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  1. So... The biggest growing problem in DU right now is the fact that NQ has done little to properly nerf warping. This is NOT a call to make warping more expensive... This is more of a signal to NQ to either reduce the safezone of planets, or make warpdrives drop you off about 5-10 su outside of a planet's safezone that's NOT inside the Thades, Alioth, Madius bubble There's been a growing number of complaints about how warpdrives really kill the game in many respects even though it's a huge time-saver, it completely removes the risk factor from the game. I
  2. Hey everyone, so the event was a few weeks ago but no one talks about what happend their. At the moment when at every PVP Battle something wierd happens and an Member from Hyperion taken part of it, everyone says that Hyperion is using Cheats or Glitches. Yes the two ships which takes part of this Battle uses Stacked Elements and Burried Elements, but both is allowed from NQ at the moment and thats really not the Problem. After this Battle we dont know what happens, so we decided to do some research. We figured out one really big Problems that game has at the moment. We
  3. There is a burning question on my mind that I need answering, which both discord and the in game help section have failed to answer. how does hit probability work? everyone knows that it is based on cross section, but how does it work exactly? take this beautiful tie fighter I drew in 10 seconds with MS paint (fig.a). is hit probability worked out by: fig.b) a square around the ship, being more likely to hit if the square is larger fig.c) the area of the ship from the direction you are hitting from, being more likely to hit the more area there is. fig.d) sh
  4. Damage multipliers between construct sizes are too high There is no reason to fight (ofc this is being worked on) Fighting is unprofitable as any loot you get will most likely have lives taken out of it/ be worthless The investment to get an L core PvP ship is too low, L cores are supposed to be the large org battleships which need a large investment to build and run, but are too easy to get atm. (XLs should be the equivalent to Titans, if not more) The hit probablility for small constructs are too forgiving to the offender, even super tiny pvp ships with a <2m^2 cro
  5. in theory , xs ships could actually be pretty powerful. their 60 minute lock time from L ships means that you can just hit and run in and out of range of the enemy with 0 damage, and are loads cheaper than L cores. In practice, this doesn't work for many reasons. damage is too low. not only do they do 8 times less damage, since they are controlled by a pilot seat you can only add 4 guns maximum, meaning that you would need a swarm of them to harm an L core. getting 2 pilots in an xs core is far less efficient than putting 2 pilots in an L core, not even mentioning gunner seats usi
  6. In many ways, a hitscan point and fire based shooting system is very similar to the way mining works at the current moment. With mining: The player shoots a raycast from the direction you are pointing, and removes voxels in the area around where the raycast hit. With a hitscan point and fire weapon system this process is very similar: The player shoots a raycast from the direction the gun is pointing, and removes voxels and damages elements in the area around where the raycast hit. If these two processes are so similar, why do we have to stick with the boring Ev
  7. "Combat" channel disappeared after last update. Why was it removed? A lot of PvP players used this, it was very convenient. NQ, when will you get it back?
  8. [This post is wrong, I thought that the damage multipliers were 8x and not 2x. feels like 8x though and I still think it needs nerfing, just maybe to 1.5x instead?] The problem If an M core wanted to fight against an L core , there would have to be a fleet of at least eight of them to match the damage of an L core. However, if you wanted to use XS cores to fight against an L core, you would need 512 of them, which would be so impractical that it is basically impossible. You would need to coordinate, train, and set RDMS for a fleet half the size of the empire, all of which
  9. I still hear people on streams and other discords complaining that an XS core pvp ship cant take on an L core pvp ship, how S core isn't relevant and M cores arent a worth while investment. I don't know why people laser focus on core size being the defining feature of the ships.. No one flies XS Haulers after they've been playing for 3 months, they upgrade to M and L core haulers lifting entire planets off the ground. Why is pvp treated differently? Unless territory warfare is right around the corner, here's my idea on how to bring back the other cores into "relevancy" -remove XS and S wea
  10. The arrival of the relic on Feli has shaken the planet to its core, its biome ruined by an alien artifact now gone silent. The planet is a graveyard of all the colonists who tried to create a life for themselves on this new frontier. Now too dangerous for ships without special equipment to enter its effective atmosphere, it is an unapproachable existence in the solar system. With floating planet crust and atmosphere reaching deep into space, Pilots with unfamiliar knowledge of the existing hazards surrounding the planet fall prey to its lethal environment. Relief efforts have also been in vain
  11. Now you all might just think that this is an easy question. "Just do it like how it is done in EvE!" but unfortunately it isn't that easy. EvE balances out the power of large ships with the maneuverability of smaller ones, making large ships hard to shoot small ships that are orbiting them. In Dual, a few problems arrive if you tried to do this. firstly; unlike in EvE where people mostly maneuver by commands instructed by the player, in DU everything is controlled completely by keyboard input, meaning that large ships can just turn to face towards their target and have no tracking issues. (ye
  12. The Feli blockade occupied by the AC forces was an overwhelming success and the operation is concluded. With all refugees and stranded ships rescued and brought to Alioth markets for repairs, we breathe a sigh of relief. The surrounding space of Feli had been unregulated space since the landing of the ark ship, until now. We had many ships challenge the AC military, from blockade runners to capital warships from many of the more influential organizations as well as some newer companies. More recently Empire and Penrose joined forces to challenge the blockade, with another fleet battle earlier
  13. Three years and half after pre alpha launch, the best period ever for DU, everything got overcomplicated, heavy and excruciatingly laggy, especially at the introduction of industry 2.O which has changed till now fps, lag and loading times for everyone, but since the developers aren't testing nor playing their own game, very little have been done concerning the content and game mechanics. Since the beginning JC pretends that he wants to control the visual aspect of the game, but look at the thousands of player made atrocities and piles of elements scattered everywhere For th
