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Physics

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  1. Like
    Physics reacted to blazemonger in PANACEA UPDATE ADDED TO ROADMAP - discussion thread   
    A lot of vague, much of the same, some interesting but mostly a lot of vague.

    Good to read NQ, again, realizes they are not listening to their community which they once more find were not wrong on many counts after the fact. The repeat of the "we heard you" message in this post as well as yet another promise of doing better is all well and good, but it's really time now to actually show NQ can and will do so. That would be a great change of attitude and IMO a big leap ahead. So, here's hoping it's not just words this time.
     
     
    Something I'd really like to have a better clarification on is this:
     
     
    How is this more complex than it appears and give us a clue of what plays into this. I'm serious here, this is actually interesting and good insight in what goes on and into making these choices and would help the community to better understand.
     
    What role do ATC or MC teams play at this point? hwo active are they in providing feedback before you go public. Or is NQ there no sounding board with a chance to adjust before going public which will only lead to a level of feedback NQ may well drown in it again and fall back to their previous ways.
     
    NQ, you need help in getting these things out, there’s plenty here who are able and willing to do so.. Maybe you should actually start using your community as a resource before putting in the time and effort to then find a lot of it simply is not working.
     
     
     
    There have been some signals of NQ getting better, I can only hope though that this "we heard you" edition finally and actually brings changes and is not just a paragraph of words without weight or meaning.
     
  2. Like
    Physics got a reaction from antanox in PANACEA UPDATE ADDED TO ROADMAP - discussion thread   
    Awsome to hear NQ is keen to expand on working with the community and want to increase their two-way communication! Here is tip 1: Dont start failing this on literally the next sentences of an announcment ?
     
     
    Ok so the purpose and functions of the system go beyond "land-grabbing". Maybe if NQ explained why the system is more complex than it appears on the surface the community could fire back ideas and feedback to make it better with the info in-hand? Just saying "it's more complex than you think" puts off these feedback think tanks and kills the subject and any possible two-way communication. Design team does not have to come up with inspiration and ideas on their own, they just need to make the decisions with all the possibilities that come from their own minds and ours. 
     
    Edit: just read up replies. Damn it Blaze beat me to the punch! ?
  3. Like
    Physics reacted to Walter in Why DU's PVP isn't as fun as pre-shields.   
    I think we reached a new level of ship's ugliness in pvp if this is the new meta I refuse to fly any of these I prefer to be wrecked in my old-style ships designs.
    And I agree with OP on all points except that making one weapon class have a shield pen, all shields should let pass 20% of dmg as shield bleed-thru.

     
    And these Engines should be 100% obstructed where the logic in this, are we now in Looney Toons? 
  4. Like
    Physics reacted to N19Ultimate in Why DU's PVP isn't as fun as pre-shields.   
    Some will disagree with me and claim that DU's PVP was never fun but I strongly disagree, I had loads of fun before shields came out. This is due to how PVP brings players together.
     
    Before Shields every group in the game ran multicrew ships they would have 1 pilot, 4 gunners and 2 repair guys, now this would bring people together, it was so so soooo much more fun communicating with your org mates while you all organised your firing and piloting and made sure your ship was all repaired, unlike now when you have one person on one ship running the entire ship. It no longer has that feel of comradery, it no longer has the same team aspect to it. you no longer feel as though you are an elite unit in a space ship fighting your enemy. 
     
    Now I can keep going on about how bad this update was for the PVP meta and population but instead I will list some changes that I believe NQ should make to bring back the fun aspect of DU's multicrew and add counters causing fleets to create fleet comps and not just run the same type of ship. In the following wall of text I am going to address the majority of aspects of PVP and explain how the y are unbalanced and how to make them balanced and fun.
     
    Firstly Tanking.
    I will start this of by comparing the in-balance between shield and voxel tanking.
     
    When your voxel gets shot you lose money, as that is voxel you then have to replace afterwards. When your shield gets hit you investment in your shield becomes worthwhile as you can just leave your ship on your pad for 10mins and it will regen. When you are in a fight with voxel you only have a limited amount of HP that's based on your total elements and voxel. when you are in a fight with your shield you are carrying infinite HP as you can leave the fight to go and vent and regen your health as much as you want. when you shoot a shield you have no real feedback/sense of accomplishment but when you shoot a voxel based ship you can see every dent and every bullet hole and every explosion and feel that accomplishment.
     
