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Physics

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Posts posted by Physics

  1. 6 hours ago, sHuRuLuNi said:

    What is the point of this Thread? Are you actually NQ?

     

    Lighting is completely broken in DU, it was broken since the beginning or thereabouts of beta (some time during that time happened something where the lighting completely changed). This also introduced some kind of a haze.

     

    Want proof? How about you go to any market, look at the corners where there are Square Lights L, which according to you are "the best" -- and see how they illuminate NOTHING. I.e. they illuminate a few meters in front, but just a meter to the side, or if you walk a bit away there is no illumination at all - the landing pad is completely dark. They are completely and utterly broken. In my ship, when Inside, I could put 10 Square Lights L and just half a meter away there will still be completely dark corners. And the "Global Illumination" blabla does not help at all in this case.

     

    I have several videos where this can be seen - I have shown my giant shop sign which is made of RED VOXELS and if the sun is not shining directly at them, then they look BLACK (completely dark, one cannot make out the colors). Why would red voxels look BLACK if the sun is just slightly to the side? Is this how it works in RL? No, of course not.

     

    Further more, what is the point of lighting, like Vertical Lights L, which seem to be the only lights that actually do illuminate stuff -- when you cannot see them AT ALL anymore once you go just a few hundred meters away or so?

     

    I mean, the idea behind putting many Lights L is to illuminate the territory and structures so that they can be visible from FAR AWAY. If you are in a city suburb - does the whole city lighting DISAPPEAR once you go 500 meters away?

     

    More proof of broken lighting: If you fly with your ship at night - which does not need to have any light on it --- and even if you are 2000m above ground - all around your ship THE GROUND is lit up - you can make out trees and everything. This is utterly stupid of course. Why would the ship "edges" light up the ground which is 2000m below the ship?

     

    Even more proof: On my territory I demolished a mountain range and created a lake. And in this lake I created a crater which is some 50+ meters below the water level.
    If I didn't tell you - you would not know that I am under water at all --- because the sunlight is 100% the same intensity as it is above the water. Just if you looked up, you could make out some "waves" above you. This was also better before and then it got broken like the whole lighting did.

     

    More proof? During the Alpha, the dark side of planets were DARK - AS THEY SHOULD BE --- now they are not dark anymore, they are slightly lit - artificially, which does not make sense and makes the whole universe look SMALLER and not so DEEP and immersive.

     

    More proof? Try building a ship at night, and do use THOUSANDS OF LIGHTS, yet in some corners it will still be PITCH BLACK -- so you might think to yourself "Oh, I will use my torchlight here" - then you do that, and ALTHOUGH YOU ARE DIRECTLY SHINING the torchlight on the wall just 50cm away from you -- YOU STILL CANNOT SEE ANYTHING.

    It's like the torchlight is NOT WORKING AT ALL --- this happened many times to me, and I had to turn around and try to light up the ground just to see if the damn thing is working at all.

     

     

     

    EDIT:

     

    Here, I just went and took these images of my ship. It is daylight, and there are 20 Lights L on my territory. The honeycomb is ORANGE STEEL - you can see in the last part of the image HOW IT SHOULD LOOK LIKE.

     

    Yet, look how the ship wall looks, DARK / BLACK -- even if I use the torchlight. And as I said IT IS DAYLIGHT.

    There is your "lighting" ...

     

     

    4PxhIwz.png

     

     

     

     

    OP seems to of put in a fair amount of time to make a guide and all you want to do is shit on it with ramblings.

     

    Go away and get some manners and respect. 

     

    If you want to have a moan and and a rant make your own thread and not shit on someone else's efforts. 

     

    Thank you Msoul for the time you put in to the guide 👍

  2. 3 hours ago, DekkarTV said:

    After careful consideration and seeing the outpouring from the community, we have decided to remove our building. Make no mistake as this isn't HexTek conceding to those of you who have harassed, stalked and even threatened us. For our organization, we would rather put our efforts into enjoying the game and playing how we feel. We made sure that we were not breaking any of the rules set out by the developers however this seems to have been taken out of context and assumptions have been made about our build. Our organization would rather play and enjoy the game and not be chased out of every platform because of who we are. We do not appreciate the threats to our lives, the constant harassment, and the slandering. We certainly never had any intention to grief or cause undue hardship to anyone playing the game. 

