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Found 85 results

  1. To have a somewhat imersive experience in Dual Universe we definitely need to see cities. But why exactly would people create cities in DU if just use a vast amount of resources without any real benefit except for showing off? Normally city planning depends on a lot of different factors, like the environment, available resources, especially food, the condition of the ground, expected industries etc. Those are mostly things that wont work in DU. On the other hand, building cities in DU has quite a lot of disadvantages, like being target for raiders, warmongers or just griefplayers. So without any real benefit or need to create cities we will at most have very few large organization building and maintaining a city as HQ and maybe one or two trading hubs. Mostly we'll see well hidden factories and bases which are statistically placed across the planets with nearly no clustering. There are two possible ways to facilitate cities. One is giving artificial benefits like production bonus or similar things, i wont advocate that as it is unrealistic and just shows a lack of creativity in the game design. The second way is giving realistic incentives. The only incentives that work on larger scales in a mmorpg are economic or security benefits or needs. Social or educational facilities can be mostly ignored (there could be University-Type elements that increase the speed of accumulating xp for the first 20% or something of the skilltree, with which organizations can cater to new players, but that wont be a real incentive for creating a city). In my mind there are three mechanics which would directly create the need for clustering buildings on a small area: 1. Powergrid The first suggestion is, that all functional elements (Doors, electronics etc.) require electricity. Standard, small sized elements would need a marginal amount of power so, that a small generator that can easily be installed in every ship/building is sufficient to support them. More advanced facilities like factories, Elements with strong supporting effects (something like the University for example, or greenhouses), military elements (planetary turrets, shields, sensor units ...) however should have an exponential increase of the power required. Factory units for example should require enough power, that no stacking of small generators can support them. To support those power hungry elements players can build power plant elements which are extremely large on scale, like 64³m³. They would support buildings within a certain radius with a set amount of power and to increase that radius you could create power-relay stations. What does this do for city building? If players want to run a factory or other facilities they need to create a power plant. If a single power plant generates enough electricity to support several factories, then the economic way of action would be creating enough factories within the vicinity of a power plant to effectively use the generated power. A large cluster of factories in turn needs military protection as it is a nice target for raiders, thus we have some kind of city growth. At the same time owners of those power plants could rent space in the effective radius for players which can afford to create a factory, but not the required power plant. This can be extended to every kind of large scale element which would be nice to have in a city, for example if we want a space port in the city. The simplest way would be to just create some flat areas for ships to land on. But what about quality of life services like refuelling or rearing constructs? Those actions can take ages. If we had large scale elements like a repair Dock, which repairs damaged ships in the vicinity if activated or refuelling stations, those can save a lot of time to players. Elements like that would also require a lot of power, thus the need for a power plant in the vicinity. In short, if every advanced element has a big size and a large power requirement, coupled with the need of power plants, we would by default see clusters of buildings which can be called cities. 2. Resources We can see in some videos how the ground is removed with a tool, its fast, efficient and effortless. if we can mine resources in this way, then DU players will be like a big locust swarm, run across the surface of a planet, scanning and within hours mining all interesting resources. But a big influence on city-building is the need to create a permanent structure in specific places, thus mining resources should definitely not be near-instant. Optimally mining out a big underground ore vein should take years if done by hand or several months when done with elements for mining. If we have long term mining then locations get a certain economic and strategic importance. If an organization finds a large vein of a rare metal it can't just mine it and go away, it has to defend this place against other players. Thus they need to create defensive structures, which again need power plants. If you have defensive structures and power plants on a mining base and some power surplus due to it then its economic to just continue and create the needed refinery elements etc. too, which in turn leads to clusters of buildings again. 3. Dependencies Similar as all functional elements require electricity there can be other dependencies which make it necessary to create several constructs at the same place. In the new content update we learn about market Bots, where resources can be sold for quanta and elements can be bought (probably very limited after crafting is implemented, but maybe some of the most basic elements can still be bought). Those Quanta and elements aren't created from void and the sold resources can't spontaneously vanish. So if someone wants to place market bots in his base, it would make sense to require a trading hub element in the vicinity. There are quite some heavy industries which are dependent on water as coolant, so some refinery elements could actually need water purification plants in the area, the same plants could be used to support greenhouses or other buildings with water. If several buildings depend on each other there is a huge potential to incline people to gather together and create cities. Especially as everyone has a limited amount of cores available. ######## I really think that those three points are absolutely necessary for a good experience in DU and will lead to some pretty interesting results.
