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Found 17 results

  1. When you first start, you go surface gathering to get you started. once you learn about underground mining and get a little practice you don’t go back. Why? Because the amount of time vs rewards is completely different. the only time you go back to surface gathering is when you crash, and you have no scrap, or your scrap is in a disabled container. Then you hope you can find a nearby hex you can do some quick gathering to make enough low tier scrap to get you going. Its a shame as it is a system which NQ must have put good development resources into. It’s al
  2. 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
  3. I have seen no talk of planetary resource regeneration, yet. To take a quick look at some other games with similar gameplay elements: Space Engineers has infinite asteroids, and its planet deposits are far richer than Dual Universe's. Eve Online's asteroids respawn every day. Empyrion has meteorites that fall on a planet if all deposits of a type are mined. No Man's Sky has basically infinite resources even on a single planet. Factorio has a basically infinite map with resource deposits getting larger and larger as one gets further from the center. Ox
  4. Okay I have something I'm questioning/concerned about when starting early game and an issue that I saw in Another game Eco that I Alpha-Beta test for. Recourse management for people who start later than everyone else it's harder to find resources at spawn. I understand that this game is alot larger but there are also Alot more people playing as well. Will finding/mining resources be like Minecraft where when you mine them and they are gone forever or like RuneScape where the recourse will respond after X about of time. The reason I ask is if the resources aren't responded or reintroduced afte
  5. I wonder if there will be a market for bulk orders dirt,stone, etc. for say, filling in a mountain.
  6. Division Portal: https://community.dualthegame.com/organization/perdere-mining Discord: https://discord.me/perdere Welcome to Perdere! We are a mining division of ToasTec. We are welcoming all forms of life. If you enjoy mining, building, and trading then you found the place for you. We, the self-proclaimed space dwarves of Dual Universe, would like to personally welcome you to Perdere as we continue to build our numbers and rank. Feel free to pop by the discord and say Hi! New faces are always welcomed. If you would like to join Perdere then contact a manager.
  7. Watching some of the game aspects today, I have asked myself: Is there any way to regenerate resources? Imagine if everyone starts at the same place (the Arkship). A few weeks or even days later, every single resource in the surroundings and maybe in the whole planet (such as different types of metal), would be completely gone, and there would not be any way for new players to start collecting resources by their own means. With the time, the planets, moons, and everything around, would empty. Maybe a solution for this is to make ridiculous quantities of resources so they do not run out in
  8. In order to support a varied market/economy, I think the dev should give players the tools to do agriculture as their primary specialty. The recipes need to be more involved than requiring only what we dig out of the ground. There are a lot of materials such as textiles, wood, fiber, medicines, oils, not to mention plant and animal based food than can come from this. Of course in order to make this specialty interesting, it should be as in depth as mining appears to be. For example, say you come across a particular plant on some alien planet and it is discovered that this plant can b
  9. Intergalactic Union of Industries - IUI is an umbrella organization for industrial companies, industies and professionals through out the Dual Universe. The union provides advice, competence and knowledge to its members and acts as a platform for trade, exchanges, business agreements and collaborations as well as a base for recruitment of human resources. Join now! IUI helps you and your company to reach your goals and ambitions. We want you and your organization in! https://community.dualthegame.com/organization/intergalactic-united-industries Best regards, /IUI
  10. Resources gathered from mining will deplete. Eventually, after enough people have scoured a planet, it will be devoid of its mineral bounty. One way to mitigate this is to have has some resources be renewable. The simplest example is trees. Having plantations of trees ensures that there will always be a supply of wood. When people think of farming, they think of crops and livestock. When people think of renewable power they think, solar and wind. Can we do better? What about mineral crystal farms? These might require the soil of a specific biome and through a process that require
  11. Having thought about how resource collection will play out over time, and the usual demand out-stripping supply, i propose methods of collecting resources on a far greater scale, these methods deal with mined materials. Thinking far larger then mining as a small group, rather entire organizations or very large resource divisions, preforming literal planetary mining. With varying degrees of required technology and feasibility, i envisage techniques such as: Orbital bombardment, rendering portions of a planets surface into rubble/debris, ready to be collected and processed. Orbita
  12. This is something common in regular multiplayer games but I feel in a game with crafting, it can become somewhat of an issue. What I'm suggesting is to not make a 'best version' of anything. What I mean is, since most items will be craftable, don't make there be that one greatest version that everyone aspires for. A standard model for crafting games is starting with the lowest tier, with each upgrade above that increasing all of it's stats, to the point where at some point you get the ultimate form of that item. You hear it all the times in games; people say they have "max everything". Whe
  13. Since every single player will start in the same Arkship, which I believe has been said, what might end up surrounding the Arkship eventually? Will it become a sprawling metropolis? I imagine it will be pretty significantly developed. How will what is surrounding the ship affect new players? There certainly won't be any resources available for long. And if I don't have that right, and there are several Arkships, then the questions go for all of them. This actually leads me to another question which is, how does the player get started?
  14. The biggest question i have is. Will we be able to mine Oort clouds and in fact will there be Oort clouds at all within a game?
  15. The Morrigan Consortium - What are we? We are an Organisation of like minded creative individuals such as scientists, engineers who believe the future lies in technological advancement. What is our focus? Our initial focus is mining for resources and to design functional and advanced star ships of all types, both military and civilian but our long term focus is Technological advancement of the human race. Is the Morrigan Consortium a Civilian or Military organisation? We are mainly a Civilian company but we do have a Militaristic side.
  16. I have seen some talk lately of how exactly to make sure that there is consistent and balanced PvP within the Dual universe. One suggestion I have is seen is "PvP battlegrounds" or pre-determined areas that will create balanced matches between factions. I am not a fan of this idea because I think there are better ways of achieving this. One of the great things about this game that is that it has the potential to offer something for everyone. A large amount of those people will be looking to play this game for the PvP and will not want to spend all their time mining/designing/building g
  17. NOTE: I've posted this as a random comment on another posting, but I think it is worthy of it's own discussion... From my early on in the DU, I plan to focus on building and selling useful (scripted) tool and transport constructs. To help with this, I am mulling over the idea of creating a small "Resource Token" construct (the size and shape of a coin) that players will be able to trade with me at any time for product. For example, I might not have a lot of money available at game launch, so I would give out these "resource tokens" to other players instead of money for the resources th
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