    How to balance this?
     
    Set L, M and S shields to 15mil HP, leave L shields to how there are so that they still protect the entirety of the ship, make M shields only protect about half the ship and S only protect a specific direction. Now if Voxel was balanced correctly S and M shields would have a interesting part in 1v1's and small fleet fights whereas L will most likely still be used for medium to Large fleets due to the chaotic aspect.
     
    Remove the CCS Health Pool curve making more voxel less worth while, this meant that you were putting an artificial limit on ship size and not letting builders be creative, CCS will still play a role because it means you cant just build a giant ship and expect to live forever as hitting it too many times wont expose the core but will hit the CCS limit. It will also make small ship viable as they would most likely be trying to not die from the CCS Health Pool but instead will most likely die from their core unit being hit, and Medium sized ships will most likely die 50% of the time to CCS and the other 50% of the time to their core being hit.
     
    Increase the CCS value that each voxel supplies by 2.5 times what they currently do. ships will die way too quickly otherwise.
     
    Now those are the changes I would like to see made to Tanking. This isn't directly involved in Tanking but Tanking Usually has a negative affect because of this so I feel that I should mention it here in this section. NQ have openly stated that they don't like the length of fights and believe them to be too long. Now they usually nerf how your ship takes damage to try and fix this when I don't think this is the answer. When we build warship we have a goal in mind, it may be to be the last on field or to have a mission runner last long enough for a response to arrive or an armoured hauler to escape a fleet of ship after mining an asteroid. These are all goals that we build ships for, if you don't like the length of fights then you need to change the win condition as this will then make us rethink how we build ships and could shorten fights if implemented correctly.
     
    Weapons.
    I feel as though weapons could be used to add counter play to the game which could then interduce a fleet comp and add another level of depth to fights.
     
    First Off make each guns firing feel different. I would like to see railguns do small long holes in voxels while missiles do fat big explosions. Lasers drawing lines across the voxel as though the ship had battle scars, and leave cannons how they are as they will now feel unique.
     
    Secondly, Make M guns an anti-Shield weapon, Either give them the ability to pass damage through shields doing 50% to the shield and 50% to the ship, ignore  shield resistances or do double or even triple damage to shields. This will mean shields are not he be all and end all and will force people to hybrid tank.
     
    Lastly Make S guns a weapon that can slow down targets. If S guns could nerf the ships engine speed by 2% for every hit a well piloted S core that gets behind a big L core could be a real pain in the ass and viable in large fleet.
     
    And there you have it, you now have counter play and can create a fleet composition.
     
    Conclusion.
     
    If these changes are made I believe that we would have a more fun and balanced PVP experience in DU. What do you think?
  5. Like
    Physics got a reaction from blazemonger in Warp is safe.. or is it (possible exploit being used)   
    I disagree with the warp point since it only protects you from collision to remove any risk of people netting up pipes etc.
     
    However in regards to your pvp comments we are definitely on the same page. With lock and fire being hard locked in to the game we need choices, choices and more choices to make it fun! 
  6. Like
    Physics got a reaction from Novean-32184 in How do I clear voxels from a large static construct?   
    Empty construct option when? I'm sure NQ does not wan't random grey core's with ghost voxels laying around anymore than we do ?
  7. Like
    Physics got a reaction from Megabosslord in Why I'm Leaving DU...   
    I get where you are coming from and thank you for posting your opinion in the topic what Pann is monitoring for this subject ? 
  8. Like
    Physics got a reaction from Megabosslord in Why I'm Leaving DU...   
    Apologies if I come across harsh but sometimes I get annoyed also. 
     
    Yes NQ makes an Annual roadmap but throughout the year stuff happens, QA blows devs timelines out the window, feedback comes in and plans change. It will be an extreme rarity a plan follows through so such is life. 
     
    People are crying about NQ listening to feedback etc.
     