     

    We would like to apologize to the NQ Staff who spent countless time dealing with this outpouring and helping to clarify the rules. We see no reason to have NQ's time spent on this rather than future development and possible content.

     

    Thank you,

     

    -Hextek

     

    Apologies for my tone but this post has really annoyed me. The Karen's here are entitled to cry and moan all they want but threats and harassment is an absolute f***ing no.

     

    Please report any of these activities because these players needs to be gone.

  3. 1 hour ago, Ravenskysong said:

    my mistake then, with the original release of HQ tiles it sounded like it was a bandaid to sooth builders and legacy projects. unfortunately that leaves a lot up in the air until we know the timelines for when HQ's and the constructs on them will be in danger. it also means years down the lines people who have built neat things and left the game will have those bits of history and points of interest dissolve. 

     

    basically like on anarchy minecraft servers, some people will focus on destroying the cool stuff and some people will focus on preserving it but the destruction always wins in the end

     

    edit: just to say most of the issues I and others have will be solves, or we can work around them/ make them work, once we have all the needed information and know that system or info won't change in the future 

     

    HQ tile or not when a sub goes inactive the server will start the 90 day decay timer on the accounts constructs that is not on its matching sanctuary tile. That is how it is now so adding the HQ TCU with that makes little difference to your argument. 

  4. 18 hours ago, RugesV said:

    Every  item you put on a ship adds adds weight, adds cross section, must be repaired when damaged. Unless it serves a purpose there is no reason to have one on your ship other than looks. 

     

    You could go as far as removing  the repair cost,  removing all the weight not having it add cross section.  Which would not seem right for DU. 

     

    But these are all negative things. So why dont we give them bonuses.  They dont need to be huge bonuses. Not to the point where people feel they have to have them on their ships.  For instance placing down a metal beam might increase element HP of nearby items maybe by a set amount or maybe by a percentage. Maybe that bonsai plant reduces weight of nearby items.  or what ever part reuces cross section. Or having the decorative radar increases the usuable radars range. Or having a bed increasing weapons damage. Maybe having a toilet increases explosive damage of your ship. 

     

    There are hundreds of different stats to effect. Give players fun instead of taking it away. 

     

    Ohh and rework repairing ships so the repair are actually economically feasible. 

    I agree with this rather than removing the destruction. 

     

    Additionally voxel was mentioned a few times. No imo it's actually stupid voxel is uneffected by the impact damage spheres. 

     

    What NQ should do is make voxel become vaunable to impact damage formulas and make it act just like weapons fire.

     

    With this you could give PVE builders a taste of building with voxel damages in mind. 

     

    Currently when a ship impacts an object a formula is run to determine the damage. A damage sphere originating from the point of impact expands until it eats the HP of elements determined from the formula.

     

    If Voxel played a role PVE builders would have more use of higher tier voxel because it could be made to have more impact resistance and HP to absorb that impact damage sphere.

     

    Additionally landing gears have their roles. If an impact damage sphere starts at a landing gear the damage formula currently gets a reducer and you don't get near as much damage. 

     

    When will we see higher tier landing gears with bigger impact cushioning properties? 

  5. 1 hour ago, blazemonger said:

     

     

    Important bit here

     

    This statement claims that NQ is not ready for a release of DU yet. Effectively weeks before the game goes to "release", you are saying that you do not yet have the plan for how to get there decided on. OR are we to take this as saying that the release of DU is way more than 2-3 months out at this point?

     

    I honestly do not see how stating that Athena is the last major patch before release puts that release more than 3-4 months out from the time Athena releases in your cadence, which has been rather  stable for a long time now. While I do not expect it to happen, Ican see NQ not wipe in the end and thus make a massive mistake for al the wrong reasons, shooting themselves in the foot.

     

    Lastly, I think the answer given really shows that NQ does not grasp the context of the comments made by many, including myself and takes a rather defensive if not ignorant position on them. This is not about personal belief, this is about what is a sensible deduction fo what the game will need to have a fighting chance from the perspective of having been around for many of these over the last 30 years or so, But I guess NQ will decide what NQ will deicde.

     

     

    TL;DR

    A wipe will offer many benefits and open up a good few opportunities with regards to monetizing the release of fthe game. Not wiping will only satisfy a handful and block many of those opportunities. from a business sense, a wipe is really not, or should not be at least, a matter of yes or no but just of how and when.

