Jump to content

Recommended Posts

There are some big differences between these to games but there are also,a bunch of similarities

 

Both is space and are genarated in a similar way

 

They are different as dual is more technical and has a multiplayer element (while no mans is technically multiplayer you'll probably never see another player)

 

These are some of the major differences and similarities I've found

Share this post


Link to post
Share on other sites

Not really. The two games are based around entirely different concepts.

 

NMS is all about exploration. Get to the center of the galaxy as fast as you want, and discover a ton of crap along the way

 

DU is all about emergent gameplay, and creating a new world for yourself. 

Share this post


Link to post
Share on other sites

Dual Universe is a single shard MMO where all the players take place in the same universe. The players construct most of the spaceships and buildings in game and set up their own governments and build their own cities. Exploration will be key, PVP will be key, building will be key and groups of people working together will be key.

 

No Mans Sky is a single shard game that has a universe as large as the real one. The likelihood of running into another player is worse than winning the lotto, its essentially a 1 player game. No Many Sky does not allow for building, does not allow for creating a city, world, spaceships or anything. Its an exploration game at heart and little more.

 

I am not disparaging No Mans Sky, it looks like fun, but the games are so different it's kinda dumb that the media looks at them in the same way.

 

At the end of the day, Dual Universe will allow you to play with your friends and meet many more, No Many Sky....not so much.

Share this post


Link to post
Share on other sites

There are some big differences between these to games but there are also,a bunch of similarities

 

Both is space and are genarated in a similar way

 

They are different as dual is more technical and has a multiplayer element (while no mans is technically multiplayer you'll probably never see another player)

 

comparing no mans sky and dual universe because both are science fiction mmo is like comparing cars with planes because both are fuel powered means of transportation.

Share this post


Link to post
Share on other sites

I remember the initial hype and theorycrafting when the first trailer bits came out.

 

In retrospect it all seems to be a bit disappointing regarding NMS. People expected a bit too much.

Share this post


Link to post
Share on other sites

No Mans Sky encourages exploring and never staying in one spot for too long.

 

Dual Universe encourages building, and finding a location to call your own. While it does encourage some exploration, that isn't the primary focus. 

 

That said, I am itching to play No Mans Sky. Why can't it come out sooner. :(

Share this post


Link to post
Share on other sites

Well comparing a regular MMO to a voxel base game really can't be done.   No Man Sky is in competition with games like Star Citizen and Elite dangerous.  Dual Unvierse is in another world. Dual Universe is in the Space Engineers world but Dual Universe will have a chance to be in competition with voxel base games and the normal space sim world if it's done right.    I never understood the hype around NO man SKys but everyone finds different types of games entertaining.  

If you were going to try to compare these two games then after playing a week of a voxel base game like Dual Universe then more than likely you won't ever pick up No Man skys again. lol  After you play a voxel base game like Dual Universe then your average space sim like a No man Sky becomes extremely boring.

 

You're comparing a Space Sim which is your typical  Exploring a Universe fighting and trading  VS  the Sci fi voxel base  sandbox games  which has Building your own ships, bases and planet, trading, fighting and exploring plus  traveling on a  multicrew ship with friends that you've built?. I mean the choice is obvious.   I'm still on the fence about the combat system but Dual Universe could be the game that ends games like No Man Skys. 

Share this post


Link to post
Share on other sites

Well comparing a regular MMO to a voxel base game really can't be done. No Man Sky is in competition with games like Star Citizen and Elite dangerous. Dual Unvierse is in another world. Dual Universe is in the Space Engineers world but Dual Universe will have a chance to be in competition with voxel base games and the normal space sim world if it's done right. I never understood the hype around NO man SKys but everyone finds different types of games entertaining.

If you were going to try to compare these two games then after playing a week of a voxel base game like Dual Universe then more than likely you won't ever pick up No Man skys again. lol After you play a voxel base game like Dual Universe then your average space sim like a No man Sky becomes extremely boring.

 

You're comparing a Space Sim which is your typical Exploring a Universe fighting and trading VS the Sci fi voxel base sandbox games which has Building your own ships, bases and planet, trading, fighting and exploring plus traveling on a multicrew ship with friends that you've built?. I mean the choice is obvious. I'm still on the fence about the combat system but Dual Universe could be the game that ends games like No Man Skys.

I'd compare Dual Universe to Empyrion Galactic Survival. Space Engineers is more about physic simulation, cause of it MP games are rather annoying. One decent multigrid object can kill simulation speed. Empyrion has primitive physics, handles MP games, but it doesn't offer to much activities, plus limited universe. I hope DU will be something between EGS/SE and Wow. No Mans Sky looks awesome but game without creative aspect doesn't exist for me since Minecraft showed up... OK i might be to harsh for non creative titles, I do enjoy less creative games but for casual playing - I've never played non creative game for more than 200 hours, creative like Minecraft, SE, 7DtD each more than 1k play hours each.

Share this post


Link to post
Share on other sites

As far as i can tell the only thing that is the same is they both have procedural generation. Past that not much else.

and they both take place in space :P

 

but yeah. iv preordered nms and im looking forward to it. but I never once even thought about nms and du being the same.

Share this post


Link to post
Share on other sites

That's an apples vs oranges comparison: DU is not a Space Sim like NMS! For instance, combat is not based on actual aiming with projectile and collision physics, but relies on target locking and dice rolling like in EVE or WOW. Another non-Space-Sim aspect are unlockable skill trees. 

