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Kickstarter AMA Event - Third & Last Part

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Hi everyone,

 

And here is the final part of the Kickstarter "Ask Me Anything" event!
(That doesn't mean we will stop answering questions after that: it's just they will be answered after the Kickstarter, at a slower pace).

 

 

 

I can understand why you would like to keep Alpha's to a somewhat controlled limit because of server costs/ capabilities, but could you give us a rough estimate about how often Alpha servers would be open once started Q1 2017?

 

We will try to have them open at least several days per week, pondered by maintenances (scheduled or announced shortly before the shut down in case of patch deployment)

 

 

Is there any info on sensors?

 

We still have to work on sensors to give precise answers. We plan to have sensors to detect constructs in a given radius, probes to scan for planets minerals, also sensors to assess a given construct firepower (you can't assume predefined ship classes like in other games), potentially sensors to detect how many people are in the ship, what kind of cargo it contains, together with electronic countermeasures to weaken these sensors. 

 

 

How do they work?

 

Sensors will be either equipment items that avatars can use, or, Elements than can deployed inside a construct. In that case, they will be accessible via a Control Unit that can select to display their UI when in action. They can also be scripted to be interfaced with other part of the construct.

 

 

Can sensors activate LUA scripts? (Assuming someone has rights)

 

Yes, the way it will work is that the DPU inside a sensor will be able to emit events when new sensor data is available. On the LUA side, you can write event "catchers" that will trigger when the event occur and do whatever you want with the arguments given together with the event.

 

 

Got to the credit card stage but was wondering how does my pledge link to my account here?

 

We will link all pledges to accounts based on the e-mail address you provided. So it is very important for you to provide the same e-mail address in the Kickstarter form we will send you soon than the one you have used to register on the forum or the community portal.

 

 

I signed into kickstarter with facebook: is it a bad idea?

 

Kickstarter is going to provide us an email address (probably the one attached to your Facebook account), this is how we will identify you.

 

 

Do I need to make proper account somewhere for my Kickstarter Reward?

 

You should create an account on our community website (community.dualthegame.com) or our forum (board.dualthegame.com), they are all interconnected. If for some reason the email you used on the Kickstarter is not valid on our website, let us know and we will resolve issues on a case by case basis.

 

 

What if I already have a forum account, or an account on the Community Portal?

 

If the email on our account differs from the one used on Kickstarter, just let us know so we can reconnect the dots.

 

 

Is it possible to support the Kickstarter by paying with Paypal?

 

Unfortunately, Kickstarter does not allow paypal as a valid way to pledge, and there is nothing we can do about it at the moment. We are working on a solution and will let you know.

 

 

If you continue the Crowdfunding after the Kickstarter, will it be possible to pay with Paypal?

 

Yes, it would be possible.
 

 

When will we choose the name(s) we can reserve?

 

Within a few days after the Kickstarter, we will setup the process for you to reserve your name.

 

 

Will it be possible to adjust for short period of time some abilities by eating some food (buffing) without the need to train in the Arkship? For example a soldier takes some drugs for increasing his aim and stamina before engaging a battle. Same for pilots.

 

It's an interesting idea and we will discuss it with the game design team! We have for the moment no plan to have food introduced at release, but rather in a "survival" expansion that would come later.

 

 

Will it be possible to create this food from NPC animals and flora and oil? This could add the option for protect of valued animals, who need grass, sun and water for living, and having ground control to protect them in your own farm (what you cannot hide in underground).

 

These are all excellent ideas and we will consider them, but not for the initial release, but more in the "survival" expansion that would come later.

 

 

 

Will players/organizations be able to set up an alternative method for wallet tracking, i.e. if an organization wanted to somehow manufacture and issue their own currency, could the wallet be modified to track it?

 

Having several currencies in game is not something we will favor. The reason is that it would make the development of the in-game economy more complicated, where in fact we need a system that is as fluid as possible to favor exchanges between players, and player specialization. Nothing prevents you from creating your own currency and role-playing it, but the price of items on the markets will still be displayed in the universal in-game currency.
 