  2. Entstanden aus der Anziehungskraft von Zusammenhalt und Miteinander... dies ist Black Hole Sun. Ausbeutung und Verrat formte und fügte uns zusammen. Wir werden zeigen das es auch einen anderen Weg gibt eine starke Gemeinschaft zu bilden. Lerne uns kennen... lerne was es heisst ein Teil des Ganzen zu sein und erfahre wie gegenseitige Unterstützung und Freiheit in unserer Gemeinschaft gelebt wird. Entfalte dich selbst und werde nicht durch Zwänge geknebelt, nur weil DU die Ziele anderer unterstützen sollst. Hier bist DU im Mittelpunkt und nicht machthungrige, geldgierige möchtegern Anführer. Komme zu Black Hole Sun, der einzig wahre Weg. Veteranen bieten euch Unterstützung für einen guten Start in DU. Resourcen, Schiffe, Knowhow, Cluster... Ausgebildet werden: -Miner -Industriespezialisten -Static Designer -Dynamic Designer -Piloten -Trader -Terraformer ...Black Hole Sun... because gravity suxx https://discord.gg/s58VjfeWq8
  3. Entstanden aus der Anziehungskraft von Zusammenhalt und Miteinander... dies ist Black Hole Sun. Ausbeutung und Verrat formte und fügte uns zusammen. Wir werden zeigen, dass es auch einen anderen Weg gibt eine starke Gemeinschaft zu bilden. Lerne uns kennen... lerne, was es heisst, ein Teil des Ganzen zu sein und erfahre wie gegenseitige Unterstützung und Freiheit in unserer Gemeinschaft gelebt wird. Entfalte dich selbst und werde nicht durch Zwänge geknebelt, nur weil DU die Ziele anderer unterstützen sollst. Hier bist DU im Mittelpunkt und nicht machthungrige, geldgierige möchtegern Anführer. Komme zu Black Hole Sun, der einzig wahre Weg. ...Black Hole Sun... because gravity suxx https://discord.gg/s58VjfeWq8 Veteranen bieten euch Unterstützung für einen guten Start in DU. Resourcen, eure Schiffe, Knowhow, Cluster... Ausgebildet werden: Miner Industriespezialisten Static Designer Dynamic Designer Piloten Trader Terraformer
  4. Heyho Novark Builders, I’ve got a little problem and I cannot find a good answer, so I would like to suggest a little something: This topic is not about core alignment, but about rotating cores. To be more precise, the rotation function where you hold R and Scroll with your mouse-wheel is far to unprecise. As far as I can judge this, equipping a Static Core will show you were you are able to place the core on your plot. This position is not “loose”, which means you can not rotate it by changing the direction your character is looking, but it is simply fixed. And sadly, it is not aligned with any of the plots six sides. Unequipping the Core and reequipping it does also not change the fixed position. Of course, you can rotate the core by holding R and using your mouse-wheel. However, this will rotate the core by a fixed amount of… dunno, 5 degree or so? This means you cannot properly align your building space to your territory’s walls no matter what, as holding R and scrolling rotates the core just by too much of a degree. I get that this might be not a point of concern for most of you out there, but I do think this is an issue that should be talked about. A possible solution and my personal suggestion is the following: The player should be able to rotate the core freely when holding down R and moving the mouse left and right (horizontally, of course!). Edit: Another possible solution would be a feature to snap on the borders of a core to the territorys borders. I have not found a thread with this topic, so if there is one or if you have a solution, please show me the way ^^
  5. Hi NQ, a really good idea for the quality of life, would be an indicatior that marks the cores direction when you set it down. As they are basicly mirrored and look the same on both halfs, but have different length in each x, y, and z axis ( btw whats up with that? one direction 254,5 voxels the other 255,5???). So to align them all in the same orientation it would be wonderfull if when placing them, we would get a sweet nice marker, like on the dynamic cores. That one can be gone after we place them down and outside of buildmode. But to build very large buildings its really nasty to align them all in the same orientation Thanks for reading Lordbelakor
  6. Hallo any one know how the fuel intakes work ? I can open en close them but not link them to a fuel tank and placing them directly on the tank does not seen to do anything either ? Are they just decorative ?
