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DecoyGoatBomb

Alpha Tester
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  1. Like
    DecoyGoatBomb reacted to Yoarii in DEVBLOG: THE ALIOTH EXCHANGE - discussion thread   
    No no no no. This is all backwards. DU is supposed to be PLAYER-driven, not NQ-driven.
  2. Like
    DecoyGoatBomb reacted to W1zard in DEVBLOG: THE ALIOTH EXCHANGE - discussion thread   
    For me it's sounds a bit strage how is the first words in this devblog is:
     

    In the devblog about NQ-driven solution.

    For me NQ-driven and player-driven is quite opposite terms, and I don't see how this concept supports it.

    Also 16 slots seems like way too little, do you think that at release, if there will be 10k+ active players 16 slots will be enough to promoting player-made content?
    How much of these exchanges will be needed at release to satisfy all the players who want promote something?
    Is this concept even scalable to reasonable amount?

    Why not just integrate a player-driven shop system for constructs BPs and scripts ingame, the one that would replicate DU-Creators, but actually inside the game, with the ability to purchase a BP from there directly?

    What if some players use this exchange for promoting their org, and there are much more orgs that would like to promote themselves, than just 16.
    Would that mean that these NQ-selected 16 orgs would be dominant in player-counts, because NQ desided so? How is that a player-driven?
  3. Like
    DecoyGoatBomb got a reaction from kulkija in The "release" of DU is fast approaching (I give up edition ;) )   
    I can't wait till they release without the energy system in. They will put it in post release and it will break the game in a post release environment. They will wish they waited get a core systems like this in before they "reset" or launch the game. 
  4. Like
    DecoyGoatBomb got a reaction from blazemonger in The "release" of DU is fast approaching (I give up edition ;) )   
    I can't wait till they release without the energy system in. They will put it in post release and it will break the game in a post release environment. They will wish they waited get a core systems like this in before they "reset" or launch the game. 
  5. Like
    DecoyGoatBomb reacted to Shaman in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    I am all for a partial wipe where the economy is reset, quanta + talents are removed, but all elements on constructs are removed as well.
    That way old players still have the honeycomb hulls of their constructs as a base for rebuilding everything.
    As a builder and this is the one I would be most happy with, as replacing elements is far less painful than replacing honeycomb.
  6. Like
    DecoyGoatBomb reacted to Megabosslord in Ask Aphelia Episode #4 - Discussion Thread   
    The problem with slow/painful deconstruct of L cores is that static core BP placement/alignment is a nightmare.
     
    If you try to place a static in alignment with another L core and mess it up, having to do a whole bunch of work to pick it up again, or wait for a repair unit to deconstruct it, means it could take hours or days just to place the core where you want. This is exponentially more of a nightmare if there is a wipe, and we have to place multi-core buildings again. Fix fine control on core alignment and placement (and vertical stacking for towers!) and this problem is solved. 
  7. Like
    DecoyGoatBomb reacted to BiGEdge in A LETTER FROM OUR CREATIVE DIRECTOR - discussion thread   
    That post is exactly what the community needed...

    Lots of informations what the plans for the Game are. Lots of infos wich direction Novaquark will lead the game.
    Question: When can we expect PVP fighting on foot and how is it planned? Will it come together with the planetary warfare that wa planned almost 2 years ago?
    Its important to have a stable playerbase. DU has it rn. Im not sure how a Release can help, when most of the promissed base features are not fully implemented yet.
    There are a lot of players waiting to come back to the game with a release. But if they are not pleased and dont see a feature complete game at release, most of them
    will quit again im afraid.
    Most important are the bugs and exploits to make money the unregular way. There have been a lot of allready. I see this as the only reason for players to ask for a wipe.
    I hope you were able to fix all of those exploits at best and have an eye on it if they are all gone.