 

Overall, DU is best considered EVE 2.0 with Voxel Space and thus is not comparable to Elite, Star Citizen or NMS.

Share this post


Link to post
Share on other sites

That's an apples vs oranges comparison: DU is not a Space Sim like NMS! For instance, combat is not based on actual aiming with projectile and collision physics, but relies on target locking and dice rolling like in EVE or WOW. Another non-Space-Sim aspect are unlockable skill trees. 

 

Overall, DU is best considered EVE 2.0 with Voxel Space and thus is not comparable to Elite, Star Citizen or NMS.

Actually, the way the combat in Dual is developing, ship-wise at least, ends up being more of an actual simulator than "dogfighting battlecruisers" in Star Citizen. It's a complicated method of merging cone of fire lock-ons, that requires timing and premeditation than twitch-monkey reflexes.

 

Dual is EVE 2.0 as far as its economics and politics in-game by the players go. It's no Point and Click adventure like EVE good sir.

Share this post


Link to post
Share on other sites

Actually, the way the combat in Dual is developing, ship-wise at least, ends up being more of an actual simulator than "dogfighting battlecruisers" in Star Citizen. It's a complicated method of merging cone of fire lock-ons, that requires timing and premeditation than twitch-monkey reflexes.

Dual is EVE 2.0 as far as its economics and politics in-game by the players go. It's no Point and Click adventure like EVE good sir.

You get it

Share this post


Link to post
Share on other sites

Dual is EVE 2.0 as far as its economics and politics in-game by the players go. It's no Point and Click adventure like EVE good sir.

 

In DU, you lock onto your target, i.e., pointing at it and then you roll the dice to see how much damage you do. When you lose your line-of-sight to the target and thus your lock, you cannot do damage. With that, a scenario where you fire some shots, duck back into cover and hope the enemy gets hit by some stray shots of yours will never happen. Because no projectile object is actually spawned when you fire a shot, and hence no positional data of projectiles nor their trajectory, nor their impact on collision with other objects is computed. Instead, it is aiming, locking and rolling the dice, as said before.

 

Tell me one Space Sim which doesn't model projectiles ass first class objects, that was made in the last 15 years.

Share this post


Link to post
Share on other sites

In DU, you lock your target, i.e., pointing at it and then you roll the dice to see how much damage you do. When you lose your line-of-sight to the target and thus your lock, you cannot do damage. With that, a scenario where you fire some shots, duck back into cover and hope the enemy gets hit by some stray shots of yours will never happen. Because no projectile object is actually spawned when you fire a shot, and hence no positional data of projectiles nor their trajectory, nor their impact on collision with other objects is computed. Instead, it is aiming, locking and rolling the dice, as said before.

 

Tell me one Space Sim which doesn't model projectiles ass first class objects, that was made in the last 15 years.

b74d4e3d69f888fa6aad9192b977ad898f0f75d2

 

 

 

You are talking of ground combat, we are talking spaceships. Spaceships have turret batteries, that face left, right, above and below. You paint a target in your cone of fire. If that target is still there when the "charge-up" finishes on your end, the damage connects to the painted area of your cone of fire as if it's a tab-targeted situation, on the whole construct of the ship. If someone else gets in front of your cone of fire at the last second before the fire command is given, that person gets the shot, as he is painted and tab-targeted for the barrage, not the guy behind him you aimed for initially. Directional obstacles can be coded detectable ever since Ultima Online. It's still tab targeting, but it needs tactic to tag the enemy in your cone of fire. Distance is still a key factor to that, reducing constistency of shots, due to the enemy construct/ship, being a smaller area in the cone of fire, but you know, geometry, who knew it's that important for game development, when you can simply point and click.But, a skilled pilot can go below or in between the space the enemy has not designated as cone of fire on his end, thus having tactics dictate the fight, not arbitrary numbers of "armor, dodge and Luck". Dice Rolls are nice, but you know, but geometrically assigned statistics, weapon recoils, defective ratio of a laser beam and all that sci-fi stuff, are much better. The system, is STILL tab-targeting. It's just not your EVE tab-targeting.

 

Ground combat is an entire different beast on its own. Specialisations can offer the possibility for a soldier to lock-on faster on his target given a specific wepaon type, making target acquisition easier, compared to an unspecialised enemy. Still, dice roll exists, tab targeting exists, but it's not a point and click adventure. It still follows the "paint" in cone of fire rules. A specialised soldier in assault rifles has a tighter cone of fire, making him more acurate in longer distances, while an unspecialised one, has  larger cone of fire, and you know, good ol' geometry kicks in again, bashing down the door to remind you why you should have paid attention in primary school. 

 

In your train of thought, EVE and WoW are the same. Both got button mashing, stand-offs that last hours and "X marks the target to nuke" tactics.

 

Using tab-targeting with a mouse and making tab targeting have an actual effort put into it are not the same thing. 

 

 

 

I rest my case, drop the mic and expect someone else to continue the good ol' karaoke.

Share this post


Link to post
Share on other sites

I always wonder from where you take such complex information about how X or Y system will be working? There are some alpha-testes ongoing and you, Cpt. Twerkomor, are only and one tester, which give you power to state sentences with such utmost sureness?

 

Or you are just dev in disguise?

 

0512dd8b5febf794501545cb2e903ae4600921-w

 

This is wild guess, as probable as whatever else on this point. Stop confusing people... writing in visible colour does not make you automatically right, y'know.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...

×
×
  • Create New...