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Palis Airuta

Alpha Tester
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  1. Like
    Palis Airuta reacted to Kurock in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    I have never read a bigger pile of one-sided bullsh*t basically advocating for full wipe in order to easily do away with schematics.  Just announce the decision and get it over with.

    At beginning of beta it was announced "no more wipes except as required for updates" (like the mining update that was done).  So if NQ do decide to wipe, it would be yet another promise broken.  This also completely ignores that people have been paying monthly to play...

    As for "removing unfair advantage" and "level playing field". These are fallacies to help people sleep better at night.  The players with the know how will return to the positions of abundance they have now in short order.   There will always be "haves" and "have nots".   All a wipe does is a slap in the face of the people that put time into the game after being told a wipe would not happen.
     
    Make a system that creates schematics rather than remove them.  The problem with schematics, like the markets, is that they do not give player agency.  A player cannot make a schematic at all, they have to be bought.  Make science research a thing.

    Cons for wipe have already been mentioned:   As I said, the "NQ thoughts" are heavily aligned to a wipe disregarding promises and small details like leaving an empty world, avid supporters of the game just leave, and paying customers just get their stuff removed.  

    What a wipe also does is remove the history of DU such as it is... like Thoramine.  Deleting a piece of DU history like that is unforgivable.
  2. Like
    Palis Airuta got a reaction from PennyPriddy in Ask Aphelia Episode #8 Discussion Thread   
    In the clip you gave the players the impression they could put all their assets on Sanctuary, take a break for 3months (from today), come back ( in November) and your assets are still there. Can you confirm that this is the case? 
  3. Like
    Palis Airuta got a reaction from BaltimoreJones in Ask Aphelia Episode #8 Discussion Thread   
    In the clip you gave the players the impression they could put all their assets on Sanctuary, take a break for 3months (from today), come back ( in November) and your assets are still there. Can you confirm that this is the case? 
  4. Like
    Palis Airuta reacted to Roustabout in Mining Units: A weeklong in-depth review   
    Background / Summary
    I backed DU early on and have three accounts - honestly, I tried to give my beta keys away to friends, but no one wanted them.  So, I have a character dedicated to mining / refining, one to piloting, and one to industry.  All three have some combination of radar, gunnery, and ammo skills.  Each of them is around 50M skill points.
     
    My play time prior to Demeter could be classified into three categories, active, passive, and mindless.  The active playtime involved building, pvp, asteroid mining, or using the markets.  I’m sure most of you reading this know the autopilot time as you scanned an asteroid or traveled to a planet.  This is the passive; dare I say AFK time.   What I call mindless time includes digging around in an unclaimed tile, you could simply zone out, watch a video, or listen to music.  I liked this time, it was relaxing, easy, and still offered progression without any risk.
     
    Prior to Demeter, On average, I spent about 3 hours each day playing DU.  About half of this time was active or mindless mining and the other half was some mix of ship building, industry, or solo pvp.  Occasionally, I would spend an entire session repairing my ship because...well you dicks with the giant towers know why.
     
    On an average day, I would generate $46M.  About half was ground mining and the other half Asteroid mining.  This worked out to about $30M / hour of money making activity.

    With the advent of Demeter, the mindless playtime has disappeared.  My playtime has shifted to only two categories and the overwhelming majority of my playtime is now active and focused on three tasks - calibrating, hauling ore, and picking up ore from the bonus ground spawn.  The passive time is almost non-existent and involves flying 60km on the same planet.
     
    After playing the minigame 15 times, trudging out to some random spot to collect between 2 and 4k ore, and then doing my best impression of a garbage man picking up all the auto-ore from 14 containers, I generate on average $10M over 90 minutes or about $6.7M / hour.  I could probably generate $30M / hour asteroid mining again but that would be at an opportunity cost of the passive ore mining or I would have to fully dedicate my entire 3 hour play time to money making activities.
     
