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Alpha

Found 30 results

  1. (Posted Friday 19th of February 2016 on the DevBlog) In the past few weeks Dual Universe has been on occasion described as being mainly a PvP MMO. However Dual Universe is so much more than this: it has a rich "Builder" gameplay at its core, which is rather new in the MMO genre (at least at this scale). Specifically, this gameplay is not just a kind of single player experience added on top of a MMO, but takes an entirely new dimension because of the fact that you are building within a MMO that takes the word "massive" seriously. This is a crucial aspect, and is central to the emergent gameplay experience. We plan to implement the Builder gameplay in the Alpha version (not all tools might be ready though) before any PvP gameplay. We are doing this for 2 reasons: - We would like to send a message: our game is as much a Builder Game as a PvP Game. - In our game vision, building constructs will be the first brick of the gameplay cycle. Warning: everything said in this blog post is still "work in progress". Development is an iterative process and the gameplay may evolve a lot between now and when the players will get their hands on the game. Goals we have in mind for the Builder role: Building as a meaningful activity: Instead of just remaining an end in itself, we want to give to the Building activity a purpose to all the time invested in it. To build gigantic things and just stare at them once they are finished feels like something is missing. If you have played other Builder games, like some people in our team, you might have felt this way. That's why we plan to place the Builders at the heart of the Economy. We want to make them feel useful or even essential to other players. Builders will be able to sell, or buy their creations together with other players to increase their wealth for other purposes. Building activity will, along with the crafting activity, bootstrap the player-driven Economy. And a strong emergent Economy will be necessary to make PvP possible on a large scale. So even for PvP Players, Builders will matter. Showing your art to an incredibly bigger audience: You are an artist for the sake of Art, and you don't really care about making your creations profitable or being useful to anyone. That's fine and even in that case you could still have a solid reason to build in a single-shard game like Dual Universe. Why? If you want to show what you're capable of to the community, well, in the average Builder game, you will be able to show your work to 20, 50 or possibly a few hundred players if you are on a solid and very populated server, but this is still a small part of the game community. Of course, you have social media to enlarge your audience, but watching a video on YouTube is not comparable to seeing an impressive fortress in game, right? Imagine that in a single shard universe, your creations can become a tourist attraction similar to real life monuments (Statue of Liberty, Eiffel Tower), bringing thousands of in-game visitors just here to see your Art? Well, you get the picture. The protection we plan for the Builders: Building is a very time consuming activity to bear fruits, we are very well aware of this. It is also something many players practice as a relaxing activity. So if a builder wants to build without risking being attacked by a PvP player, he will have the opportunity to do it in non-PvP, secure areas. Right from the beginning, there will be a secure area of several kilometers around the Arkship (the in-game starting point). 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! What about the constructs built in non-secure areas? These will be destructible. We assume what take the most time in the building activity is to design a construct the first time and tweak all the small details on it. Once you have the Blueprint, or a Construct Snapshot with a Repair Unit, it's only a matter of gathering resources to repair it or reproduce it an infinite number of times. This is the best way to make the PvP destruction acceptable in our opinion, but we remain open to community suggestions! The Tools available for the Builders: We have taken some time to analyze and gather information about what are the strengths and weaknesses of already released builder games. It seems they all fall into two main categories: Those who have predefined blocks which are easy to take in hand gameplay wise, enabling players to build nice designs quickly but where the creativity is limited, due to the number of different preset blocks you can choose from to build with. Those who have voxel tools enabling players to manipulate the world to reach maximum creativity freedom. The drawback is generally that this ability to manipulate voxels is incredibly intimidating and difficult to take in hand for a beginner. While a few experienced players can build wondrous things, the vast majority of players are overwhelmed and discouraged. In order to avoid the pitfall from the two genres, we've come to the conclusion to get the best of both worlds to appeal to both experienced and novice builders. So yes, in the Alpha, you can expect to have "Voxel Tools" as well as what we call "Voxel Elements". So, what exactly are Voxel Tools & Voxel Elements? Voxel Tools: 1) Deploy/Remove Shape Tool: In a nutshell this tool enables the builder to deploy (or remove) a primitive shape, a bit like a 3D brush. Right now it can be a cube, a sphere or a triangular prism. The size of the shape can be resized and rotated. It can be used for deploying/extracting large shapes or for fine tuning those intricate details. However it will grow in versatility as time passes: we plan to include cylinders, cones, tetrahedrons (triangle-based pyramid), square-based pyramids and many more! 2) Line Tool: this enables the builder to create a plain linear connection between two rectangular surfaces that you are free to define. Both the starting rectangular surface and the ending rectangular surface of the volume are defined before deployment: the size of the rectangular base at each extremity is decided by the player with a simple drag&drop movement. 