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  1. I'm sure there have been previous posts about PvE, but I want to share some of my ideas as to how PvE could work in Dual Universe. So in one of the early Dev Blogs, JC mentions NPCs in this quote: " At this stage, it is not clear if we will have enough time until the alpha to implement NPC animals to come and bother you during the night, as well as serve as hunting preys. But that’s the idea, because you will need to feed yourself, and the nanoformer cannot make wood-based lunch for you!" So based on this, it's clear that JC plans on the game to have a survival aspect to the game at some point, where hostile creatures will bother you in the night, like in Minecraft. I thought about how the PvE system would work if it was the same as it is in Minecraft, but the system of monsters spawning anywhere the light level is low wouldn't fit well with Dual Universe at all. Having monsters spawn in your skyscraper just because it's a little dark would be a huge annoyance, and would ruin the immersion that Dual Universe creates. So instead, I was thinking that hostile creatures could instead only be spawned in certain locations where a specific monster spawning block is generated. For example, this could be a giant nest that spawns a wasp-like creature that attacks players if they get too close to the nest. I think it would be interesting if these creatures behavior varied based on the species. For example you could have creatures that are extremely territorial, but are neutral otherwise. For other creatures, they could roam in packs like wolves, and attack anything they find. I think hostile creatures could become pretty important in various aspects of the game. For example, it creates an incentive to build shelters to survive the night, to build cities with walls protecting it, to create turrets to defend from monsters. It could also create a whole new profession, monster hunters. Maybe the game could spawn a nest of hostile monsters every couple weeks that creates a problem for a vulnerable settlement. These settlers don't have a group of powerful soldiers to eradicate the monster nest, so they hire a group to hunt these monsters and destroy them. (It could also create situations where you find abandoned towns due to monster infestation, which I think is pretty cool.) Also monster nests could be used as a rare material that's desirable, so monster hunter groups could also just hunt monster nests for the sake of getting the rare resource from it. (And of course the monster themselves could drop something somewhat useful, like food to help sustain the hunt.) Of course, many issues arise from this system. For example, there needs to be a system that prevents a planet from being covered in monster-spawning nests, so maybe it could be limited to spawning within a certain radius of players. Maybe the higher the density of players in an area, the more powerful of a monster spawn-nest is created. Another issue is making sure there isn't too many monsters, so you obviously don't want the monster nest to continually spawn monsters that flood up the game, so as long as the monsters despawn when players aren't around, it should be fine. So what are your guys thought? Assuming there will be monsters eventually, what kind of system for monsters do you want Dual Universe to have? Also, what kind of hostile creatures do you want to see that would fit well with the lore of Dual Universe?
  2. OUR VALUES We expect nothing of our members, other than a passion for coding and/or a desire to learn. Your time is your own, we will never try to manage our members in any way shape or form. Simply put, you have absolute freedom to do what you want in Dual Universe. OBJECTIVE To become a hub of individuals who love to code and game, and to make in-game money along the way. As a software developer, hacker or a scripting enthusiast you are in a unique position to make your mark in Dual Universe. You have skills that others do not posses, we are here to organize and focus our efforts and create world class code that will be used over and over again by Dual Universe players, willing to pay for the privilege. HOW WE OPERATE We will maintain a list of planned features. Any member is then free to contribute to those features. When we release a DPU, the lifetime profits will be shared amongst the contributors depending on the share of their contribution. So if you write half of a module that goes on to make in-game money, you'll get half the profit. You'll also get a cut for other contributions such as testing, or even for simply coming up with the idea in the first place. LEADERSHIP xNerox is the founder, however we are a self organizing meritocracy. You simply have to prove your worth, and could become the de-facto Leader until the next genius comes along and unseats you. NEWBIES PROGRAM Red Hat Systems recognizes the value of sharing knowledge with those who desire to learn. If you are thirsty for knowledge we will do our best to bring you on board and bring you up to speed. AFFILIATIONS Band Of Outlaws - We are proud members of the Band Of Outlaws. We are bound by one universal value: Freedom! The freedom to do what you want, where you want, when you want. We encourage all members and non-members alike to take a look and join Band Of Outlaws. There awaits your place in the dual universe.
