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LaGrosseSlayeuse

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  1. Like
    LaGrosseSlayeuse reacted to Koruzarius in SAVE THE DATE: ATHENA ON PTS MARCH 31ST - discussion thread   
    Even if player markets are too much to code in, if we had:
    1) a Lua API for dispensers (activate/inactivate, set price/batch size, etc.), which also applied to...
    2) Reverse dispensers (giving quanta in exchange for items)
    3) An API for RDMS (less important than the first two, but still very good. Would allow us to have extra dispensers with auxiliary parts that unlock for players once they buy from one dispenser)
     
    That would basically allow the players to build our own markets very effectively.
    If we can't get player markets, at least getting that would really open the doors to better stable player run markets.
  2. Like
    LaGrosseSlayeuse reacted to Celestis in Gathering your questions for the Q&A on Wednesday, December 1st   
    Why hasn't the Codex (F1) been updated with information about the new Mining units?
     
    Why wasn't the Codex updated with information about the Schematics when that happened?
     
    The Codex is the easiest place to turn to for help whilst playing DU but it is becoming less and less useful.
     
    Please update the Codex with concise information whenever you introduce something new to the game.
     
    Having to scroll through pages of DU news outside the game is really inefficient as it's hard to know where to look and takes ages to find out one simple thing whereas the Codex (F1) used to be helpful.
  3. Like
    LaGrosseSlayeuse reacted to Omukuumi in Gathering your questions for the Q&A on Wednesday, December 1st   
    The "extractions efficiency" and "calibration charge efficiency" talents don't work in VR, like missions, you don't think this will worsen the imbalance between players with one/few accounts and those who abused with 40+ alpha key or else by being able to leave his characters on site or in the mission ship?

    This update is really difficult for new players, they can no longer easily use the services of other players for missions, especially in PVP where the presence of a foreigner on a ship is dangerous.
    VR is like using a robot remotely, how can you not carry a simple package with them and put it in a container?

    ---
     
    The changes in PVP are too weak and misguided to encourage interesting gameplay. He pushes people to play alone, in a ship without voxel, as small as possible and we lose everything that made the charm of DU, the multi crew.
    You have to review the functioning of the shield and the CCS, understand what your game can support the most and orient your balance around that, to allow all kinds of gameplay and not just single player gameplay.
     
    Do you think that a new round table around PVP would be possible? With the different groups that are involved in it, pirates as well as hauler pilot or roid miners.

    ---

    Do you plan to leave friendlist lock that won't refresh? Because to follow allies on the move or in combat, it has become very hard.
  4. Like
    LaGrosseSlayeuse reacted to W1zard in Gathering your questions for the Q&A on Wednesday, December 1st   
    With current shields and CCS mechanics it's encouraging playes to fly on different ships, not as a one big crew.
    Because you can have big ship with 40 mil CCS and 20 mil shields for two gunners, or you can have two different ships with 20 mil CCS and 20 mil shields each. (Which would result in more total HP)
     
    As DU is an MMO it should encourage players to fly together as a crew (at least that's how I see MMOs), but that's not the case currently. Will that be changed?
  5. Like
    LaGrosseSlayeuse reacted to Aranol in Gathering your questions for the Q&A on Wednesday, December 1st   
    Now, if you want quanta with mission, you need to subscribe many alt acount and let them disconnect on you mission ship instead of VR
    Removing VR mission is not a big change for multi account player, but it's a huge loss for real player that will spend more time for the same result.
    Now we need to warp, take the mission, and once the transport done, warp to destination and retrive mission
    I realy don't see the goal of that idea.
    It's also complety remove the hauler gameplay, I was use to to mission for may other player and of curse be payed for that
    So this year NQ remove :
    Hauler gameplay
    Combat Engineer gameplay
    Multi-crew PVP ship gameplay (still possible but useless)
    etc...

    any plan to bring back this gameplay to the game ?
  6. Like
    LaGrosseSlayeuse reacted to NQ-Deckard in DEVBLOG: TERRITORY UPKEEP   
    The Dual Universe Demeter update is fast-approaching. In addition to the geometry reset and the introduction of mining units, Territory Upkeep will also be part of the package. 
     
    Territory upkeep presents two benefits from a design standpoint: it should help prevent infinite land grabbing by introducing a constant financial constraint to massive land owners as well as provide a resource sink to help keep the economy in check. 
     