    1. Feature complete game (5 pillars of DU finished) I hope the plans havnt changed since the kickstarter for those goals.
    2. Bugs and Exploiots all fixed, to prevent people after a potential partly wipe to destroy the economy on unregular ways.
    3. enough players, i know a lot of people will come back. i also know a lot of players will never come back to DU and you lost them forever with the silence of the developers all the time.
    Broken promisses dont help to save a stable playerbase. Not clearing rumors from developers side dosnt help either.
    It was a long and halftimes wonky way so far with you NQ, but i really hope its getting better.
    But with hopes and dreams you can make a lot of money, but cannot hold a longterm playerbase
    Im sure NQ is still the company who want to build a metaverse for us players and not to make money in the first place.
    I still trust you NQ thats why i backed a lot of money many years ago.
    But i know many people dont have this pacience.

    Do something great, Just DU it

    BiGEdge
  8. Like
    DecoyGoatBomb reacted to blazemonger in A LETTER FROM OUR CREATIVE DIRECTOR - discussion thread   
    Powermanagement (and capcitor) will allow NQ to manage what players can add to their constructs. It will also open up a slew of gameplay option in industry/research to create more effective/efficient elements.. But I somehow expect NQ will do the bare minimum and callit done to tick the box.. pretty much like they have done for years now.

    Doing proper power/energy would mean you massively disrupt your game and that is something NQ really can't afford post release.
  9. Like
    DecoyGoatBomb reacted to Virtualburn in A LETTER FROM OUR CREATIVE DIRECTOR - discussion thread   
    I understand there needs to be some for of flatline, BP's are key anyway, but most of our BP's contain elements that we won't be able to purchase or buy for an age of rebuilding.  What about ships we've worked to purchase from other players?  I have at least 2 ships that I know I will never see again as the players just don't exist in game anymore.

    What about the player voxel store that has been a key place for old and new players alike to obtain or sample voxels?  Places like this are as key to the game experience as some of the player bases and space stations that have become landmarks, these weren't just built in a day or even a couple of months...

    I don't know, 6 years of my life has been spent in this game building and designing a base inside a mountain, saving for BP's to build the industry I desired and working and working to get the parts to make my personal ships.  Yes, the game was in beta, but it's not like there's a been a flow of new players coming and going, most of the core players have spent years getting to where they are.  The game itself has come from basic mechanics to some really good content, but you can't deny that this game has been created by players... ALL the ships, all the events / Expos... to log in one day and find everything I've worked to create gone and a pocket load of BP's wouldn't be a thank you for your support over these years, it would be a big screw you, your efforts have amounted to nothing.

    I've wanted this game to succeed so bad and looking forward to release and some fresh Noveans... but this just sounds like a death nell for me, already I've seen so many talented players pack up and go.  I guess maybe that's the intention... you just want a constant renewal of players and subs... no history, no legacy.  How far from the tree we have fallen,
  10. Like
    DecoyGoatBomb reacted to spacecat in A LETTER FROM OUR CREATIVE DIRECTOR - discussion thread   
    AND what day would that be when you could give us "more concrete" news on a reset???? Could you perhaps tell us that??? Yall are trying to address the problem without addressing the problem, and every time you release a statement that is not an answer to the wipe but  another "we are still discussing it" you prove that point. Once again you have released a statement that is no statement. I have been a subscriber since the first beta weekend and have never been more frustrated. I know there are plenty of people who have supported this game longer but I think most of us want to know that answer to only one question more than any other. You are looking to things that will release when? after launch? before launch? that wasn't answered. I finally canceled auto renewal on all three of my accounts because there IS NO POINT IN PLAYING when we don't know the future or even about when these plans will be in place. I would love to play this game with my friends when we have a goal. but as long as the "reset" (wipe) is uncertain there is no goal I can think of that may or may not be wiped. 
     