    I hate to break it down to facts but this topic is based on NQ making a change after listening to feedback from players defending people who are on their breaks away from the game not mattering if their reason for the break is anything from being burned out to IRL circumstances such as military deployment. These players maybe out the communication loop and unable to secure their own time and efforts they had put in to the game for the day they decide to return. 
     
    Now the OP disagrees with this change maybe because of a personal grudge with a structure near his base on Alioth what is absolutely fine and more than welcome to his views and opinions.
     
    However sadly rather than trying to give feedback and make his case on why NQ is making a wrong decision in attempting to save some of the inactive player personal assets he decided to go down the protest route. Making a post firstly stating all his in-game work in an attempt to make his departure look as impactful as possible and then saying he’s leaving and spinning up some trust speech to greater the impact of a smaller base issue. He disagreed with a decision and is throwing his toys out. 
  9. Like
    Physics got a reaction from Megabosslord in Why I'm Leaving DU...   
    Good argument, only hole I can pick is the 3 examples you put forward are decided changes the would not of been able to be put back an update. 
     
    Old tile scan. Keep them and tell everyone they would be deleted in Juno? 
     
    HQ tiles + Auto assign for Juno? 
     
    Tax schedule is a technical issue so exempt from the debate. 
  10. Like
    Physics got a reaction from Wolfram in The biggest problem is that people can do everything ....   
    Better yet, rather than limitations.. why not craft quality buffs. People should be able to make anything but to get the best stats on that exotic weapon you need to specilise in weapons with a side tree. But if you choose weapons and ammo you don't have enough points for brakes and engines.
  11. Like
    Physics reacted to Leniver in Game quality improvement   
    Hello,
     
    I am not here to talk about Demeter the pro/cons.
    This is a personal list of improvement I see that could be added to the game and would change player life quality.
    Some of the improvement are more for new players, the goal is to make the game less confusing for them.

    Some of the improvement can be complex to develop, some others are easy.

    Blueprints / Tokens
    Blueprint should update while the elements in container change.
    When you are preparing all the element to deploy your blueprint, you inspect the blueprint to see how many of each elements you need. While you are filling the needs, the blueprint should update.
      We should be able to deploy compacted construct without having to select the nanopack.
    As we can have only 1 compacted construct and that the compacted construct can be only in the nanopack, there is no reason to have to select a specific container to deploy it.
      Add a shortcut to deploy the compacted construct
    We could use the same shortcut (Alt+B), if the player has a compacted construct in his nanopack it deploy else it tries to compact the targeted construct
      The error message displayed when you try to deploy a blueprint from the wrong container should be more explicit.
    If the blueprint you try to deploy is in the other container (not your current selected one) it should display a message like "Select your 'nanopack' to deploy this blueprint" and not "Invalid element".
      Allow blueprint to be deployed with element having less life.
    The player should be able to use element having less life to deploy a blueprint. By default, if there is enough full-life element in the container it would take those, but if not and there is less-life element it should take them.
      Show the construct as an hologram when deploying
    When deploying a blueprint, the player should be able to see an hologram of the construct to help him for placement. (more useful for static and space construct). This option could be deactivated via settings for performance improvement.
      We should be able to use a token without having to select the container it is in.
    Currently we get a very confusing error message when trying to use a token from a container that is not the one selected. Many player don't understand what's happening.  

    Surrogate
    Add a filter "show owned only"
    Display surrogate owner by the player
      Add a filter "show company only"
    Display surrogate owned by companies the player is in.
      Allow multiple filter to be checked in same time
      Save selected filters
    Player should not have to select filter every time he opens a surrogate, they should be saved client-side.
      Save station sorting selection 
    By default every time, surrogate are sorted by "most used". If the player want to have them sorted alphabetical he has to do it on every search.
      Add possibility to save a search as bookmarks
    For people that use a lot VR, they search for the same names/filters all the time. It would be great to be able to save the search as a bookmark. The player could simply click on it and it would load his saved search. (search, filters and sorting)
      We should be able to use "Surrogate VR Station" in VR to switch station.
    A player in VR could be able to use a surrogate station while being in VR. It would prevent to have to exit and enter again when we want to switch Station. Of course the initial station will always be the point of origin.  
     
