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B4nd1t

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  1. Like
    B4nd1t got a reaction from Taelessael in Hybrid Engines   
    Engines that work in space and atmosphere (like vertical booster). Use space fuel (or new fuel like space fuel). Same power as space engines. 1.3 times bigger.
  2. Like
    B4nd1t got a reaction from RetnuhRellik in DEVBLOG: REVISITING CONSTRUCT SLOT CHANGES - Discussion Thread   
    Thx. 
    Just 1 Point: 
    >>"Following internal research, we determined that currently per active player there are approximately 25 constructs in the game at the present time."<<
    That's because it is much easier to push the org core limit (atm) as the players core limit. Thats the point why most (active) player got less than 25 constructs - there are all in a own org with 1 shared character with feats for the org core cap. 
     
    Rest: good trade. First a pure no-go and now a downgrade that dont feel like that
  3. Like
    B4nd1t reacted to Hachiro in DEVBLOG: REVISITING CONSTRUCT SLOT CHANGES - Discussion Thread   
    Thank you very much.
    With this change, the Patch will be a small, but real improvement instead of a downgrade for our org.
     
    But a few things we really need when the patch comes:
    folders for the construct list on the map (so you can finally organize the constructs, will be increasing map-performance, if the construct list of a folder is only loaded when the folder is opened) a counter for your own personal constructs (so you can see how close you are to the limit) a counter for the org constructs (can be only seen by legates/superlegates) constructs are not abandoned when the limit is not high enough. You just can't place new ones (otherwise many constructs will be abandoned long before the players will have leveled the skills for that)
  4. Like
    B4nd1t reacted to Daemortia in DEVBLOG: REVISITING CONSTRUCT SLOT CHANGES - Discussion Thread   
    I think this answers essentially all of the concerns raised yesterday.
     
    Plenty of personal core slots for mining and decent sized base.
    Plenty of org slots for community projects.

    Thank you for listening to us!
  5. Like
    B4nd1t reacted to Hagbard in Demeter will probably Kill the game if it goes to live servers..   
    Ok, usually i am not negative but the balance of Demeter on the PTS server has some severe problems.
     
    1. Territory costs of 1m per week:
    this will lead to almost nobody claiming any tiles any more outside of the sanc moon unless the territory can produce some serious income. so all "player made content" will disappear after some time
     
    2. Scanning results do not get deleted and show l/h for mining units
    this will lead to ALL really valuable tiles being claimed within the first 24h after demeter goes live, as it is really easy to identify  the most powerful tiles for mining units if you have containers full with scanner results.
    so after day 1, the fun is over and the "mega tiles" will be claimed by those players/orgs that have all the existing scans.
     
    NQ, as demeter is balanced on the PTS, it would kill the game if it goes to the live server
     
    - New players some days later would not have a chance to find income opportunities despite missions.
    - earning quanta will be a lot harder, so people would stop spending.. this would kill industrialists workflow.
    - the imbalance between experienced players/orgs and new players would get worse and even more players would demand a wipe or simply not enjoy the game

    please reconsider your decisions.

    Hagbard.


     
  6. Like
    B4nd1t reacted to NQ-Deckard in VOXEL COMPLEXITY AND THE VERTEX PRECISION TOOL   
    Voxels make up almost everything you see in the world of Dual Universe. Currently, most creations are made using the basic tools we provide with standard shapes such as cubes, spheres, cylinders, wedges, and tetrahedrons. 
     
    More intricate designs can be achieved through the art of ‘voxelmancy’ where players customize the shapes of voxels using a variety of methods and techniques based on how voxels react to each other when placed. This very advanced technique allows voxelmancers to place each corner of a voxel exactly where they want it. To do that, they use what is called a ‘voxel reactor’.
     

     
    Voxel reactors, as amazingly useful as they are, have three major drawbacks:
    They are time consuming to use. They are not very intuitive for beginners. They are laid out in a checkered pattern in all three dimensions.  
    The last item on that list poses some technical problems. 

    VOXEL COMPLEXITY
    When we are effectively applying a checkered pattern of voxels of different colors or even air, it creates a relatively large amount of small surfaces. This doesn’t really pose a problem for a single reactor, but can be a performance burden for some voxel libraries that consist of thousands of reactors.
     
    With more and more detailed constructs of complex design being built, it’s become problematic for the ‘mesh service’ system that generates the shapes that you see when not in build mode. On a few rare occasions, highly-detailed constructs may not render at all or their honeycomb will disappear. 
     