    You may not care but you will get no more money from me until you answer those questions. 
    I have never spent more time on a game than I have with DU and this is so frustrating and upsetting. I am not yelling as I type, just sad. 
  11. Like
    DecoyGoatBomb reacted to Knight-Sevy in A LETTER FROM OUR CREATIVE DIRECTOR - discussion thread   
    This is the kind of communication I was looking for. It was painful not knowing if the vision of the original game was kept and what change was in store.
    Now we have a list of major short, medium and long term goals for the studio.
    It's still much more fun for the whole community to be able to project themselves a little further into the future.
    There's a little light at the end of the tunnel
  12. Like
    DecoyGoatBomb reacted to Yoarii in A LETTER FROM OUR CREATIVE DIRECTOR - discussion thread   
    Please, "Fleet", not "Flotilla"
  13. Like
    DecoyGoatBomb reacted to NQ-Kyrios in A LETTER FROM OUR CREATIVE DIRECTOR   
    Hello, Noveans!
     
    I’m Cyrille Fontaine, Creative Director here at Novaquark. These are exciting times and I wanted to give everyone an overview of our objectives and direction for Dual Universe.
     
     
    A game like Dual Universe is a never ending labor of love and ongoing development, but there is a point when you just need to assess if it is ready for a release. After close to two years of testing and numerous major additions to the game, we have decided to prepare the game for launch.
     
    Development of Dual Universe continues at full speed, and we’re spending the lion’s share of our focus right now on fixing bugs, stabilizing the game, improving our back-end systems, and overall continuing to polish the game.
     
    We’re close to deploying a brand new feature that we expect will be a hub for creators and merchants alike to gather and present themselves to other players. It’ll be open to anyone who wishes to participate and advertise their shop, museum, service, or any other point of interest.
     
    We’re also working hard to deliver our promises to our Kickstarter backers that supported us from the beginning. We’re searching for a new shipping partner to deliver the physical rewards as well as delivering the digital rewards through the major game updates of 2022. We’re also implementing an initial web-based version of DACs.
     
      Our team continues to analyze game data and read your feedback to focus our efforts on where we can be most effective, and this means that our plans can change with developments in the game, but looking to the future, I want to share some of what we currently have planned in upcoming content updates for Dual Universe.
     
    Flotillas are a new feature we’re developing that will allow players to form temporary groups of constructs. These will help in identifying friend from foe, assuming your foes haven’t already infiltrated your squad. This will improve many different aspects of group play ranging from fleet engagements, running convoys, piracy, and more.
     
    Another gameplay feature we’re looking to add is recycling, which would enable players to better manage their inventories by turning parts of broken or unwanted elements back into components.
     
    We want to expand PvE with the goal of helping players bring the game-world to life and improving the story in which everyone experiences the game. The mission system is one area of focus for this goal in developing more complex, interconnected, and lore-oriented objectives. 
    We’re also developing a power management system. A good way to consider how energy will work is to look at how construct maximum speeds have changed. Players must decide how to specialize each ship, and similarly, must make choices on how best to distribute power across their constructs.
     
    We want to increase the quantity of discovered planets and moons as well as new aspects, biomes and gameplay opportunities, and to produce planetoids the size of big asteroids, much like the Thades belt rocks, but claimable as a territory.
     
    One of the most resource-intensive features that we have to tackle is planetary warfare. It brings significant change to the game and, before we can achieve it, we have to bring PvP in general to a more mature state. We know that territory warfare is an important game system to many of you, so continue to help us improve PvP by engaging in fights to generate data for us to analyze and continue to improve the system.
     
    There are also many other features that we are looking to improve or introduce in the future.
     
     
    Now, let’s discuss the topic of a reset.
     
    We have seen your many posts across Discord, our forums and social media. We’ve heard your frustration and know that many of you are waiting for a decision about whether or not we will reset. Let me assure you that no matter what we decide, you will not be reset back to square one. Of the different options we’ve been discussing in case of a reset, we are certain that you will keep your core blueprints, including blueprints owned by an organization that you lead. We are also looking into which other important parts of your game progress could be kept if we do reset.
     