    We looked at different options to bring some form of balance in the control of territories. For example, the current setup for organizations, that allows infinite nested organizations, ruled out a progressive tax system, as nested organizations with one territory each can be created to only benefit from the lowest tax level. 

    OFFLINE, ONLINE AND TAXES
    For now, the cost of claiming a territory will be at a fixed price of 500,000 quanta. After the Demeter deployment, the territory will be free from taxes for three days, which is the equivalent of having a tax break for the first week. 
     

     
    Accessing the Territory interface through the Wallet menu will show you a list of your territories and their stored funds. Here is where you will add quanta to the balance for any of your territories. Taxes will automatically be withdrawn from this balance at a rate of 1,000,000 quanta per week. Each territory can hold up to 13 weeks of quanta.
     
    Territories with unpaid taxes will go offline. Once funds have been added, you will be able to activate the territory once again and it will come back online, allowing mining and industry processes to be restarted. If the territory was online before the tax was successfully withdrawn, industry and mining will simply continue to run.
     
    In the event that the territory successfully pays its tax, and the balance is reduced below the point that the next taxation cycle will have insufficient funds, a notification will be sent to the owner or the legates of the organization that owns the territory.
     
    If the territory does not have enough quanta to cover the week, the territory will go offline and cease all mining and industry operations and a reminder notification will be sent to the territory owner or legates of the organization that owns the territory. During this period, the affected territory will not contribute to the adjacency bonus of the mining units.
     
    If a territory remains offline for two consecutive tax cycles (two weeks in total), the ownership to the territory is lost and it becomes abandoned, unless that territory is flagged as a headquarters from the territory interface.

    HEADQUARTERS
    Each player will be able to assign five territories as their headquarters. These territories do not lose ownership when offline and remain in the players' ownership even if taxes are unpaid for longer than the two week grace period. This feature is only available to player-owned, not organization-owned, territories. We will monitor how this develops; in the future, these territories may be subject to the loss of their headquarters state if the account in question is unsubscribed; however this will not be the case in Demeter. 

    TERRITORY EXCHANGE
    To allow for the transfer of territory ownership to another player or organization, a territory can now be tokenized. By simply right-clicking on the territory unit, a token can be generated similar to the way constructs can be tokenized. Once tokenized, the territory will be frozen, preventing the deployment of new static constructs and terraforming operations. Mining and industry units placed on the territory will continue working as intended so long as the upkeep taxes are paid. 
     

     
    The token itself will contain information about the territory and the static constructs deployed on it. Although it can be used to take ownership of that territory, this does not grant ownership of the static constructs on it. The quanta balance of that territory will transfer with the territory to the new owner.
     

     
    If the token expires, it disappears and the territory will be unfrozen and remain in the token creator's ownership.

    REQUISITIONING CONSTRUCTS
    While territories can be lost by remaining offline due to unpaid taxes or they can be traded to other entities, static constructs may still be present on those territories.
     
    The new owner of a territory can requisition any static construct present on his territory. Requisitioning will start a two-week window where the new territory owner must allow access to the static construct for the former owner and where the former owner of the static construct is able to remove that static construct by dismantling and removing it from the territory. If the static construct is still present after two weeks, its ownership will automatically be transferred to the new owner of the territory. Constructs on abandoned territories that haven’t been claimed by a new owner can’t be requisitioned though. 

    STARTING WITH DEMETER…
    We understand that players will need some time to adjust to the new Territory Upkeep system. In order to allow time to prepare, the first tax payments will be subtracted from the territories two weeks after the Demeter release date. Once the update is live, we will announce the exact date and time the first tax cycle will begin. 
     
    CAVEATS AND COMMENTS
    As with most new systems, many things are subject to change, including UI, naming conventions, tax rates, etc. Your feedback has already made a difference as the system was being developed, and we’ll continue to look at our players’ input to see what further adjustments need to be made. Share your thoughts in this forum thread. 
     
