Jump to content

All Activity

This stream auto-updates     

  1. Yesterday
  2. Tutoring in general is not something that has been or is currently being considered as it currently isn't in the organizations purview. Maybe for some dedicated organization or group with a lot of members, but not us. We will teach members the basics of Dual Universe, should they be new, along with the ins and outs of our organization. Aside from that, in the future I will also be adding an additional page to my website consisting of best practices to observe so your risk of needing our services are greatly lessened. I know what you're thinking about that last part, we're just like any real life emergency service provider. Nice to have, but something you don't want to need.
  3. Was bored, so I took some notes of all the curious and interesting stuff I heard during the podcast in the latest news update. If you don't want to listen through the whole hour and forty-six minutes, feel free to read everything I skimmed off and enjoy. Also, feel free to post or message me if you got something I should add to the OP. Here's a quick rundown on what I got. PVP Social Features Piloting Revamp Industry Changes Surface Gathering Territory Units Visual improvements UI Roadmap Update Player Questions NDA Lift PVP === CVC is on track for January. First version of CVC: Large -temporary- arena in space only Will be expanded to atmospheres, then the entire game world. More versions in the future? Pillars of CVC: Lock+Target - operating at long range, one way of dealing with lag Destruction - piece by piece, physical holes Multi-crew - No battleships controlled by one person Future Improvements to CVC: Repair Units - Rebuild your ship at 'last snapshot', Shipyards Separation between PVP space and safe zones. Construct vs Avatar: If a player is hiding behind a wall and you shoot the wall, the player will die because of the blast radius. Explicit player targeting will come later (if needed). Social Features === Some features may be coming sooner. Legates: Legates will have the right to decide who should do what in an organization. A voting system for Legates You can have other organizations among Legates Someone in an organization can be chosen as a representative - A Super Legate Ownership: Everything in the game has an owner. Will be expanded to individual items in the player's inventory. An engine belonging to a specific player can be held in another player's inventory. New filters will be applicable. Organizations can now own constructs. Players can formally trade and transfer construct rights between each other and organizations. Partial revamp of RDMS: New types of rights introduced Legates will have rights to manage an organizations RDMS Three specific groups: Actors: Groups of people put together to define people. Miners, pilots, etc Rights: Construct based, territory-based, item-based, and more. Tags: Ability to tag items, constructs, territories, etc, to target a policy Chat system being worked on. A solution will be made for people in organizations that are non-testers. Piloting Revamp === All changes will be given a dedicated dev blog, this is just some of them Wings will be able to cause torque Script generation in control units redone Flight with mouse Autoconfig script will need to be run on A3 release "G" will trigger gears without the need for scripting. Cruise control will control your ship with velocity instead of thrust Different 'mode' Easier to control ship Easier for new players in space, more feedback, easier to understand what you're doing Not a 'better way' Balancing Space engines unbalanced, very overpowered Rocket booster fuel cost and materials adjusted Player specialization will start to increase Industry Changes === New Modes: Maintain - Indy linked to out container, will attempt to keep a number set of whatever the unit is building (always maintaining a set 30 ore then stopping) Set Number - Indy will make a specific number of parts, then stop. Recipes revamped, will now make sense, parts will have actual names, "burner", "case housing", etc Ore distribution altered New Specialized Indy Units: Glass, metal, etc New Indy designs, animations soon. Surface Gathering === Extension of existing game play Collect surface resources, fairly low value Resources may, depending on where they are, but not always regenerate Intended to be a more casual experience and help new players Rocks, crystals, trees Initial seeding will be done, then more refined over time New Tool: Surface Gathering Tool Walk up to a surface element, activate the tool, charge up, gather resource Territory Units === Making a comeback Who has rights to mine, build, etc Visual improvements === Space lighting 'too dark' Nebula added to brighten things Will be able to see other ships at a distance in space UI === Not all UI elements will be changed in A3, all however will be improved over time. Entire revamp planned for more consistent interfaces Roadmap Update === Consolidation and stabilization will be focused on after A3 Some beta features may be postponed New things will still be added User Experience Ensuring things work well Information provided when the player needs it Onboarding process further polished Beta 2 Need to introduce features really important to coherence for all gameplay pillars Release will be an acknowledgment of the maturation of the game, not necessarily addressing more issues. This was done with the unannounced 'pre-alpha' stage. Fast Travel Options: Visit a place once, unlock a 'fast travel' option. Planets moved closer together. Speed limit increased. Other ideas open to player feedback Planet Revamp: Exploring in DU gives a sense of wonder. Well underway. Destined for alpha 3 but was pushed back. Biome design, more realistic textures. How things look today are still considered placeholders. Ongoing effort. The geometry of planets will not be changed after the beta, no wipe, no regeneration. It will be the final