    The real takeaway here is that my money making active playtime has shifted from scanning and mining to babysitting autominers and picking up ground ore - both steps down in the level of fun and engagement. Sure, I could go back to asteroid mining exclusively and will likely get to that point but for the purposes of this dsicussion, I focused on really exercising the auto mining system.  
    Additionally, to keep the automiers at a reasonable level (not even optimal) I have had to set timers, reminders, and build a spreadsheet to track the decay so I’m hitting the right autominers at the right times and carefully balancing my calibration charges.  While I’m perfectly capable of managing all this, it is quite annoying and doesn’t lead to long term engaging gameplay.
    At the current market rates, I’m able to generate about $5M per tile per week.   My tiles are probably slightly above average but are all T1 and similar to most of everything else I have seen around Alioth - so nothing special here.  
     
    I have seen several posts of people complaining the taxes are too high and hopefully the next section will help show how to make automining profitable.
     

    Setup
    I put some of the refunded mining skills into the “on deploy” auto mining skills on my main mining character and had all three characters train to 4 4 3 3 (Calibration Charge Optimization / Efficiency at 4 and Improved versions at 3).  So, as far as investment into auto mining goes, I’m pretty deep but not outside of what most folks can do with a week of skill training.  This gives the three characters the ability to comfortably manage 60+ autominers across 14 territories.   A single character with 10 days of training can easily handle 7 territories - perhaps not at a perfectly optimal level but enough for a good profit margin.
     
    While I was fortunate enough to have some scanners already available, I haven't found many territories that couldn't turn a profit with proper management.  The tiles that had 500 of one ore are best as you can get 4 miners working that tile with no leftover.  But most tiles offered at least 3 full miners and some partial miners.  The proximity bonus is key so simply picking a spot that has 7 open tiles will almost always yield a profit.
     
    I currently have 14 T1 Territories with 7 being very bauxite heavy and the other 7 evenly distributed across all 4 T1 ore types.  There are 63 autominers currently running with the lowest base rate being 70 and the highest being 125.  With the territory bonus, the optimal rate ranges from 126 to 226 per hour with most clustered at 183 per hour.
     
    For production bonus purposes, the tiles are clustered around a center which means one tile gets a 60% bump and all others get a 30% bump.
     
    In order to maintain this, I do need to log in every day so I don’t overcap my calibration charges.  My characters generate 5.7 calibration charges per day and if I don’t use them every day, I lose 1.4 charges.  With current skills I can refill between 60% and 72% if I get lucky with the minigame.  If I don't get lucky, it's around 57% which means I need to calibrate when a mining unit decays to between 30% and 50%.  While I may over cap the 100%, I found calibrating when the unit is between 40% and 45% is the safest time.  The tracking sheet below highlight the units that need adjusting.
     
    Given the base rate of 125 for most of the miners, I can usually get 4 full miners on a tile and one partial. On the 60% bonus tile I see around 1.1KL / hr of total ore and my lowest tile currently generating around 500 L / hr.  Optimal generation is around 700 L / hr on average.  I have also found that unless the unit is on a 60% tile, a rate below 90 would be better deployed elsewhere as it relates to spending calibration charges - there is something to be said about convenience so I have a few mining below that rate, but they are lower priority to calibrate.
     
    Bonus Ore
    Each day I spend about 15 calibration points and get an average of 3k bonus ore which works out to 45,000 L in bonus ore or about $2M income.  Getting the bonus ore is relatively quick but tedious and feels like a chore.  The bonus ore makes up 20% of the weekly income so it is unfortunately required to maximize the tile.  Without the bonus ore, I would still see a profit but it would reduce down to $44M / week (still not bad).
     
    Sample Tracking

     
     
    Financial Analysis
    Initial Investment
    Territory Unit: $175k -> $2.45M
    Territory Claim Fee: $500k -> $7M
    Small Static Core: 12K -> $168K
    Basic Mining Unit L: $175K -> $11M
    Container L: $300K -> $4.2M
    -------------------------------------
    Total Investment: $24,800,000
    Time to setup: 8 Hours
     
    I should note I have a ship with two L containers that handles the logistics.  This ship costs about $15M.
     