  7. Like
    LaGrosseSlayeuse got a reaction from Ruperthon in Call for Demeter-related questions   
    Today it is possible that several solo players have a large main building shared on 3 tiles. This means that you will directly impose on him 3 Millions per week whereas today he was building quietly in his corner. The price of the tax is much too high and the problem with this tax is that money disappears from the games, it is not money that passes between the players.
    Then today you started with the reasoning that the mining unit would generate ore that would be sold to generate money to pay for the tiles. What happens if the mineral market suddenly collapses? This method of generating kantas would then no longer be possible and there would therefore remain the missions, thus forcing the players to do missions.
    We must find a fair balance between everything then either it is the increase in the quantities per tile and go from an average of 250l / h to 2500l / h for example or then we must greatly review this tax.
    The advantage of the ore veins was to give a boost to the seekers when there was for example a great need for voxels. Today there are asteroids to hope to release a large quantity of minerals or the market but still there must be some kantas in the pockets of the players.
    An important request that should be updated quickly: A "streamer mode" which would hide information such as the name of the asteroid where we are digging, this reveals our position for pvp players ...
  8. Like
    LaGrosseSlayeuse got a reaction from jkspartan in Call for Demeter-related questions   
    Today it is possible that several solo players have a large main building shared on 3 tiles. This means that you will directly impose on him 3 Millions per week whereas today he was building quietly in his corner. The price of the tax is much too high and the problem with this tax is that money disappears from the games, it is not money that passes between the players.
    Then today you started with the reasoning that the mining unit would generate ore that would be sold to generate money to pay for the tiles. What happens if the mineral market suddenly collapses? This method of generating kantas would then no longer be possible and there would therefore remain the missions, thus forcing the players to do missions.
    We must find a fair balance between everything then either it is the increase in the quantities per tile and go from an average of 250l / h to 2500l / h for example or then we must greatly review this tax.
    The advantage of the ore veins was to give a boost to the seekers when there was for example a great need for voxels. Today there are asteroids to hope to release a large quantity of minerals or the market but still there must be some kantas in the pockets of the players.
    An important request that should be updated quickly: A "streamer mode" which would hide information such as the name of the asteroid where we are digging, this reveals our position for pvp players ...
  9. Like
    LaGrosseSlayeuse reacted to jkspartan in Call for Demeter-related questions   
    So if they NQ are so hell bent for leather and decide to keep this update as is an push it out without any or minor changes then the following items mentioned MUST be increased:
     
    1. The amount of ore per tile or as you NQ have it in the update the amount of ore available in the pool and the diversity of that pool in addition to the amount of each type or tier  
    2. The amount of safe zone asteroids 12 to X number is not going to cut it, there needs to be at least 20 to 50 per week 
    3. On the subject of asteroids have chance weekly that an advanced will spawn in the SZ, I understand rare and exotic in PVP space but give new players a chance at those higher asteroids with higher tier ore
    4. If you all are bent on keeping the taxes that high per week then not only do the above but also increase the payout and number of SZ (safe zone) missions. 
    5. In addition to these above suggestions and in line with taxes increase the daily payout to 250,000 this will incentivize players to log in and give NQ a chance to give the taxes back to the community and spur the economy.
     
    Or
     
    You (NQ) could do none of these and ignore the countless other suggestions and comments barreling full steam ahead to the rapid end of this game.  You have something great and it can be made better, as I have said you are not going to please everyone all the time its a give and take. The community is very diverse in this game and that is a good thing for everyone I have met people from all over the world in my time in MMOs. I mean think about it this way we are all coming together to achieve a common goal when is the times of this world we live in does that happen in any one persons country. 
     
    Some of us come here to escape the stresses of life, whether it be our job, family issues or the many other things any given person could be going through we come here for community, fun, creativity and for some a chance to belong to something bigger if you so choose to be in a massive Org. Please listen to the community and give us feedback that you are listening and you are looking at these comments as you have asked us to do so many times.   
  10. Like
    LaGrosseSlayeuse reacted to Hagbard in Call for Demeter-related questions   
    i just opened another thread just before this Q/A was created...
    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.
     
  11. Like
    LaGrosseSlayeuse reacted to Knight-Sevy in DEVBLOG: INSIDE ARES, PART TWO - Discussion Thread   
    I will focus my observations on anything that can relate only to Apollo (0.26.2) and Ares (0.26.12).

    I won't go into the details of the bugs, these are things that will most certainly be fixed quickly, I feel like I performed better, but there are still a few crashes. A bug that always occurs is having its seat in the state "used by another entity" for example
     
    1 - Condition of use of the shield
    When you introduce the S and M size constructs into the fight, how are you going to balance the fact that it is possible to put L shields on them?
    Aren't you worried that all ships have to equip an item of this size to be viable in PvP?
    Do we really have to say goodbye to any attempt at Design on an S ship?
     