version of where mountains, forests are, etc. Mining: Bigger variety of mining veins. From mega veins over multiple territories, to tiny pebbles, regular nodes, etc. Territory Warfare: Design not completely set. Claim enough territories around a territory you own, one in the center becomes a 'temporary safe zone'. Destroy the territory unit to claim it for your own. Evolution of combat V2. Expanded to the whole system, not just the PVP arena. Mission System: Nothing more than a player given quest system allowing players or orgs to design missions for others to complete for rewards. Will help address the need for things for new players to do, mine ore for an organization, etc. Exploring 'NPC type' missions that only new players can do (TBD). Release and Post Release: An indication of what NQ wants for release with some features coming after release. Some features might be ready earlier. Player-owned markets were pushed back due to challenges; what happens if you store your market in your inventory, destruction occurs, having player owned markets be in PVP areas or not. Energy management will come with specific challenges. Create groups of people who are not parts of the same organization to work, play, fight together. Player Questions === Will Beta be feature complete: What is 'feature complete'? It's really hard to say for a game like DU. What do we need to make a release ready game? We have our priorities for release. As company size increases, we'll be able to do more things. Things will get better the more successes occur for the game. Will gameplay look much different after release from alpha? Crafting times, recipes, talent costs, space station placement, restrictions, and so on. When will we see these changes before release: Balancing things will always be occurring, new things will always be here to fix for changes to old features and after introducing new ones. As much balance will be pushed as needed to keep the health of the game where it needs to be. We try not to revisit things that we consider are 'in a good state'. How many features we need vs how many we want. When there is a feature that is pretty good or where it needs to be, great, let's shelve it and work on other features that need help. Loopback if we need to. Preception of less communication in NQ since Kickstarter ended: It's been busy, the team hasn't exactly been happy with this lack of communication. Dev diaries reintroduced, would like to do one every month, but we need to gather high enough quality footage for these videos, this is why we introduced the podcasts, we're still trying to find the tone and type of content for podcasts, but the idea was to have a forum where we can speak to the community, talk about the game, give them an inside look at what we're doing, give them access to the developers. We've had a great reception, this is something we'd like to do more frequently. Hopefully all this we've been putting out to answer more questions from the community. We have a second podcast, we're planning an AMA, all to reinitiate that communication. Hopefully, this is something we'll be doing in the next few months as we head into another incredible year. Maybe as a reassurance, we spend quite a bit of time reading the forums, maybe we don't respond always, but when we think about new features and are balancing things, we spend quite a lot of time on the forums seeing what you're thinking and saying. As often as we can, we make changes to act positively to what you're saying. Our ticket system is carefully monitored and various things are given priorities where everything will be handled at some point. The problem is the limit of how much we can do in a given time so sometimes it might take a lot of time to fix something you think would be easy to fix, that's not the problem. The problem is other things need to be done before this because we've judged there are more needing. Think of it as a hospital, you deal with the most urgent first so even though you are in pain, you're not going to die, you're not first. Not just on the forums, we also spend time reading YouTube and Discord, something I can say and I'm going to give them credit, we have a team of community managers who are advocates for the players inside the company. They are extremely vocal about making sure the community and its concerns are heard, and you can be assured they have your best interests at heart. NQ-Nomad is one of them, he works on this podcast. I want to thank them and close this podcast by thanking the community for helping us move forward and for their support. We put that in every video and communication, we want you to know that we mean it and its not just a gimmick. This is something we all believe in, starting with JC and that culture of 'community first'. The community is our most precious asset as what this game and vision are based on, and this is distilled to all employees at NovaQuark. Nothing pleases me more than reading Discord on release days. Sometimes the feedback is good, sometimes bad, but as someone who works on the game, when players get their hands on what you've been working on and just break it instantly, we expect that, I just love reading everyone talking about the features and things I've had my hands on for a while. More community questions will be answered later in the second podcast along with the AMA. NDA Lift === Will come next year when the game is ready, closer to early March after A3 is released. We need to make sure people outside the community are ready to enter the game. Stabilizing everything, improving user experience. These new players won't spend as much time as Alpha players understanding the development process and will just jump in and judge the game by its current state. Need to polish performance, visuals, improve onboarding, etc. This needs to happen before beta which creates a hard limit. We hope to be able to do this in March but it is hard to say if we will be able to meet this deadline.
