing a news style radio station for DU. Ive seen the radio station posts on here about playing music and having DJ's for all of us on here, but no one is talking about doing information/news broadcast's. soon after the game launches, maybe a week to a month, there will most likely be major factions/empires/federations etc.. and it would be nice for the little guys out there to get an update on whats going on in the universe/world that your on. I imagined segments on markets, current price on goods/where to get good prices, local issues with government's, and of course ad's for jobs, or recruitment for federations and such. Again very new to a lot of this so just throwing an idea out there, I would like to possibly work with someone on this if they would like to try to take this on as well. I just want to see as much immersion as possible with this game.
  5. My English is not perfect, I do apologize for this. Now to matter at hand. After us sitting on this for while we have decided to release it to general circulation. Feel free to interpret it how you like. Discord server for Twerkmotor's closed group. https://discord.gg/HxrcQeR Names there are of probable co conspirators and supporters. Do make use of this however you want. Enjoy Наталия
  6. A C S ALLIED CORPORATE STATES (Office of Public Disclosure) Today we are opening our new, public discord server. Its purpose is to allow any and all who want to know more about who we are, what we do, and what our purpose is, to ask any questions that they may have. Any of the current Board of Directors will assist you with questions you may have. If you are a single member feel free to apply to any of our corporate partners. Corporate entities looking for joint membership, please ask your nearest recruiter for more information. Any and all parties are more than welcome to join. For more information \------------------------/ https://discord.gg/Cftm7za
  7. I have “transcribed” the Q&A from the video of the conference that was held on February 28th. This is not a direct transcription; I have cut out general conversation, anything that was repeated, and just put in an overall format change to make the discussion that occurred more appropriate for reading. The idea was to isolate information. It was often difficult to hear exactly what was being said, so this was further reason not to quote the conference verbatim. I have not added anything that was not said (there were times when I was tempted to add in some of the things I know about the game, but I didn’t!). If you feel that anything is left out, or that something should be changed, then please let me know! Something else that I have added in is ‘extra info’. This is stuff which was not directly asked about, but which came up in discussion and I thought appropriate to add. This documentation begins around the 30 minute mark of the video (which can currently be found on their Facebook page), when the Q&A started. How in depth will the mechanics of refining resources and creating alloys be? There will be some pretty deep recipe networks, which will make building complex or high-end elements quite complicated, to the point where the specializations required will be so varied that some of the components will most likely have to be purchased from the market. There will be different alloys which can be created by combining different resources and materials, which can be used to create interesting materials and properties. Alloys may be something that the player can research, to allow for them to find new ways of combining different resources to achieve different properties. Can you transport hover vehicles inside of larger ships; in other words, transport small ships inside of larger ships? Definitely yes, this is the whole architecture of the game. The technology of the servers are all made for that, so yes. How is in-game currency generated? Do you do missions, sell stuff, buy orders? It is unlikely there will be missions, but this is not completely ruled out. They may be added later, but the main source will be from NPCs/bots on the market, where you can spend your money or sell your stuff. One of the issues with bots however is that they have to be designed such that they do not disrupt the economy; the economy is intended to be shaped by players. The intent is that market bots will amplify or emulate transactions that are occurring between players. Will market bots be permanent, or will they come and go away after a while? The idea is that, if there is a lot of activity by players, they should go away, but this is not final. They may be used later in the game's life to make changes to the amount of money in circulation to regulate the economy. The main thing is that the amount of money in the game should be proportional to the number of players, as well as the type of activity taking place and the amount of the respective activity. Extra Info: The name of the currency in the game will be quanta. Quanta, the plural of quantum, is a unit of energy; since the currency will sort of be the “energy” of a lot of the game, the name quanta is appropriate. Does having things in your inventory increase your mass, and does that influence construct physics? Definitely yes. If a player has a lot of things in their inventory, and they step into a ship, they might push the ship down. A ship with lots of containers may fly well with no cargo, but if the containers are filled up then the ship may not be able to fly anymore. Will there be chat systems? Global, regional, planetary? There will be some sort of local regional chat. However, regional is not easily defined in the game; for example, a planet could have hundreds of thousands of people on it, so regional is not something that is precisely defined yet. But there needs to be something at least that allows players to talk to other nearby players. Will there be such a thing as ship linking; will there be docking ports? Small ships docking inside of larger ships is definitely a planned feature. However, docking two ships of the same size together gets a little bit more messy. With that feature, large layers and chains of ships could be created. At this point, which player is controlling the physics? How will construct repair work? Will there be repair units, or will it all have to be done by hand? It will always be possible to repair by hand, but there will be repair units that will be able to restore a ship back to what it initially was before it was damaged, provided the unit has the required resources, energy, and time. The repair unit will know what the construct it is a part of is supposed to look like, and it will have the capability of restoring a construct back to that original image if the construct is damaged. How does the production of ships from blueprints work? Is it an instantaneous process, does it happen after a specific time, part by part? It is not going to be instantaneous, it is going to take time. It will take resources and energy, and