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  1. "Combat" channel disappeared after last update. Why was it removed? A lot of PvP players used this, it was very convenient. NQ, when will you get it back?
  2. [This post is wrong, I thought that the damage multipliers were 8x and not 2x. feels like 8x though and I still think it needs nerfing, just maybe to 1.5x instead?] The problem If an M core wanted to fight against an L core , there would have to be a fleet of at least eight of them to match the damage of an L core. However, if you wanted to use XS cores to fight against an L core, you would need 512 of them, which would be so impractical that it is basically impossible. You would need to coordinate, train, and set RDMS for a fleet half the size of the empire, all of which
  3. I still hear people on streams and other discords complaining that an XS core pvp ship cant take on an L core pvp ship, how S core isn't relevant and M cores arent a worth while investment. I don't know why people laser focus on core size being the defining feature of the ships.. No one flies XS Haulers after they've been playing for 3 months, they upgrade to M and L core haulers lifting entire planets off the ground. Why is pvp treated differently? Unless territory warfare is right around the corner, here's my idea on how to bring back the other cores into "relevancy" -remove XS and S wea
  4. The arrival of the relic on Feli has shaken the planet to its core, its biome ruined by an alien artifact now gone silent. The planet is a graveyard of all the colonists who tried to create a life for themselves on this new frontier. Now too dangerous for ships without special equipment to enter its effective atmosphere, it is an unapproachable existence in the solar system. With floating planet crust and atmosphere reaching deep into space, Pilots with unfamiliar knowledge of the existing hazards surrounding the planet fall prey to its lethal environment. Relief efforts have also been in vain
  5. Now you all might just think that this is an easy question. "Just do it like how it is done in EvE!" but unfortunately it isn't that easy. EvE balances out the power of large ships with the maneuverability of smaller ones, making large ships hard to shoot small ships that are orbiting them. In Dual, a few problems arrive if you tried to do this. firstly; unlike in EvE where people mostly maneuver by commands instructed by the player, in DU everything is controlled completely by keyboard input, meaning that large ships can just turn to face towards their target and have no tracking issues. (ye
  6. The Feli blockade occupied by the AC forces was an overwhelming success and the operation is concluded. With all refugees and stranded ships rescued and brought to Alioth markets for repairs, we breathe a sigh of relief. The surrounding space of Feli had been unregulated space since the landing of the ark ship, until now. We had many ships challenge the AC military, from blockade runners to capital warships from many of the more influential organizations as well as some newer companies. More recently Empire and Penrose joined forces to challenge the blockade, with another fleet battle earlier
  7. Three years and half after pre alpha launch, the best period ever for DU, everything got overcomplicated, heavy and excruciatingly laggy, especially at the introduction of industry 2.O which has changed till now fps, lag and loading times for everyone, but since the developers aren't testing nor playing their own game, very little have been done concerning the content and game mechanics. Since the beginning JC pretends that he wants to control the visual aspect of the game, but look at the thousands of player made atrocities and piles of elements scattered everywhere For th
  8. Hello, i was on one of the ships crashing the SW pvp event and generating content, was a lot of fun and i really hope that NQ brings more opportunity to do more pirate themed stuff GF AC, and all who attended see yall next time -EL X a statement from our leader: "Hello everyone, Sylva, leader of Band Of Outlaws here. This thread, the official DU discord and the Memeserver have all gotten a lot of traffic and I thought I would drop by and leave some of my thoughts here for you all. I acknowledge and understand that the Star Wars
  9. So... The biggest growing problem in DU right now is the fact that NQ has done little to properly nerf warping. This is NOT a call to make warping more expensive... This is more of a signal to NQ to either reduce the safezone of planets, or make warpdrives drop you off about 5-10 su outside of a planet's safezone that's NOT inside the Thades, Alioth, Madius bubble There's been a growing number of complaints about how warpdrives really kill the game in many respects even though it's a huge time-saver, it completely removes the risk factor from the game. I
  10. Haku0814's Ideas O_o Options Individual options for different ambient sounds namely engine and machine volume controls Ideas for PVP people AND the would be Victims. Jump drive - you "Jump" 10-20 SU in the direction your pointing and do not loose acceleration ( if an obstacle is in your path, you are moved into a nearby non-colliding spot ). This helps with "Off-pip" driving for more seasoned players, would also help with the last leg of a trip to ensure deliver/arrival. Burst radar jamming unit, it just buys time while the other ship waits
  11. A classic case of vision getting in the way of good game design (also known as fun). This is a post about what civilization is / can be in Dual Universe, and perhaps what went wrong. Before diving in, here are some of my assumptions: - JC is a scientist, not a game designer - JC is a micromanager - JC does not want to listen to his devs (some of which worked for Ubisoft and know a thing or two about good game design and mechanics) - Because of the assumption above, I also assume there's a degree of conflict between devs and JC - I assume a lot might change up to release si
  12. Discord Link: https://discord.gg/sssmHbp “Come As You Are.” Link to old thread Band of Outlaws is a honey badger worshiping space cartel within Dual Universe. We plan to be the premiere organization for those who enjoy a less than serious organization, with a cartel/mafia theme to spice up our unique community culture. Our goal is to always enjoy the game, and to knock over as many sand castles as we can. We are happy to accept mercenaries, pirates, smugglers, traders, builders, explorers, and
  13. Usually when there's territorial warfare, the act of capturing a base may start from the air or very far away. As time goes on the Area of interest may become contested by various means. However, at the end of the day, capturing anything terrestrial usually ends with ground forces... This being tanks to weaken a base and the internal dirty work being done by foot soldiers who will get into CQC situations to capture the buildings of the base. The fact that NQ brought up territorial war fare when there's been little to no conversation of AvA worries the absolute crap out of me.