  3. After watching the kickstarter video I have to admit that I´m impressed. I´m sure Dual Universe will be the better game compared to the direct rival Star Citizen. But there is one thing I miss deeply and that is PVE Content! Are you planning to add some kind of enemy races or mean spirited aliens? I mean the game looks awesome but exploring the universe without any risk is not very thrilling. Okay you got the other players who might troll you, but I think some PVE content and a pinch of mystery would make the game perfect. I think there are lots of ohter (not PVP) players out there thinking the same way. But I hope the kickstarter will be a success and wish you guys from Novaquark all the best! Otherwise if you plan to keep the alien races a secret until the first player gets in contact with them I have to admit you guys are brilliant!
  4. I m opening this topic to share a global game structure point of view that i think will make the difference with other similar games, going point by point through the different game mechanics. First of all this game appear to be the greatest of all, maybe because its unfinished yet and not full of promisses, that allow us to still make dreams about it, far from founded and unfounded critics. (I think we all waited No Mans Sky and been extremly disapointed) - First point will be the "sandbox" term i would like to review: As few of us might probably know and played, but one, and probably the first sandbox game (if we can call it a game), that still exist, is "Second Life". A infinite flat world in a free to play game, divided into square regions that are subdivided and sold by parcels for real money. It has its own ingame building and scripting system (with a language simplified from c++), and possibilities are absolutly endless. The only problem is that graphics are not good looking, its not really a game, it is ful of greifers and everything ingame cost real money, but in the creation part, there isnt any game, sandbox like game that can do better in terms of freedom. - I ll continue then on the "ingame building" and "objects creations" mechanics: To talk again about Second Life, because i think its viewer should be considered as an inspiration source, i m not sure how Voxel works properly yet. But as simple as is it, having a third person view, as a 3d modeling software, and few editable prims, such as cube, sphere, cone, tube, pyramids etc... as base objects, allow an infinite possibility of creations and isnt ressource demanding for the future servers. Objects would have a tree structure, with a main prim and sub prims. Server side, and gameplay side, the freedom of Second Life, makes it not be a game with any goal, I ll refere to Antoine de Lavoisier who said: "Nothing can be lost, nothing is created, but everything can be transformed" In that way the ressource gathering and creation part can take its sens, and significantly limit the memory usage of servers: to be more concrete, the volume of what ever you would wanna build/shape, you will have to gather it. you wanna make a spaceship, you ll have to gather meter cubes of iron to build it (and not stacks of 64 irons as in Minecraft...). Each planet will have a certain volume of each ressources that can be gathered, and players will team up to gather faster and more. Beside that is also the texturing of those creations, and the uploading of any images onto the server could be a payable service, so one of the source of revenue for the developers, for the case of a buy to play service and spend a bit more to customize it a lot better. I think aswell the crafting system must be forgotten (unless its for a device that will let you fusion 2 materials together, but this can be integrated into the UI), and let any created objects, fully designed and built by players themselves, and have a kind of dematerialisation device, that will let you pick up your creation, store it in your inventory, and drop it somewhere else (like Bulma and her capsules in DBZ) Material creation volume limitation might aswell propbably limit greifing, since as any sandbox open world games, griefe is a serious issue - Next i ll talk about "scripting" and animating created objects and give interaction with players: A script doesnt take much space on a server, since it is only a text file, but beeing able to script our own creations, adding movement, functions, interaction, particules etc... would trully give life to your creation and not having them just standing motionless in the air. Second Life as this system too, and that give a greater value to your creations, aswell will start to engage relationship between players and for some will push them to regroup for beeing stronger. The roleplay will be at the rendez-vous, some will be helping for building, some for coding, some for gathering, some for exploring, some for fighting etc... and the community will become more dependant and stronger. Some people dont like to travel but will be impatiently waiting for the scout teams bringing back goods for the community. Here are some example functions that could be available for script creation: /say /tell /wisper /shout /moveto /follow /rotate /lookat /particules /light /sensor /detector /rez /unrez /timer /onpress /onchatcommand etc... not limited to only those, but will need a little work on a simple and proper coding language to make this all work Would open possibility to build and script defens turrets, following bots, UI huds and mods, automation houses, cars, other