    To prevent this from happening, we will gradually implement a limitation to the complexity that can be created in a single chunk of voxels. It will start with a simple complexity gauge in Demeter:
    With the launch of Demeter, you will start by seeing a new feedback gauge while building which highlights the region you’re actively working on and will appear as a bar in the HUD that indicates the complexity level of that region as a percentage.  In a future update (exact update number still to be discussed), we will introduce the eagerly-awaited vertex precision tool (Known to many of you as the fabled vertex editor) as a way to ensure that the limitation to voxel reactors doesn’t hinder players’ ability to create amazing constructs in the game. (More on that below.) In a subsequent future (and yet undefined) update, we will enforce the complexity value limit to be 100% for any new voxel operations. As such, old constructs and blueprints will not be altered by this but may become unalterable if they are above the limit in a region. Rest assured that if you have an existing construct that’s above the limitation, you will still be able to use it as is.  
    With all that out of the way, let’s get to the fun part!

    THE VERTEX PRECISION TOOL
    There is currently a bit of a gap between learning how to build using the basic tools and more advanced voxelmancy techniques, something we’ve wanted to address for a long time. The introduction of the vertex precision tool in a future update will allow you to take any vertex (a corner of a voxel) and move it to a new location on any of its three axes inside the vertex's moveable area at different resolutions. This will provide an intuitive way that fills that crucial gap between basic building and advanced voxelmancy to fine-tune your builds.
     
    See the video below for a demonstration of how this works. Please keep in mind that the video only shows an early prototype, but we think it’s already promising enough to make you as excited as we are about the possibilities of this tool.
     
     

     

     
    VENI, VIDI, VOXIED
    I came, I saw, I voxeled 
     
    We hope that these voxelmancy changes, along with all of the great new Lua functions added in the Selene update, will inspire and encourage you to make even more amazing things than you already are. 
     
    Check out our Tutorials page for even more ideas and tips on using voxels to bring your creativity to life in Dual Universe. 
     
    As always, we’d love to hear your comments and answer your questions on the forum. 
     
  7. Like
    B4nd1t reacted to NQ-Deckard in DEVBLOG: PVP COMMUNIQUÉ   
    Okay, PvPers, this one’s for you! 
     
    As foretold in The Future of Dual Universe Part 3: Finding the Fun and the recently-published 2021 roadmap, we’re adding some new toys to your arsenal and making some of the existing toys even better. 
     
    These changes will come over time and in waves. Here’s what you can expect in the first pass as part of the Apollo (0.26) update, now available on our public test server. 

    New PvP element: Shield generators
    Shield generators serve as the first layer of protection for dynamic constructs during combat. Shields will absorb damage until depleted, at which point they will stay depleted until the end of combat as defined by the combat timer. Future plans will bring shields into play for space core units, but for now, they will only be available on dynamic constructs. 
     
    These elements come in sizes XS through L with different shield strengths respective to their size and are not restricted to core sizes.
     
    This is the V1 technical phase of introducing shields, making sure that the foundation is solid before more bells and whistles are added.

    Honeycomb Health Points
    Adjustments to honeycomb HP--rebalanced and significantly reduced--have been done in the context of the implementation of shields and the weapons rebalance. With these changes, we should see a general reduction in fight duration with a faster time to construct destruction (TTCD).
     
    Specifically, gold has been brought back in line. While still technically the highest HP honeycomb, it will now come at a serious mass cost compared to other options. This should open new options in honeycomb selection when building ships and reduce the feeling of “gold or nothing” players may currently sometimes feel.

    Weapons adjustments
    We found that the disparity between the smallest and largest weapons DPS was too great. This made it difficult to justify using anything other than L weapons. While L weapons previously did roughly eight times more damage than XS weapons, they will now only do just under three times more damage than their smallest cousins. 
     
    Revised damage per second:
    XS weapons: On average, extra small weaponry will do 2.5 to 3 times more DPS. S weapons: On average, small weaponry will do 1.75 to 2 times more DPS. M weapons: On average, medium weaponry will do 1.5 times more DPS. L weapons: On average, large weaponry will do about the same DPS.  
    In regards to DPS, larger weapons of the same type will take more time to cycle, allowing larger weapons to keep hitting hard per round, at the cost of rate of fire.
     
    Lastly, adjustments have been made on various other parameters, such as reload times and weapon capacity, to help balance overall damage output, and how it feels to use.
     
    We hope this brings more diversity to the offensive options you have when building ships and allowing more space for smaller ships and weapons.
     
