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Alpha 1

Found 17 results

  1. Kytheum

    In-game voice.

    Will there be an In-game voice? mechanic, And if not can there be a solid one? An in-game voice mechanic which allows you to talk to players that are within a certain area near you. And they can hear you louder the closer you are? And also possibly a way to amplify your voice for example if you're giving a political speech? Or something like PA speakers so you can alert your crew to abandon ship? Even something else like using ships to contact another one of your ships to give them an order or even a motivational speech?. Without an in-game voice, people would be negotiating by typing or even using software such as discord and this can be long and complicated just to talk to someone you just met. And let's say you have a meeting with a high up official who just sent you a message to meet him. Would you rather click on a discord room with him in it and talk? Or would you rather stroll down to the hanger and enter a ship and flying to the officials command ship. To then proceed to walk into his office and sit down for a meeting. This could be done similar to games like Dayz, Rust, and many others. It would really push forward how realistic cooperation between two people can go. And the entire game in a whole. Thank you. Update - (3/03/2018) This suggestion was made a long while ago, and during the course of that time, some interesting questions and ideas have been brought to the discussion that I would like to touch on here. This type of communication is a necessity for Dual Universe, for the scale of this game having a voice system really boosts its quality and can even make the game, Chance encounters are one of the most important and exciting moments you will experience, without a proper communication system they simply cannot be brought to their full potential. One of the largest reasons is that Dual Universe is a societal game, from Nations to Pirates and Companies. You need a way to convey information that is easy and and connected to the game, Some examples of this include traders trying to convince you to buy one of their products, a police officer asking for identification, a pirate asking for demands, a superior officer in the military giving you a quick order in an intense situation and the chance encounters that were mentioned earlier like someone who has managed to settle on the same asteroid as you or someone in the street of a large city. These examples show you why 3rd party services cannot be relied on, they take too long to configure and to hold one for an entire organisation would require a stupidly large amount of constant micromanagement. A city is alive because information flows through it, cities are what keep organisations alive and if you cannot allow information to flow through a city then it results in the eventual collapse of that establishment and possibly the organisation. An in-game voice system perfectly fits into the city and maps it accordingly unlike 3rd party software. [Further Explanation of above point] For example, lets take discord and build up a small model area of a city, we have a marketplace with around 100 people trading and talking to each other, we have an area not too far away where there is a political candidate giving a speech and between them another area that is a residential building, some conversations are taking place between people looking to buy an apartment and neighbours talking to each other. Its possible at this point to create a setup in discord, you could have a voice room with everyone in it, but then you face difficulty hearing the person you are trying to listen too because everyone is the same volume, you could take the more obvious root and divide the channels into speech, market and residential but then each one has the same problem of not being able to hear the person they are talking too maybe directly calling someone is a better option but then no one can enter that conversation so you divide up the rooms again. In a sense an attempt to map the city to discord. The problem with mapping in discord is that when a new instance is created discord cannot simply be updated, lets say there is an explosion or crash nearby, a new environment has been created, for in-game voice its a matter of walking into this area to hear the new environment and for the map to be updated, you would also globally hear the effect of the crash and how it affects the market, speech and residential area. Discord cannot have a new environment in this area unless you have someone online who can create a new channel in a hurry, and even then you would not get the connected experience you would with an integrated voice system. Some common problems/points: This would put too much load on the server: It could, I'm sure if NQ puts there mind to it they can find a way around it, for example, it could become P2P. This isn't what NQ should be focusing on right now: I agree they shouldn't even look at this feature until some time before launch, or even after launch, it doesn't mean it shouldn't be in the game. This would be an annoying feature: It might be in some places, but if you are in a nation it becomes there responsibility to moderate it, there could be some settings in-game which allow you to disable it, mute specific people, adjust your hearing range etc. Thank you, this has been an interesting discussion and I hope it continues to be.
  2. Uhh, how about you lower the prices on everything in these new: "Supporter Packs". I'm poor, I can't afford to spend a hundred dollars on a game, just so I could play alpha with no pvp in it. I honestly have to wait almost a year, because I plan to buy beta, because it costs soooooo much. I understand the game needs to be funded, but some people can't afford to throw hundreds of dollars around just for a game. 7k, really? - _ - https://community.dualthegame.com/pledge
  3. I would like to see more ideas based on automation. So far, I've seen JC talk about having a large number players working together... Obviously, JC doesn't watch SAO, sometimes you gotta solo... I mean, If I built a large ship with guns, I want to be able to fly it on my own, without having to ask a stranger to come on board and touch my stuff.
  4. There are always lots of questions about Dual Universe... Some of the same questions get asked a lot, but people are still always coming up with new ones. One of the most common answers to any question is... "Probably not at release." I realize there are a lot of things that can be pushed off for a time, but I am afraid that there are some features which may be initially neglected which will later become very difficult to implement. For instance, I would love for hostile environments/weather to cause wear/damage over time. Extreme heat, sandstorms, toxic rain, etc. requiring different materials and skills to be able to operate in these environments would be awesome (my opinion of course) for the game, but if I asked whether this will be added the answer would be "probably not at release." But how could you implement something like that later down the road? It would be difficult. You would have to wait for new planets to be generated and then give them those effects; after all, the developers can't just say: "Update 5.67: Surprise! All of your bases on sand planets are now being torn apart by sandstorms. You need a new material we've introduced to make anything that can last there now." Something like customizable elements is a great example of what can totally be added in at a later time, with little to no negative effects. But something like significant weather, or gas giants, or new materials, I feel are things that really either need to be in at the start, or it'll just be a hassle to integrate later. Some others might be: - Food: Spawn into the new update of the months-old game, suddenly you are hungry with no food. A whole new economy based around food now has to be created. - Farming: Farming requires land. If an org knows this from day 1, they may design their bases around providing themselves with land for crops or animals. If instead, they find out on day 100 that it's now going to be beneficial to have tons of open plains, and here they've built themselves a city with large flat one to two story buildings, now they're screwed. Of course NovaQuark can't add in everything at the start. They can't know what update they'll want two years down the road. But, to rephrase what I've said, I don't want features which would otherwise be awesome and good for the game, to instead hurt it because they were added in at a later date after the game had already developed around their non-existence. One thing I am suggesting is... You can lynch me if you want. But add in, especially for alpha and beta, add in features that seem like they would be difficult to implement later into the game in at least a buggy state, so that way players can at least somewhat adapt to their presence. Yes, I am suggesting cramming in features in a buggy state rather than having a mostly stable game. I think that, in the long run, it'll end up for the better. Please let me know if you agree or completely disagree. I know people will disagree; I'm sure of it! Maybe you can change my mind with brilliant logic or reasoning. Please, of course, let me know, but please understand that I am very open to being disagreed with.
  5. RocketeerKerman