kind of vehicules etc... And wikis will appear on the web to share all this knowledge about scripting in Dual Univers - Now some other ideas about "trading" and "interaction betwen players": Gathered ressources, created objects all could be a money change through a trading menu, and gold maybe or any other valuable extraterian material could be used as a global univers market money, since gold doesnt have much use in construction, and would be great for making coins right? But i m not sure if a local money proper to the game is a good idea. Once more, let the players decide the way they wanna trade. This super Stark signed lazer gun or this premade space house for 100kg of gold and 10kg of titaprominium etc... Or maybe why not an online market displaying ingame players creation that could be purchassed with real money Aswell i think PVP combat, hunting, flight chassing... should be always enable outside safe areas. A previoulsy saved location would teleport the died player and his spawned objects such as spacecraft, dematerialized and returned back to inventory, maybe with dammages that will need material to be fixed and reused. Traveling in the unknow will become exiting and scary, as it should be! Maybe a player age system (ingame days/years age without dieing) could be integrated for some popularity and community recognition. And the counter would reset on death, unless a freindly player revive before respawn. - Ideas about how could be the environment and terra forming: Inspiration isnt far, but "Minecraft" did it well. days and nights times, each planets with its own type of weather, planets with none, few or only hostile mobs... we want all. It should be for example impossible to build anything night time without a proper lighting. Exploration could still be continued, with stress, with a portable torch light. Terraforming and mining, should be smooth, and not make huge perfectly spheric holes in the ground and not as simple as just pointing a gun here and there and making everything flat. For preservation of randomly generated beauties and strong limitation of griefs. Can check on the "Minecraft" like "7 Days to Die", that have done it well but still very buggy. - To finish, the subscription fee! Developpers might only like this part but we also need to like it to start and continue playing I personnally dont mind paying for it, as long as it stays at a reasonnable price and not become a fiasco full of promisses. Better do it well and take time than beeing in a hurry to make money. As any multiplayers open world games, developpers are looking for long term revenues to reward their years of labor and incoming years of updates. There is no center in this dual univers, but the developpers. They wont sell us one of their planet but here are few points i would personnally agree to buy after purchassing the game: 1- An additionnal configurable device that once put on a land will secure it, from grieifing, from pvp, entering. With different prices, and different size of secured volume, from 100m radius to the planet size (communities might collect donation for buying bigger devices), and would look like a giant spheric force field. 2- Additionnal engines, turbos, guns part, equipments pieces, unscriptable by players essential parts for builds 3- Online offgame univers market objects selling commisions 4- Materials/ressources packs (for the lazier) 5- Textures uploading fee 6- Premade by developpers, objects, buildings, scripts... Didnt talk about travelling, flying system, it might be too early, but of what i have seen, there is nothing to add, looks great! Now i just hope some of those would be criticized and taken in consideration! Cheers!
  5. WIP, rebuilding, role-playing is fun but not sure if that's what I want to do in DU.
  6. The Stratum Corporation The Stratum Corporation is Dual Universe's first corporation with the sole purpose of mining and extraction of valuable minerals. Our corporations mission is simple: To meet the needs of raw materials required by contractors and get paid to do it. If you are looking for a straight forward and bare bones operation then you've found it. As far as roleplay goes we will feature certain light elements such as corporate hierarchy, promotions, and corporate bureaucracy. That said, there are many different positions available for players of most playstyles. Our company doesn't just need miners it also needs administrative staff, researchers, engineers, marketing, prospectors, armed escorts, and many more positions! Feel free to inquire about any position you might be interested in. Since we are a corporation we will strive to be neutral to all established governments and go out of our way to avoid conflicts. The Stratum Corporation is entirely PvE based and will only PvP to defend mining operations from pirates and thieves. What We Can Offer You We can offer you a safe avenue of accumulating wealth and growing economically in dual universe. You will also be eligible to work your way up the corporate ladder snatching jobs that pay better and better. We will also help all of our new employees get started by supplying them with basic supplies, tools, and a means to work. Corporate Structure Our corporation's structure consists of three tiers. Tier 1: Administrative Tier This is where the most experienced members of the corporation sit. Among the members of this tier are the Chairman, CEO, COO, CFO, Chief Administrative Officer, Chief Information Officer, Chief Engineering Officer, Chief