Jump to content

Search the Community

Showing results for tags 'solo'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Forum Rules & Announcements
    • Forum Rules & Guidelines
    • Announcements
    • Patch Notes
  • New Player Landing Zone
    • New Player Help
    • FAQ & Information Desk
    • Gameplay Tutorials
    • Player Introductions
  • General (EN)
    • General Discussions
    • Lua Forum
    • Builder Forum
    • Industry Forum
    • PvP Forum
    • Public Test Server Feedback
    • The Gameplay Mechanics Assembly
    • Idea Box
    • Off Topic Discussions
  • General (DE)
    • Allgemeine Diskussionen
  • General (FR)
    • Discussions générales
  • Social Corner
    • Org Updates & Announcements
    • Roleplay & Lore
    • Fan Art

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

Found 10 results

  1. I appreciate the addition of HQ tiles to the game to give a player some room to breath but the current implementation seems somewhat arbitrary. I propose that each player gets one free tile as their HQ and to have more HQ tiles this would need to be done via an organization. It is thematically and functionally odd for an individual to have up to 5 HQ tiles while an organization has non. I would think HQ tile max limits would be tied to a set of talents in the Organization Management category. A player can only ever have one HQ tile (maybe per planet but that may be a bit much) but an Org starts with one HQ tile and can train talents allowing them to get somewhere between 3-10 tiles maximum much like the Core Max Limit talents currently in the game. Again, this makes more sense for lore/thematic and balance reasons. As it is currently, a single player with many alts can land-grab large swaths of land with zero upkeep. Once the "infinite" organization creation loophole is closed having this ability relegated to organizations only will help mitigate massive landgrabs by small numbers of solo players (with alts). This also has implications for Organization Alliances when territory warfare comes into the game. I would love to hear your thoughts, ideas and feedback. Thanks!
  2. I keep seeing posts. comments, and people inferring that solo playing is unwanted, frowned upon, etc. WHY? I'm retired, I play 12 to 16 hours a day, i love building, i even have a youtube for stuff i build in games. i prefer to do it myself and not have to rely on someone else. It's a survival type game right? so that means ideally that you need to rely on yourself to do things, right? i get the organizations, i understand that. but i want to live by my rules and crash my own ships not have someone else do that and leave me the repair bill, etc. i sell and buy from market a lot as a new solo player, (err um..used too). the game should be for anyone and everyone.
  3. 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 using remote control units. The damage multipliers between core sizes should be nerfed greatly, to the point where there barely is a difference. Of course this means that it will take quite a while for L ships to destroy one another, but imo the should be like that anyway. They are L cores after all, they can cost over 150 million quanta, destroying one should be a long process. It would also be cool if cockpits had 2x the capacity than hover seats as well, to give them an actual use. xs ships are too flimsy. this would be ok if tracking on larger ships weren't so great, but unfortunately they are. the same goes to small and medium ships as well, they are just too weak. a fix for this would be to either fix tracking, or yet again nerf the damage on larger cores. xs ships are mostly glorified gunner seats anyway. There is practically no difference, apart from the fact that you can drive as well, which is something that remote controls do anyway. Making something where guns track where the player points, and then shoots where you aim would be far cooler and more useful. Using real time hitscans to damage ships might not be possible (as we discussed in an earlier thread) so I suggest that instead you click on a point where the guns should fire, and then deals the damage as soon as the other client recives the hit. Range and speed is far too high. The current range of xs ships needs to be the range of L cores, and the speed limit should be limited to 2000km/h. of course, adding a speed cap of about 2000kmh would disrupt almost everything else in the game, as it would make the already slow trip to other planets even longer. To counteract this issue there should be a unit that makes you accelerate past the speed limit, but disables (and rapidly slows you back down) as soon as you enter combat, a bit like warp drives. There should also be a unit which has a very high range (maybe even higher on smaller cores) that disrupts them to help catch those super fast ships.