    Piloting
    Add an option for player to start in 3rd person view then entering in a piloting seat.
    Most of the player are piloting ship in 3rd person view. This could be done by adding a way to switch the view in Lua or via game settings.  
     
    Mining Units
    Add Lua API to it
    We need a way to manage the MU in a construct as any other industry unit.
      Available Mining Unit charge should be displayed for player
    Currently if you want to know this information, you have to open a MU. This information could be displayed on the right of the player's quanta.
    Charges  3/8        Balance 1 000 000 h
      Add a possibility to skip mini-game
    Many player just want to apply the default calibration percentage to the mining unit, they don't look for the additional rock.
    It would be great to have an option to apply the default percentage without having to load the mini-game, in that case no rock would pop and no bonus would be applied.
      Notification should contain the MU element name
    It would help to keep a track of which MU has been calibrated in a specific construct when you have to manage multiple MU for an organization.
      Notifications should have a specific filter for MU
    The player should be able to display only notification related to MU.
     
    Avatar
    Keep auto-run enable when opening a window
    All user interface opened while auto-running should not stop the auto-run. Currently I can't check a market price while auto-running.
      All locked screen should be unlock with ESC
    Currently if you are locking the screen with "TAB" you can't unlock it with "ESC". But if you are locking the screen with the chat, then you can't unlock it with "TAB" and you have to press 2x "ESC".
      Allow player to close channels
    Chat interface has too many tabs. We should be able to close them so only 1-3 tabs would be displayed. For every channels we should be able to choose if we want it to display when a new message come in the channel or not.
      [19.12.2021] Add time to whisper chat
    When you get a message from someone, sometime you miss it, there is no way to know when this person sent you the message. (5 minutes?, 5 hours?)

      Map
    Split constructs in 3 sections (dynamic, static, space)
    For people that have access to many constructs the list is sometime very long and hard to find a specific construct.
      Add a way to hide a construct from the list
    Some construct have no interest (multi-core building, showroom ship, ect...). We should be able to hide some constructs from the map drop-down with an option to show hidden construct.
      Keep the previous selected tile filter.
    It's mainly when you are scanning tiles, you want to display your scan results. But every time you open your map, you have to go and select again the scan result filter.  
    Add a search
    Most of the time we know exactly which construct we are looking for. Instead of having to go though all the construct list, if we could search for it it would help us a lot. Of course the search should stay if you close the map and open it again.
      Add a RDMS right for organization's constructs to allow member to see constructs in the map
    Currently only legates can see constructs on the construct list. But sometime you give right to an org construct to a member and he has no way to locate it on the map.
     
    Building
    Allow player to switch engines / weapons
    It would be nice to be able to switch engine of same type/size on a ship. Example switching "Basic Atmospheric Engine L" to a "Advanced Military Atmospheric Engine L".
    It would make the life easier so we don't have to deal with the placement, links and tags. Of course the applied talents would not be saved.
      Add a shortcut to start a new link from previous element
    This is more when you are setting up factory, but can be also the case when you are linking your engine or containers. It would be nice to be able to have a shortcut that will start a new link from the previous element.
    Example: I want to link 10 engines to the same fuel tank, I start a link from the fuel tank and then go on the back of my ship. Link first engine, hit the shortcut, link the second one, ect...
    Same if I have to setup 5 Metalwork Line for a specific production.
      Add a shortcut to swap link direction
    This is more for the factory but could be also used for button with PB. Would be nice to be able to change the link from "OUT" to "IN" or vice-versa.
      Increase the jetpack speed
    When you have to go through all you L core to make a link or something else it takes a long time. Would be nice to be able to fly very fast with a modifier key. This speed could be configured in the settings.
      [17.12.2021] Add an option to delete voxels
    With some limitation (max 3m³), but being able to delete last voxel in a construct we want to remove. I will reduce number of time we have to ask NQ to help us when we want to remove a construct.

      Effects and Sounds
    Add possibility to remove certain effects
    For some people effect in the factory are not needed or glowing rocks are glowing too much. Would be nice to be able to choose which effect we want or not. 
    In some area there is too many effects, it's lower the game immersion.
      Add more sound channels
    It would be nice to be able to reduce the "industry sound" or other noises while maintaining the sound level of other sources.
      Add color filters for color blind people
    Some colors are very difficult to see in the game. Also the Nvidia filters are not supported so we can't use them to help us.
     