3) Smoothing Tool (work in progress): this enables the builder to smooth sharp edges and corners progressively enabling more organic and streamlined shapes to be made. The smoothing action can be triggered either by a click or by maintaining the mouse button to have a continuous smoothing action. 4) Select Tool (work in progress): this enables the builder to select a precise group of voxels and save it temporarily (like in a clipboard) or permanently in their Voxel Element Library. The selection can then be reproduced (copy/paste) in the world (assuming the builder has the necessary quantity of material to reproduce it). Note that it only stores the voxel content and not other game Elements (eg Engines). 5) Paint Tool (scheduled): this enables the builder to "paint" any surface of a construct. In fact, it's material swapping: one voxel of a specific material is replaced by one voxel of another material. The removed quantity of material is put in the player inventory while the quantity of material used to replace it is taken from the player inventory. We will try to have two painting modes: sharp painting (similar to hard edge painting) and smooth painting (where the material recently deployed is slightly propagating to adjacent voxels, creating a blending effect). Voxel Elements (or Voxel-based Elements): Put simply, a Voxel Element is a complex, predefined voxel-based shape constituted of one (or more) material(s). A spiral staircase is a good example of a Voxel Element. Voxel Elements will be gathered in a library. We plan to include more and more complex shapes in this library. The feedback from the community will be essential to know which complex shapes will be the most useful to builders. In the long term, builders will also have the ability to create Voxel Elements themselves, and to save them to their Voxel Element Library. They will also be able to modify the materials used by the Voxel Elements, so if you want a metal stair with a wooden handrail, or vice versa, you will have to simply update the materials attached to the Voxel Element. Mesh-based Elements (or "Elements"): As well as Voxel Tools and Voxel Elements there are also predefined game Elements like Cockpits, Engines, Boosters, etc... They bring functionalities to your Construct, and can be attached to your voxel-based creations, setting up their anchor point and orientation. Some Elements will be required to build certain things. A basic flying craft will require a Core Unit, a Control Unit, a Gyroscope, and a few propulsors (adjustors to orient, rockets to fly), but the voxel-made chassis, hull and design of the craft is entirely left to the builder. Well, that's all for now. We hope this gives you a better idea about the plans we have for all the Builders in Dual Universe. Don't hesitate to give your feedback on the forum, if you have any suggestion or comments to make: we really want to have your opinion on this! The Novaquark Team.
  2. Aliens have long been a subject of speculation and a pillar of science-fiction, so I set to wondering, if the game-makers finally decide to bring them what would we like them to be? EDIT!!: Do not post any pictures videos or information from the pre-alpha(as proof or otherwise) or subsequent wave tests or well, answer to NQ-Nyzaltar
  3. The most commonly accepted theoretical method for FTL travel is called the Alcubierre Drive, which propose to build an engine that can warp space. This involves creating a 'warp bubble' which consists of an unexpanded region in the center, a squished region in the front and a stretched region in the rear. To simply slap on a module that make your ship go is not good enough. To make FTL ship design interesting/compelling a designer should have to calibrate the field geometry such that the ship fits in the bubble the bubble is streamlined the engine has sufficient power to maintain the bubble radius Desirable attributes of FTL drive for shipbuilders to balance: Startup time - This is the time your ship takes to initiate FTL from cold start Speed - This is the maximum velocity your ship can achieve without overloading your FTL drive Acceleration- How fast your ship can speed up and slow down.Energy usage How much energy it takes to maintain velocity. Structural integrity - The ability of your ship to accelerate in a given direction without flying apart. Power - The amount of your ship dedicated to supporting your FTL system Control systems - A well designed control system will operate your engine efficiently and safely, without exploding Interactive FTL capability will add value to ships and increase competition for engineering design and control systems. The FTL design of a vessel would have to be engineered and calibrated by a specialist, and each design would have to be unique. Equations of warp bubble can be described by the FTL drive component with simple made up math which is loosely based on current