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Found 65 results

  1. We just got an official heads-up that built ships cannot be taken back apart, and that purchased ships cannot be modified (but can be repaired). Before people simply assume that the prospect of Salvaging ships is dead, lets consider for a moment the following proposed mechanic. Destroyed Constructs drop some of the materials and items used to build them, plus "scrap" which must be re-refined. For one, this gives players something to do with that cheap jump-ship they used to reach the next planet after it has become totally obsolete. You won't be able to pull apart the jump ship, and unless you built it, you won't be able to upgrade it. Being able to destroy it for some portion of what it took to build (maybe 1/4th of its materials? perhaps a skill could increase your efficiency here) would prevent players from abandoning old ships or cluttering the market with them. Pirates will love this, since killed players drop some of their items, why wouldn't a destroyed ship drop some of its cargo? Why wouldn't a destroyed ship be worth SOMETHING?
  2. For the purpose of this thread we will assume that tracking works as advertised by NQ, as in far away targets are updated less frequently so they will have some sort of lock on; however, closer targets it is almost unnoticeable. Let's throw up a hypothetical situation, You and your crew of pirates have detected a freighter moving at high speed, luckily for you he hasn't noticed your approach. Since we don't have construct vs construct weapons quite yet we'll have to board them. Silently approaching the ship and matching their speed, your team of highly trained marines enters the freighter. Then they turn the corner and find an enemy security team. What are you going to do? Shoot at them with your Nanoformer? What good is that going to do, No you are going to use a brand new weapon you designed personally as a high rate of fire CQC to give your marines the edge. Alright so here is the idea, we can't just go around shooting each other with nanoformers we need real guns and energy weapons. I propose an in game designer for guns and energy weapons that give those weapons different abilities depending on what and how they are created. Now I'm thinking we do this with tiny voxels, voxels smaller than 25cm that make up hand held objects such as a rifle, shovel, tool, grenade launcher, etc. But I'm no game designer I do not know if this will be technically possible. Changing different abilities has drawbacks; for instance: You could increase your rate of fire by adding wheels to the firing pin; however, this will increase cost, recoil, manufacturing time, and reduce damage. You could improve the handling of the gun in close quarters by reducing the barrel length; however, this will reduce the effective range and muzzle velocity. You could make the gun deal with recoil better by making it larger and heavier and thus slower. You could add extra batteries to your energy rifle to increase them magazine size, or add a recharger that will recharge after time, but reduce effective damage and increase reload time. This opens up new gun markets, new manufacturing, and more immersion. This would require a in game design unit for designing small objects, which could lead to designing tools with unique abilities. If this systems existed their would be potential for durability, ammo types, and various complicated gun related markets. Also there would be different resistances for different ammo types. Questions/Comments/Concerns?
  3. T h e A l c h e m i s t s -A Profession-Level Org -Not a Government -Does NOT require loyalty or Sovereignty -Not a Mutually-Exclusive Org -Not a bunch of jerks! If you consider yourself mainly a builder, then you belong in the Alchemists. We are a profession-level org, that means memberships indicate to potential employers that you are a specialist. I will be managing contracts with other orgs to craft and design Blueprints for military or civilian tech, and members of the guild will be welcome to collaborate on these contracts or form contracts of their own. In essence this is more like a Crafting Guild. There will be some shared resources, some shared workspaces, and every opportunity to cooperate. There will be a bank of org-owned blueprints and elements that each member of the guild can use and incorporate into their own designs. As the Legate of 4 interconnected orgs, the Alchemists will benefit from the protection of the Free Lancers (Mercenary guild), the resources of the Squires (resources-for-DAC's guild), and will have bases of operation located safely within Terran Union space and Cinderfall. And we will start in Alpha. Yep, blueprints for constructs and elements that a player creates in Alpha and Beta will all transfer over to the actual release. It will be essential for Builder's guilds like the Alchemists to have access to the earlier builds of the game, and I'll have that access. I will make ALL of my Blueprints available to the Alchemists, including the ones I develop during Alpha and Beta, and if curious Alchemists don't have access to those earlier builds of the game, I will be happy to test out and draft constructs based on notes and sketches by request. You have nothing to lose, build with us!
  4. As a fan of similar sandbox games, it always burns me up that raiding people's base while they are offline is the primary means of aggression. Rust, Space Engineers PvP servers, minecraft etc each provide some potection against players looking to raid your base while you are logged off, but it usually is not enough. Some space engineers servers had a rule of not attacking/greifing people while they aren't logged on to defend it, but it often went uninforced. With Rust, you needed either several small huts with your gear equally split up and hidden to mitigate losses, or have a huge team maintaining giant walls 24/7. From an immersion standpoint sure, it makes sense that it would be easier to raid a zone if no one is guarding it, however scifi characters don't physically dissapear from their empites to work a 9-5. In a traditional MMO, your character doesn't exist while you aren't loged on, however with controlled zone, there should be some type of protection. I'm guessing this is where the territory system sets in?
  5. You're all doomed! I just figured out how to do player zombies in this game without breaking the lore. If early or later game play gets a bit uninteresting and grindy this may spice things up. Hint defective resurrection nodes. No you won't be a super zombie ... at first. A low tech variant spawns you without a suit, nanopack and nanoformer but there is a build path to making them. Again late late gameplay if interest wains. I await the dev's comments eagerly. Let the flames begin.
  6. 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!
  7. juvenius

