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Alpha

Found 6 results

  1. What part of PvP matters in this game? I want to be farming in a forest and see big space ships flying overhead and feel small. Not threatened. Is that possible?
  2. I love when games have physical manifestations of upgrades, i find it increases immersion and variation from character to character. So moving onto my main point, i believe more than the colour of your armor should be varied, I believe you should be able to create different forms of armor that do different things, since this is a very broad statement let me elaborate. You are part of the main troops of a small army preparing top attack an enemy base, you dont need the long sustained flight of a jetpack so you opt to where a much quicker variant, a sleeker and faster jumpack for short bursts of flight and a slow descent. You dont need the agility provided by your current light armor so you wear a heavier however slower armor to allow you to take the front. This would both give your character identity with it's look but also provide a tactical advantage provided by it. It would also encourage player driven corporations to manufacture and sell these armors to other players creating an ingame social and economy improvement. This would also make corporation factions a valuable asset to military factions. The only downside save for the time it would require the programmers and artist to make this, is the fact that this would give new players a slightly greater disadvantage considering they have neither a ship nor decent armor. To help remedy this slightly, i would say that your armor can be stolen from your body when dead, however this is not a perfect solution. Thoughts?
  3. I have been following this game since it's announcement viewing it with the potential of being the perfect game for me, initially i was worried about whether or not they could do anything but now i have 2 main concerns after seeing how well it handles stress tests. I, in games rather enjoy being a bit of an antagonist and i find one of the worst things for an open game such as this would be over moderation, people complaining about raids or pirate thefts or the such. I believe that moderators for the game should only really deal with hacking or exploits, everything else (everything done fairly) should be dealt with by players in game, just as perpetrated. For example, a pirate base keeps raiding nearby nations, these pirates shouldnt be hit with a banhammer or threats of it. The nearby nations should half to deal with it, this is where the fun of a social/combat crossover game comes from The second thing is i heard there will be items added in dlc, which preorder packs include these? If i find the both of the answers for these questions favorable, i will be buying the game as soon as possible, aiming for the $120 (one thirty something CAD) package
  4. Greetings all. As many of you may well know, this game looks absolutely splendid. DUAL Universe is (in my opinion) the next generation of Voxel Exploration games. Quite frankly, I've waited my entire gaming life for this. Such a game sounds like it will focus a lot on role play. If that isn't a plan, please make it so. I can just imagine flying into a spaceport and paying for space gas for my spaceship as I chat up the lady at the counter. Just being able to plug in a headset and discuss important matters with my faction. Now, a game of this magnitude needs a special opening! (Dubbed the Launch Day in the title) I'm thinking that, on the day of the game's launch, players from around the world and spawn in together at the same station or spaceport. Players then mingle and chat. Making new friends, possibly forming the foundations of soon to be empires. When ready, the gates of the ports open wide and expose the players to the vacuum of space. endless reaches of space. Where they can then fly out into the unknown as newly found friends and factions to begin their adventure in DUAL Universe. This seriously has to happen. Allow me now to introduce myself. I go by the gamer tag Dominar, but you may call me Dom for short. I'm a rather ambitious gamer. I've got a deep passion for role play and enjoy myself most when I'm involved with projects surrounding role play (Such as DUAL Universe) I've played many games in the past. Beginning with the ever so popular title, Minecraft. Then moving up through other franchises and different genres. My favorite being Exploration, Sandbox, Survival, etc. Most recently I began a rather ambitious project for Space Engineers, but I feared the game just wouldn't cut it. Literally by luck, I came across DUAL Universe. Once I discovered what this game was about, my mind blew up once more with this great plan I have. I'll tell you all about my "ambitious project" in the future. For now, give me your thoughts! If you're interested in what I'm saying here and what more I have to say, let's talk. I want to meet people with similar interests. Comment below
  5. I've been reading a lot of the information on this game and everything seems fine but I would like to suggest finding a better weapons mechanics than EVE online. Although EVE has it's fans, the whole lock on weapons takes away from the battle in my opinion. I guess it's fun for some but for a game like DUAL Universe it takes away from the freedom idea. So many other Sci FI voxel base games allow you to manually fire your own weapons and even games like Emyprion allows you to take control of your turret and manually fire your turret if you choose to. One of the most entertaining parts of building a ship is having full control over your ship and its weapons. I think using a EVE online weapons lock on system will be a step back for such forward thinking game such as Dual Universe .. Smaller ships dog fights will not be as entertaining and since you're planning on doing multi crew capital ships. If I'm a gunner in a turret then me just locking on and letting my weapons auto aim and shoot will be kind of boring for me. Again I'm not saying that there aren't tons of players that love to point at something and let the game aim and shoot for them but a weapons system like that doesn't bring the Star Citizen or Elite Dangerous fans. They need full control over their weapons. I don't know if this suggestion will be taking seriously because EVE is a popular game but I think for this style of game a EVE combat style of game play will take a lot away from a game like this.