    2 - Shield vs Voxel
    The shield is free hp. Voxels require quanta, weight, and volume to be used. They are also impacted by the CCS what the shield ignores. There is an imbalance between these 2 means of defense.
    How do you plan to solve this problem?
     
    3 - Quality of Voxels
    Top tier voxels do not reflect in their quality the investment required to use them. The upper thirds are rare, can be found in hostile environments, require more time (harvesting, refining, manufacturing), require higher tier shematic and industry ...
    Example on “heavy” voxels for relation to T1
    T1: Price 100% / HP 100%
    T2: Price 289% / HP 101%
    Q3: Price 532% / HP 107%
    Q4: Price 1193% / HP 122%
    T5: Price 3228% / HP 128%
    The CCS is one thing, but we must not neglect the basic gross hp of the constructs.
    What do you plan to do to enable the player to use the higher quality voxels?
     
    4 - Chance of hit
    I always kill an XS ship several hundred kilometers away with a few hits.
    I think it can be very frustrating for a player to die this way so easily and quickly with no escape.
    Do you think about fixing that and not allowing the XS / S ship to be annihilated from this far?
     
    5 - Maneuverability of L ships
    With the leverage effect on adjusters and larger build boxes, an L-core is easily far more responsive on its rotations than a smaller vessel.
    How do you plan to fix this and allow hunters to have a real mobility advantage?
     
    6 - Combat and Vmax
    Currently during a PvP engagement the adversary in difficulty will seek to reach Vmax as quickly as possible.
    This brings several problems:
     
    6 A --- Quantum and time investment for PvP
    - In order to be able to escape or catch up with the runaways, the players must use ships with a very high engine power. This increases fuel consumption and the overall price of ships. This requires players to make a huge investment in order to be able to participate in PvP.
    How are you going to democratize PvP accessibility to as many people as possible?
     
    6 B --- Disadvantage during combat at 30k km for ships other than L
    Once ships are at high speed, smaller sizes such as XS / S / M are at a disadvantage due to their lower combat range. If their trajectory varies slightly, they risk losing the possibility of firing on their target. While the ship L can still shoot him.
    How are you going to allow smaller ships to catch up with larger ships so they can get in touch and use their weapons?
     
    6 C --- High speed combat achievement.
    It is common for players to log out (intentionally or not) during a PvP engagement. When the player is no longer on board, the ship stops. You are also forced to brake and then re-accelerate when your opponent reconnects.
    How do you plan to solve this problem?
     
    6 D --- Future mechanics
    Can you tell us if you think in the near future to introduce a game mechanic that could interfere with the speed / maneuverability of an enemy ship?
    Ammunition that slows down the enemy, tractor beam, gravitational influence?
     
    7 - Impact of the cross section:
    The cross section does not influence the time to kill an XS or S fighter in any way, it's really speed. few seconde and it down.
    On the other hand, it is far too decisive in a fight between an L nano ship and an L ship resembling a large ship.
    A voxel ship that suffers 100% hit against a nano that suffers 50% is at a huge disadvantage.
    It takes a huge amount of voxel, which makes the ship twice as expensive, also adds several hundred tons of voxel and slows the ship down by that much.
    What do you plan to do to remedy this problem?
  12. Like
    LaGrosseSlayeuse reacted to CptLoRes in VIDEO: THE HUNT FOR A-CFJ-749 - Discussion Thread   
    Great video, but it has the exact same problem as the older "This is Dual Universe" video.
    Meaning it does not represent actual game play. And anyone getting a subscription based on the video will be in for a rude awakening.
  13. Like
    LaGrosseSlayeuse got a reaction from Snapster in Nettoyage automatique des Markets   
    Bonjour NQ,
    Bonjour la communauté de DU.
    Oui mon poste va être en français pour être bien compris plutôt que d'éviter un Google Trad tout pourris. je laisse le soin aux Support/Dev FR de transférer aux équipes EN si besoin.
     
    Un gros sujet qui revient à répétition est le sujet des MARKETS qui font ramer surtout ceux d'Alioth et encore plus le numéro 6.
    Ce problème ne dérange pas 1% de la population de joueurs qui sont juste ceux qui ajoutes des cores dynamique encore et encore avec des pubs ou markets mobiles.
    Tout vaisseaux dynamique présent dans les tuiles APHELIA et inactif pendant un certains temps (à vous de choisir 20-48h? une semaine?) sera transformé en magique blueprint et déposé dans un "dispenser" ou "market unit" qui comme pour le retrait d'objets au market est personnel par joueurs. 
    Cela permettrait ainsi un nettoyage propre des markets, l'arrêt de script tournants en boucle dans ses zones.
     