     

     

    Let me also copy a response I posted in th thread you locked as I really feel it applies here;

     

    --==--

    NQ probably reason that spilling the beans on their plan to wipe would be bad. I'd argue the opposite.

     

    Yes, there will be a few who will stop playing entirely. But those are the ones who are not invested in the game anyway, they do not care for the future of the game they only care for the pixels they currently own in game.

     

    Yes, more of the few left in game may pause their activity until a wipe happens. That makes sense as it's only human to feel your time in game would not be meaningful until the wipe happens. The game is way to shallow to begin with to justify devoting time to it when you know all there is to know and so playing really achieves nothing

     

     

    But overall, announcing the wipe will create a timeframe to start over, it will create a point in time for existing and new players alike to revisit the game AND it creates opportunity for NQ to show what they game can provide and start building for the future, regardless of the fact the game is barely a game at this point. A wipe will be a positive thing for what I believe to be most of the existing active player base, those on the side-line and those interested to come in.

     

    NQ has pretty much set a fairly short time from for when the game will "release" and it really can't be far off. And that means that at this point, the coming wipe is even closer and there really is nothing to lose and everything to gain by just coming out and saying what I believe anyone with a logical mindset knows is coming.

     

     

    NQ, announcing the wipe at the point where you will offer a short head start period leading into "release" is not a bad thing, it's good and it will establish you take yourself, the game AND your community seriously. Keeping quiet while the obvious is written on the wall in big fat bold letter is just achieving the exact opposite.

     

    HTFU NQ, just grow a pair and start owning your future.

    --==--

     

    I actually agree with many points here. NQ needs to drop a pair and just announce the obvious. Blueprints are a given exemption from any wipe (Blueprint snapping is a must have before any wipe also). Talent point retention is the sweetner. Pretty much anything else needs the delete key and have done with it all. 

     

    Anyone trying to vocally keep their horded crap (I have billions worth of schems and other stuff also) without caring about the wider picture of the game just needs to shut up and NQ needs to hurry up and get this announcement over and done with. 

     

    As for this Schematic removal idea NQ mentioned I'm a bit concerned on that. That would mean harsh gating on resources to balance it all out. Kinda like the current plasma gating but this would go all the way down the tiers and maybe even harsher. 

  6. 46 minutes ago, NQ-Nyota said:

    For the missing haikus:

     

    Noctillucet Dawn

    Before strange schematic flies

    From the industry

     

    Upon a chilled spring

    Before Athena brings

    A colorful egg prize

     

    As for quotes/sayings:

     

    NQ-Rubicon: Although wishing to be rid of misery, They run towards misery itself. Although wishing to have happiness, Like an enemy they ignorantly destroy it. - Shantideva

     

    NQ-Nyzaltar: The truth is there is no egg.

     

    NQ-Nicodemus: Always glad to help - Have a great day!

     

    NQ-Lasius: Storytime: The morning before my interview at NQ, I had to catch a pigeon trapped in my building. The building manager believes I'm a witch , especially since it's not the first time. I caught a lost bat too.

     

    NQ-Etheryo: Imagination will take you everywhere.

     

    NQ-Azatoth: Remember that bad times are just times that are bad.

     

    NQ-Mojo: Don't eat the yellow snow.

     

    NQ-Sqwik: I can't go to hell, I'm all out of vacation days.

     

    NQ-Aznar: Invalid egg version.

     

    NQ-Bilo: “The bad news is time flies. The good news is you’re the pilot.”

     

    NQ-Ripley: "When meditation is mastered, The mind is unwavering like the Flame of a lamp in a windless place." - Bhagavad Gita

     

    NQ-AntiGravitas: “If this goes badly, and I make a crater, I want it named after me!” (Iain M Banks RIP)

     

    NQ-Lover01: "“War, war. It’s not a reason to really hurt ourselves!”" -Ti-Guy La Lune. La Guerre des Tuques (1984)

     

    NQ-Bennu: Thanks for playing!

     

    NQ-Nomad: “Knowing yourself is the beginning of all wisdom.” — Aristotle

     

    NQ-Vakarian: "You're strangely dressed for a knight."