ftl research but has nothing to do with reality: The field is composed of an expansion ellipsoid and a contraction ellipsoid Velocity =Vector(D, sqrt(E*C)*FD) where D is the angle between the FTL drive and the point furthest from the warp drive on the contraction ellipsoid. where FD field divergence is the maximum distance between the two ellipsoids in meters where E energy is a constant based on the total energy supplied to the drive where C is the speed of light in a vacuum If I place my ellipsoids farther apart I will travel faster. If I place them closer together I will slow down. Changing the field geometry such that the field is offset in a direction other than forward would allow your ship to drift, strafe, and warp sideways and pull off all sorts of maneuvers. The offset and the sizes of the ellipsoids comprising the warp field will determine the velocity and direction of travel. To withstand a change in direction the ship must have sufficient cross-sectional strength/weight ratio in the direction of the change in acceleration. The drive is controlled by the positioning of the ellipses. The first set of inputs, X0,Y0,Z0 control the energy diverted to projecting the bubbles in each direction, determining the size of the bubbles. The second set of inputs , X1,Y1,Z1 controls the position of the forward bubble relative to the drive. Field divergence and velocity is given by the second set of inputs. To turn the drive off, cut the power. If the power level is insufficient to create a bubble which your ship fits inside your ship will not enter warp. If the field strength is not sufficient to maintain the bubble radius the ship will be crippled by the shearing force. Energy usage will be given by the total volume of the bubble divided by the aspect ratio of the bubble, direction of travel to max radius perpendicular to the direction of travel multiplied by the field divergence. Protip: Use the same mechanic except with a single ellipsoid when you implement shield bubbles to save work. This will lead to the following situation: The captain tells the engineer to outrun the other ship The engineer is concerned because you run the risk of overheating the engines The captain doesn't care and just wants to go faster Either the ship explodes or everything works out ok depending on both the engineers competence and the designers competence A staple situation of modern space drama which would only appear in a cutscene in any other game.
  4. Hi everyone! Here is the dedicated thread to discuss about the June DevBlog that has been posted today on our website here. Let us know what you think of the upcoming changes! Best Regards, Nyzaltar.
  5. So, when I was figuring out how the Department of Justice for the Terran Union would work I came across a problem. 1, how would we enforce player punishments, 2, how would we stop players from committing crimes in the first place. So, I came up with several ideas, each with their own stipulations: 1, we imprison players (in cases such as multiple intentional team killings) in special tile sections designed to allow imprisoned persons to spawn there and allow the player to leave the faction at any time but force asset seizure for any items and or ships inside the TU. 2, we create a tier system to limit the privileges of players inside the TU. Such as allowing people to take on certain jobs and such. A person would be promoted and demoted over time in the system and would have certain jobs with-held depending on their rank. 3, we just straight up exile the user in which would be very efficient but extremely hazardous. 4, we do an asset forfeiture in which their vehicles, materials, or property is seized by the state and transferred into state-funds, almost like a fine. Any comments on this would be appreciated as I'd like a think tank to just mull it over. Ruling Terran Union Supreme Court Justice, ShaylixLinx
  6. Simple question: Will I be able to change my on-screen displays for scanners, speed, etc, to the imperial system? My guess would be yes, but I wasn't sure if it was confirmed anywhere. In this latest Dev-Diary (Awesome), All measurements seem to be in Metric. https://youtu.be/5yG5DtZcdd8
  7. After just coming out of the shower, I have had an epiphany: Seismic and volcanic activity on planets. This feature would not be applied to all planets, as it may cause too much server stress. This engine would work similar to how tectonic plates work on earth, or the plates could be immobile and the only evidence that they exist is mountains and valleys. All of the plates on Earth are driven by one thing: magma. This magma could present on planets, with unique subcrustal temperatures varying greatly. This magma does not have to be fluid, but textured to look fluid. This would ensure that server stress levels remain stable to handle this amount of liquid present without crashing. In order to compensate for this lack of fluidity, lava tubes could be implemented to present evidence of previous plate activities that could be used as a base hideout of some kind. This magma could be used as an energy source, with many pumps being used to extract it. These tubes would have to be able to handle the high temperatures of the magma in order for successful magma extraction to happen. If it is unsuccessful, the pipes could just melt or something. This would explode the market with different types of tubes with varying effectiveness. I will continue this post as a different idea titled "Ice Moons and Cryovolcanism" so you can respond to it separately.