  14. Hello, i was on one of the ships crashing the SW pvp event and generating content, was a lot of fun and i really hope that NQ brings more opportunity to do more pirate themed stuff GF AC, and all who attended see yall next time -EL X a statement from our leader: "Hello everyone, Sylva, leader of Band Of Outlaws here. This thread, the official DU discord and the Memeserver have all gotten a lot of traffic and I thought I would drop by and leave some of my thoughts here for you all. I acknowledge and understand that the Star Wars
  15. Haku0814's Ideas O_o Options Individual options for different ambient sounds namely engine and machine volume controls Ideas for PVP people AND the would be Victims. Jump drive - you "Jump" 10-20 SU in the direction your pointing and do not loose acceleration ( if an obstacle is in your path, you are moved into a nearby non-colliding spot ). This helps with "Off-pip" driving for more seasoned players, would also help with the last leg of a trip to ensure deliver/arrival. Burst radar jamming unit, it just buys time while the other ship waits
  16. A classic case of vision getting in the way of good game design (also known as fun). This is a post about what civilization is / can be in Dual Universe, and perhaps what went wrong. Before diving in, here are some of my assumptions: - JC is a scientist, not a game designer - JC is a micromanager - JC does not want to listen to his devs (some of which worked for Ubisoft and know a thing or two about good game design and mechanics) - Because of the assumption above, I also assume there's a degree of conflict between devs and JC - I assume a lot might change up to release si
  17. Discord Link: https://discord.gg/sssmHbp “Come As You Are.” Link to old thread Band of Outlaws is a honey badger worshiping space cartel within Dual Universe. We plan to be the premiere organization for those who enjoy a less than serious organization, with a cartel/mafia theme to spice up our unique community culture. Our goal is to always enjoy the game, and to knock over as many sand castles as we can. We are happy to accept mercenaries, pirates, smugglers, traders, builders, explorers, and
  18. Usually when there's territorial warfare, the act of capturing a base may start from the air or very far away. As time goes on the Area of interest may become contested by various means. However, at the end of the day, capturing anything terrestrial usually ends with ground forces... This being tanks to weaken a base and the internal dirty work being done by foot soldiers who will get into CQC situations to capture the buildings of the base. The fact that NQ brought up territorial war fare when there's been little to no conversation of AvA worries the absolute crap out of me.
  19. When the game was first pushed out to the public, it was everything that No Man's Sky wasn't and more. However, with how is the game has been developing over the course of 2020 the picture of DU that was painted is completely opposite from the reality of the game in it's current state. As a result, those who've walked away from the game are either gone due to overwhelming burnout, resentment from disappointment, or are simply waiting for Novaquark to get this game back on track. While this game provides "Unprecedented Freedom" (per the latest youtube commercial) the path
  20. It seems to me that one of the underlying assumptions of the game design is that players are available 8 hours a day, every day. Also, It is clear that there is a lack of demand in the markets, many items just sit there for weeks. The only way I can think of to get the markets moving again is to have a lot more space combat with something to fight for, not just for sport. The idea of "combat on demand" is either limited to occasional weekend events or trying to steal from and murder some poor guy in a transport ship (which is not real combat). So how to find more opportunities
  21. The Above image is a snippet from a post on the .23 patch regarding Perma-destruction of elements and Weapon limitation of core size. Below I go over some of the problems with these two aspects of the 0.23 patch and outline potential ways to make it better and more enjoyable. Element Perma-destruction: Problems: Creates excessive risk and inclines less people to travel out into space Inability to trade "used" elements... even though you can buy/sell used cars, games, GFX cards, laptops ect. in real life. Forces people to carry excess weigh
  22. I'm going to dive into several topics here. In addition to organizing this post like a book. Use CTRL + F to find the topic you're interested in reading. Note: Some carebears are going to complain about it but yes, this is going to go down the route of PVP and will touch a little on how this can help the markets in game so deal with it: Energy Management Concept, taking a page from another game (because this game took pages from multiple games already) Armored Core How energy management works on the fly Parts Weapons
  23. Round 3!..... FIGHT! Hello... After having laid out a fairly thorough and indepth posts about Energy Management much of the feedback was related to how much information overload and extensive walls of texts there were. To that, I understand completely. It was exhausting for me to even write it all out but as you saw, I had a lot to say about the feature that I believe NQ are probably working on. With this forum post I will do 2 things: Summarize Energy Management forum posts Parts 1 and 2 Dive into organizing the final part, which is how to attack
  24. I took a moment to pull out the conclusion from the Energy Management Part 2. Conclusion: Currently the roles on a ship are: Pilot/FC - calls the targets Gunners - Open fire on the target Redshirts - guys who repair the ship With this approach to power management you'll create the new role of "The Scotties" who will have to handle the tasks of: Power management for the weapons Swapping batteries charging batteries making sure the generators don't blow checking the coolant systems Keeping the ship's
  25. Me again ...🤬 After I pumped out that gem of a post and have received raving feedback from the DU community I decided to give NQ a break from me for 1 day. But that doesn't mean I wasn't mentally prepping to write the next beast. So brace yourself because I'm far from done with ripping apart this game's current and future gutts and sharing it here. Reference to previous post: https://board.dualthegame.com/index.php?/topic/22000-energy-consumption-and-how-it-can-be-properly-executed/ Disclaimer: If NQ were to actually implement anything from any o
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