  7. Just out of general interest, is there any cities which have been built? Also how would a city even function? Could you sell apartments by using the permissions function or is the whole concept still WIP?
  8. What is Aesthetic Shielding? It is the art of building a ship so beautiful that tears form in the eyes of the aggressor making it difficult for them to go through with firing. Even if they do, they will inevitably re-evaluate thier life choices and become better people. Joining ASL means having a commitment to creating only beautiful constructs. Not for us the brutal cubes and boxes of simple minds. Everything we make, from simple cargo craft to huge manufactories, will be pleasing to the eye and mind. Everything we write and proclaim will adhere to the strictest of values concerning beauty of expression. Do not mistake us for wilting lilies. We will be entirely willing to go to war to protect ourselves or to improve the universe through acts of applied aesthetics. If you wish to proclaim the lifting up of your soul by joining Aesthetic Shielding Limited as an affiliate, then please respond to this message. Website to follow, pending interest.
  9. I want to be able to select a voxel construction with the selection tool and save this selection permanently as a blueprint for further use. This way you can construct your individual elements like "a voxel bottle" or "a voxel chair" and place it everywhere you like using the blueprint. Currently you can only save a complete core construction, but not single voxel elements.
  10. In a attempt to help me haul around cargo while mining I have built a storage barge with Hovers and Vertical Atmospheric Thrusters. My issue is that even when I am not inputting my craft to go up the vertical thrusters activate and attempt to hold me at a certain altitude just like the hovers when I just want the to be off unless I input to them to output thrust. It is a complete waste of fuel to be hovering via engines and not hovers so my question is how do I go about fixing this issue or changing things on my vehicle to make this work other then removing the thrusters entirely. Any feedback is appreciated.
  11. It would be useful if construct owners could permit specific players to build only in specified zones of a construct via RDMS. This would be especially useful in, say, an apartment complex, where you could allow a resident to edit and furnish their apartment and not any other part of the complex. Construct owners wouldn't have to find workarounds like splitting it up with multiple core units, for example.
  12. As with all empires, they start with little more than a spark. And so the spark has been ignited, giving birth to the Gaveen Empire. We aim to be known throughout the cosmos, focusing on all aspects of life ranging from simple mining expeditions to complex territorial wars. We aim to explore, gather, create, build, fight, and conquer. There is no limitation to what we will be able to accomplish. There is no time like the present. Though the empire is in its infancy, it will be in its infancy only once. Not is the time to join and be here from the beginning. Learn with the empire and progress as one. The Gaveen Empire will hold multiple divisions specialized in different areas of expertise and interest ·Mining Division -This ragtag group of individuals spend their lives beneath the ground in the darkness. Nothing beats the feeling of finding that fresh new source of ore for the empire. But before you go thinking they are just a bunch of Neanderthals with a mining tool, just remember the wealthiest of the empire started here. · Manufacturing Division -Working with machines may frighten some, but these individuals have found value in crafting the most exquisite items. They work closely with the mining division to help provide the empire with anything it may need. · Building Division -Do you enjoy building vehicles? Building structures? A rocket? How about a multi-functional battleship to patrol the empires most precious territories? These are the builders, and though we may normally go throughout our days not thinking about it, sometimes we just have to sit back and marvel at what they have been able to build. · Exploration Division -Crafting? Fighting? Why in the world would I care about that when I can explore the universe? The question may seem odd to most, but for this group this is all that matters. -From finding new planets to settle, or finding unique locations in the cosmos, these individuals love, even obsess, over seeing everything the universe has to offer. · Officer Division -These are the empires elite. They have proven their loyalty to our cause and have devoted themselves entirely. -Only those invited can join this elite division. · Spy Division -Classified. · Crew Division (PvP) -There is no more tight-knit division than this. They live together, and they die together. This is the division for PvP, waging war out in the cosmos. They may go on scouting missions, territorial expansion missions, or go to all-out war. -If you want to look the enemy in the eyes while they have you in their crosshairs and decide to live anyways, this is the division for you. Together, there is nothing we can’t conquer. We are accepting all applications. Please find us in the organization tab, or send a friend request to Galactic_Ruin (game name). If you have any questions, please don't hesitate to ask.
