Jump to content

Search the Community

Showing results for tags 'gameplay'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Starting Zone
    • Rules & Announcements
    • The Arkship Pub
    • Novark's Organization Registry
    • General Discussions
    • Off Topic Discussions
  • Ideas & Gameplay discussions
    • Idea Box
    • The Builder's Corner
    • The Gameplay Mechanics Assembly
    • DevBlog Feedback
  • Fan Art, Fan Fictions & Roleplay
    • Novark Agora
    • Novark Archives
    • Novark Art Gallery

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location:


Interests


backer_title


Alpha


community_id

Found 30 results

  1. Can the artists doing elements make 6 which function as animal cropods or animal resurrection nodes? Craft-able in three sizes and two types. Land and aquatic. High tech Cat box, dog kennel sized box, charger sized box with hold and rattling. I can do basic models or sketches. These allow a quest like process of deploying fauna and fish to the new world. Org mediated. It need not spawn an animal; it's just a specialised form of nameable cargo to be delivered to a warehouse; zoo, farm, park. An additional re-nameable 'seed' package would do plants. Get it to a location set by the contracting player or Perhaps a trade machine. This allows a semi story element. "Restoring earths flora and fauna" to pad out the early play and as a cash flow tool. This gives a player org something to weave their contracts around that is not resource focused. Logically this would be a stretch goal not the main kickstarter goal list.
  2. "Good day, fellow members of the Dual Universe Forum. Like an astounding fraction of people here, I have found a great interest in the creation process Dual Universe has created. Most wonderful of all, I believe, is the fact that while templates are going to be available, most or all of the code can and will be done by the players. While this may allow for stunning creations like "Pacific Rim meets Gears of War"; inventions to darker "George Orwell's "1984" meets Ex Machina", the real problem lies with the benefit itself: codes. Where the player inventions simply to be tried and tested against NPCs, who am I to complain? (after all, we humans like battering digital units without any conscience coming to sting us later on...like Witcher 3...or Doom...or soon to be harassed Dual Universe NPCs...) My concern is that codes, basically interact with other codes that can be decoded, recoded or bloody well explode in your face. What happens when a designer creates a weapon with a kill range of 70,000 units and a damage variable thrice that amount? Or.... A ship with a hilariously high health value and a repair snippet that adds twice the maximum health every millisecond? Or... Codes that change the values of their coded targets, leaving the attack or defence in a quite proverbial "Waterloo"? I do hope that I'm not sounding like a Prophet of Doom to the poor inhabitants of Pompeii, but I do hope the developers have this volcano in check, or at least a force field to keep the lava from raining down on our heads. Lastly, player created AI is going to be as much a blessing to people here as the electric bulb was to our ancestors in the late nineteenth century. In retrospect, it would be a curse to many as much as a future "SkyNet" may be to our descendants in years to come. To be quite frank, some people here may already be working on a doomsday "SkyNet" for the poor people who are unlucky enough to come across it. The point is, some clear controls need to be put in place. And I hope the Guardians of the Dual Universe are several steps ahead of us. Pax Vobiscum. "
  3. So I was contemplating player housing in other MMOs. Most other games that include housing have them instanced in other private worlds. The only exception I can think of is the recently released ArcheAge. Honestly, that open-world land plot system was a nightmare, having only resulted in a massive land grab. There's virtually no more land to be owned. But if DU were to maintain its single-shard concept with an open plot based housing/land ownership system, it is very likely that the same scenario could happen. Possible solutions: Build vertically: takes up less surface area Multiple person buildings: hotels, apartments, condominiums, etc. Space plots: A small island in space, apart from the main planets. Or asteroid settlement. Mortgage loans or rent Fluctuating real estate economy: More densely populated areas have higher land costs. There should also be a limit on the area that can be converted to housing as we don't want entire planets full of little space huts. Any other thoughts, suggestions?
  4. Astrov

    The Honor System

    Hello everyone, I want to introduce a reputation system dubbed "The Honor System". It's a record of a player's prestige, fame, status, and reputation. Every player will be recorded in THS (unofficial term), and will be listed according to their social interactions. This may be because of their sincerity or insincerity, depends on each individual and how they want to be perceived. Let's imagine a scenario of a player committing vandalism, theft, and hostility within a community. Most likely they would get a negative reputation in the honor system and this will affect all their social interactions, maybe being denied certain services, while having access to services exclusive to that reputation. There will be two extremes, good and evil, very much like paragon and renegade in Mass Effect. I'm not sure if there will be a neutral status like paragade, so that's open for discussion. Players will also be able to gain status and become famous, whether it be by a "wanted" poster or otherwise. Ultimately becoming good or evil, depending on choices, and there will be benefits and consequences to both sides that I haven't thought out yet. I think this is perfect for any role-player out there!
  5. Today, I bring the topic of communication, specifically voice communication in Dual Universe. While it is an already discussed idea among Novaquark, I would like to expand on it: Free Talk: This idea enables players to talk within the vicinity. The closer you are to the source of a voice, the louder it will be. Likewise, the farther away you are the less louder it becomes. If you are not facing the source, you won't hear them as well as when facing them. Now, we won't want to walk into a densely populated area and hear voices from all sides. To minimize white noise in Free Talk (unofficial term) you will have to move away from the vicinity of chatterboxes and not be facing them. Or simply, change channels. Channels: There will be multiple channels that the player can tune into like organization, ship crew, 'free talk' etc. and a custom channel that you can invite a select few to chat in. This creates options so players can choose what to use their telecommunication device for. Telecommunication Device: This is a device that will enable wireless communication. It will have to be with you at all times and indestructible. Whether or not the Nanoformer will be used for this is unknown. Unless you're telepathic we'll need this. Intership Communication: Let's say you're flying through space in your galactic Lamborghini and a stranger decides to fire lasers at you. With this feature you'll be able to target that ship and ask them why they're shooting at you or "Can we work something out?" before they annihilate you. Interbase Communication: Interbase communication is essentially a way to contact a nearby base (that is not in your organization) and establish a trade, treaty, form alliance, declare war, or gossip. All communication used this way is handled by Leaders, or under paid receptionists (basically anyone with authority). This is a better alternative to emails because it's more formal, but both will be available. Voice Command: If you've ever played Mass Effect 3 you would know the Kinect voice recognition feature that allows you to give orders to teammates. I have a similar idea to implement into artificial intelligence, you'll be able to command AI using your voice. Whether it is units, drones, or anything robotic in nature, most technological devices and AI can now be controlled with your voice. I think it'll be amazing for the Nanoformer, you'll be able to use its tools without pushing a button! But of course, there will be keyboard options. Ignore Option: This is essential for anyone that is being harassed verbally (and otherwise). This option helps maintain stability within the online community. Or if someone is simply talking too much, this is for you! These ideas are for simplicity's sake, using your voice instead of keys saves you a lot of time and allows you to focus your keyboarding skills on other tasks while maintaining communication. If you have similar ideas, I will add them to the list. Now let's discuss! *edit* Simulating real voice in an environment will add a great deal of depth to the game. Sound Reverberation: When you're talking in a large hallway, echoes will be present. In an open world, no resonance. Sound Barriers: Doors, walls, and objects will affect local speech if the listener is on the other side, reducing range a voice can be heard. Proximity Noise: This suggests that if you yell, the range it can be heard from increases (of course).
×
×
  • Create New...