  8. Will there be some kind of food levels in DU? If so, what about water? I don't think it is a good idea, just more of a nuciance.
  9. Hi Noveans, Just wanted to reach out and ask some general questions regarding DU. I took a look around and did not find exact responses to similar questions and would like to bump this up for new players and those considering pledging (like myself). Please excuse any redundancies to previous threads/topics/discussions. 1. I have been interested in pledging Patron - Is this too much to spend on the current & foreseeable available content? 2. I enjoy games like Minecraft, NMS(surprise!), and Astroneer. I actually did not enjoy EVE Online, Star Conflict, and some similar games as they became too overwhelming. Is this right for me? 3. In its current stage, especially as a p2p model, is there any downtime/restricted access periods that I should be looking out for? 4. Like I previously mentioned, I do enjoy open world building games where I can mostly be isolated to building large structures/ships. However, when I am fatigued from that - can I find cities, towns, space ships, space colonies, & other more cosmopolitan things to explore? 5. I love the FUNCTIONAL building aspect, I support others in there different & interesting interpretations of space and how it should be colonized. Does this game have a potential for us to live in each others creations? Routinely rely on player based cities, ships & so on? Its possible this question can be tied into 4. But the spacefaring explorer in me had to ask! 6. Finally, this single shard expanse, is it well populated? Or am I to find myself in another rendition of NMS? Again, I appreciate the time any of you take to go through this with me. After countless hours of scouring youtube for gameplay video and commentary, I have found the answers to these questions outstanding. Although I could always be wrong and not have looked hard enough! All the best! Doob.
  10. I suggest having multiple coding language editing boards in case we can't fins a way to learn Lua before the game release. There are not a lot of online resources for learning Lua, and any of the websites that would potentially have Lua don't. I'm saying that we could keep Lua, and we could also have other languages for people to edit if they aren't knowledgeable of Lua (myself included).
  11. Hello, Here is the question. Is it possible on the whole game to play without fighting. I mean without pvp ( except pve there is no full loot) Because i had the experience in an other mmorpg with full loot and i i lost all my gear because of it. Are there more mecanism more pacific without using violence on an other player (except pve) ? Thank you a lot and see you.
  12. I was just reading the wiki about the combat and at the "friendly fire" paragraph I wondered how DU will handle collisions. So will there be enemy collision? I think there is but that it will be limited in the sense that you won't be able to ram and destroy a ship with your own ship. Is this correct? But more importantly what about friendly collision. If there are 10 starfighters will it be possible for them to occupy the exact same X,Y,Z coordinates, meaning that there is no friendly collision?