     

    NQ-Cassini: .-. . -- . -- -... . .-. --..-- / - --- -.. .- -.-- / .. ... / - .... . / - --- -- --- .-. .-. --- .-- / -.-- --- ..- / .-- --- .-. .-. .. . -.. / .- -... --- ..- - / -.-- . ... - . .-. -.. .- -.-- .-.-.-

     

    NQ-Tea: Nothing is something. Inaction is an action. Discover your sixth.

     

    If you need to know which special egg saying/quote belongs to which on your original list, just let me know. :) (Yes, mine is the Alice Cooper one. 🤘)

    Keep the events coming Nyota 👍

  7. The longer these "discussions" go on the more worried I am that NQ will choose to move away from an economic wipe and taint the game in to release candidate. This will cause more damage down the road. 

     

    The time to avoid a full economic wipe was months ago. That window has long since past. 

     

    I agree with most here. Rip the damn bandaid. Blueprints are a red line. Talents are a sweetner. 

  8. 57 minutes ago, NQ-Entropy said:

    Hello there,

     

    First off, thanks for the feedback. 

     

    So there's a couple of different things to touch on here:

     

    • The internal balance of shields sizes
    • CCS/honeycomb health vs Shield Health per mass
    • Venting


    I’ll try to address in that order but they will mesh a little since they have some obvious links.

     

    First of all smaller shield sizes are at an advantage in regards to HP/mass. So something to keep in mind is that as you go up in size, as it pertains only to shields, you are losing out on the HP/mass ratio (in simpler terms, each HP weighs more on larger shields). This is an inbuilt advantage smaller sizes simply have.

    However, the main and primary reason we have different shield sizes at all, is to support constructs of varying sizes and mass. This is the key center-point around which everything else mostly revolves.

     

    If you are intending to make a larger, heavier construct, that is going to trend towards or go past the max mass, then the large shield becomes the obvious choice. However, should you want to make something smaller, more agile, and quicker, you may start to use shields of smaller sizes. We already see people experimenting with constructs of smaller sizes using S and M shields to take advantage of the speed, this is a great direction, as long as the pendulum does not swing too far in the favor of smaller constructs.

    Now, if the weight penalties do not sufficiently affect the design of the ship, and large shields are still too mass effective even on smaller designs. That's a subject we will continue to address. We do not want to see S designs using exclusively L shields because the additional mass from larger shields doesn't matter in regards to acceleration, max speed, and rotation speed.

     

    To answer your question clearly, there is no direct goal for an M shield and an equivalent 95t of voxel to be worse, equal, or better than an L shield and I’ll try to explain why as we go. You should take the shield of the size that makes sense for the design of your ship. If you have the mass available, or are willing to “spend” the mass to have a larger shield, then go for it.

     

    Don't want to get into the venting subject too quickly, but using an M with a bunch of honeycomb could allow you to vent once or twice during a battle, especially on a lighter design that can also evade some damage. Maybe the balancing on that isn't perfect, but it should be an option.

    At the end of the day the inbuilt advantage of an M shield over an L shield is that it's significantly lighter. You say it's always worth going to an L shield because M+HC is worse in HP, maybe this is the case (more on that later) but the point is that for that 95t you could probably build out a good part of a fully equipped construct, allowing you to have a quicker, more agile construct with a superior max speed, that's the upside.

     

    Talking concretely in regards to the mass, if I made a competitive light-ish design with an M shield around 250t ( I don't have one on hand, this is probably on the lighter side after the changes). I'm going about 38-39k km/h max speed, just switching from an M shield to an L shield, I drop down to about 35k km/h. Now adding an extra 95t to a 250t design is probably going to seriously hurt my acceleration as well, so now I'm probably at least looking at redoing my engine setup, which likely adds some more mass as well.

    So now the question is more along the lines of, do I prefer an extra 5mill HP from the L shield, or about 5000-6000km/h extra max speed and some extra rotation speed. Well that's a question I’d love feedback on, maybe the max speed and rotation speed isn't enough, I could see that.

     

    Secondly there could be an advantage to being able to “modulate” your weight while still gaining some tankiness from honeycomb. An M shield with some honeycomb unlocks some venting on that design, while retaining some/most of the mobility.

     

    In regards to your reasoning about M vs L shields. Roughly you're going from “it only makes sense to use the largest shield mass wise, so I can never vent on xs-m because I'm not going to be using voxels on anything smaller than the L”.