  6. Please, do not misunderstand the title of this thread. I’m not trying to simply bash this game or games like this one, on the contrary, I will go through most of the main advertised features of this game mentioned on the homepage of http://www.dualthegame.com/#screenshots as well as some of the points in the FAQ (http://www.dualthegame.com/faq) and compare them to other games I played or heard a lot about. Furthermore, I’d like to point out that I haven’t read everything there is to read, and I’m not going to before writing this. Why? Well, because I don’t want to discuss whether what the dev’s are trying to do with one particular aspect of the game is good or bad, I am going to point out mistakes similar games made with these certain aspects and try to find out WHY those were either wrong, unsatisfying, annoying or simply bad. I may suggest possible solutions to some of these problems, for others I might just want to see what the dev’s come up with, or I might just not have a solution myself. So let’s get going with a rather light-hearted topic: Guilds, Clans, Nations, Factions, or, how the Dev’s call them, Organizations. To be honest, I read a bit into this one in the Dev-Log, but quickly decided to leave in order for this to stay unbiased. Now, what happens quiet often in MMO’s is, that the amount of Ranks inside an Organization are limited, a prime example here would be Planetside 2, where you are only given 5 usable ranks, which, in larger player-communities, is a ridiculously small diversity to have. What I have also noticed is that often the Rights and Privileges are pre-given, an example here would be “Tribal Wars” a free browser game obsessively played by many, where you have some 10 different rights and privileges which could be given to different ranks within a clan. Now I understand that some rights need to be pre-given, such as the alteration of the organization itself or the ability to hire and fire members, however it shouldn’t be limited to those, as the head of an organization I want to be able to say that no, the guy scrubbing the toilets on my battlecruiser does not have access to my military coms, period. Or the receptionist at my 5-Star hotel cannot use one of the rooms to go ‘afk’ for a few minutes. So here is a solution, I doubt it’s perfect, far from it probably, but perhaps worth a thought: Instead of limiting the organizations to ranks or some such, giving a player two “designations” to describe his position within the organization would be far more effective, which is why some military’s in reality use it. Ok so let’s take Dude Dudsen as our example. Dude has the rank of Officer in his organization, which gives him the ability to promote players under him up to the Position right below him. He also has the function of Navigator, which gives him access to the bridge since his Job is to navigate. The con for using this method would be that the player has to set up to entire systems in order to make his Organization work. The pro is that it gives him flexibility when giving privileges, instead of having to make up an entirely new rank, whenever the others don’t quite fit he has these bundles of privileges that he can give to someone. Now in order for this to work properly one would have to be tied to the other, it would make sense to tie the functions to certain ranks, since a Janitor General wouldn’t make much sense. If you didn’t get that last part, you can hope that I find enough time to make a small sketch of what I mean and upload it (it would be named Fig. 1) Alright, that took longer than anticipated, sadly I’m not done. The Player driven economy: It’d be nice wouldn’t it? Sadly, I just don’t see myself positioning my character at a wooden stall or on some square to wait for someone to buy my damn iron. I also don’t really want to sell all my stuff to an NPC vendor because he needs to make Profit off his sales, otherwise he couldn’t pay me next time I come around and want to sell more stuff, which means I make less than I could. You could, off course, say that he can just sell it for what he paid me and just pay me whatever the current stock price is. Well my dear, that won’t work because it would generate in-game-money. Imagine that everyone just sells to the vendors but the vendors never get to sell, money would be generated and overflow the market, which in turn would make money worthless. But continuing on to the next problem, who’s going to mine the trillions of tons of iron I need for my Fleet of 10 destroyers 16 support frigates 8 missile boats and that supercarrier I always wanted to have which can carry 500 fighters? I’ll tell you who, not me. I don’t have time to do that, and by the time I have advanced in the game enough to be able to do that I honestly might not want to. So who’s it going to be, you? And yes, I mean you, the dude reading this, because I don’t think you will do that for me will you? I mean why would you work to build my fleet just for fun, I doubt you would actually do that. So if I can’t hire players to build my fleet, I need someone else who’s willing…and we’re back at NPC which, if you noticed by now, are an economic dead-end. If I give the NPC a salary, what’s he going to do with it? Where does he give it back into the system? Because that’s all that economics is, giving and taking from the system. And if there is a dead end somewhere which is substantial enough, the system will inevitably crash and fail. If I don’t pay the NPC a salary I get a free Fleet and rule the Galaxy. Sure I don’t mind. But then the game would be boring and I’d play it for a few days until I have conquered everything and got bored of expanding. What might work is if I could put a NPC placeholder for me in the wooden stall I mentioned at the top of the paragraph who would sell my things. And before I forget, I don’t WANT a global trading platform where I can just put up my Iron for X money and then some random Person takes it, where’s the fun in that? Where can I rob my trade Partner, where can I betray him? It’s just so much fun to stab people in the back. While we’re on the topic of money, the games price: I’ve read what the dev’s wrote in the FAQ and it sort of, well dampened my enthusiasm. I don’t want to delve too much into this since it’s less about the game than other points and it’s also not really any of my business so I’ll try to keep it short. Dear dev-team, your game lives and dies with the amount of people playing it, for a small group of people this game will soon become repetitive and boring, for the millions you promise it can handle, it will be one of their greatest adventures. The casual gamer, which is a majority, will be less interested in a subscription-based game than a one-time pay plus in-game purchases game. I understand that you need to have a steady stream of money to pay salaries and server-upkeep and the likes, however I ask that you at least consider what I said before making your decision on the subscription final. Let’s move on to a less serious topic: Scriptable Ships and Constructs Oh boy, what to say. I understand how dev’s might think that a Script isn’t that big of a deal but, well it is, for me at least. I never learned how to program anything, granted I did tech myself some .cmd a few years back for fun, but that doesn’t nearly compare to anything I’d need to script a damned ship! Space Engineers did the exact same thing, and I see the awesome stuff like lock-on cruse-missiles and the likes, and it just makes any attempt I make laughable in comparison, it takes away the thrive to create something new and innovative. If you do scripting, next to it make some sort of easy to learn module connector platform. Where people like me with no programming experience can quickly and easily learn to make the basics work, for example a simple trade route, move from here to here, dock there and done. Or try to make a missile “script” in that sense. So that’s it for now, it’s late and I have work tomorrow. I might continue this some other time. Please comment on anything and everything I said, tare my arguments to shreds if you want. And call me out on any ignorant remarks I may have made. Also if there's anything very wrong with my English, make a footnote out of it, it's my second language and I'm always happy to learn. Have a good day.
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