    Missions & Jobs
    [18.12.2021] When creating a mission, the parcel containers for the origin/destination should be sorted alphabetically.
    If you have multiple parcel containers (10+ in my case) you have to search for the one you want to select.
      [18.12.2021] The weight of the package should be displayed in the "Reward & Collateral" section.
    There is 3 parameters to take in consideration when you are setting the reward/collateral: the distance to travel, the value of the package and his weight. (warp cell calculation)
      [21.12.2021] Increase the number of mission player can create.
    Being limited to 3 missions is not enough. If you start to use that to create content and give mission to carry your goods, you need to be able to create a lot of them.
    As the mission system is based on reputation, if you are creating too many mission that no one will pickup then your stats will be bad.
      [21.12.2021] Add a notification when someone answer your job.
    Actually you have to check all the time your job to be sure that you don't have miss an answer.
      [21.12.2021] Add the date/time of message posted in communication.
    Actually we are not able to know when someone as answer our job, as the game is worldwide and we are not all in the same timezone it's hard to follow without this information.
  12. Like
    Physics reacted to Msoul in Staggering Upkeep - Discussion thread   
    The devs briefly mentioned this in a devblog but I will elaborate here for those interested.
     
    Prior to Demeter, there were cases whereby some individuals and organizations owned several hundreds of tiles each. A very impressive feat, considering how prohibitively expensive claiming land could get, coupled with how little value it held. The ones who did this were gambling that its worth would skyrocket with the introduction of auto-mining and territory warfare. A very logical conclusion since the devs would need to add incentives to territory ownership in order to make said features viable. Then Demeter came and owning territories became profitable.  The developers introduced calibration limits to put a cap on how much quanta you could extract, but this alone was not enough. Players had already shown they were willing to spend vast amounts on land when it was worthless, what do you think they would do now that it had actual value? Territory taxes and the associated reclamation system were not introduced to cleanup constructs but to prevent an uncontrolled land-rush. Without these measures a single player could (in theory) slowly work their way up to owning a whole planet.
     
    Now a more interesting question is why did they remove the scaling costs for claiming tiles, isn't that counter productive? I suspect this was in future consideration of territory warfare. Losing a single territory would be far too punishing under the old system and therefore disincentivise pvp.
  13. Like
    Physics got a reaction from DasBier in Industry Units Problems, infact critical.   
    Very good post. I hope NQ is able to route out the cause for the machines stopping and find a solution to stop this because the time consumed by players to check and reset will be extremely tedious. 
  14. Like
    Physics reacted to DasBier in Industry Units Problems, infact critical.   
    Constructive opinion
     
    Hello dear NQ team,
     
    Even before Demeter, there were always BUGS with the industrial/assembler/all other units as well as transfer units etc. Since Demeter, many more machines fail, they just stop and ALSO MINING units and the productions are canceled or blocked for days to run fully back on. I explicitly point out that it is a very critical BUG.
    Sometimes it is noticeable that there are sometimes whole clusters, i.e. several machines next to each other or which are in a line. in this form, in this intensity, it is much worse than before.
    You wanted to improve the gaming experience with Demeter and save your costs. But not like this. Before that it was always very annoying when a big update comes that in any case has stopped or was bugged but now every day ?????
    It currently costs a lot of nerves to keep a very well-adjusted system running.
    If arguments such as yes, looking through now come up, it takes little time. then I freak out. my main system alone has between 1000 and 1500 transfer units. Nobody else turns something off or anything. Please fix it soon.
    I know some who are also very bothered by this. this should be a high Priority on your agenda.
    THis bug also affect s constructs with only 1 container and 2-3 mining units so you cant say build smaller.
     
    my main Factory: look Support Ticket: #60615
     
    Players if u have same problems please speak - Unfortunately, from my experience and point of view, no more support tickets are processed or every time I ask for GM help in the ingame help channel, I don't get an answer. I don't see any other way to just address it here. 
     
    Google translate is solely responsible for spelling mistakes.
     