    Bonus: Organisation d'un concours par NQ à destination de la communauté (dernier challenge c'était la station spatiale il me semble)
    La construction sur un Core M ou L d'une "FOURRIERE" à vaisseaux . 1-2 mois de durée du concours.
    La plus belle FOURRIERE ou les plus belles seront utilisées et déposées sur chaque planètes  par NQ et les dispensers seront posés dans ses batiments. 
     
    Cordialement,
  14. Like
    LaGrosseSlayeuse got a reaction from matman2a in Nettoyage automatique des Markets   
    Bonjour NQ,
    Bonjour la communauté de DU.
    Oui mon poste va être en français pour être bien compris plutôt que d'éviter un Google Trad tout pourris. je laisse le soin aux Support/Dev FR de transférer aux équipes EN si besoin.
     
    Un gros sujet qui revient à répétition est le sujet des MARKETS qui font ramer surtout ceux d'Alioth et encore plus le numéro 6.
    Ce problème ne dérange pas 1% de la population de joueurs qui sont juste ceux qui ajoutes des cores dynamique encore et encore avec des pubs ou markets mobiles.
    Tout vaisseaux dynamique présent dans les tuiles APHELIA et inactif pendant un certains temps (à vous de choisir 20-48h? une semaine?) sera transformé en magique blueprint et déposé dans un "dispenser" ou "market unit" qui comme pour le retrait d'objets au market est personnel par joueurs. 
    Cela permettrait ainsi un nettoyage propre des markets, l'arrêt de script tournants en boucle dans ses zones.
     
    Bonus: Organisation d'un concours par NQ à destination de la communauté (dernier challenge c'était la station spatiale il me semble)
    La construction sur un Core M ou L d'une "FOURRIERE" à vaisseaux . 1-2 mois de durée du concours.
    La plus belle FOURRIERE ou les plus belles seront utilisées et déposées sur chaque planètes  par NQ et les dispensers seront posés dans ses batiments. 
     
    Cordialement,
  15. Like
    LaGrosseSlayeuse got a reaction from Omukuumi in Nettoyage automatique des Markets   
    Bonjour NQ,
    Bonjour la communauté de DU.
    Oui mon poste va être en français pour être bien compris plutôt que d'éviter un Google Trad tout pourris. je laisse le soin aux Support/Dev FR de transférer aux équipes EN si besoin.
     
    Un gros sujet qui revient à répétition est le sujet des MARKETS qui font ramer surtout ceux d'Alioth et encore plus le numéro 6.
    Ce problème ne dérange pas 1% de la population de joueurs qui sont juste ceux qui ajoutes des cores dynamique encore et encore avec des pubs ou markets mobiles.
    Tout vaisseaux dynamique présent dans les tuiles APHELIA et inactif pendant un certains temps (à vous de choisir 20-48h? une semaine?) sera transformé en magique blueprint et déposé dans un "dispenser" ou "market unit" qui comme pour le retrait d'objets au market est personnel par joueurs. 
    Cela permettrait ainsi un nettoyage propre des markets, l'arrêt de script tournants en boucle dans ses zones.
     
    Bonus: Organisation d'un concours par NQ à destination de la communauté (dernier challenge c'était la station spatiale il me semble)
    La construction sur un Core M ou L d'une "FOURRIERE" à vaisseaux . 1-2 mois de durée du concours.
    La plus belle FOURRIERE ou les plus belles seront utilisées et déposées sur chaque planètes  par NQ et les dispensers seront posés dans ses batiments. 
     
    Cordialement,
  16. Like
    LaGrosseSlayeuse got a reaction from Akthurya in Nettoyage automatique des Markets   
    Bonjour NQ,
    Bonjour la communauté de DU.
    Oui mon poste va être en français pour être bien compris plutôt que d'éviter un Google Trad tout pourris. je laisse le soin aux Support/Dev FR de transférer aux équipes EN si besoin.
     
