I've been waiting for this game since I heard about it last year, I'm really hoping it goes open beta before the year is out. To the point of this post though.
I just recently retired from the Dual Universe beta after two months, and while it's not a bad game, it's sorely lacking in direction and I don't enjoy its style of combat. On the topic of programming I absolutely love the implementation that Starbase went with. DU uses LUA, and while not bad, it has a terrible interface and can be cumbersome to do even simple things. It's not insurmountably complex or anything, but the YOLOL system puts it to shame with it's potentially deep, but still approachable system. I'm not unfamiliar with programming, but I don't really want a full OOP language in my MMO. The YOLOL system seems to be very "bare metal" basic, and with appropriate limitations for the size of each "program".
I also love the fast that each controllable element has an interface showing explicitly the various programmable states and attributes that can be read from it - you can even name them! All around I'm extremely excited to get to try this system out in my future ship building endeavors! I'll keep researching the system and stay active around the forums. The developers of this game seem to really know what they're doing, and unlike DU, are actually creating gameplay loops and defined systems for PvP prior to releasing. This is not to bash DU, it'll be a fine game in the end I'm sure, just not one for me.
This technically might have been better to put in the general discussion or even the introductions considering I'm new here, I wasn't really sure.
I just recently retired from the Dual Universe beta after two months, and while it's not a bad game, it's sorely lacking in direction and I don't enjoy its style of combat. On the topic of programming I absolutely love the implementation that Starbase went with. DU uses LUA, and while not bad, it has a terrible interface and can be cumbersome to do even simple things. It's not insurmountably complex or anything, but the YOLOL system puts it to shame with it's potentially deep, but still approachable system. I'm not unfamiliar with programming, but I don't really want a full OOP language in my MMO. The YOLOL system seems to be very "bare metal" basic, and with appropriate limitations for the size of each "program".
I also love the fast that each controllable element has an interface showing explicitly the various programmable states and attributes that can be read from it - you can even name them! All around I'm extremely excited to get to try this system out in my future ship building endeavors! I'll keep researching the system and stay active around the forums. The developers of this game seem to really know what they're doing, and unlike DU, are actually creating gameplay loops and defined systems for PvP prior to releasing. This is not to bash DU, it'll be a fine game in the end I'm sure, just not one for me.
This technically might have been better to put in the general discussion or even the introductions considering I'm new here, I wasn't really sure.
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