Marketing Officer, and Chief Protection Officer. These members are in charge of managing the entire corporation. Tier 2: Managerial Tier This is where intermediate members of the organization are. Among the members of this tier are the divisional managers of mining operations, engineering, information, politics, protection, and marketing. These members are in charge of making sure all operations run smoothly. Tier 3: Worker Tier This is where new hires go and comprises most of the labor force. Among the members of this tier are the miners, engineers, researchers, prospectors, protectors, and any job the corporation needs. These members are in charge of conducting operations. Positions Available All positions are subject to promotion! Chief Operations Officer - Responsible for handling and managing the daily operations of the corporation. Chief Financial Officer - Manages finances for the organization. Chief Administrative Officer - The manager of managers. Chief Information Officer - Responsible for gathering and overseeing data from prospectors and scouts. Chief Engineering Officer - Responsible for overseeing the R&D branch of the corporation. Chief Marketing Officer - Responsible for finding and securing new contracts. Chief Protection Officer - Responsible for Protecting all of the companies assets and organizing armed escorts for dangerous operations. Miners - They mine things. Engineers - They design much needed blueprints for the corporation such as new ships and mining equipment. Scientists - They research the best methods of conducting an operation. Prospectors - The prospector is responsible for finding valuable minerals and aiding in the mining process. Protectors - Protectors are responsible for ensuring the safety of all workers during the operation. Now Hiring! If you feel like you are interested in joining all you need to do is submit the following application to this thread. Application for Employment Name: Age: Native Language: Preferred Playstyle: Requested Position: Why do you want this position: Why are you qualified for this position: A Message to Governments of the Stars If you are in a position of power in a certain government and would like to request our services in the future please let us know in the comments below. I will add you to a list of corporate friendly governments. Additional Information Preferred Language: English Timezones: Any Voice Client: Discord Feel free to give me any input on the corporation!
  7. So in the lore we see two different kinds of AI. The AI that commands the Arkship and a personal AI. I assume that these are different kinds with the Ark AI being more akin to an A[g]I or Artificial General Intelligence though not fully one and the personal AI being more of the Interface your suit uses to give you information on whats in your Kadpak and possibly news from other players and such along with any other general information that the player may need. That first part basically outlines what I think the person AI should be. Not a full AI but the suit interface with different functions. The reason for it being an AI and not just some text on screen would be to help keep the person sane as long periods with no interaction with others can cause a person to go insane. Here are some things the AI could do/help with though this is mostly game fluff and ways to explain things the game does with lore. Display whats currently in the Kadpak Show a news-feed from other players around the galaxy Alert the player to different environmental things such as new ores or another player entering the immediate area. Connect to a ship and help provide basic support for things like control, targeting, navigation, and repair. Scripts would augment or replace this. Alert the player to ship conditions like hull integrity or atmosphere Alert the player to blueprint problems Be nameable with (modifiable?) voice packs (possibly a cash shop / tradeable item created by users for ingame money) Now for the more "fun" part. When reading the lore and some of the parts of the ship AI I was somehow reminded of Fallout and the different vaults in that game as well as several other sci-fi things with AI in them. We know that our own Arkship landed and is at least somewhat sane but what about the others? A number of Arkships never made it off Earth but its assumed that at least some others did and they have probably been traveling almost as long or longer so where are they? These are some ideas for a few of the other Arkships however these should be later in the game after people start to explore out and such. Rouge AI: This Arkship AI has gone rouge and has begun using the Arkships guns to kill off everything around it though it appears to have gone rouge after/before landing (two ideas here) Offline AI: The Arkship continues to function for the most part autonomously however with the AI offline it is unable to land and release the humans inside. Mad AI: The AI has gone mad and has used its influence on the humans inside driving them all mad and begin to hunt anyone and anything not part of their Arkship. Because the AI is still online the Arkship managed to land though it would most likely not be a nice landing (crooked/ fallen over) and the uniforms of these others should be different in some way (maybe colors or design) Aka: space pirates Functional AI: The AI is fully functional however the Arkship took damage from an unknown source and most of the humans were "lost" and the ship is drifting. The AI is working on a way to allow the Arkship to land. DisFunctional AI: Similar to the Functional AI however this AI has woken up the brains of the remaining crew to assist it figuring a way to land the ship properly by utilizing their brains. Hive AI: think star trek borg but humans less covered in tech Mostly just some random ideas I came up to allow for more PvE and interesting exploration
