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Found 56 results

  1. 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.)...
  2. 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!
  3. WIP, rebuilding, role-playing is fun but not sure if that's what I want to do in DU.
  4. 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!
  5. 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
  6. 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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