     

    Well honestly, I don't particularly agree with that, at least not in theory. The interest of voxels is that it's scalable, and you can choose how much voxel you think you need. If you're going to use an M shield because that makes sense for your design mass wise, you don't “have” to use 95t of honeycomb. You can use 30t of a good hc over your ship. That's already going to give you a chunk of armor to help you get some venting going, and probably not endanger your cross-section too much. If that honeycomb buys you enough time for 2 vents (probably optimistic), then you’ve essentially caught up on an L shield in raw shield HP and you’re operating at more than half the mass. 

    Now maybe that's not viable, maybe the honeycomb itself is too weak and even reasonable quantities of honeycomb get blown apart too quickly, that's possible and that's something we can look at. Perhaps at that point the subject is more that voxels are generally weak.

     

    It's also important to note that in regards to your “real HP”, some amount of the incoming hits are also going to be hitting elements, elements that can be repaired which can give you more tankiness down the road. That means that when comparing raw HP to CCS, you have to take into account that CCS is counting every hit no matter where it's going, as opposed to your raw voxel HP which will, in effect, have additional health from elements.

     


    For point 2, there's a couple things to say here. Shields are not inherently in competition with honeycomb, as mentioned we don't want them to be magnitudes apart in terms of HP because it wouldn't make sense, but fundamentally they are supposed to be complimentary.

     

    Now in regards to your chart and conclusions. You didn't quite explain what “mean raw HP” is but I can guess it's the actual HP value of the deployed m3 HC multiplied by the average resistance, or at least I get close enough to your numbers using that.


    Internally, in our tests using real ships CCS almost always goes first as opposed to the direct destruction of the core, I’d say in general this is situational depending on the design of the ship. In my experience, when constructs actually have a good amount of voxels, it's very difficult to dig your way to the core, and between the HC and the elements and the (occasional, hopefully fewer and fewer) lost shot, I believe that most of the time, you can count on your CCS HP being your “real” HP bar.  If that's not the case, especially on ships that have a good amount of HC, I’d love to see/hear more about it, since that would be contrary to what we’ve tested. Perhaps certain voxels are outliers.

     

    My gut feeling is that in the “nano-age” during which CCS was introduced and voxels were rebalanced, people haven't been using voxels a ton in pvp. The goal is for that to change and honestly, if people start using voxels in some quantity, that's already good progress. If it does come out that cheaper voxels, or certain cheap voxels are always way better than more expensive voxels, I'll be more than happy to take a look at that (and to be honest, I’ve started already since I had to look at a bunch of stuff for this).

    Lastly on this, you’ve defined that plastic is the best material on the basis of it having the most “mean HP” for the mass. That may be the case, but seeing how much effort players have put into reducing cross-section at almost any cost, I don't think 6700 m3 of plastic is always going to be the best solution.

     


    For the last point in regards to venting, I feel like I’ve partly answered the question already but I’ll answer more broadly. Venting isn't something that will or needs to be used. It's a tool at your disposal and it's up to you to figure out how and when you're going to use it depending on the situation and the design of your ship. In contrast it's our job to make sure that those avenues can exist in the game.

     

    In view of that, lighter ships now can try to disengage using their speed and try to get away and disengage to vent and come back, some ships may have honeycomb to tank on the CCS, some ships may not be able to reliably vent. If you design your ship in such a way that it cannot vent, then that's on you. However, if it is the case that there are NO competitive designs that allow you to vent at all, I agree that's a problem we need to change.

     

    It will come down to the design of your ship, and it's possible that venting will be more usable in certain situations, and certain circumstances than others. For example, I don't expect smaller and lighter ships to have enough CCS/voxels to tank more than a couple hits (let alone all the elements that will die on a compact design) so if they can't escape the firepower using their speed/agility, they are likely dead. But who knows, it might be worth it now to dedicate some amount of HC on ships, specifically to be able to tank a handful of shots to get some shield HP back, even if you don't manage a full cycle off.

     

    Essentially from my perspective, if you go no honeycomb, you are accepting that venting is going to be a tougher proposal than if you had dedicated some mass to HC protection, there's a tradeoff there. Now maybe that tradeoff isn't balanced, and there's one obvious better choice than the other, in that case we will take a look (that was sort of what was happening up to 0.29, there wasn't much point to using HC, but I think between the shield mass and health changes,  and the speed changes, HC could have merit again in at least some designs, but maybe it's not enough).