  4. I love this! Not sure what discounts I could offer on my non existent equity trades. I could bestow the occasional Knighthood though, on whom ever rides the rescue steeds. Have you considered branching out into tutoring? May need help learning about life, the Universe and everything.
  5. Completely entertaining thread. Iā€™m sure your creations will be on my sight seeing to-do list.
  6. Star wars handles most fuel sources quite similarly to this, but instead of using real gases(hydrogen, helium, etc), they use Tibanna gas, which is used for everything, from fueling their guns to their reactors. DU could have something similar, as I'd imagine, hydrogen would not be sufficient for futuristic technology that might be using more than the yearly energy usage in north America. Having some kind of special gas resource would only add to the economy, and create more jobs and opportunities for the market. Using cloud city from star wars as an example, players could build huge orbital refineries that either scoop up the gas or suck it up from the atmosphere. Cities and important space stations could either form from these, or near these. It does create quite a few fun possibilities, such as experiencing total economic free fall after multiple of these stations go up in flames because of the highly combustible gas, and subsequently causing the stations to slowly drift towards the gas giants core. Which then causes the price of this fuel to sky rocket due to a shortage, which might just make rebuilding these refineries even slower. That being said, this gas shouldn't just be exclusive to gas giants, you should be able to source it from planets, similar to how we source our helium supplies currently. So people stranded aren't just out of luck, they would just have to make a long trek to some kind of geothermal vent or synthesize it from the rocks or whatever.
  7. Good point Fenrave. I do understand the points in the discussions here and most are valit. creating a monitary system with no cash drains and npc to add cash through quests, or mobs who drop it through death is a complex system that could probably be solved by a few creative implementations. Problem in that is that quanta is a term from the arc, so even if you would find an ancient lootbox containing treasure, it would not contain quantas if the game is true to its lore. Technically only old human settlements and old arc ships could hold lootable quantas, with regard to lore
  8. @NanoDot I was speaking in reference to Aarons post, where he posed a situation that everyone at the launch, would get roughly 5k quanta to begin with.(I presume, regardless of playtime) Hence:
  9. With hindsight and reading those other threads relating to the topic, I have to admit i didn't really think of the idea in that way. I was mostly thinking of it from the perspective of pure optimism, but clearly thats an unrealistic standard. The idea of a voluntary system is pretty intriguing, although that wouldn't really require any form of scripted implementation on novaquarks part.
  10. As far as the NDA goes how free is one to discuss the various encounters and discoveries made in the alpha, as well as how realistic do certain "more mysterious" discoveries found in this Alpha Simulation line up to actual objects that exist in the actual Helios system? Are the planets and their in-simulations descriptions and relative mysteries accurate as well? I would find it very unlikely for the AI to have made-up some the things we encounter in the simulation.
  11. Thought this was the nda forums. Could someone move this?
  12. Last week
  13. People who "leave the game on Day 1" will have no effect on the economy, because they'll have no quanta. People that stop playing (or take a break) after playing for a few months will affect things though, because all their accumulated quanta goes out of circulation. NQ will probably monitor the money supply, and reactivate their buy-orders whenever the "active quanta" falls below a certain threshold.
  14. You are touching on issues that should only be discussed in NDA forums.
  15. Just a heads up, you guys. I'm going to win this. Best give up.
  16. I love how the global debt is several times more than all the money in the world.... What a pickle! If ever we needed more proof that hoo-mans are insane (and that the financial system is a scam).