 

Will there be a possibility to secure my constructs like bases or ships when i'm offline without the help from other players?

 

You won't have to worry if your construct is inside the Safe Zone. Outside the Safe Zone, you will be able to power some protection bubbles to create a first layer of protection (you can be notified offline if it gets attacked, and it will be hard to break so you have time to react). We are considering the possibility to have some basic defense scripts running on the server when you are offline (basic action/reaction scripts), but if we do that, this will not be implemented at release, probably in a future expansion.

 

 

Will there be a voice chat like Elite dangerous? Will it change with distance? Will there be a filter of talking through ship comms?

 

This is a very interesting feature we will look into, if we can find the proper third-party partnership to implement it with us. Depending on the complexity of integration it may or may not make it to the initial release!

 

 

Will there be a way to port music from player computer and play in game through a jukebox or something?

 

It's an interesting feature that was already mentioned on the forum a long time ago. However, it's not a priority at the moment. We will see what can be done, and when we can think about adding it.

 

 

Will there be any fire mechanics, such as over heating components and/or fire-spread that ship crew will have to rush to put out or automated suppression systems etc.?

 

Nothing of the sort is in the roadmap, but it fits in a more general "environmental" set of features that we will look into at some point, most likely in a future expansion, but not at the initial release.

 

 

Will there be any natural predators like animals or anything that might attack you?

 

We will have a few animal NPCs for the initial release, and some will probably have a predator behavior. In a future "survival" expansion, we will see to add more dangerous animals that you will have to deal with, in particular in wild environments that have not yet been "civilized".

 

 

Will there be pressurized environments? So if an unshielded and unarmored construct is hit by a missile, would we have to close bulkhead doors to prevent the ship depressurizing?

 

This feature is hard to implement in a non-predefined environment, and in Dual Universe everything will be made by players, so we cannot know in advance the shape of volumes inside a ship. The computational requirements to calculate what is a sealed area is therefore potentially unbounded. So it is very unlikely that we can implement physically-based pressure systems. 

 

 

Will there be reentry aerodynamics? Such as: needing heat shielding to prevent burning up in normal-dense atmospheres?

 

We have not worked on that yet, but it's an interesting idea to explore!

 

 

Will there be SDH subtitles (for deaf persons) provided in this game?

 

Until we implement a voice chat system (which is currently not in the roadmap), most interactions will take place via a traditional chat. Hearing impairments should not be an issue in this context. Also, there are no cinematics or story-line in Dual Universe, so no need for subtitles.

 

 

You mentioned you have to be within a certain distance for your Lua scripts to be active, what distance roughly is that - a few hundred meters? a continent? a planet? or a solar system?

 

If your script is using a set of elements, those elements must be loaded to work. After a certain distance, elements get unloaded for performance reasons (no need to show details of things when you are far away). We don't have the exact numbers yet, this will depend on our optimization phase, but you can count on a few hundreds of meters. We may also add the possibility to mark certain elements as being more important, therefore persisting at larger distance, but this will be limited to a few of them for performance reasons.

 

 

Any chance to pick up physical rewards directly in Paris, to avoid fees and possible damaged items during transport?

 

The fees will be charged by Kickstarter no matter what. It will be difficult for us to refund them, but we can look into it. There might be also the fact that the goodies manufacturer will be in another country (possibly the US) and we might not have the goodies stored in France. When the time will come, you can contact us and we will see what can be done on a case by case basis.

 

 

Will it be possible to build on an asteroid?

 

Yes! See our latest video update to see an example.

 

 

 

Will asteroids be static or will they move?

 

They will be static, like all other celestial bodies. We will consider however the possibility that a player could move them with the proper engines attached via a construct, but this is not something we can promise yet.

 

 

Will asteroids have gravity just like planets?

 

Yes, but much smaller.

 

 

As we can't destroy anything in a safe zone, how will you prevent the territories to be occupied by players that have left the game?