     

    For an example on a relatively light design, even just 100m3 of that grade 5 titanium is going to give you around 1.2milll CCS health for 4-5~ extra tonnes. Is that enough to tank serious damage for a while? No, probably not. Is it enough to absorb a couple hits as you try to pull out of range, get your transversal speed up and start venting some HP back, probably yes. The downside is your cross-section may suffer and you'll lose some speed (honestly the speed loss won't be much, even at the most severe parts of the speed curve). Is it worth it? I’d say so yeah, in some designs and some situations, especially now that heavy L ships can’t easily rotate to keep up with smaller constructs, having a slightly larger cross-section probably isn't such a big deal in certain scenarios now.

     

    To be fair in regards to that point, I agree that on lighter and more compact constructs, the damage dealt to elements will sometimes be what ends up killing you rather than CCS, or even the core being killed. If you take a nasty hit that blows up half your elements, you are essentially dead. My question is are you able to use some HC, to reduce the chances of a good hit taking you out of the fight entirely.

     

    I did a quick test, put up 50m3 of grade 5 titanium and blasted it with a fully talented laser L. It took 3 shots to get through and kill the core I had placed  just behind the material. To be honest though, based on my hit chance on a totally immobile target with zero cone or range issue, I would actually expect an actual S design to take almost 0 damage from L weapons. The shield and the CCS at that point is more of an insurance policy for the occasional hit, or to fight off other smaller constructs.

     

    There's also something to be said about balancing cross-section vs compactness. Not having all your elements in the same spot, even on smaller designs, means a single shot has less chance to obliterate half your elements.

     


    Anyway, I'm just spitballing on a lot of things, I certainly don't have all the answers, and likely there's some things I’ve missed, or some things I've overestimated the importance of or underestimated the importance of.

     

     

    Now to address your “problems to be solved” directly as a conclusion of sorts.

     

       Point 1: In regards to this point, if people start using any honeycomb at all it’ll be a good direction. Once we get to the point where we’re saying “we’re using HC and these honeycombs are all clearly better than these honeycomb”, we will be in a good place to start addressing HC internal balancing. The second thing is I do currently believe that especially on larger ships, CCS is a better representation of health than raw HP, and this is likely the opposite on smaller ships.

     

       Point 2: I‘m not totally set on this. Unplayable seems like a strong word here. I think lighter, smaller constructs have more opportunities now to disengage from fights in order to vent, or potentially exploit larger ships' slow rotation to stay out of the cone of the guns. Additionally, in my mind, some honeycomb can be a valuable addition to smaller designs, to give yourself some room to vent. However, If this isn't enough, we could explore more powerful and quicker vents for smaller shields, that's certainly a possibility.

     

       Point 3: Maybe, I’ve gotten some info by looking into it again today, and it's possible some changes can come down the line on this. In the past we’ve had the opposite issues, so it's possible we went too far.

     


    I know this is a big blob, I hope my numbers were right, my brain is a little hazy, and hopefully I’ve answered most of your questions and made this a little clearer for you guys.

     

     

    Thanks.
     

    I'm going to bite tounge on my thoughts on this subject for now and just say thank you for the response Entropy. I'll always applaud the dev team jumping in direct communication like this. Keep it coming mate!

  9. First I would like to say big thank you AntiGravitas for reaching out. It does mean a lot to everyone when NQ talks about feedback, plans and ideas with the community direct. Keep it coming! 😁

     

    There was a fair bit of concern prior to Athena on how NQ would tackle the FTUE because this for sure is one vital part to making Dual Universe successful.

     

    Once tested I can say from my personal point of view there was a fair amount of relief. The new FTUE path and design is hands down far, far better than what it was previously and also from players I personaly talk too they also overall felt very positive towards the new version. For the work and effort put in to the FTUE so far it's a job well done! 👍 

     

    Blaze in his way has raised a good point I also agree with in that Talent selection should be part of the golden path. 

     

    Because the FTUE is so important for player retention I do also have some nit picking thoughts but they are not related to the golden path it's self.

     

    You will always be limited on haven to your personal tile so easy access and progression to Alioth should be a smooth transition as possible. Some newbie tiles are a fair distance away from that Alioth access. We want to avoid new players having them moments of stalling and thinking what they can do next as much as possible. 