  13. What is the current best Voxel Editor to practise on so that when it comes to building in game, you have least transition problems?
  14. Using the hand to build and edit the terrain is great, but good be improved by a realistic solution. A tool, which could have multiple version, one to build, one to edit the terrain, which could be free for every player, but could break over use. Satisfactory’s tool is a great example.
  15. DISCORD: https://discord.gg/CYNYpT9 PORTAL LINK: https://community.dualthegame.com/organization/tortuga Tortuga City is a building project of immense proportions looking for builders and residents to join in this great undertaking. Tortuga aim’s to be a community created, neutral player hub for all players in Dual Universe. As Alpha/Beta are now underway, Tortuga’s evolution as a community and city will progress up through launch. We will be testing, making blueprints, and finding out what we really need to keep a city going strong. At it’s heart, Tortuga is a city project for Dual Universe. Organization affiliations and agendas will play no part in the politics or development of this community hub. Please read this statement about Project Tortuga from Cybrex, the Project Director for Tortuga: https://docs.google.com/document/d/1-esur-s4sCeCwH3kDGlV90iz4JkHljSaTOLHaKz_FCk/edit?usp=sharing WHY FOR YOU DU DIS??? Plenty of organizations have cities planned. Some of these are quite ambitious in scale and already quite advanced in planning. So why are we doing this? Well, it turns out that a bunch of us from different organizations have a real world background; or work in; urban design, town planning, architecture, construction and geospatial (mapping) systems. And through the course of talking "shop", we realised that real towns and cities grow organically (while guided with zoning), and the idea of a single organization enforcing a certain architectural style or design thinking approach was a bit odd. We wanted to make a place which, while based on some well thought out design rules and urban zoning, would have a feel of a free city, sprung up around trade, rather than a designed urban space (using a grid for instance) one sees with administrative cities such as Brasilia, Brasil, or Canberra, Australia. LOCATION? In the best interest of developing a city long term, we want to place Tortuga in a safe zone. However, based on how little we know, we are not going to decide the location yet. We could build within the safe zone on the first starting planet, we could build on a floating asteroid in space, settle another planet in the starting solar system, or wait until build it in a completely different system. This is what we plan to find during Alpha/Beta of Dual Universe. Finding out the best possible location that meets Tortuga’s needs. HOW DO WE GET THERE? For now, we have broken the development of Tortuga down into three basic phases. These stages of development will follow Dual Universe from the beginning of the Pre Alpha up until the final release. Phase One: Theory discussion and brainstorming of possible starting points for building. Understanding how the build system works etc. Phase Two: Deals with the actual planning and implementation of theories from Phase One. We will be piecing together Tortuga bit by bit as we finalize it’s layout. This will be a continuous process through Alpha/Beta until release. Phase Three: Begins on the day Dual Universe officially launches. This is when we will be putting the city together in a live setting. HOW TO GET INVOLVED? Join our Discord! We have created a server for all interested in parties for Tortuga. This will also act as the main communication application for Tortuga even after release. Simply join the server, and state that you would like to get involved in the development of the project. If you just want to live in Tortuga, then that’s fine too, join anyway. DISCORD: https://discord.gg/CYNYpT9 PORTAL LINK: https://community.dualthegame.com/organization/tortuga
  16. “Trust in Creation” Edit 12/23/18 The PRF (Prophet Rocket Foundry) started as a home for ex-Landmark players to gather to continue work on our voxel obsession. It has now become clear that by being being exclusive to our old community that we are hoarding knowledge that can can be benificial to all and as much as we’d like to be an exclusive in voxel design that does not help the community. Applications are open to all. Our primary goal at the PRF is to make this verse one we are proud to live in. We are here to make this world diverse and attractive in its designs. We are also here to push the tools to its limits (For Science!). If you are interested in building amazing creations or want to learn how to do so, we’re the place for you. We are not a militaristic org but don’t get me wrong we are not an org of bunny cupcakes and will defend ourselves. We have relations with several other orgs for programming and logistics. You can see our work in multiple releases from Dual Universe (See below. All images are from DU public postings). We want this verse to be diverse and unique. We’re here to make it that way. Apply at https://community.dualthegame.com/organization/prophet-rocket-foundry _____________________________ (original post) The Prophet Rocket Foundry is currently a group of prior Landmark players looking for a new home. Since Lumeria was lost to us in a devistating space-time cataclysm we've been wandering the galaxy seeking a new home. At this moment it is comprised of prior Lumerians with alpha access however this is not a requirement to join. Just an interest in the future (and a NQ ID) of this verse is enough to warrant admittance. At this point known Lumerians will be granted instant acceptance. It's my vision to have a large group of people from our prior home to join and help this verse with our prior voxel and construction expertise. We seek to explore and provide quality bug reports and feedback to help improve this new land. Even the prophets created by the voxel deity known as Shattari could not of predicted such events but we'll make the best of it. -Pantera All of the below Prophet Rocket Foundry creations have been publicly shared by Nova Quark.