 

We have currently several ideas to tackle this problem (construct wear affecting territory units, upkeep cost to maintain the territory claim, etc), but we haven't made our final decision yet on this topic. We are still in the phase where we ponder the Pros and Cons of each idea. If you have other ideas on the matter, we are open to suggestions! 

 

 

If I park a ship in a safe zone and I don't pay the subscription during one month (or more), Will I find everything intact when I will subscribe again and will come back in the game? Same question for claimed territories in safe zones?

 

As for the previous question, this game mechanics is still in development. We can't give a precise and final answer for the moment.

 

 

How do you intend to handle persistence when it comes to a player and his ship? 

Will both remain in the universe when you log out or will you essentially vanish?

 

The player avatar will disappear after a few minutes. The constructs however remain, so the ship is still there. It can however be protected be either being in the Safe Zone, or simply with a protection bubble, and possibly also an invisibility cloak that you can power to make it disappear when offline.

 

 

How is currency "created" and controlled? In the real world we have note printing and minting institutions and the amount of money in the system is carefully controlled (to avoid hyper inflation, hopefully). How is money going to work in DU? How is it created and what limits the amount of currency in the game?

 

The in-game markets will host some bots that will create buy/sell orders in order to act as money sinks and money faucets. This is one of the mechanisms, but we will also add some taxes on various activities, which will act as a way to take money out of the equation. We are still thinking about other ways to regulate the mass of money, but the general principle is that the amount of money should be proportionate to the economic activity in the game. This is a quite well know issue, and we will draw inspiration from other games that already dealt with it.

 

 

How many stress related heart attacks will the devs get before the end of the kickstarter campaign? :D

 

None for the moment! But we came very close! :o

 

 

Regarding character names, will we have to have a completely unique name in this massive universe? Or will we have account names (which are unique) + character names (which can be common)? Or something else that would allow everyone to create a character name they really like?

 

You have the account name, which is of course unique. Then each of your character in this account must have a distinct name to be able to identify him (for example in transactions, or when you meet him, or in the chat). This is why each character must have a unique name that differs from all the others. 
 

 

 

Regarding PvE/PvP for people wanting to pursue military professions, how exactly would they level up? Would they go out and hunt a bunch of wildlife or primative aliens or would they have to start PvPing right out the door?

 

There is no "level" in Dual Universe, but rather a skill tree that you can use to specialize your character (similar mechanism like in Eve Online). So, your character can improve either by training more in the skill tree, or simply by acquiring more efficient player skills at playing! It is very possible that a very experienced players in a beginner's avatar can be much more effective than a beginner's players in a highly skilled avatar.
 

 

What happens when you die, what do you lose?

 

When you die, you respawn at the nearest resurrection node, which is by default the Arkship. See our devblog about resurrection nodes to learn more. Now, when that happens, you loose all the content of your inventory, because things don't teleport themselves in Dual Universe. Your inventory becomes a virtual container at the place where you died, so you can try to get back there and recollect it, if nobody else has taken it!

 

 

What is the rough absolute minimum download and upload speed requirements for a DU client?

 

This is too soon to tell, we need to move towards the alpha to get a precise measure. But any modern Internet connection should be enough to play.

 

 

What scale is planned for the planets? Meaning: how much of a surface area are we talking about in comparison to the earth's surface?

 

For the moment, the largest planet we have in mind as about 100km radius. That is about 125.000 km2 of surface, which is already very very large!

 

 

 

What will be the age limit to play the game?

 

We have not set the legal aspects on this matter, but the game is not designed for children. Many game mechanics will be designed to responsibilize the players in their choices and we can't ask this from a child. So this may end with age restrictions for Dual Universe, as we target a mature audience.

 

 

 

Best regards,

The Novaquark Team.

 

 

 

 

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Whats the possibilities with blueprints and hacking? Can you copy blueprints and are they then hackable/stealable? Can you destroy blueprint copies? Can you hack ships?

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very nice questions/answers. 