    Un gros sujet qui revient à répétition est le sujet des MARKETS qui font ramer surtout ceux d'Alioth et encore plus le numéro 6.
    Ce problème ne dérange pas 1% de la population de joueurs qui sont juste ceux qui ajoutes des cores dynamique encore et encore avec des pubs ou markets mobiles.
    Tout vaisseaux dynamique présent dans les tuiles APHELIA et inactif pendant un certains temps (à vous de choisir 20-48h? une semaine?) sera transformé en magique blueprint et déposé dans un "dispenser" ou "market unit" qui comme pour le retrait d'objets au market est personnel par joueurs. 
    Cela permettrait ainsi un nettoyage propre des markets, l'arrêt de script tournants en boucle dans ses zones.
     
    Bonus: Organisation d'un concours par NQ à destination de la communauté (dernier challenge c'était la station spatiale il me semble)
    La construction sur un Core M ou L d'une "FOURRIERE" à vaisseaux . 1-2 mois de durée du concours.
    La plus belle FOURRIERE ou les plus belles seront utilisées et déposées sur chaque planètes  par NQ et les dispensers seront posés dans ses batiments. 
     
    Cordialement,
  17. Like
    LaGrosseSlayeuse got a reaction from Hagbarrok in Nettoyage automatique des Markets   
    Bonjour NQ,
    Bonjour la communauté de DU.
    Oui mon poste va être en français pour être bien compris plutôt que d'éviter un Google Trad tout pourris. je laisse le soin aux Support/Dev FR de transférer aux équipes EN si besoin.
     
    Un gros sujet qui revient à répétition est le sujet des MARKETS qui font ramer surtout ceux d'Alioth et encore plus le numéro 6.
    Ce problème ne dérange pas 1% de la population de joueurs qui sont juste ceux qui ajoutes des cores dynamique encore et encore avec des pubs ou markets mobiles.
    Tout vaisseaux dynamique présent dans les tuiles APHELIA et inactif pendant un certains temps (à vous de choisir 20-48h? une semaine?) sera transformé en magique blueprint et déposé dans un "dispenser" ou "market unit" qui comme pour le retrait d'objets au market est personnel par joueurs. 
    Cela permettrait ainsi un nettoyage propre des markets, l'arrêt de script tournants en boucle dans ses zones.
     
    Bonus: Organisation d'un concours par NQ à destination de la communauté (dernier challenge c'était la station spatiale il me semble)
    La construction sur un Core M ou L d'une "FOURRIERE" à vaisseaux . 1-2 mois de durée du concours.
    La plus belle FOURRIERE ou les plus belles seront utilisées et déposées sur chaque planètes  par NQ et les dispensers seront posés dans ses batiments. 
     
    Cordialement,
  18. Like
    LaGrosseSlayeuse got a reaction from Shaman in DEVBLOG: PVP COMMUNIQUÉ - Discussion Thread   
    Hello,
    Same the weapon size limit per core size I think you need to do the same work to the shield.
    Core XS= extra small shield
    Core S = small shield / extra small shield
    Core M = medium shield /  small shield / extra small shield
    Core L = Large Shield / medium shield /  small shield / extra small shield
     
    For my opinion I think you need update lock distance on radar to come back at the latest value exemple:
    Space radar XS => 150km core XS  / 200km core S / 250km core M / 300km core L
    Space radar S => 150km core XS  / 200km core S / 250km core M / 300km core L 
    Space radar M => 150km core XS  / 200km core S / 250km core M / 300km core L
    Space radar L => 150km core XS  / 200km core S / 250km core M / 300km core L
    Because now xs ship can't have L weapon but only xs weapon so I think it's not a problem to a L ship with Large shield to take 15/20 hit of the xs weapon.
    The problem currently is that a small vessel has no chance of approaching a large vessel, it will be destroyed before, especially given the life of the cockpit.
     
  19. Like
    LaGrosseSlayeuse got a reaction from Hagbarrok in DEVBLOG: PVP COMMUNIQUÉ - Discussion Thread   
    Hello,
    Same the weapon size limit per core size I think you need to do the same work to the shield.
    Core XS= extra small shield
    Core S = small shield / extra small shield
    Core M = medium shield /  small shield / extra small shield
    Core L = Large Shield / medium shield /  small shield / extra small shield
     
    For my opinion I think you need update lock distance on radar to come back at the latest value exemple:
    Space radar XS => 150km core XS  / 200km core S / 250km core M / 300km core L
    Space radar S => 150km core XS  / 200km core S / 250km core M / 300km core L 
    Space radar M => 150km core XS  / 200km core S / 250km core M / 300km core L
    Space radar L => 150km core XS  / 200km core S / 250km core M / 300km core L
    Because now xs ship can't have L weapon but only xs weapon so I think it's not a problem to a L ship with Large shield to take 15/20 hit of the xs weapon.
    The problem currently is that a small vessel has no chance of approaching a large vessel, it will be destroyed before, especially given the life of the cockpit.
     