    Update from, 13.12.2021
    Known:
     
    3 different types i saw till now:
     
    1. looks: "unknown server Error" - machines bugged need to be restartet
     

     
    2. looks: Unit remain at 0 seconds remaining time - machines bugged need to be restartet - Material lost becouse u need to cancel the last order
     

     
    3. Looks: Stopped fully with av button "Start" - machines need to be restartet
     

    ----
     
    2 different known sources what can couse into a bug;
     
    1. After big/medium Updates nearly 100% some Machines stopped
     
    2. if a machine is connected to a hub and u apply any container to the hub, or change the max Cargo volume couse very ofter to bug machines where direct connected to it.
     
     
    There are of course many more causes here. I suspect that if the core host, i.e. the player who calculates the construct, crashes, it can also lead to problems.
     
  15. Like
    Physics reacted to Daphne Jones in Weightless ammo again? WTF NQ?   
    Hauling a load of ammo, I noticed that it's gone back to being weightless... well nearly massless. Specifically, DU ammo specific gravity is 0.11 (water's specific gravity is 1.0). Sorry couldn't resist that once I started the sentence with "specifically". That translates to 0.11 kg/L, making it about the lightest thing in DU.
     
    NQ, have you ever held a bullet - or a box of bullets - in your hand? Ammo is heavy. The lightest smokeless powders come in at about the density of water - 1 kg/L. The rest of the round is made of lead, steel, and copper. I bet you know the densities of steel and copper since they're in game an you got them about right. Steel is 8 kg/L. I don't remember copper, but it's denser than steel iirc. You can't take a bunch of stuff heavier than water and put it together so it's lighter than water. (That's the Theorem of the Mean for those of you who didn't pay attention in math class.)
     
    There's a good reason that ammo is heavy... a slug of metal does a lot more damage when it hits than does, say, water. That's why we let kids shoot water guns at each other. And these bullets are 1/9 the mass of the same volume of water. You probably wouldn't notice getting hit by this.
     
    I hope this was an accident and not another concession to whiny PVP carebears. Please make the ammo a little more realistic.
  16. Like
    Physics reacted to Msoul in Why I'm Leaving DU...   
    Whatever the devs say is, and will always be, subject to change. This is an immutable fact brought about by the nature of game development and no amount of whining will change that. The more the playerbase insists that NQ honor each and every spoken word, then the more careful NQ will be, leading to far fewer and less detailed communications. The roadmap serves as the traditional middle ground to this delicate dynamic. We get to know where the ship is headed but the captain still has flexibility to decide how to get us there. I believe the reason players are crying mutiny is in large part because this critical piece of information has become outdated.
     
    PS: If you wish to debate this further please consider sending me a DM on the forums. This could be Megabosslord’s last post and I would prefer to see it filled with words of support from the community.
  17. Like
    Physics got a reaction from wokka1 in Staggering Upkeep - Discussion thread   
    On the subject of the HQ tiles being auto assigned. After listening to others I am on the fence on this change also.
     
    On the one hand this was a good move by NQ in securing players assets who are on a break and have no knowledge that their work and time is at risk of being raided and taken away so this supports that group of people. 
     
    On the other hand I would 100% agree that tiles with no cores should not be subject to auto assign. At the same time I am unsure that all 5 are really needed to be assigned. Maybe a compromise of Max 1 or 2 tiles only get the auto assign feature.
     
    Finally this will also add to the argument later on the HQ tiles may not be permanent safe once a subscription has been inactive for X amount of time. Maybe a 6-month inactive window could be a future option? 
  18. Like
    Physics reacted to NQ-Deckard in Say what?   
    It is very clear, we had an issue, and we have implemented a solution.
     
    The specifics are simply not up for sharing. The announcement is there to let you know that territories have been credited with additional time as part of the solution and why.
    I will not being going into technical detail for every change or alteration we make, we will let you know what effect it has on our players however.
     
    That's the purpose of the communication. ?
     
    - Deckard.
  19. Like
    Physics reacted to Sybily in Attacked at asteriod mining....   
    the 120 minutes of free mining is the biggest lie ever
  20. Like
    Physics reacted to joaocordeiro in TERRITORY UPKEEP KICKING OFF SOON - discussion thread   
    I think territories should not be a necessity for building and mining. But owning a territory should increase the rewards and provide security. 
     