     

    Not just related to FTUE the surface rocks on Alioth once a player has reached there should have larger rock clusters to hunt and explore for on their hovercrafts. 20L surface rocks everywhere is a very boring way to gain initial resources. The thrill is in the hunt and discovery! This method of surface harvesting should be on all planets imo and offer a chance to find all tiers of rock clusters in their respective rarity. 

     

     

  10. Does anyone read announcements anymore? 

     

    "

    Keep in mind, if the above solution is decided on, that an improved version of the Blueprint / Construct deployment tool available to all players will be implemented in-game at the time (or maybe even before) such a solution would be applied to the game.

    Such improved version will enable players to have:

    • A preview of the Construct before deploying the said Construct from a blueprint (this feature should be available with Athena release).
    • An ability to auto-align the preview of the Construct on an already deployed Construct (this feature should be available a bit later after Athena release)."

     

    I guess it's more fun to just complain blind also. 

  11. The map is absolutely a welcomed change and a highlight of Athena. 

     

    As others have mentioned the map is now in a position where it could evolve further. 

     

    Using warp beacon or a similarly expensive item (to limit spam) it would be nice for players to be able to advertise their space station's globally. You could go the extra mile down the road and make space sector's. As more players obtain the ability to advertise they will be POI'S of that sector of space so the list is never too large.

     

    Transponders could be used to ping friendly ships on the map if you have the code to see them.

     

    When pvp action happens in the system maybe in the future the map could globally ping fighting hot spots.

     

    The construct list absolutely needs some management options or catargories.

     

     

  12. Apologies for the caps but the tone is intended. LEAVE TALENT POINTS OFF ANY WIPE DECISION JUST LIKE BLUEPRINTS.

     

    As for my opinion. If you must weigh pro and con list make it so Voxel only constructs survive the wipe. Make a warning pre-wipe if the construct will fail the check just like you did with element stacking.

     

    Pro - Builders can keep their hard voxel work and only have to replace the elements on the other side of the wipe.

    Pro - Far less Back Lash.

    Pro - Closes nearly all Loopholes apart from Voxel but Voxel will be the most easy to reproduce post wipe anyway so economic effect is very limited.

    Pro - Newbies can be instantly inspired by the veterans creations of the Beta period.

     

    Con - Some veterans will have to dig out ther buildings again.

    Con - Nq will have to add a small bit of effort to save the 1,000's of hours of work created by the community.

     

     

  13. On 3/24/2022 at 11:33 AM, Kobayashi said:

    Another nerf is that soon BETA KEY alts will be a thing of the past, and all players will be subbing ALTs, which will make a massive difference to the number of them in game.

    Personally I would like to see a limited number of missions for each routes, which would then changes to an alternate route when used up.

    True would be time for whale plan B. Use some of the accumulated quanta to buy other people’s alpha pack DAC’s while the supply is high. Then continue mission running with the small cost of buying DAC’s as needed every 30 days. 

  14. 1 hour ago, NQ-Nyzaltar said:

    Hi Noveans,

     

    First thank you everyone for your feedback about the Athena PTS Announcement. We saw a lot of questions and concerns raised, and we will try to adress them as much as possible in the coming days. We want to bring some clarification already to some of the topics mentioned in this forum thread:

     

    @fridaywitch

    @Thunderblaze

    @PotatoMart

    You caught onto the word “wipe” that was in the announcement. Please know that:

    • As of today, there has not been a decision made about a server reset also known as a wipe. It is something that we are aware of that has been causing very heated player discussions and when we have more information about this topic, it will definitely be passed along to everyone as soon as we can. 
       
    • Nothing more has been said than what has been already mentioned on Discord earlier this year - that we were discussing the topic internally - so this is just a follow-up of what has been already said (and makes the thing more official), with the addition that the team will come to a conclusion soon. At some point, we need to address the Elephant in the room.
       
    • We are also aware that it has been a recurring question since Beta Launch, and though we weren't able to give a proper answer on that topic for a very long time, the wait is going to come to an end. A lot of options have been discussed. The final decision will not be made on a whim, the team will be taking into consideration and pondering carefully all factors and sides to the topic. More info on that in the coming weeks to enter into the details. If we don't give details right now, it's because the discussions are still in progress and it's a bit too soon to confirm anything.
       