     
    Maintenance Costs
    Nitron Fuel: $70,000 / week
    Scrap for those unexpected times:  $250,000 / week
    Territory Tax: $1,000,000 / week -> $14,000,000 / week
    -------------------------------------
    Total Maintenance per week: $14,320,000
    Maintenance Time: 90 minutes / day or 10 hours each week
     
     
    Income
    Raw Sales: $72,000,000
     
     
    Balance Sheet (Week to Week expectation)
    Expenses: $14,320,000
    Income: $72,000,000
    -------------------------------------
    Net: $57,680,000
     
    Given the initial investment of $24,800,000, I fully covered this investment in 4 days and had a first week pure profit of about $16,600,000.  
    This works out to a little over $1.7M / Hour of play time in the first week. I expect around $6M / hour of playtime next week
     
    Territory Summary

     
    Daily Log

     
     
     
    Bugs
    Can’t access the Calibration menu that tells me things like when it was last calibrated and the location of the surface ore pop if I have no calibration charges Tooltip on Adjacency doesn’t have a % indicator -  should be  “a 30% bonus” not "a 30 bonus" The small 50L of ore are physically much smaller than the normal surface rocks that only deliver 20L of ore The harvest time on the bonus ore is not scaled with the regular surface ore - it takes less time to harvest the 50L and 150L rocks than it does the normal 20L ore The bonus rocks are labeled incorrectly, they show up as their pure counterparts instead of the raw ore label; Aluminum Rock vs Bauxite Rock
    Improvement Suggestions
    As mentioned in the Q&A, the transition screens on the minigame are painfully slow.  Can we eliminate or speed them up? The current reasonable cap of calibration charges is 9.  You can get more by investing more skill points but 9 feels like where most folks will end up given there are far more interesting skills to train.  I’d like to see this cap at least doubled if not tripled (or removed all together, why cap it?)  If I decide not to play for a few days, I over cap and there is an opportunity loss. Where can I see my current calibration charges?  Or is the Autominer UI the only spot?  I’d like to be able to see the current calibration charges on some character screen. The minigame is prone to RNG which causes a reduction in income for things that are outside of my control.  Could we have some of the mining unit skills affect the size off the tools in the minigame so that if I choose to invest points in those skills, I see my efforts less affected by RNG? The bonus ore is nice for the minigame but it's a chore to go out and collect it.  Can we have it simply deposited into the container The surface rocks offer a performant way to create a small faucet and give new players a way to earn money.  However, the way they are designed is both tedious to gather and painful to look at. Could we instead have larger nodes that leverage the mining talents spawn on the surface and offer the same amount of ore just more concentrated?  We could even add a piece of equipment that allows me to scan my territory to identify these pockets or leverage the territory scanner.
     
  5. Like
    Palis Airuta got a reaction from Yoarii in Ask Aphelia Episode #8 Discussion Thread   
    In the clip you gave the players the impression they could put all their assets on Sanctuary, take a break for 3months (from today), come back ( in November) and your assets are still there. Can you confirm that this is the case? 
  6. Like
    Palis Airuta got a reaction from Messaline in Ask Aphelia Episode #8 Discussion Thread   
    In the clip you gave the players the impression they could put all their assets on Sanctuary, take a break for 3months (from today), come back ( in November) and your assets are still there. Can you confirm that this is the case? 
  7. Like
    Palis Airuta got a reaction from Novean-32184 in Ask Aphelia Episode #8 Discussion Thread   
    In the clip you gave the players the impression they could put all their assets on Sanctuary, take a break for 3months (from today), come back ( in November) and your assets are still there. Can you confirm that this is the case? 
  8. Like
    Palis Airuta got a reaction from Zarcata in Ask Aphelia Episode #8 Discussion Thread   
    In the clip you gave the players the impression they could put all their assets on Sanctuary, take a break for 3months (from today), come back ( in November) and your assets are still there. Can you confirm that this is the case? 
  9. Like
    Palis Airuta reacted to blazemonger in DEVBLOG: THE ALIOTH EXCHANGE - discussion thread   
    The current district buildings are all but irrelevant by now. All they hold are the teleports to other disctricts and the shuttles to Haven and Sancuary.
     