    This game needs to become more new player friendly. 
  21. Like
    Physics reacted to Creator in Scan Wipe   
    Wipe em.. coming from a solo.
  22. Like
    Physics reacted to Novalok in DEVBLOG: MINING UNITS 101 - Discussion Thread   
    Good move clearing old scans!
  23. Like
    Physics reacted to NQ-Deckard in DEVBLOG: MINING UNITS 101   
    Mining units are one of the key features that will be introduced in the upcoming Demeter update. What are they? How do they work? How will they impact the gameplay of Dual Universe? Read on for the answers to those questions and learn more about these handy-dandy little ore vacuums. 
     
    HOW DO MINING UNITS WORK?
    Let’s start with the basics. 
     
    Mining units are new elements that you can deploy on your static constructs on the surface of planets. They need to be linked to an output container and, once started, they will autonomously dispense ore at regular intervals into this container without the need for you to be connected to the game. 
     
    There is one mining unit for each tier and they are large elements. Each tier of mining unit is able to mine ores of the same tier. In addition to these five large mining units, there is also a small one for tier 1 only. This special small mining unit is intended for beginners.
     
    Let’s have a look at these beautiful beasts in action.
     

    A minimalist mining building with an active mining unit and its best friend, the container
     
    These mining units work only if the mining ray you see in the screenshot above is not obstructed and can reach the ground. The mining ray has a maximum range of 50m.
     
    Once the mining unit is deployed, linked to an output container, and in range of the ground, you can select what ore it will mine and start the machine. Once calibrated (more on that below), It will then mine regularly and deliver a batch of ore in the output container every hour. To further automate the process, the output container can be designated as the entry point of an industry line. (Note: If the container is full; the mining unit will no longer collect ore, so you’ll need to empty the output containers from time to time or have them feed directly into an industry line.)
     
    There are two primary considerations when deploying mining units. First, you need to make sure the territory where they are deployed actually holds enough ore underground and the units will need to be calibrated before they will begin collecting ore.

    TERRITORY POOLS
    Various types and tiers of ore are dispersed with limited availability across Dual Universe. You won’t find them all grouped together in a particular place. 
     
    To represent that, each territory in the game can provide up to a certain volume of ore each hour. That’s what we call the ‘ore pool’. A territory scan can show the kinds of ore present on a territory tile and their yield rates in liters per hour.
     

    This territory is capable of providing a variety of tier 1 ore
     
    The image above illustrates the territory-based maximum rate for each ore on this territory. Since there’s a maximum yield per hour, adding more and more mining units becomes useless past a certain point. Each active mining unit “consumes” a part of these available resources. These territory pools represent mining rates, not a total volume of available ore. For example, if a territory has a pool of 100 l/h of a given ore and each mining unit is capable of extracting 50 l/h, then you need two mining units to maximize your extraction capacity, and any additional mining unit beyond two won't give you more yield.
     
    Unlike the previous ‘manual mining’ system, the new ore pools are infinite. You will always be able to mine these ores at this rate for as long as you have a calibrated mining unit running here.
     
    These territory ore pools are varied and different. On a planetary basis, this new repartition should match more or less the previous allotment for manual underground mining. There are a few changes, but basically a planet that used to contain some tier 3 ore will still contain some tile-wise though, the issuance is very different between low and high tier ores, even from territory tile to territory tile. Typically, you should find tier 1 ore in abundance on nearly every territory tile in the system, but tier 5 ores are only on a few small spots on the most distant planets.

    ACTIVE TERRITORIES
    For mining units to work, the territory must be active. That simply means that the territory tax for it must be paid. That’s right, if you want the shiny rocks, you gotta pay your taxes. You can learn more about territory upkeep in an upcoming devlog. 

    MINING RIGHTS
    If you share your territory tile with your friends or organization, you might want to keep the precious underground ores for yourself or, conversely, allow only specific people the ability to operate mining units on your territories. For this purpose, we’re adding the Mining Unit Right. Without this, mining units belonging to other players are unable to access the ore pool and cannot mine on your territories. 