    Alpha/Closed Beta length

    I was wondering how long the Alpha and closed beta would be. Do they last until release, or only for a limited amount of time?
  6. morning everyone, one quick question cause i don't find it somewhere else, is the game still in Alpha or in Beta state phase? greetz from the bear
  7. dRopship

    Beta Release Date

    Ive searched high and low but cannot find any information pertaining to "Closed beta release date" Im aware the Official release has been pushed back to 2018, how ever i cant wait that long and am wondering wether or not it is worth Pledging higher for alpha(If viable) or just waiting for Beta??????? -Morz
  8. Hey It was a normal day, i was checking my email and look what I've found there !! \o/
  9. wizardoftrash

    Sand, all up in my junk, Part 2

    Sand, all up in my junk – Part 2 “RONALD” The world started to come back into focus around Stier, but the infirmary’s Interface was blaring an unfamiliar name at him. “MCNALDO?” Then it clicked. As far as the Arkship was concerned, that was his name. Before the ships left earth, occupants had to sign themselves into the new database after security checks. The UMF’s official records were on a much older system so the administrators were not able to import it automatically. During the sign-in process, some of the colonists changed their name and Stier wanted to see how far he could push it so he entered a phony one as a joke. He wasn’t able to change it of course, so he was teased mercilessly during the simulations. The infirmary’s interface was designed to look a bit like a smiley face. There is so much voice communication from the AI that having a face to go with the voice was supposed to be comforting. Waking from cryosleep or in the resurrection node was a traumatic affair, but this grim mask of death of an interface made it all worse during the simulations. In the flesh it was much more pleasant now that its entire surface is plastered in Greetz Puppy stickers. EDIT: Sticker now in user signature as reference. *Greetz Puppy was a pop-culture brand originating from the late 21st century. The brand went mega-corp prior to the establishment of the Emporium. As the UMF encountered funding issues with the construction of the ARK Ships, Greetz Puppy was one of the mega-corps that provided the rest of the funds needed for launch. These stickers or “cosmetics” were provided to the colonists as part of a marketing campaign. “WELCOME BACK TO THE ARK SHIP, YOU DIED!” stated the collage of stickers. A brief look around revealed that most of the medical bay was peppered in the things. Death wasn't nearly as painful as he thought it would be, turned out it was a lot like going AFK. A quick check revealed that Stier… Ronald actually, still had his starting balance of U2’s and all of his DAC’s. As predicted thieves only managed to steal some sand, and some now very sandy protein matter. Ronald topped up his personal energy and protein stores and headed down to the landing site. Town wasn’t what he was hoping it would be by now. There were only a couple of polished-looking permanent structures and the earth was littered with pits and scattered shapes matter-formed out of dirt and stone. The MODs (Maturity Office Directors) have been quick to remove the obviously phallic shapes, but the more abstract ones loom around the landing site like a lower-school Stonehenge. The most active Alphas have either already left the safe-zone or are still AFK (away from konsciousness) from the Beta. Shortwave chat data is mostly omegas trying to figure out how to use their Nanoformer, or Betas trying to rob each other. Ronald had an idea that it would end up like this. Transitioning from the Alpha simulations to the Beta revealed a critical design flaw of the Nanoformer. The Nanoformer taps directly into the nervous system for its input, which allows the user to collect, deposit, and form matter with only a little practice. That asset is also its flaw, since much like many of the body’s organic systems, it behaves erratically when that neural connection is violently severed. When you die your bowels tend to… evacuate, and so does your Nanoformer. U2’s and DAC’s were never matter to begin with, and were tied to DNA to prevent violent theft from becoming a problem, but this flaw in the Nanoformer made it possible. Beta was a bloodbath compared to Alpha, and the real deal is turning out to be quite a bit like simulation. Welcome to the Wild West. Previous update here https://board.dualthegame.com/index.php?/topic/10052-sand-all-up-in-my-junk-part-1/#entry32895
  10. Once alpha starts and ends, then beta, then eventually the final release... I'm just curious what NQ plans to do with the forums during those times. This is the first time I've been a part of any pre-alpha community and I really want to know. Ever since I started taking part in alphas and betas, I always figured that the forums would be archived in separate pre-alpha, alpha, and beta folders, but strangely I've never seen this in any other game I've played. Sure the game has moved into a new state, the old stuff is no longer relevant, why delete it though? Maybe I'm just appealing to my inner historian, but some of the stuff we discuss here on the forums impacts where the game goes in the future. Wouldn't it be awesome to just dig around in some of those pre-release threads and laugh at some of the ridiculous (and sobering) discussions and ideas that we've had and be able to compare it to the current game? It might be inevitable that what is discussed here would be deleted at some point in development or lost in some unorganized jumble post-release, but I'd really love to see some organization and sorting away done with these pre-release threads when the time comes later next year. Hell, I got 6TB of drive space, I could archive some parts of this on my own if it comes to that. Thoughts?
  11. 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
  12. Being that this game is entirely open world(universe) during the alpha and beta phases many changes will be made to the galaxy as the players with access to them will begin to mold and alter the universe. When the Alpha is finished will all the changes be wiped before beta release and then the same again when the full game launches? Or will it give you an early advantage in the galaxy to start as soon as possible with the Alpha?
  13. MuadDib