 

 

 

Will there be SDH subtitles (for deaf persons) provided in this game?

 

Until we implement a voice chat system (which is currently not in the roadmap), most interactions will take place via a traditional chat. Hearing impairments should not be an issue in this context. Also, there are no cinematics or story-line in Dual Universe, so no need for subtitles.

 

^Regards to the quote above;   I realize there will be no voice chat system implemented right away,  but what about some sort of subtitles for deaf people (having an option to toggle this on/off)  for sounds that take place in game.   An example, is if someone fires a gun in the distance, or there is an explosion (but you're in a ship and obviously cant see it, but can hear it)  a deaf person would not be able to hear this.  So some sort of visual text or warning I think would be nice.

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Are you going to Revamp the community page anytime soon? Limit organization posts , and feature more than 10 posts for the nearly 1000 organizations?

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Thanks again NQ! Lots of great info here. I like how you respond to some potentially good or interesting ideas with the honest answer that you aren't looking to work on it in the foreseeable future; very transparent, and a confidence booster to your backers.

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Yet another chunk of information, much appreciated!

 

Questions regarding resources:

  • How many different types of resources are planned? There has been some talk about "materials" and "energy"
  • Is there going to be a refining system (like in Space Engineers) where raw resource must first be processed into parts (in DU's case elements?) in order to build a bigger element, for example a cockpit? 

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Quote

 

What scale is planned for the planets? Meaning: how much of a surface area are we talking about in comparison to the earth's surface?

 

For the moment, the largest planet we have in mind as about 100km radius. That is about 125.000 km2 of surface, which is already very very large!

My question is now, how big is the size of controled area of 1 ground control unit? It is 1 km² ? Then with this size of 100km you have place for 125.000 players/organizations. Else the planet would be too smal.

In real life 100km size is a big asteroid without enough gravity for atmosphere. Compared with Elite Dangerous will be Dual Universe a very smal universe.

Btw. you can make breathable area depend on gravity strengh of the place. And that makes reason where you need to use the helmet and can't perform emotes like eating or kissing.

Because it is looking like a non-mature game, where you can put off the helmet in airless space.

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Very small universe.

 

125,000km2 is a HUGE amount of space, that's a little bit more than the area of England but with only a what 10-20 thousand people. If they made planets any bigger I think we would have a hard time ever meeting other people

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I wanted to know a few more things (I know some questions occur again). First, in the game will be available: explosives blocks, cameras, screen panele for cameras, gates,camouflage for ships and bases, radars, and will always be visible nick or it can be hidden, will be need oxygen, the fauna and flora will be somehow more varied or not, it will be possible to built drones "thinking" that is flying freely or as space engineers need to control them, skills will be long study (how long), how will occupy territories and that it will be difficult to defend them,safezones will be set up in cities and how to destroy them, it will be possible to build ground vehicles, how will work the exchange, will be able to get copyright for ship, will be able to move asteroid using ship or stadion; when you release, the game on steam you will update it or you release full version and that over, and the last that will be available during the construction of ships axes of symmetry as space engineers?

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Wath will The game provide from the complexety of the game play. I mean clear Player make the World Complex but waths about like building Ships will you be fine by simply adding one Thruster Compnent and an reactor on the Ship or wath does it need to fly would there even by a point building Blocks on it i mean exept for the look of corse.

 

(Sry for my bad English ^^ )

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will there be solar flares that damage ships in space and if the planet that is uninhabitable or astroed a base make on will the solar radion heat and damage the structure and will there be a sheld to cover the base to make sure it doset take damage and what about oxygen can you put a oxygenation in your ship to breath 

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will there be solar flares that damage ships in space and if the planet that is uninhabitable or astroed a base make on will the solar radion heat and damage the structure and will there be a sheld to cover the base to make sure it doset take damage and what about oxygen can you put a oxygenation in your ship to breath 

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is there going to be solar winds and what about shields on space ships and what about oxygen will any of these be a thing

No oxygen, some video answer from jc

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