  13. Is alpha going to be the same thing as space engineers, but without damage? - _ -
  14. Hi Everyone, If you did gather all the info on this game you may have notice 3 things: - JC said (approximately) : "would be cool to have a lua script which make your ship doing an automatic front to back (180° turn) with one button so you can face a foe behind you" - The game will be first person view. - As everyone know, pvp will be lock then fight depending of characteristic of your ship, I guess he has EvE gameplay in mind. Problem: This 3 "things" belong to very different game design choices, because the first one is "arcade" or "simulation" gameplay, where you need to react fast to face your taget (and aim?) in order to shoot at it correctly. The second, FPS mode, is also arcade gameplay where you have the limitation of the view angle and camera, increasing the difficulty of finding your target compared to a third person. Last is tactical gameplay, where you certainly have to react fast as well, but more important, have to do choices giving a certain situation, you analyze and react, prepare the situation before it comes (design your fit). It is all but arcade mechanics, compare EvE online against Elite Dangerous and you'll get what I have in mind. Well, it is emergent gameplay ! Why not mix ? Well ... because you are manoeuvring your ship in an arcade way, you expect to eventually dodge, do nice things moves and enjoy a dogfight ... while the damage you do and you suffer are actually not dependent of this here... In a more technical way, the game is using position prediction to simulate smooth movement while the position information of player are updated not frequently enough to simulate a dogfight. You may say, it is not the goal of the game, indeed, so why would we even need "arcade" mechanics ? Just put a ship list on the right of your cockpit UI and click on "target" then "orbit at 10km" if you know what I mean. I could also add to this the concept of big ship with plenty of automatic weapons < big ship with plenty of manual weapons controlled by several players, (why would I ever want to sit on cockpit and click on "target" then "fire", then "target, then "fire", etc). I am not shooting at the game right now, I just want to expose my concern about the risk of such a gameplay, it could be very frustrating to have smooth and cool control of your ship but with no relevant impact in a fight. Overall, the mix is dangerous and could lead to unhappy or unpleasant gameplay feeling. And yes I know that there is technical reason underneath, but here we may need an emergent technology to solve this... (Lock then P2P to avoid Server overload, would be like P2P on the fly with your target ? I'm not really a specialist in that specific domain you probably thought of this already) That's an open topic, please throw your thoughts. Aesir
  15. Hey Guys ^^ Is there even an official statement about recording and publishing gameplay in Alpha? I'm a German broadcaster streaming on Twitch and publishing on a Gaming YouTube Channel, so this is kinda important to me. I really wish to combine my passion for DU and my passion for YouTube/Twitch.
  16. Drones and Gameplay Yes drones probably one of the most discussed topic with a lot dreams. I've been thinking a lot about how those things could be integrated in a sandbox game for a longtime now not just with Dual Universe. I want drones which are in theory capable of everything the player is able to do with his equipment. (DU equivalent: his constructs) It would be up to the programming skills of the smart people to develop good software which would also be a good trading good. Awesome AI software + awesome construct = awesome drone The problem with that is it will be most likely abused very quickly with some kind of replicator device and an army of drones steam rolling anything that is in the way. (And yes, I'm guilty I did this many times where I was able to do so) But since you are not alone in the universe that is not an option, they have to be nerfed in a way that doesn't cut the capability of them but also clearly restricts usage to prevent such SkyNet scenarios. I first thought about really complicated stuff that needs a very high level of knowledge and skills like (and dev time): Building up complicated rule sets in order to use them, the need for communication devices with limited range and a max number of drones or a master drone controller with "CPU" cycles that get used up by the various functions performed. (The CPU cycle thing is fun so, I had competitions with my nerd friends who could build the most efficient program) But all those have flaws and turn players off who don't want to dedicate much time to this topic. Drones should be a essential part of the gameplay and not just for the 10% who are able to grapst the topic. Things like summon your ship would be a drone activity, any construct performing a advanced series of maneuvers with a given task would be a drone. This kind of automation needs to be accessible to everyone either by hard work or buying it from the marked. Besides that, providing means for ingame automation makes third party bot software less viable. Then it hit me, how to prevent SkyNet and make drones a very good gameplay element in DU. DU already has some very unique and great abilities such as the rights and duty management system. So how about you need a licenses in order to use a drone. A license could be bought at the ark ship or a skill learned overtime but they are finite for example you can own only 5 per player. Those license must be assigned to a construct core in order for it to function as a drone. A little scenario Now I'm a big company with a giant mining site (claimed territory) and doing everything per hand is stupid, I WANT DRONES TO DOOO THAT..... So how do I get to use many drones there? That is where the rights and duty management comes in as a organisation you can claim a number of drone licenses form you members. However it is up to them to give them to you they could keep or trade them in the market if you don't offer enough in return. (And you could decline them membership for that but that is up to you) With the ability to sublicense you can make a small income and miss a drone or you could control more drones at once. The next problem pops up Ok now I have 15 drone licenses and all are used in the mining site for bots and somebody attacks. There are 5 additional fighter drones stationed at the side, so in order to defend it you need to dynamically reassign the license and risk 5 mining bots falling out of the sky or you could rent 5 additional licenses from a market place. This is in my opinion a very balanced solution which allows big empires to have a drone police to provide security, big companies with automated equipment to do work and the average Joe a relieve from resource grinding. P.S. it is 03:43 AM and I tired so for any mistakes: finders keepers :-P
  17. So, I was thinking, what if, you can make more or less of your body cybernatics? So, replacing your other arm with robotic arms for example. Some key modules: -Advanced Brain: makes skill training quicker -Caloric converter: turns food into energy useable by implants -Energy converter: turns energy into calories -Backup Life Support: backup systems to replace failing organs from combat(or something) to prevent dying long enough to get to safety Biology route -Needs organic food -not as much endurance -more fragile Cybernetics route -Needs expansive repair materials and energy cells -Drugs Performance-enhancers doesn't work as well -Needs skills to implant/use Please be respectful and post your suggestions here!