    Alpha fanatics!

    Who here has Alpha access? And how is super hyped for it to begin? I don't know about you guys but the recent mining gif was spectacular. I literally jumped out of my seat and cried allowed to my girlfriend "Did you see that dust effect?!?!" she then gave me a subtle raised eyebrow. Although I still believe that if we all jump around and make a bunch of noise the alpha will get here faster! =D
  14. so my first question, I don't think we have an answer yet on streaming. will it be sanctioned? do we wanna set something up as a group before hand? We will most likely have accelerated building and mining i think. so as to better check the stress of a lot of constructs. This means quite a lot should be possible. if we work together plus having everyone of a goal checks stress on servers. for instance, could we do a scene from a movie everyone agrees on? like brave-hart. Also lord of the rings would be cool. I'm thinking something scifi would be nice but i cant think of one where a lot of people could be utilized. anyways this one is kinda a spit ball could we all decide to get a floating city up and running? we let the blueprint be for everyone playing in alpha/beta so we all get to start with plans to a floating city :-) we have the potential to increase all alpha/beta users worth in the global market after release. thats all for right now ill change these to what we decide and post more questions
  15. My suggestion is, that when the open alpha comes out, after people have spent a while frantically running around, building ships, cities, houses, mining stations etc. when the game is actually released, convert all of these creations into "discarded ruins from a long forgotten race" by changing all of the blocks used. Like all metal becomes corroded metal, all turrets become broken turrets or removed, power cores become depleted power cores that are useless (if there are such things) and giant space ships become 40k-esque space hulks... dead, broken and discarded. Cities built during the time become abandoned wilds, buildings above a certain height have their top halves removed, random holes in them everywhere, environmental recapture so vines everywhere, bushes and trees breaking through blocks in the roofs and flooring. These things could be made to either make them a valuable resource, or have no value at all depending on what the devs want. I would be fine with all of this being purely decorative, part of an integrated sub-lore, but something that cant just be rebuilt in the game as they would be exclusive (yet useless) blocks. Something to preserve, as part of this world's legacy. Hell the resources might even have value simply because of their rarity, after all "party hats" were one of the more expensive things in Runescape at one point - not because they are good or useful, just because they are rare. If you don't like the idea of all this coming from the alpha, I'm sure there's room for this kind of thing anyway that's put in the game by creative teams you might employ. I just think this sort of thing just gives a small bit of...atmosphere to a game that needs it. Anyone agree?
  16. Will player constructed facilities in alpha be seen in the beta and furthermore in launch? Normally after one of these phases characters are reset and maps are cleared; however, based on the lore of the game Alpha players simply were woken up first, so if that is true, will anything we do in the alpha persist to the beta? As well as into launch?
  17. ReadyForTheGame

    Beta

    So I hear a lot about this Alpha and significantly less about a Beta. This is understandable since, after all the Alpha is roughly a year away. I am very interested in how to get in this Alpha however, this seems like a shareholder/donator thing. So, finally reaching my point; how can I join the Beta? Undoubtedly, unless something happens if there is an open Beta I will join it. I would be interested to hear about your plans for the Beta and also, if it is closed how to get in. Any information besides what has already been said in the Dev Log would be helpful.
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