    Cones
    Weapon cones’ optimal and falloff values have been augmented by about three times (with the exception of missiles). This change was based on feedback from the community who said that weapon cones felt too limiting and restricted flexibility when designing ships. 
     
    We hope this allows more options when placing different weapon types, having more weapons that approach similar levels of flexibility to missiles with weapons like lasers and cannons having a much wider range of operation. Railguns will remain relatively limited as a heavy sniping platform but will still enjoy more cone than before.
     
    Tracking
    Tracking on weapons is the ability to reliably track and hit targets. Weapons with improved tracking will generally have better chances of hitting targets, especially smaller and faster ones.
     
    There was always an intention that smaller ships should be able to evade damage from larger guns. In practice, this was not the case as L-based ships easily dispatched smaller constructs at various ranges. 
     
    To help correct this, tracking has been significantly decreased across the board by about half on every weapon. These initial adjustments will help, but likely not suffice in helping smaller ships survive combat engagements. We will continue to look at other options for further iteration in future updates and already have plans on the subject.
     
    As a parting comment on weapon balance, please note that this is more of a global rebalance to address macro issues we had across the board to set a healthier base. Expect more specific adjustments to come later for specific weapon changing and balancing as more PVP-focused releases are done in the future. 
     
    Opinions Wanted
    As noted above, and in nearly all of our communications, player feedback is always welcomed and encouraged. Particularly as these changes are on PTS where you can experience them first-hand, your opinions go a long way in helping us make needed adjustments before Apollo (0.26) debuts on the live server. Please take a moment to share your thoughts in this thread.
     
  8. Like
    B4nd1t reacted to NQ-Deckard in DEVBLOG: DOCKING AND BOARDING REVAMP   
    Space can be lonely, and, if some adages are to be believed, no one can hear you scream out there. You may want to bring along some friends, maybe not so much for the screaming but for sharing fuel and good times. That’s where docking and boarding comes in. 
     
    Previously referred to with the blanket term “parenting”, breaking them off as boarding and docking clarifies what they are and what they do. Just as the name implies, boarding allows passengers to come aboard your ship. Docking makes it possible to have ships connected to other ships, even when both are moving. This boarding/docking relationship basically has the same functionality and behaviour as before but with the added benefit of rights management.
     
    In its original design, boarding or docking a construct was not consensual. Neither the player who owned the construct being boarded/docked nor the player whose construct was being attached to another could decline. They may not have even been aware it had happened in some cases, it simply occurred due to their proximity. 
     
    This was a problem for a few reasons, most notably that it opened the door for bugs and exploits. In addition to negating those, revisiting the feature also gives us the opportunity to make it more intuitive and purposeful. 
     
    ASSIGNING RIGHTS
    Owners can use the Rights & Duties Management System (RDMS) to assign Right to Board or Right to Dock to their constructs that will let others board or dock, or to forbid such requests. 
     
    Dynamic constructs have the ability to move, as opposed to static constructs - like buildings - that are immobile. With the necessary rights, avatars will be able to board dynamic constructs, and smaller dynamic constructs (let’s call them shuttles) will be able to dock with bigger ones (aka carriers). When boarded or docked, the player or the shuttle moves with the carrier, and their mass is added to the carrier’s physics. 
     
    A player or a shuttle will need to be near the carrier in order to board or dock, it can’t be done from a distance. The distance is commiserate with the size of the target vessel, the minimum distance being 32m and 128m being the maximum. 
     
    BOARDING
    Players are able to board any inactive dynamic construct. This makes it possible for them to tour constructs on display in a marketplace or the like. The construct will go into the “active” state when the owner or someone else with piloting rights jumps into the driver’s seat, and unauthorized passengers will be automatically ejected.
     
    If a player enters a dynamic construct with the proper rights or when the construct is inactive, they will become boarded and can move freely around the construct. 
     
    The UI display may look something like this: 

    This is a sample of the UI that is still in progress 
     
    If the construct is active and the player attempting to board does not have the necessary right to board, they will be repulsed. The effect is similar to hitting an impassable barrier with no damage taken. The UI display may look something like this:

     
    DOCKING
    Once shuttle pilots with the necessary rights are within range, they can manually dock to a carrier. This is done through a contextual menu that is accessed via right-click. The shuttle will then be invisibly tethered to the exterior of the carrier. 

     
    Without that clearance, the shuttle will be repulsed.

     
    Authorized shuttle pilots will receive an opt-in confirmation to signal when they are within docking range. 