  17. Say you have a large megastructure planetside or in space it will be useful to have this ability. People could rent and customise rented rooms as they please or build a certain part of your structure with no risk of them griefing your overall project. This way people have more autonomy and it's less risk and work for the megastructure owner if these people just have permission to edit a specific core rather than the main core. Somewhat Similar Post -
  18. H E L L O P E O P L E ! I wondered what if I didn't have enough construction space that CORE UNIT provides. I came up with a way to solve this problem this way. It will be possible to attach a smaller core unit to the main Core unit and this core will give sufficient space. It will look like this:
  19. (This post will get updated with personell needs from time to time) Want to be a part of a close knit team that shares your interests and focus in Dual Universe? Bladesin Mercenary Corporation is building more squads! We need a total of [46] new people in Bladesin! | Quality people over Quality players, you want a social group to play with? Hardcore gamers that are online all day every day? Then come over to our discord server. | We are a politically neutral Para Military group. We do mercenary and freelance work for the ones in need of an extra hand. Does it interest you to be a part of a small, tight-knit group? We provide it. Do you want a space free of toxicity? We provide it. Do you want to be challenged as a gamer and a person? We will do that. ---------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------- What will you get? -Adapted training for your in-game role -A team/squad of people to play with within your division -Full support in your endeavours, in game and in life -A space free of discrimination, sexism, elitism, where you can be yourself -As we are still very much a growing organisation and Community, a lot of seats are open, down the line you have a high chance of filling one out. If you are fit for it. -Community Game sessions (some of which are streamed on Twitch) Tons of awesome fun and laughter with amazing people with brilliant minds, a great sense of humor and the biggest hearts ever seen. | What Divisions and regions need you as reinforcements right now? -Crafting and Science (Building and coding) NA: 4 players -Mining and Gathering (Prospecting and mining) EU:3 Players NA:6 players -Logistics (transport and storage management) EU: 1 Players NA: 1 Player -Military ( Ground troops and Pilots) EU: 4 Players NA: 9 Players -Trade (Profit driving Trade and rare resource procurement) EU: 2 Players NA: 2 players -Communications (recruitment, contracting and content creation) EU: 6 Players NA: 12 Players What is expected of you? - You will automatically join the Gaming Community Bladesin Gaming - Follow our Codex - As you join you read the Codex Summary, and after you've been accepted you are expected to learn the whole thing over time and do everything you can to live up to what it means to be a Bladesinner. --------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------- [COME TO OUR DISCORD TO JOIN] | Bladesin Trivia What kind of people are we? | A mix and match of gamers that are also entrepeneurs, soldiers, teachers, streamers, dreamers, students and so on. We share a common desire for a hospitable online community that takes care of each other instead of hurting each other. Mutual respect and a clear chain of command drives us forwards. We have extremely high standards of behaviour and if they are not met, there is a chance you will be asked to leave becuase of it, the reason for this is simple: - We provide a certain type of enviroment online for our members, toxicity of any kind is met with a 0 tolerance policy. - We welcome all decent human beings, we dont care what gender identity you have, sexuality, disabilities, alt life styles, none of that matters to us in any other way than we accept you for wh oyou are, as long as it does not hurt others by its nature. Trauma is met with respect here. | Honor - Duty - Dedication | These three words are our mantra, however you live life outside of Bladesin, with us, this is what we do. Honor Not to be confused with pride. Honour is a standard of behaviour that means you don’t humiliate others, you don’t demean them. At the same time, you stay true to your values and your integrity. You don't let others trample you or what you stand for. Duty If you say you will do something, you do it. You follow the chain of command and you do your best to be a useful member of Bladesin. In exchange, Bladesin does its best to be useful to you. That is Duty in Bladesin. Dedication Commit to Bladesins agenda as a member, be active, inside and outside of games. Always do your best, be loyal and in exchange, you will have the same from Bladesin. That is what Dedication is in Bladesin. This means you aspire to inspire. That is Honor in Bladesin | For more in depth explanations, please refer to our Codex which is found in our Discord Yu can also go to our Website to learn more about us.