    ADJACENCY BONUS
    Mining units are social. They like to be around friends. That’s why if you own several active territories near each other, the mining units working on them get an ‘adjacency bonus’ to yield a greater amount of ore beyond the ore pool in each batch. Note that the territories must be owned by the same entity. If you find a great tile with precious ore under it, it might be worth it to own and maintain a few adjacent territories.

    EXTRACTING AND CALIBRATION
    As explained above, mining units are fully autonomous, doing their appointed duties regardless of where you are and what you’re doing, including when you’re offline having real-world adventures (which you should be enjoying from time to time). The reality is just a bit more complex as mining units need to be calibrated to work efficiently.
     
    Each mining unit has a ‘calibration score’ and slowly loses calibration over time if kept unchecked. When the calibration score is below 100%, the mining unit will produce less ore; at 0%, it won’t produce anything at all. To remedy that, it must be calibrated.
     
    To calibrate, you will need to enter a specific interface where you will manually probe the territory in search of underground ore. This is ‘extracting’.
     

    Manually extracting ore and calibrating the mining unit
     
    In this extracting session, you will use several tools to probe the territory tile, but you will need to keep a look at the probe battery at the same time. The goal is to find the optimal point with the best ore density that you’ll select at the end of the process. Depending on the quality of the location, this will have two effects:
    It will increase the calibration score so that the mining unit can continue to do its job. It will also extract a few ore rocks in the process and those will pop to the surface of the tile at the selected location. These may be harvested manually at your convenience; they don’t expire.   
    Calibration is not unlimited. Each player generates calibration charges at the rate of one charge every few hours. You can use your charges on the mining units owned by other players or organizations as long as you have the rights needed to access them.
     
    Finally, a single mining unit cannot be extracted twice in a row. There’s a 24-hour cooldown period before calibrating it again. The upside is that mining units will not lose calibration for two days after being calibrated.

    MINING UNIT TALENTS
    Since mining units are a big new thing for Dual Universe, they come with a variety of new talents to complement their use.
     
    You will have talents that improve the:
    mining unit efficiency, on element deploy base mining rate, on element deploy speed at which your character will regenerate calibration charges  maximum mining charges your character can hold amount of ore extracted when calibrating  
    GETTING TO THE CORE OF TERRAFORMING
    One change we do want to make you all aware of comes as part of the terraforming changes where previously a number of players had dug down to the center of certain planets or moons. Each planet or moon will now have an impenetrable core at the center that forms about 80% of the planet's radius with a minimum digable depth of 5 km below its “sea” level.
     

     
    As such, some constructs may be located below this line after the incoming terrain changes. In these cases, we will raise those constructs up to the relevant planet’s surface. (See this article about preparing for the geometry reset for directions on how to request assistance.) 

    A CHANGE OF HEART, THE REMOVAL OF SCAN RESULTS
    We received a considerable amount of feedback from players who were opposed to keeping old scan results relevant. And following some internal discussions on the topic, we feel that it is indeed in the best interest of the game to provide a clean slate when it comes to mining data to prevent the hottest of hotspots from being immediately taken. As such, we will be clearing all scan results from the game when Demeter goes live. 
     
    We realise that this will inconvenience some of the players who have large amounts of scan data; however, we do believe it is the right thing to do.

    DO YOU ‘DIG’ THE MINING CHANGES?
    Mining units are a significant departure in how mining is done in Dual Universe. The old underground mining system is gone, replaced by mining units and asteroid mining. We hope that you will appreciate the new feature, from territory management and optimization to the extracting sessions. We really think that the new state of mining in DU is more sustainable and hope you’ll agree. Share your feedback here. 
     
  24. Like
    Physics got a reaction from Feriniya in Time for NQ to Resign...   
    Fair enough, had a read of one of your topics. Did NQ not state they are doing something similar with the HQ tile idea? That system would mean builders having land that would never enter abandon state and would only have to pay tax to mine on it etc. 
     
    As for the scan data. There is still time and the video was made last week. That decision can be overturned with correct pressure / feedback. 
  25. Like
    Physics got a reaction from Feriniya in Time for NQ to Resign...   
    At least Blaze came out a with a nugget suggestion now and again. All I see is Whaaaa and no input or suggestions.
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