  18. So, I was thinking, what if, you can make more or less of your body cybernatics? So, replacing your other arm with robotic arms for example. Some key modules: -Advanced Brain: makes skill training quicker -Caloric converter: turns food into energy useable by implants -Energy converter: turns energy into calories -Backup Life Support: backup systems to replace failing organs from combat(or something) to prevent dying long enough to get to safety Biology route -Needs organic food -not as much endurance -more fragile Cybernetics route -Needs expansive repair materials and energy cells -Drugs Performance-enhancers doesn't work as well -Needs skills to implant/use Please be respectful and post your suggestions here!
  19. Wouldn't it be nice to have a creative/godmode mode version of this? Name says it all.
  20. What do you guys think about orbital mechanics and other realistic physics elements? I personally think it would be cool to do a Hommen Transfer in my custom-built starship and sneaking up on enemy ships where they don't expect it. I suppose it would be cool to have other realism features, but this isn't that kind of game. Still, orbital mechanics are cool.
  21. Introduction This is more so a topic for the developers, but I hope people will add their ideas for additonal feedback. Dual Universe is looking to be an enormous, awesome game. It's trying to do what no game has done before, but at the same time it's going to share some gameplay aspects with other games. In order to make this deep, rich, and occasionally complex game a reality, lots of mechanics and ideas will need balancing and fine-tuning. A very popular game around these forums is EVE, for obvious reasons. EVE has lots of the features and mechanics that Dual Universe is looking to accomplish. As such, I would consider it foolish to not look to EVE for ideas on how to make Dual Universe better. EVE is very successful, with a huge lifespan for a game, and many of the concepts the game is based on are shared by Dual Universe. As such, it is of course a great example to look to. What Survivor Bias is However, I think it's extremely important to specifically mention survivorship bias (SB), and how to avoid it. If you know what SB is, you can skip this paragraph. SB is when you look at only the survivors of a situation, and make a judgment call based on only what made the survivors successful. You can google it yourself, but a popular example is from WWII. Lots of British and American bombers were getting shot down, and so the allies looked at where most of the bullet holes were in the returning bombers. They added extra armor to those areas, and sent them off again. But, the number of bombers lost didn't really change. Then one man realized the fallacy in the reasoning... They were only looking at the bombers that had survived. This man determined where the bombers that were getting shot down were getting shot; he didn't look at why the survivors survived, but why the failures failed. He determined where the lost bombers were being shot and subsequently destroyed, and those spots were then armored instead. The number of bombers getting shot down decreased after this, because his reasoning was correct. How I've used it in games Seems dramatic to bring such a serious matter into a game, but the reasoning is the same. I'm currently working on a zombies map for Black Ops 3, and wanting to make a great map, I looked at the generally considered "best zombies maps" (take a guess how many youtube videos there are with a title like that) and what makes people like them so much. But, I also looked at the maps people seem to like the least, and tried to figure out why people don't like them, so I can avoid the features and aspects that those maps have that the others don't. (TL;DR: You'll still get the gist of the topic if you read from here) Why the failures fail Dual Universe can do the same. Looking at EVE as an example, that's great, an extremely good idea to do so. Look at what makes that game great, and try and carry those features over. But, it is also extremely important to look at what made the failures fail. Drama aside, look at No Man's Sky. It has tons of planets and creatures to discover. People say all the planets are the same aside from colors, and they're partially right. A planet may have different animals, but they lack uniqueness. Each animal hardly acts any differently than any other, and no animal offers something that another one doesn't. All of the materials and resources are found in the same form on every planet. No Man's Sky offers lots and lots of the same thing; there are tons of planets, buildings, animals, NPCs, and space stations, but none of them really offer anything that another one doesn't. The problem with failures is that typically, they aren't popular so not many people know about them. I hope other people will bring in more failures of games (preferably ones comparable in some way to Dual Universe), and maybe highlight some reasons why those games failed. Maybe mention some features you don't want to see in the game. Please try and avoid drama and extreme negativity; highlight flaws, but don't verbally destroy the games, and please specifically don't turn this into a No Man's Sky hate thread.