  4. Bonjour , petite mise au point pour notre recrutement. Après un moment dans le jeu je constate une chose. Les joueurs aime jouer solo et faire leur propre petit base. Ce qui est très compréhensif. Sur cette constatation l'organisation Des Lunaris recrute dans le seul but de s'entraider dans les moments difficiles. A savoir Le pvp. pour faire simple : Un membre construit sa base sont industrie, Son vaisseau etc... il est rattaché a l'organisation qui possède déjà une base que tous les membre preuve utilisé sur Alliot. Mais il s'engage a aider dans la mesure du possible la communauté Des Lunaris. Bien sur si un membre veux faire plus il sera le bienvenu dans la base principal. Voila si le concept vous plais, postulé chez Les Lunaris.. Bon jeu à tous
  5. Why solo in an MMO? Are they missing the point? Are they just doing it wrong? This GDC 2011 talk discusses the notion, presenting 10 types of loners and how they could be addressed in an MMO. How relevant are these 10 types of loner in Dual Universe? 1) New Kid In Town A new player, fresh off the arkship. Full of hopes and dreams but have no connections and have no idea how to proceed. Some believe getting organizations to recruit them as fast as possible is the answer but is that really the best way? Overly aggressive advertising puts some people off and others first want to get a handle on the game before they even think of joining an organization. 2) The Daria To this type of player, other players are tragic. A joke. To this player, others are content to be watched with a side of popcorn. There are already plenty of opportunities to watch others, for example, at events. Just show up. Bring your own popcorn. 3) The Sociopath Sometimes called a griefer, this player type likes to watch everyone burn. The smart ones will stay within the rules (barely), while the not-so-smart ones will feel the ban hammer. Moving on. 4) Mr Lunch At His Desk Those with little time, playing in the few breaks they have; like during lunch or after the kids are asleep. Some activities will simply take too long for this type of player, but as long as there are viable and reliable workarounds (like taking a DUber) this type of play is possible. 5) The Introvert Talking to people is scary and this type of player doesn't want to ask anyone else for anything. The sandbox nature of DU means that unlike some other MMOs, players are not forced to do anything if they don't want to. Players don't need to do anything at all if they so choose. 6) The Adrift Groups break up. Organizations will dissolve and some players will be kicked out of groups for various reasons. These are players that really don't mind the social interactions but find themselves without a group. Sometimes this sours the players outlook on the game as a whole and they leave game. Alliances between similar organizations will help a player find a place they are comfortable in the unfortunate event of a liquidation. 7) The Unworthy These are the players that don't know whether they are "good enough". DU: This is more of a problem in a hard leveling system. In DU, every hand is valuable. 8) The Vacationer The players of this type want to take a break, be it from organization responsibilities or to do something different. Three characters per Dual Universe account may provide a player with a level of anonymity if they so choose. Or they can take their main character to relax in a specially built resort on that tropical island planet. 9) The Commitment Phobic The commitment phobic have been burned by organization drama or by joining an incompatible organization. Or this type of player believes others are idiots. Joining an organization is a commitment, some bigger than others. Joining a voice chat shows a level of commitment, which is why (among other reasons) many organizations require a voice chat interview. 10) The Garbo No, he is not calling this type of player garbage. These types of players, like Greta Garbo, just want to be left alone. In Dual Universe, everything is player run. If an item can be bought at a market it's because players collected the required ores, built it and put it up for sale. Besides going full hermit, a solo player will still need to interact with other players, even if it is indirectly. Can a player play Dual Universe solo? Yes. Will that solo player be able to control a vast empire that includes huge fleets and multiple planets? No. Do you agree? Disagree? Or is this talk old and no longer applicable if it ever was? Like, comment and subscribe. What? This isn't the YouTubes? Just DU it anyway.
  6. I welcome you to The League of Solo Players. Its an Organization Dedicated to All the Gods that chose to be solo. This Organization is a tool to connect all solo players regardless of current Organizations to share free information, wether it be gaming issues or to Lua coding issues. Every Player is Equal. All voices will be heard. This Organization Identifies as Solo Player Website https://community.dualthegame.com/organization/the-league-of-solo-players/#tab-description Discord https://discord.gg/3nCCcJj