    • We understand that some of you may feel as if we were not caring or being direspectful towards you, our players. However, if we do communicate on this sensible topic ahead of the official release, it's precisely because we do care about the Community and your feedback. What could have been disrespectful would be to announce the decisions one or two weeks before Official Release, giving no time for you to express your feedback. In our opinion, you deserve to know what are the ongoing topics currently discussed internally at Novaquark (even though we can't share the details yet). At least, you know which topics are coming on the table soon (or which ones are already on the table).
       
    • Some of you may also feel that we're not communicating enough, or maintaining a "deafening silence". Please keep in mind we promised to have better communication and better transparency with the Community. We are currently communicating what we can communicate right now. Not answering on the spot, right after the announcement, is not a sign of ignoring the Community. It may require gathering feedback first, discussing it with the team, before being able to give a proper answer. Replying in the 24/48 hours is usually a common time window. We also completely understand that it may seem frustrating right now to not have more details and we ask you for just a bit more patience. 
       
    • Please keep also in mind that we do value your support and the time you invested in Dual Universe so far, and no matter which decision the team will make in the future, we take this part seriously into account in the decision making process, so you won't start from zero even in the most drastic scenarios considered.

    @CptLoRes

    @blundertwink

    About “this is all we get for the final game”:

    • Please understand that if Athena is the last major update before Official Release, it doesn’t mean it’s the last update before Official Release, we may have one or more smaller updates before official release, having less content, but content that could really improve the game and/or the user experience a lot.
       
    • Official Release doesn’t mean “the final game” at all. The roadmap will continue after the official release and many more updates are planned. 

     

    We hope this clarifies a bit the Novaquark team's stance on those topics.

     

    Best Regards,

    Nyzaltar.

     

    This maybe be an unpopular opinion but i dont care. I hope NQ puts in fixes to the problems with the in-game economy between now and release and i hope internally NQ decides on a partial wipe solution. However any partial wipe must not have any prior announcment otherwise it completely looses its desired effect (Players will find every loop hole possible in record time if given details).

  15. 9 hours ago, blazemonger said:

    The point many here keep missing is that what _we_ think or feel about any of this is _not relevant_. Subjective personal truths and opinion really do not count.

     

    Especially for backers, many are a burden for NQ. Our money has been spent years ago and a lot of us will not need to pay a cent for many months, if not years, to come. Our beta key alts will mostly vanish once we will need to start paying for them, or we will spread our DAC across these alts. I have three backer accounts with about 5 years of DAC between them.. And there is many in the same situation. So, from NQ's perspective, I am a low value customer, if not worthless.

    NQ will need to attract tens of thousands of new players who will pay a subscription every month and maintain that level of subs to keep the lights on. Their best chance of making that happen is to offer a clean slate and a fresh start, even when existing players still have a massive lead in experience and talent points. Offering the clean world, combined with a possible early start prior to official launch, will be the best option form a business perspective. And the visionary has left the building with the business choices currently setting the tone at NQ.

     

    And with relation to the automatic abandonment, that will be a problem closer to release. A busted economy as it is broken by surplus of materials and many of the few remaining players sitting on piles upon piles of "stuff" will not help the game mature and grow, it wil only slow it down and probably cause it to stagnate

     


    So yes, a wipe is, in what I believe to be a very reasonable educated guess as well as from an objective point of view, both inevitable and certain to happen. You can stick to your opinions, but I am pretty sure that when it comes around to it, I will be right here.

     

    If DU had destruction sinks to match the current faucets coming from MU’s, Asteroids, Surface Harvesting and soon Alien Cores I’m pretty sure all these reserves will be watered down fairly quickly.
     

    The only reserve that has real major impact is schematic’s. Maybe it’s time we shifted that system to limited run and start injecting schematics into the system from a variety of sources other than just NPC markets?

  16. 3 hours ago, blundertwink said:

    This community has become so much meaner...it's pointless and petty. 

     

    Someone stating that they'd rather not return unless there's a wipe isn't "demanding" anything. It's stating their opinion, which they have every right to. 

     

    This sort of rhetoric is really not helpful -- twisting a simple and commonly expressed opinion into a "demand" so that you can frame someone you don't know as "selfish" is not productive communication. 

    I personally don’t agree with the OP’s views at all but this I 100% agree with.

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