  22. (Posted Friday 4th of November 2016 on the DevBlog) Some progress on the mining game mechanics In this Devblog, we aim to shed some light on a very important part of the future gameplay of Dual Universe: scanning & mining. What follows is our current thinking on these features, as we are currently implementing them. This may still evolve in the future, in particular thanks to your feedback! So, let’s have a look. Scanning is the activity of prospecting to find new resources in the ground on planets. Resources are physically geographically located, they have a span and a size, and they are generated via our procedural algorithms together with the planet as voxel blobs. They will be spread on the planets based on rarity and how important they actually are in crafting recipes. Some rare resources will not be found on Alioth, the starting planet, so you will have to journey out into the universe to locate them.. Each biome will have a set of typical resources associated with it, so prospecting starts by “knowing your biomes” The table below presents a simple rough description of how we plan to stage the levels of difficulty for materials: Our current plans for prospecting are focused on two scanning techniques: radial scanning and directional scanning. Radial scanning will allow you to probe for a given class of material in a given radius: the scanner will be able to show you what percentage of the area you’re scanning is made up of the class of material you are seeking. It’s only partial information. You won’t know where it is exactly, just that 1.6% of the volume of your scanning sphere is filled with metal, for example. A scan “operation” will take some time. Longer scans will yield more precise measurements. There will be a level of imprecision in the exact size of the radius, which you will be able to improve via skills. How does it work? Well, most of the time, the thing you are looking for will not be in the sphere you are probing. So, you’ll see a 0% signal reading. You will then move and suddenly, a signal will show up. You know that your sphere has just “hit” a vein of what you are searching for. At this moment, you will be able to deploy a sphere marker, that will basically help you to visualize the volume where your target material is likely located.. The marker will stay there while you move to another location and start again. By intersecting markers you will start to be able to pinpoint more precisely where your precious material is located. This is the general idea. Now, the exact technique you will use will also depend on the type of veins that correspond to the material you are looking for and what kind scanner you have. Consider these two schema that illustrate different strategies depending on the relative size of the average vein compared to the radius of the scanner (the double circling of the spheres illustrate the imprecision on the radius): These strategies will be important to master, because mining randomly will just exhaust your time and resources and will usually return only very common and not very worthwhile materials. Mining gear will have fixed scanning ranges that correspond to their levels. You won’t be able to adjust these ranges or change the scanning radius. They’re fixed. So, no choice: you need to move! Now, once you start to have a better idea where you material is, you might start to use the directional scanner. This is much more straightforward. The directional scanner will give you the amount of the 4 or 5 most significant materials within a cone of a few degrees in the direction you’ve pointed your scanner.. The max distance will be a level dependent parameter, but will remain relatively small so you need to use radial scanning first to narrow your search area. The signal received for a given piece of material will decrease with distance, which should give you precious “gradient” information to follow. This is roughly how this could look: In some future expansion we will probably add some more advanced tools for prospectors as well as planetary scale global information to help you judge the potential of newly discovered planets. Our vision for this gameplay (as well as most of the gameplay of Dual) is to make it deep. We want players to be able to develop their own very real expertise on best practice, specializations, etc. We want the activity of prospectors to remain challenging even when you master it, so that a good prospector will have a very high value as part of a team. Now, for easy and abundant materials, it will be possible to find resources much more easily (we are considering a simple local highlight of what is there, so you just “see” it). But for the more rare and uncommon materials, we want it to be rewarding and feel like a real achievement. We provide the tools, but players will have to come up with the best strategies to get to the most precious material. The way you dig for gold as a beginner, and the way you will approach it after 100 hours of being a prospector are totally different. Sure there is a skill tree, but the actual trial and error experience also makes a difference. For a MMO game that is supposed to be played for hundreds of hours, anything not challenging quickly becomes a chore. We want to prevent that. Now, about