    Yes, the internal discussion about a possible reset does continue, and it’s no exaggeration to say that this is the most significant decision we currently have to make for Dual Universe. We appreciate our players and your engagement with us, but I also want everyone to know that all of us here at Novaquark are eagerly awaiting the day we can share concrete news with you.
     
    That is all for this message. Until next time, thank you for your attention, Noveans!
    Please don't hesitate to provide your feedback here.
    - Cyrille Fontaine (NQ-Kyrios)
  14. Like
    DecoyGoatBomb got a reaction from Vargen in DEVBLOG: VFX UPGRADES IN ATHENA - discussion thread   
    I like the changes. I agree with others. The warp effect could benefit from being toned down. One other major visual thing that I would love to see tweaked is toning down the shield visuals. Like having it only highly opaque when you are taking fire / in combat. It makes the game look really bad when you have a bunch of parked ships with giant glowing bubbles. The general look is okay just it is so evenly opaque and very bright. So much so that you can't even see how cool the ship designs are.
     
    I feel like most of NQ's art decisions would benefit from a pass that just reduces the contrast, brightness and opacity of many effects by about 50%. Good effects like sound design, if you do your job well players do not notice your work. It just feels right as a whole. Less is more IMO.
  15. Like
    DecoyGoatBomb got a reaction from Steffstoff in DEVBLOG: VFX UPGRADES IN ATHENA - discussion thread   
    I like the changes. I agree with others. The warp effect could benefit from being toned down. One other major visual thing that I would love to see tweaked is toning down the shield visuals. Like having it only highly opaque when you are taking fire / in combat. It makes the game look really bad when you have a bunch of parked ships with giant glowing bubbles. The general look is okay just it is so evenly opaque and very bright. So much so that you can't even see how cool the ship designs are.
     
    I feel like most of NQ's art decisions would benefit from a pass that just reduces the contrast, brightness and opacity of many effects by about 50%. Good effects like sound design, if you do your job well players do not notice your work. It just feels right as a whole. Less is more IMO.
  16. Like
    DecoyGoatBomb got a reaction from CoyoteNZ in DEVBLOG: VFX UPGRADES IN ATHENA - discussion thread   
    I like the changes. I agree with others. The warp effect could benefit from being toned down. One other major visual thing that I would love to see tweaked is toning down the shield visuals. Like having it only highly opaque when you are taking fire / in combat. It makes the game look really bad when you have a bunch of parked ships with giant glowing bubbles. The general look is okay just it is so evenly opaque and very bright. So much so that you can't even see how cool the ship designs are.
     
    I feel like most of NQ's art decisions would benefit from a pass that just reduces the contrast, brightness and opacity of many effects by about 50%. Good effects like sound design, if you do your job well players do not notice your work. It just feels right as a whole. Less is more IMO.
  17. Like
    DecoyGoatBomb got a reaction from CptLoRes in DEVBLOG: VFX UPGRADES IN ATHENA - discussion thread   
    I like the changes. I agree with others. The warp effect could benefit from being toned down. One other major visual thing that I would love to see tweaked is toning down the shield visuals. Like having it only highly opaque when you are taking fire / in combat. It makes the game look really bad when you have a bunch of parked ships with giant glowing bubbles. The general look is okay just it is so evenly opaque and very bright. So much so that you can't even see how cool the ship designs are.
     
    I feel like most of NQ's art decisions would benefit from a pass that just reduces the contrast, brightness and opacity of many effects by about 50%. Good effects like sound design, if you do your job well players do not notice your work. It just feels right as a whole. Less is more IMO.
  18. Like
    DecoyGoatBomb got a reaction from Taelessael in DEVBLOG: VFX UPGRADES IN ATHENA - discussion thread   
    I like the changes. I agree with others. The warp effect could benefit from being toned down. One other major visual thing that I would love to see tweaked is toning down the shield visuals. Like having it only highly opaque when you are taking fire / in combat. It makes the game look really bad when you have a bunch of parked ships with giant glowing bubbles. The general look is okay just it is so evenly opaque and very bright. So much so that you can't even see how cool the ship designs are.
     