  20. Like
    LaGrosseSlayeuse reacted to Musclethorpe in DEVBLOG: PVP COMMUNIQUÉ - Discussion Thread   
    Remove the ability to go into build mode while the PvP timer is active. There is no legitimate reason why players should be doing this during a battle. You've added your jetpack feature, now make people use it and all the pitfalls that come with being outside of a ship while it's in motion.
  21. Like
    LaGrosseSlayeuse reacted to Oxdale in Mass Player Tracking Projects & Spying   
    OK, let's do this.
     
    Hi, I'm Oxdale, Founder and Associate at Huginn & Muninn Associates. I'm also the founder of the Old Guard of Gaia (this detail is important), an organisation for which I took a back seat some month ago (burn out), but the OGG values are still alive !
     
    I made and deployed the BIRD. This is not my main service but an experimental system I'm still working on.
     
    The goal :
    As I said, I found the Old Guard of Gaia, whose values are independance, balance, immersion and respect. My ultimate goal is to live in an immersive world, where relations between "evil"&"good", "PvP"&"Carebear", "Casual"&"Hardcore", ... are balanced and sustainable on the long term, and where players have respect even if characters can spit on each other with a smile. It has always been my motivations. You can find my interventions on this forum, long before I even have the idea of Huginn&Muninn.
     
    The idea :
    I'm developing a service to help organization and any players to protect themselves against scammers, freePK, trolls, thieves, serial-org-quitters and every toxic behavior we could find. Because currently, those action can be made with full impunity and it's nearly impossible to prevent this. I'm trying to find a way. 
     
    And thus, this is not a surprise some dislikes this service. Choose your side.
     
    The service : 
    It is a paid service, indeed. Because I need to pay fuel, scrap, cells and spare elements of my ship. But I told all my current clients that friendship, safe shelter, fuel&repairs and visits is a sufficient payment for me. Information is also a kind of payment I accept with great pleasure.I don't care earning money, I just want to explore and make contacts with the noveans (also an OGG concept). Furthermore, trading allows me to fly my ship. 
     
    I wanted it independant from any organization because it's not a domination tool. On the contrary, it is a leveling tool. But don't be fooled : big organization has the same, and probably more. I'm here also for the little ones.
     
    The code : 
    The BIRD are running strictly the same code you can find around any serious base or ship around and I'm still developing it to consume less and less resources, regarding the heavy limitations NQ already enforce for Lua scripts, especially around markets (Alioth ...). Believe me, I don't like cluttered market neither, so I made it, I hope, quite aesthetic, small, immersive and not on the paths. Moreover, the script is just an on/off run, it does not last more than 500ms.
     
    Everything I read about what I can do with Lua is really pure fantasy. This is a basic piece of code. All the refinements are for ingame performance and exploitation.
     
     
     
    Now some reactions to what I read here : 
     
    First point : if I wanted to spy, I won't describe Huginn&Muninn Associates as an intelligence and security agency, this is in the public description from the beginning. And, obviously, I wouldn't put this as a full white pillars with crows from a Huginn&Muninn org (any simple research on Google would give you a lot of hints). If I was an evil hidden spy, I would do like some others already do : put "trade", "recruitment", "mission" or "get fuel" booth and hide sensors, or just land a little speeder with some code in it. There are so many ways to hide it visually (even if it would have been detected in the Lua channel tab). I chose to show it with some elegance.
     
    Second point : some are surprised Lua is executing code on their pc. It's how Lua  works, and how it is working in DU from the beginning. And news for them : same for every single line of javascript on a web page. And there are A LOT of it, and far more harmful than gather avatar ids in a video game.
     
    Third point : This is an emergent gameplay. If NQ doesn't consider it the same, no problem. I'll do something else.
     
    I won't intervene anymore in this thread because I think I've written all of it. But I would be glad to chat on Discord with you about this.
     
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