     
    The “Docking” widget in the piloting UI informs the pilot of the shuttle when they are in docking range through this small open chain link icon.
     

    This is a sample of the UI report to show a shuttle’s docking status.
     
    PARENTING ADVICE
    The owner of the carrier is considered the parent, and those who are granted boarding or docking rights are children.   
    Just as real-world moms and dads, construct owners can give their “kids” the old heave-ho when it’s time for them to leave the nest and fly solo. This is done in a Build Helper’s submenu where all boarded players and docked shuttles are listed.
     

     
    Buh-bye! Boarded avatars can be ejected at any time directly through the carrier’s Build Helper interface. 
     
    This results in ejected players suddenly finding themselves adrift, possibly in deep space. Here, they have two options. Jetpack to a safe place. Depending on the distance, this could take quite a while; however, it’s safe (they can’t be attacked) and they will arrive with the inventory in their nanopack. The second option, suicide, will get them on terra firma faster, but they will lose whatever they were carrying. Probably a good idea to stay on the good side of the carrier captain to avoid being in this predicament. 
     

     
    With a few simple clicks, the carrier pilot can easily de-dock shuttles, too. 
     

     
    TAKE IT FOR A SPIN
    These changes will be featured in an upcoming release on the public test server (PTS). We highly encourage our community to explore it when it’s available, then let us know what you think about the ease of use and convenience. Until then, feel free to join the discussion on our forums.
     
  9. Like
    B4nd1t reacted to WooTiPanTz in 0.24 Phase One - Discussion Thread   
    Since this thread was started by NQ staff I for one would appreciate it if ONE of them would respond to what is in here. Let us know you ARE reading it. You started this post and now it is 4 pages long. Is it getting through to the NEW management? Please do chime in for us players. This is the post for the LAST not so great update. What are your response NQ?
  10. Like
    B4nd1t got a reaction from WooTiPanTz in 0.24 Phase One - Discussion Thread   
    Nearly every white material is now some sort of silverisch sh*t. Now there is no possibility to build white ships besides building it with plastic, brick or concret. 
    Aged alu is more white than white alu and matte white carbon fiber is a silver flickering mess. 
    I m very disappointed. 
     
    Cache reduction to 5-10GB...wtf guys? 
    Problem: Full market places. NQ Solution: more Parking spaces?! Rly? Seriously to reduce the lag you build more structures? 
     
    I m a german game designer and dudes, you got some serious problems in your problem vs solution conceptions.. 
  11. Like
    B4nd1t got a reaction from blundertwink in 0.24 Phase One - Discussion Thread   
    Nearly every white material is now some sort of silverisch sh*t. Now there is no possibility to build white ships besides building it with plastic, brick or concret. 
    Aged alu is more white than white alu and matte white carbon fiber is a silver flickering mess. 
    I m very disappointed. 
     
    Cache reduction to 5-10GB...wtf guys? 
    Problem: Full market places. NQ Solution: more Parking spaces?! Rly? Seriously to reduce the lag you build more structures? 
     
    I m a german game designer and dudes, you got some serious problems in your problem vs solution conceptions.. 
  12. Like
    B4nd1t got a reaction from FuriousPuppy in 0.24 Phase One - Discussion Thread   
    Nearly every white material is now some sort of silverisch sh*t. Now there is no possibility to build white ships besides building it with plastic, brick or concret. 
    Aged alu is more white than white alu and matte white carbon fiber is a silver flickering mess. 
    I m very disappointed. 
     
    Cache reduction to 5-10GB...wtf guys? 
    Problem: Full market places. NQ Solution: more Parking spaces?! Rly? Seriously to reduce the lag you build more structures? 
     
    I m a german game designer and dudes, you got some serious problems in your problem vs solution conceptions.. 
  13. Like
    B4nd1t reacted to Actimist in Just some Ideas   
    Having "moving parts" is something I an definitely against and NQ have also said they will not implement. If you ever played Space Engineers you'll know of the massive issues that arise. Sometimes I'd spend hours building a rig with loads of moving parts like lifts & drills on pistons etc. and as soon as I get in the cockpit there is a nuclear explosion and it's all gone haha
     
    However, there are some ideas here which could work. Because we do have a simple form of moving object, such as the landing gears and doors, I don't see why a couple more moving parts could be implemented like flaps and collapsible wings. The only way they would work is if you cannot place more elements on top of them. Moving objects much be standalone. For this reason, rotating joins and hinges are pretty much out of the question. 
     
    I do like the idea of a hovercraft seat which looks like a motorcycle seat! I give this +1 
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