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Alpha 1

Found 4 results

  1. Storm

    Storms Tale

    fan Dual Universe lore .ark ships theirs more thane one ark ship .along with the death of earth cam unethical and extremely dangerous experimentation which led to some very bad things and the accidental destruction of earth before the neutron-sweep struck. .luckily for us the souls of the future we left before it all happen .but soon after we left prototype monster began to stalk us following us deep into the void we the children of the future survive only because of the sacrifices of are fellow ark ships soon we where all that was left, but after "redacted"years we learned of A experimental ark ships fitted with forbidden technologies that doomed are edan and nearly damned humanity to extinction ,we had to kill them every man woman and child an that forsaken ship it was the only way maybe god can forgive us for are crimes. rest in peace to are sister ship Charon your sacrifice will not be in vain .ark ship preceded to arrive on humanity new eden [game starts] .but far in distance the sister ship Charon floated with a experimental item needed for humanity's success and prosperity it was only a prototype but are best hope .something lurks on the Charon something dangerous.but so does the future of humanity the warp-gate n. NOT the story just loose lore .re-spawn is cloning but you have a chip in your head that lets you stay you .explains destroy ark ships and escorts randomly in space .can use it to drive other narratives .basically near/approaching death drove humanity to dangerous technology , which killed it before neutron-sweep did i got carried away with that one part my insanity's leaking out its 4 am pray for the Storm to never come again.
  2. this is more of future lore / tale .background the ship arrived at its destination before we did and is moderately damaged from meteor impacts a second ark ship hails us with a automatic distress message Booting System #.- ..- - --- -- .- - .. -.-. / -.. .. ... - .-. . ... ... / -- . ... ... .- --. . / --- ...- . .-. .-. .. -.. .# stand by warning unknown "redacted" detected venting section 30 warning unknown "redacted" detected venting section 28 warning unknown "redacted" detected venting section 26 warning unknown "redacted" detected venting section 24 warning unknown "redacted" detected venting section 22 warning unknown "redacted" detected venting section 20 warning unknown "redacted" detected venting section 71 warning life support falling warni................................ Booting System #.- .. / .-. . .-- .. .-. .# stand by im not a writer fell free to make a story with this
  3. 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.
  4. General topic - what are people listening to as they think/live/breathe/plan/imagine/write DU?
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