    Arena PVP

    The Idea here is to have ARENA PVP in space or in land....be it a coliseum, or a field or a space area.....ARENA PVP should have a block to start.....this block will have an area. This is diferent than contested territories since in Arena PVP you don't lose your ship or armor or what not....just to test your abilites....a fee in currency or in materials to enter....tax it....the winner takes the rest.
  8. This is a response to this Devblog: https://devblog.dualthegame.com/2016/02/20/builder-gameplay-voxel-tools-elements/ Specifically this section: Beyond the safety of the Arkship, as players explore the universe, we are currently evaluating other possibilities for additional secure areas in the game to protect builders and their creations, as the number of players in game grows and they spread across the universe. We know that each possibility comes with Pros and Cons. Expect the final decision to be announced more or less at the same time we’ll communicate in detail about the PvP gameplay. Here is a brief outline to some safe building zone ideas: Arkification Token: the ability to find tokens (alien relics?) for the players while exploring or mining. They could be used wherever the owner want, and will be destroyed upon use. This would then create an indestructible safe area and anything in it become untouchable by PvP Mechanisms. Alien Ruins: areas on planets containing lost, deactivated alien technology that could be rebuilt/reactivated by players. Once the area is rebuild/reactivated, the area becomes safe and anything in it becomes untouchable by PvP Mechanisms. Virtual Simulator: enabling player to enter a virtual world (call it “inception syndrome”!). While in that virtual space, the player would be able to design any construct, in a completely peaceful setting. This would help builders to design their construct and create their blueprints safely, without being interrupted by any PvP action. For ships, it will also be possible to test their flight mode, without risking a crash or wasting resources! I think that the Virtual Simulator is ultimately the best choice, as having the ability to turn areas into invincible PvE zones seems like it will have a negative impact on the sovereignty and territorial aspects of DU. In my opinion, players who want to be protected should live on planets that are heavily defended by alliances, and should build suitable defenses for their own bases as necessary. I think that if players are going to be able to build zones that are PvE locked, anywhere that is PvE locked should be able to have its defenses destroyed and ultimately turned into a PvP zone. It seems like players who want to build in peace generally will be able to without anyone bothering them. The screenshots make it clear how big planets are, and how heavily forested some of them are. I think that the Virtual Simulator solves the builder protection issue, while eliminating the possibility of introducing a mechanic that players may ultimately end up abusing ("invincible" PvE locked zones). Ideally players wouldn't even be able to build in the Ark PvE zone, it would only exist as a safe area for players to return to while they are learning how the game works before being able to set off on their own to build wherever they went. Does anyone have any suggestions for how a player created PvE zone might work? Ideally, one that could be destroyed by players with enough time and effort (hacking, explosions, etc.)...
  9. Bit of a trivial topic, but seeing as projectile weapons are a thing, there are a couple ways one could go about supplying ammo for such a weapon. You could use: A) a Mass Effect style system, where your ammo comes from a wedge of steel inside the weapon; the top layer is shaved off and used as a projectile. This means you'll only have to replace the item once in a blue moon, though you're still limited by thermal energy produced within the weapon. B ) a normal ballistic weapon system, with the ammo being stored within clips and magazines, and loaded into the weapon separately. This means you'll have to produce bullets and the like, and magazines for them. Could become another market within the game. A bit less limited by thermal energy, but it could potentially prove a problem. C) a conveyor system, like in Space Engineers, where if they're in your inventory, or a ship's cargo hold, they feed directly into the weapon. Simpler than the other two, but less realistic, and thus less immersive. Commence deliberation!
  10. WIP, rebuilding, role-playing is fun but not sure if that's what I want to do in DU.
  11. Code24

    Encouraging PvP

    I have seen some talk lately of how exactly to make sure that there is consistent and balanced PvP within the Dual universe. One suggestion I have is seen is "PvP battlegrounds" or pre-determined areas that will create balanced matches between factions. I am not a fan of this idea because I think there are better ways of achieving this. One of the great things about this game that is that it has the potential to offer something for everyone. A large amount of those people will be looking to play this game for the PvP and will not want to spend all their time mining/designing/building guilds etc. Ideally, a player should be able to get in the game, buy a decent player-made ship, and head out to do some PvP without worrying about spending the entire day trying to find one. I think "battlegrounds" should be determined by scarcity of valuable resources, not a preset, static area. If you have ever played Space Engineers you know that PvP is rare and frustrating in survival servers. Why? 1. There aren't enough players in a single server 2. It quickly becomes extremely hard to actually find other players 3. All the resources are fairly abundant, meaning there is no need to fight over them 4. "Territory" is non-existent, beyond setting up a beacon on antenna saying "this here is mine" your faction wont have territory I believe that there are possible solutions to each of these problems: 1. As a single shard universe there will be as many players in the universe as are online which will (hopefully) be a lot! 2. Dual may need a galaxy map or some other system to show where the largest volume of players actually are. If you are a large organization of players you should not be able to hide it very well unless you are using stealth tech. Once you get to a system or planet, you should be able to detect ships that are relatively close by and intercept them similar to Elite Dangerous. Whether you will be able to intercept them depends on the capabilities of your ship. This will allow for piracy, bounty hunting, and mercenary work. 3. While some materials, like the ones that allow you to create a functioning ship, should be fairly accessible all across the universe, others should be very scarce. For example: the material used to refine fuel for FTL (assuming FTL is a thing), only exists in a handful of locations within a system. These will be the strategic locations that eventually become battlegrounds for factions to struggle over. So if you want to participate in more cooperative PvP, you join a warring organization of your choice and head to one of these contested locations. Will these locations always have balanced and fair fights? Of course not. It is the responsibility of factions as a whole to gain the unperhand strategically, not individual players. 4. Dual Universe already has a very solid territory system that makes it clear who owns land on planets. I don't know about Space/Asteroids ownership yet though. Let me know what you guys think!
  12. 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
  13. 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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