  7. I'm looking forward to this game very much, and instead of picturing myself flying around killing things in a fighter ship, I imagine myself working solo or freelance for other trading groups. I'm concerned with how payment will be reinforced in this game, whether it be used with currency or other trade goods. Let's say I've dropped off some rare minerals and the other party refuses to pay, how would I prevent this? Would I need the support of an organisation that provides security? Is there a contract system in place, and how flexible is it? Should I make the buyer pay a bit first, then collect the rest upon arrival? Can I sue them in-game or place a bounty? I've looked at some other posts related to this, but nothing looks guaranteed so far. I'd like to hear your thoughts, thanks.
  8. What do you all think about keeping your character and things safe while you are offline? How should that work? Should it even be a thing? How do you balance that with the goal of having emergent game play in a single persistent universe? I haven't seen NQ say a whole lot about this. We've got the Ark Ship Safe Zone for sure. Possibly additional Ark Ship Safe Zones as the game expands. They've said they're considering some kind of Auto Defense mechanism and large Ark Ship like shields - but not indestructible that can be built (for a high cost) -- That's all I've seen from NQ about this.... It seems if you went hard core emergent game play in a persistent universe -- then there would be no disappearing and no invulnerability when you log off. But then you would have to either stay in the Ark zone have massive auto defenses or massive shields or a massive alliance that is always online. This would seem to limit small orgs and individuals to staying in the Ark Zone. And limiting smaller groups like this seems to limit the potential of emergent game play. Is there a way to solve this? I agree there should be risk to being outside the safe zone - even for always online alliances with shields and auto defenses. It should be risky -- but it should be doable too. On the flip side I also think it would be bad to have safe zones all over the place. Bad to have invulnerability while offline. Bad to be able to run away by logging off. And bad to have super OP automatic defenses while offline. How do you go about making offline auto defenses effective without being OP? My idea for a possible solution to this would be a way to effectively hide - not in a way that you cannot be found. Just in a way that is really hard to find you. Another idea would be an automatic call for help when you are offline that goes out to everyone online (or in range) whether they are your friends or not. A third idea would be an automatic retreat mechanism that allows you to set waypoint(s) for your character to retreat to if possible if attacked. Any other ideas? What are your thoughts?
  9. Ok don't hate!! I know this is an MMO ... and yes I know what that acronym stands for BUT!!! people are different and unique and I am just curious on how people plan on playing DU. Please no "Don't play an MMO if you don't want to play with people" posts on here. From what I understand about what is planned for DU there will be the option to play this game either solo or with others .... and both. The more people working together the faster bigger projects can be completed is obvious but there are those who like the satisfaction of doing it all on their own. It is also obvious the more people the more security there is but then again there are those who like to thrive in the shadows as well. I am curious to how many people plan on playing in what way. Please remember people are different so please no hate or attack posts but discussion and debate is encouraged. Thanks
  10. I was wondering how far do you think it will be possible to progress as a solo player? On the title cards, on the official webpage, team up and go solo are right next to each other leading me to believe that the devs have them pretty equal in their minds. But we won't know for sure until the game comes out. For instance in EVE it is possible to play by your self, doing almost anything, but that kind of takes the second M out of MMO. Also here I am not sure what to consider solo play. For the EVE players out there, belonging to a NPC corporation doesn't mean you play solo, you could still run incursions, join RvB and just hunt solo, but I am not sure if that counts as solo play as in incursions you are clearly not alone but, for the most part the people you play with amount to randoms, and in RvB you rely on the long standing support of others. A solution if you have to play by your self is multiboxing, but there is no clear answer no weather we are going to have that supported or not. Another thing, I don't know how far I want solo player to be able to go, I see no problem with a single player sitting within an organization by themselves, taking maybe weeks to capture a whole system for himself being frowned on, especially with an AI their to help them. In case you don't play EVE, an NPC corporation is the what players default to when they leave a player made one and don't join another, and RvB is short for Red Vs Blue, where to player run corporations are in a state of perpetual warfare in a region of policed space, so they can kill each other over and over without interruption. (If any other EVE players could describe it better do so, because while I did play EVE for a while I was pretty bad at it.)
×
×
  • Create New...