    I feel like most of NQ's art decisions would benefit from a pass that just reduces the contrast, brightness and opacity of many effects by about 50%. Good effects like sound design, if you do your job well players do not notice your work. It just feels right as a whole. Less is more IMO.
  19. Like
    DecoyGoatBomb got a reaction from Haunty in DEVBLOG: VFX UPGRADES IN ATHENA - discussion thread   
    I like the changes. I agree with others. The warp effect could benefit from being toned down. One other major visual thing that I would love to see tweaked is toning down the shield visuals. Like having it only highly opaque when you are taking fire / in combat. It makes the game look really bad when you have a bunch of parked ships with giant glowing bubbles. The general look is okay just it is so evenly opaque and very bright. So much so that you can't even see how cool the ship designs are.
     
    I feel like most of NQ's art decisions would benefit from a pass that just reduces the contrast, brightness and opacity of many effects by about 50%. Good effects like sound design, if you do your job well players do not notice your work. It just feels right as a whole. Less is more IMO.
  20. Like
    DecoyGoatBomb got a reaction from Shredder in DEVBLOG: VFX UPGRADES IN ATHENA - discussion thread   
    I like the changes. I agree with others. The warp effect could benefit from being toned down. One other major visual thing that I would love to see tweaked is toning down the shield visuals. Like having it only highly opaque when you are taking fire / in combat. It makes the game look really bad when you have a bunch of parked ships with giant glowing bubbles. The general look is okay just it is so evenly opaque and very bright. So much so that you can't even see how cool the ship designs are.
     
    I feel like most of NQ's art decisions would benefit from a pass that just reduces the contrast, brightness and opacity of many effects by about 50%. Good effects like sound design, if you do your job well players do not notice your work. It just feels right as a whole. Less is more IMO.
  21. Like
    DecoyGoatBomb got a reaction from Squidrew_ in DEVBLOG: VFX UPGRADES IN ATHENA - discussion thread   
    I like the changes. I agree with others. The warp effect could benefit from being toned down. One other major visual thing that I would love to see tweaked is toning down the shield visuals. Like having it only highly opaque when you are taking fire / in combat. It makes the game look really bad when you have a bunch of parked ships with giant glowing bubbles. The general look is okay just it is so evenly opaque and very bright. So much so that you can't even see how cool the ship designs are.
     
    I feel like most of NQ's art decisions would benefit from a pass that just reduces the contrast, brightness and opacity of many effects by about 50%. Good effects like sound design, if you do your job well players do not notice your work. It just feels right as a whole. Less is more IMO.
  22. Like
  23. Like
    DecoyGoatBomb reacted to RockSlaughter in DEVBLOG: ATHENA LUA IMPROVEMENTS & ADDITIONS - discussion thread   
    For a game that's losing players because lack of content, you sure do keep wasting time on useless stuff. People are literally screaming at you to make more things to do, other than building and mining, and you're just like "hmmmmmm lets make it prettier!" Stop wasting time on this stuff!! Do this AFTER the game is fun and engaging!
  24. Like
    DecoyGoatBomb reacted to CptLoRes in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    And those things are now suddenly balanced in the game? ha!
     
    And there is also the small detail that inequality is baked in as a core part of this game, with the linear time based progression for talent making it so that new player can never catch up to veteran players until they are both maxed out.
  25. Like
    DecoyGoatBomb reacted to CptLoRes in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    And rich staying rich is also a very simplistic view. I suspect that most of large orgs (rich) have plans that will make them even richer in the long run after a wipe.
    The combination of a wipe, knowing the optimal solution beforehand and having the man-power to execute quickly is a killer combination for large orgs, giving them opportunities that no solo or small org can ever dream off.
     
    And it also serves to highlight how a wipe does not really solve any of the problems that NQ and some players claim a wipe will solve.
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