  14. When the game was first pushed out to the public, it was everything that No Man's Sky wasn't and more. However, with how is the game has been developing over the course of 2020 the picture of DU that was painted is completely opposite from the reality of the game in it's current state. As a result, those who've walked away from the game are either gone due to overwhelming burnout, resentment from disappointment, or are simply waiting for Novaquark to get this game back on track. While this game provides "Unprecedented Freedom" (per the latest youtube commercial) the path
  15. It seems to me that one of the underlying assumptions of the game design is that players are available 8 hours a day, every day. Also, It is clear that there is a lack of demand in the markets, many items just sit there for weeks. The only way I can think of to get the markets moving again is to have a lot more space combat with something to fight for, not just for sport. The idea of "combat on demand" is either limited to occasional weekend events or trying to steal from and murder some poor guy in a transport ship (which is not real combat). So how to find more opportunities
  16. The Above image is a snippet from a post on the .23 patch regarding Perma-destruction of elements and Weapon limitation of core size. Below I go over some of the problems with these two aspects of the 0.23 patch and outline potential ways to make it better and more enjoyable. Element Perma-destruction: Problems: Creates excessive risk and inclines less people to travel out into space Inability to trade "used" elements... even though you can buy/sell used cars, games, GFX cards, laptops ect. in real life. Forces people to carry excess weigh
  17. I'm going to dive into several topics here. In addition to organizing this post like a book. Use CTRL + F to find the topic you're interested in reading. Note: Some carebears are going to complain about it but yes, this is going to go down the route of PVP and will touch a little on how this can help the markets in game so deal with it: Energy Management Concept, taking a page from another game (because this game took pages from multiple games already) Armored Core How energy management works on the fly Parts Weapons
  18. Round 3!..... FIGHT! Hello... After having laid out a fairly thorough and indepth posts about Energy Management much of the feedback was related to how much information overload and extensive walls of texts there were. To that, I understand completely. It was exhausting for me to even write it all out but as you saw, I had a lot to say about the feature that I believe NQ are probably working on. With this forum post I will do 2 things: Summarize Energy Management forum posts Parts 1 and 2 Dive into organizing the final part, which is how to attack
  19. I took a moment to pull out the conclusion from the Energy Management Part 2. Conclusion: Currently the roles on a ship are: Pilot/FC - calls the targets Gunners - Open fire on the target Redshirts - guys who repair the ship With this approach to power management you'll create the new role of "The Scotties" who will have to handle the tasks of: Power management for the weapons Swapping batteries charging batteries making sure the generators don't blow checking the coolant systems Keeping the ship's
  20. Me again ...🤬 After I pumped out that gem of a post and have received raving feedback from the DU community I decided to give NQ a break from me for 1 day. But that doesn't mean I wasn't mentally prepping to write the next beast. So brace yourself because I'm far from done with ripping apart this game's current and future gutts and sharing it here. Reference to previous post: https://board.dualthegame.com/index.php?/topic/22000-energy-consumption-and-how-it-can-be-properly-executed/ Disclaimer: If NQ were to actually implement anything from any o
  21. So we know that with the next patch that NQ is going to add in the mission system. However, after giving it some thought NQ, I feel, needs to understand the environment the game is currently in. With the onset of the .23 patch they've added in more sinks and almost no faucets. So in the end, the economy is in the crapper and no one is able to make much money unless you're a market guru and know how to capitalize. However, even then barely anyone will be interested in engaging in the game because they all feel they have to mine in order to do anything. Or Join a large org
  22. Warp: -make it so you have to warp from 5-10 SU outside of the safe zone (excluding the 3 inner planets) and leave warp at a similar distance. this adds risk to warp unlike the current system where you can just reap rewards from. -make it so your warp bring you out to a random position. this adds variation to warping and still gives players a chance of not dying instantly after leaving warp. -add the ability to warp as a group. This will solve a problem if you have all of the same size core or don't want to bring a bigger ship to be able to warp multiple ships out. Core siz
  23. With the current system players are able to mine and warp haul the rarest resources back to the safe zone triangle with absolutely no risk, just pure reward. This removes any need to tactically think of ways to haul these resources back, hire military escort services or scout their travel path. This of course will end with the release of Atmos pvp / territory warfare but this may well be a long time away. So I have a proposal that should be light on development resources that would bring the risk aspect back in to the game while also giving ways to avoid pirate warp exit point camping
  24. Hereby I open a petition to NQ With a very simple question, nothing too fancy: "Please make Time invested in DU worthwile by reducing overal costs in creating ships and buildings". Alternatively this will also probably reduce the gold sellers as margins plumeth and will inspire PvP as losses are manageble. Moreover will this help the economy because everyone loves to keep industry rolling so the surplus needs to go somewhere. It all comes down to what was already said, would you risk a 200 euro/dollar ship? probably not. Would you risk a ship thats net worth is a cup
  25. Make outer planets (the ones that are outside safezone) have "safe zone" only while actually in atmosphere. Currently it's 2.5su and it destroys any risk/reward factor. You can warp in, mine t4/t5, warp out. You pay like 2-3% of your income to be completely pvp immune and have 0 risk. I do understand that atmo-pvp is not ready so real atmosphere will still be inside the safezone and pvp immune. This will open enormous opportunities and make t4/t5 and PVP actually meaningful. You will need to figure your way in/out. You will have an option of mining t1-t3 in
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