  8. My name is Trihxeen. I am from Texas in the United States. I am 27 soon to be 28! MMOs have been a big part of my gaming life since I was 14(playing RuneScape) and I plan on playing them til the day I die. I have played: RuneScape, EVE(not too much though), Star Wars: The Old Republic, Blade & Soul, and Everquest Next Landmark just to name a few. I have played around with some game creation tools, but I have no degree. I can find my way around a 3D modeling program and I have down SOME modeling myself. The only one I have left from moving and changing PCs over the years is a model for a game I am currently writing a story for. I am about to start classes in game design, and hopefully one day be making my own games! I am the first member of NinjaClanFu to join this forum! So, lets talk about some of the history of NinjaClanFu! We started out as a group of three playing Minecraft together, and from there we have played/experienced many different types of games together! We came together as NinjaClanFu with 6 people when Ark: Survival Evolved was released in Early Access on Steam. We slowly grew in number from there because of some mishaps with a couple of people we added. But, we are always looking for more members in the future! NinjaClanFu won't be any type of corporation, but we will be looking to build a community to thrive and prosper. This includes everything that the game will have to offer from miners to pvp to any sort of administration we might develop! We are currently planning on being explorers for a while, and hopefully finding a nice place to set up camp and get started on growing! We currently aren't recruiting, but that can change soon! When we do start recruiting(if you would like to join us), we will likely have an application with MMO history and would like to know your experience in building, mining, PVP, and so forth. Additionally, we would prefer to meet will people in TS, Discord or something similar. Maybe even play some games together to see how we click! Play styles won't have to be exactly the same, but we would like to add people who have a similar, if not the same vision. Anything else you would like to know about NinjaClanFu or myself, don't be afraid to ask! I will try to be as active on the forums as possible, but it might be minimal throughout the week since I work 4(days), 10 hour shifts each day. Thank You for taking the time to read this! I look forward to meeting everyone! -Trihxeen
  9. In Pvp and Pve and everything in between, players find interesting ways to win, gain an advantage, or prevent their loss in an impending demise. This concept is an attempt to bridge many styles into a coherent method. Simply : When you click logout and are flagged in combat, you logout, but your body remains in the game. functionality, people might be able to move your body into a jail cell. People could steal your non cosmetic clothes - Armor and Weapons. Hack into your Calabai-Yau Space Nano Pack and take your 50 bananas. When you log back in, and -wake up-. You find you have been put in a jail cell and are wearing inmate clothes. You could always suicide, with your nanoformer thats built into your body's cellular structure. Or you can negotiate with your captors. Maybe they have a robot, or a terminal where its all set up to let you go, if you accept the demand to pay them 100,000 credits. and they give your stuff back. Maybe theyre just bad pirates and stole your stuff and wanna see you go crazy, and or kill self. --- For PVE, when you are fist fighting a bear, and you suddenly disconect. Your body goes limp, you are still in combat though. The bear might kill you. Or, it could even be coded so when a player is in blackout state, the bear loses interest and walks away. This would need some testing or check though to prevent abuse. Like if Bear is at 80% health or more, it will, drop combat with player and move away from them. If at less than 80% it will stay in combat until you are dead, or a certain distance away. Your friends could drag your body away from combat? --- On ships, this gives you a chance to log back in, in the same spot and not far away on a resurrection node - or something else. It could even tie into a medical profession ?? skills to keep blackout patients in combat or alive longer? --- In general, player bodies shouldn't be persistent things. or we might end up with piles of player bodies, and mass graves or something crazy. Players could keep other players, bodies in game. By keeping them in combat. A stun gun turret or something, shooting them every few minutes, in the jail cell. Or, Mad scientist Doctors keeping them on some kind of life support --- I pose this idea half based on the quantum immortality, pretty much we are interfacing heavily from our dimension, with the Dual Universe Dimension. Even if the characters die, we their consciousness are still alive. When we go to log back in and force an argument with the dimension of Dual Universe that we are alive. Its forced to create us if we died. Its a little blurry on when you aren't dead though.
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