  20. Dear DUdes and DUdettes, As announced yesterday, the winners of our Winter Holidays Shipbuilding Contest are now known. Of course, you wanted to see more than just the three winners. We knew it as well and that's why today, you'll find below numerous other entries that caught our attention (without any particular order) ? We thank you again for your time and dedication, we were really amazed! Congratulations! There was a lot of talking here at NQ to decide the winners, sure, but also around the many other ships received. About how you understood or twisted the tools we give you to craft beautiful and impossible things ? We keep working hard to give you the means to push the boundaries of voxelmancy. We hope you'll like these ships! Cheers, The Novaquark Team
  21. Greetings! So, you are propably wondering who we are! Well, we are an organisation that designs and constructs ships and sells them. But we do more that only that! Shis need materials, and so we always search and exploit new ressources. We also provide millitary services (AKA mercenaries) to our clients. And of course we will protect ourselves and our clients when needed. What else do we do? LOTS of things! Just peek into our discord and ask away! WE ARE ALWYAS ACCEPTING NEW MEMBERS; REGARDLESS OF INGAME EXPERIENCE! WE NEED YOU! ALSO VISIT OUR WEBSITE!
  22. Anybody thought about the idea of have a bubble shield around a base or settlement? Clearly this could broken if attacked hard enough but something basic to protect whatever is inside. Only authorised people could be allowed in etc. My thought would be to have a semi-safe zone for areas that aren’t aligned to an organisation and are meant for entertainment/social instead of PvP or resource mining.
  23. I was talking to a friend the other day about being able to create blueprints of your creations and then selling them to players. He brought up a really good point. In Second Life they tried something similar, but ran into problems because players would exploit this system. They would buy blueprints, change a single texture or alter it in a tiny way, and then resell the design as their own. I am curious if there are any ideas or strategies that will be implemented to try and avoid this (if it's possible)? The only idea I can think of to avoid this is to have the designer bake in a signature of some sort into the design. A signature that would remain even if the overall product was slightly altered.
  24. I don't have a lot of time right now to get into this but I am looking for all types of workers once the game gets started to mine, build, and assemble a space station. I already have the designs in mind and all the details. I want to hire people (with real and in-game money) so that I can get this thing going as quickly as I can once the game is released. I am making a way point with all types of things for various players. There will be a bank, a marketplace, ship docking, living quarters, everything a person needs in game will be present including drone sentries to keep the populace safe and a jail if someone should get out of hand.
  25. The Project That Will Change DU Forever Be apart of the biggest engineering undertaking the game may ever see The Dyson Sphere Initiative was formed on the idea that in such a large MMO such as DU, nearly anything is possible. We have been told this project is in fact impossible, but we are here to challenge that, we believe the creation of a Dyson Sphere is possible and we plan to do this. Make no mistake, this will be an undertaking of a scale so large, full moons and maybe planets will be completely mined. We will mine, store our resources and build. If NQ allows it, we will create drones to help us in this mega structure creation. When the project finishes, the sphere and all it's benefits will be shared among all who aid us. This is not a true org in a sense, only a collection of people who have come together for one goal, the creation of a Dyson Sphere, an achievement which would change DU, forever. -Project Leader, Melkor Morgoth DU Org Page: https://community.dualthegame.com/organization/the-dyson-sphere-initiative Discord: https://discord.gg/Thnr7ca Website(coming soon)
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