  17. We are borg. We love cubes. We live, breathe, eat, sleep and shit in cubicles. Just like the hu-mans. All our ships are flying bricks. Resistance is futile. (ooooo! almost forgot, one of our ships is a flying bowling ball, teeheee! )
  18. (Sorry for my English) I propose to implement 1. In-game software store that would allow you to buy lua programs written by other players. Now programs can be distributed only through the forum or other resources. 2. Software packages that are automatically installed on construct (event handler registration, etc., maybe like autoconf). At the moment, all the code you need to install yourself through lua editor. 3 (Maybe). Physical storage for packages (USB stick for example)
  19. If a prison ever was introduced I would jail everyone I see just for fun just to prove my point of how awful such a system would be. And believe me, I wouldn't be the only one to do that (others may even don't because they want those tears). Only because an org is big or has some reputation doesn't mean they should get access to unique mechanics. Either ALL ppl have access to something or NOONE. That's probably even a worse idea than a prison Very fun to imprison ppl and holding them off from playing for which they PAY MONEY. Kkthxbai
  20. Just to add insult to injury, we have to consider how many people may just stop playing on day 1 for whatever reason. In addition to the more wealthy playerbase just eventually leaving. Both of those just further reduces the available quanta as a whole. Not just widening the wealth gap, but making "trickle down" economics impossible.
  21. Lets make this a technical thing. DU start has 100% quantas with 50k players and there will never be more so every player has about 0,002% with time there are some people or organizations that do this math with me and the sell everything they can and within no time to get about to have 10% of the quanta in an organization of about 10 people, leaving 90% for the rest. But what happens, DU grows in no time to 1000k players, so now 90% is devided over a million, 0.00009% per player. Now the "quanta"org does not use their cash as they envision power as the amount of quanta you have and depriving others of it grows their power and within time they even get 40% of the quanta by just grinding mining and industry, providing only the most expensive stuff. Now we have a single small organization with almost half the quanta and no intention to ever use it and a population of about a million with all only 0.00006% of all quanta. Now lets presume we all get 5k to start with. -> 250.000.000 in the end the organization holds 100.000.000 and all the other people in DU are left with 150 Quanta per person. Mind you, the organizations planning this are already build and working on this principle, best response would now be "No, that will not happen"
  22. Good luck! First try convincing NQ to delete the force respawn if they add it to the game and then explain to them why a lot of people will cancel their Sub but that it doesn't matter and if they still do it I will be back for the discussion Actually building a prison or a trap to hold people against their will in a game, is that not also a form of grieving?
  23. You might be interested in these few topics; šŸ˜‰
  24. This topic is an offshoot of this thread (for contexts sake) Since DU is placing an emphasis on civilization building, I find that some form of a prison system will be a must. Without one, the only punishments that would be feasible is: 1. fines or appropriation 2. kill orders Fines are potentially impossible to enforce, especially if the currency in-game is decentralized, you could take someones ship until their pay a fee, but given the ease of building ships, I'd imagine this would be pointless for griefers or new players. Kill orders would require a lot of work to carry out, in addition to just flat out removing due process; What happens if someone who happens to be good friends with the local "police" force claims that you did something illegal/against the rules? They'll either hunt you down, or wait until you show up to kill you, was there evidence of this supposed crime? Maybe, maybe not, but that could have been determined if you were thrown in jail and went through the legal process. Without a proper prison system, there would be no method for civilizations to stay democratic or pacifistic. Obviously some problems with this idea are as follows: 1. Unfair legal codes 2. Insanely long prison sentences 3. Abuse of the system Most, if not all of the time, the enforcement of laws is often up to the population as a whole. If people agree that the law saying you can't wear yellow on Saturdays is absurd and stupid, chances are, most people are not going to enforce it. Long prison sentences could closely moderated by novaquark themselves, I'd imagine it wouldn't be too hard to check every couple days to see if a prison is carrying out sentences longer than a week, especially if it becomes publicly known that someone has been in jail for an awfully long time. Abuse of the system for smaller groups of griefers or pirates could be solved, maybe by limiting who can establish a prison to sufficiently large enough/established societies. What would set the limit for these? I don't know. But i do know that the benefits are pretty good. I don't personally think i would be inclined to grief if i knew i could risk spending half a day in a virtual prison, If i was just killed, I'd probably do it again. Griefing is fun because its quick and often easy, but if you have to spend hours in a prison wasting your potential play time, then griefing might become not so easy and quick, it would be more of a chore, as to prevent being arrested. (as an fyi, the linked thread suggests that the players would still have to catch you however, stun weapons could potentially be an effective means of enforcing a prison system as to stop people from just letting you kill them, or to run away.)
  1. Load more activity
×
×
  • Create New...