mining: it will be done via your Nanoformer. The harder the material and the larger the volume collected, the longer it will take. We have chosen an energy-based model where each material is capable of absorbing a certain level of energy before being “mined”. So, you will be able to upgrade your Nanoformer energy throughput to improve your mining as well as various mining skills. For more advanced mining, and possibly some rare materials, dedicated tools will enter the scene, but this might not be available at release, but rather in a future expansion. We are considering the possibility of Mining Units inside your constructs, but this will be in an expansion after release and it will require some careful balancing to make sure standard mining is still an option, in particular for beginners. Interestingly, we imagine that the “profession” of prospector/scanner and the “profession” of miner could very well be separate. Some people will specialize in finding large veins of important materials (and possibly sell the intel about the location), while some others will specialize in mining it, focusing on a mining site for several weeks or months. When you exploit a deep vein, you will need to install things like lifts, vehicles, containers, and clean wide shafts to ease material and dirt evacuation. Maybe even factories close to the vein to transform the ore into pure material. This differs from most other games where scanning and mining are usually very similar and the activity of mining and scanning alternate frequently as you jump from one asteroid to another, or one mining spot to the other. We hope you enjoyed this short intro and, as usual, we are very excited to hear your feedback and ideas! We are developing this at the moment, so it’s a good time for the community to share your thoughts and influence what is going on! JC Baillie, Project Lead.
  23. After giving the most recent Kickstarter update video a listen, I got a nice little nugget of info. ~Blueprints will not be wiped between Alpha, Beta, and the Release. This gives a tangible advantage to players at the gold level and higher, as the time they spend building (and helping test for that matter) the voxel system, ship building, and base building will get to carry-over all of their blueprints and potentially have an economic advantage at game launch. While other players are trying to develop ships from scratch or working off of the start ships, Alpha/Beta players will already have designs with a slick uniform look and possibly so will their respective org. Despite not having access to all launch features, this makes ORG play viable at least in Beta to acquire an advantage for main release. Does this provide an unfair advantage to Alpha/Beta players? An advantage sure, however our characters probably won't get to keep the levels we had to gain to make those builds possible. When the wipe hits after beta and before main launch, every other tangible resource will still be an obstacle for players who have a bank of blueprints from the previous versions. I for one will try to flex my Alpha and Beta muscles with the Alchemists to get a head start on builds! Pretty neat eh? I'd HIGHLY recommend upping those pledges to at least gold at this point if you haven't already
  24. Could we get an open-topped cockpit for planetary travel? Yeah, I'm talking hover-bike style cockpit, not unlike a speeder or motorcycle. Here are the potential benefits: -It would look totally sick! -Less resources and lighter weight means easier to build and easier to propel ~faster -The exposed nature would allow players to shoot you dead, despite being in a construct. Since Construct vs Construct combat won't be there at launch, this would allow lower-level play to include some sort-of vehicular combat. -Can't go into space with it -This would allow players to have a low-tier transportation system for traveling across a planet surface that is easy to steal/lose but easy to replace -Organize SWEET hover-races Plus who doesn't love speeders?
  25. So after thinking a bit about ways to convey and tell stories in DU, i though about Wreckage and Ruins you might find that arent result of player interaction (combat). First Wreckages: The Idea is very simple, the game would spawn wreckage in a system/orbit of a object, that could be discovered by explorers and salvaged for recources, components and technology. So how would the game create wreckage? First option: The game takes predefiend already damaged models and places them randomly across the system. (allows for alien AND manmade objects) Second Option: The game takes normal player made models from the ingame market that are actualy aviable to be bought by anyone and damages them randomly before randomly placing them across a already discovered system to explain why the system hasnt been scanned already. Third Option: Player made AND predefined Wreckage Second Ruins: For Ruins we have basiclly the same options, if structures work like ships for the market. BUT structures open more gameplay options because they could trigger safe areas around them, be an automated market, a tomb that goes through the whole planet that you have discover and explore or just a simple trap.
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