probably if it is significant then it will need to be defended in some way, unless it’s happening in the safe zone. The required time will be proportional to the size of what is being built, so mass producing battle cruisers is not something that will be able to be done overnight. What happens to a flying ship when I destroy its engine in space? Does it just come to a stop or does it continue at the last known speed? Engines are physical. So if there are two engines, one on each side of a ship, and one of the engines is destroyed, then the ship is going to spin. The core idea is that engines are physical, so if they are destroyed then that can impact how the ship moves. There is a very good chance that, given that there is no friction in space, a ship will continue to move if its engines are shut off. However, if a player were to be in a moving ship, log off, and come back three weeks later, they would find themselves in the middle of nowhere; this is not desirable. Will there be cloaking? There will be cloaking. It will probably not be around at release, but it is one of the features that seems obvious for a game like Dual Universe. This is desirable for a player than may want to log off for a while; they can cloak and lock a ship to keep it safe. What methods will be available to detect constructs, and to avoid being detected? There needs to be a way to detect others in the game. There will be ways to scan for players, whether on or below ground; and similarly there will be something like a distortion field that allows you to be hidden from sensors. But, there should never be a totally foolproof way to hide without some weakness. It will also be possible to put trackers on ships, and a corresponding countermeasure to that. Extra info: The nanoformer will be able to 3D print basic and fundamental parts and components for the player to use. Ships can be stolen and reverse engineered; Lua scripts can be read by those who steal a ship with a script on it. How are scripts shared between players; a script runs client side, but is it shared with players? Scripts are always running on the players machine, but the text of the script is synchronized, so everybody can see it. So if there are different control units with different scripts in them, one player can start one of them and another can start the other script, and they will run in parallel. Similarly, whatever the scripts do is synchronized by the server for all players. Scripts are run on the clients computer, but several players can be simultaneously running and using different scripts which are all made by a single player (and thus running on that players computer), and all players can see the effects of the scripts. One exception is that you cannot have two players controlling the same element at the same time. Can scripts be hacked? Hacking will be a skill within the game which will allow a player to bypass RDMS systems. It will require time, and is a planned feature, but may not be present at release. Extra Info: Locations are something that can be itemized; as an example, the coordinates of a vein of ore within a planet can be “itemized” whereby it can be sold on the market. Reputation will be a mechanic within the game, but exactly how it will work is not completely finalized. Will armors for players be modular (i.e. heavy armor chestpiece type-A with legpiece type- B ), or are we looking forward to a single-piece type of armor, and in an extent, will weapons be a part of an armor or are they separate customizable entities? Armor will be separate; that is for sure. It is likely, certainly at release and at least for a while, that player armor mechanics will remain simplified, but the concept has potential to expand. Can a solo player fly a warship with many weapons, or does each weapon need a player? There needs to be a player for every weapon; that is the requirement. This is for several reasons, one being that the game is an MMO intended to have players working together, another that it doesn’t make sense for one person to single-handedly control a huge warship. Have you considered how you are going to do the updates? There will be expansions every ~6-12 months. Updates with new features will come out at regular intervals. If you claim two territories next to each other, do they fuse together as one big one? There will be ways to link territory units. Players will also have the option of having lots of little territory units, or one big territory unit that links everything. This gives the option of having one large easily defended tile which covers a huge area, or lots of distributed and less easily defendable tiles which only allow access to the local territory. One mechanic which may be present is that a claimed territory tile cannot be attacked if it is surrounded by other claimed territory tiles, provided they all have the same owner. Will players ever need food? The question of food is linked to survival gameplay. There probably will not be survival gameplay at the beginning, because it requires so much work to be functional, but it is something that has the potential to be added later. Extra Info: A bowl of rice is 8 dollars in San Francisco.
  8. I have a few ideas regarding interactive maps/star maps. Star Map Star Map is stored electronically in your Nanopack All players start will no data in their SM Data is added to the SM through scanning Data can be selectively uploaded to a map data file These data files can be sold or shared with other players Features Manually created POI’s can be created to mark discovered constructs, or any other location of interest POI’s include an optional description When uploading, you can select which discoveries you want to include or do a complete upload The SM will keep track of the first player known to have discovered the locations on a given players map Discoverer can opt to have their name undisclosed Data from multiple players can be merged onto one data chip Data points on your map that were purchased from other players cannot be resold unless allowed through RDMS Using the RDMS you can prohibit rival organizations from purchasing your data Automatically collects data on locations of planets, resources, and organization territories Potential Effects This could add gameplay for intelligence agents, who try to pinpoint the last known location of a target with the POI system Players buying a unknown map, will have to investigate POI’s at their own risk, because they could be falling into a trap Eventually most planetary data around Alioth will become common knowledge, as competing explorers are continually adding new data to the markets and the value of the older data decreases Some data files will sell better than others because of the usefulness of their POI's Some players explore unknown areas to make money on the open markets, others will do so on contract, and some will do it just to benefit their organization.
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