    NQ should reporpose these to house a location where they integrate du-creators.org into the game. They have everything they need to be able tp do this avalaible in game allready. Much less overhead and far wider reach.
     
    You see something you like? You can teleport there from the exchange and bring a blueprint back as opposed to normal VR pods.
     
    As the locations are already in place and the district buildings effectively are where new players enter Alioth (usingt the shuttle), itis a great way to introduce them to this site and offer a ways to use it in an intuitive and simple way without having to leave the game.
     
     
  10. Like
    Palis Airuta reacted to Yoarii in What kind of in-game events would you like to see in Dual Universe?   
    This. So much this. We're already trying, but imagine what can be done if NQ actually starts supporting the "player driven" pitch!
  11. Like
    Palis Airuta reacted to Endstar in What kind of in-game events would you like to see in Dual Universe?   
    Take the ideas shared here and make game systems allowing the player base to create similar things. If the tools exist to empower players to create quests/treasure hunts/and other adventures the community will create events and content for as long as the game is online. While some of this is possible it takes a lot of advance means to achieve today. Give us better systems to create more player content and get out of the way! 
     
    Please NQ take the time to empower the player base once and enjoy the benefit of players content for lifespan of the game. We need not be given fish; we need to be given the tools to fish.
  12. Like
    Palis Airuta reacted to Gottchar in What kind of in-game events would you like to see in Dual Universe?   
    Plenty of players have created things like this. It is just hard to advertise them. 
    And even if advertised them, any prize money would have to come from the player himself.
    And even if we handed out free money for people who do their things, you can not prevent people from just taking the stuff.
     
    Instead of giving us the tools to do it, you now ask for ideas for NQ impemented, NQ advertised events, which you have to tools to reward? 
     
    Sure, do a riddle ship, like the one I made, with a little story and set up, like mine, and little riddles, like in an escape room. Like mine. Use the in game elements, like operators and pressure plates so that codes and clues can be input and checked, like I did.
    Or just exactly copy any of the other sweet riddles and escape rooms that other player made, but could not advertise, reward or make abuse-proof.
  13. Like
    Palis Airuta reacted to Novean-61657 in What kind of in-game events would you like to see in Dual Universe?   
    Have an overarching story arc that progresses when the game launches/wipes. What was hinted at in the past with mysterious objects found, clues, etc. With an eventual big reveal that imho should have ingame effects/features that can be influenced by players. Use some storytelling, because as far as I know the introduction of the Alien Cores was very lackluster story and introduction wise, from my perception they were just suddenly there....
     
    Ideas:
    After many searches/hints, stories, the building plans for a big gate ring to travel to another system are revealed and available to all. Only problem, there are only a handful of locations that they can be build. And I'm not talking about a week or a month long build process, I'm talking about a year long build process. Where ownership can change, massive, massive amounts of components and building materials are needed, etc. Wars are fought for control of that gate (building).
     
    At some point it's finished for small one way trips, where pilots can enter a small specially build pod that they can shoot through the portal. Only things you can take are BPs and Schematics (if they are still ingame at that point, imho this would work better without Schematics). You will crashland on one new alien planet or moon (also functions as your first random claimed tile) and you will have to start over, building up stuff, on planet, off planet, to build the other side of that ring. On one hand you'll have less folks working/fighting on the Alioth side of the gate, making the gate project on that side of the gate more interesting. But having folks working on the other side to get more/safer time to work on the gate. Might lead to interesting social alliances, those recruiting non-affiliated pilots to send through the portal to kickstart the economy, to get that gate build...
     
    An interesting variant would be that there are a handful of those sites around the Alioth system that can be used to build a gate. Each site going to a different system or all go to the same system, but only one gate can be active, forcing Alliances to take out other gates for theirs to start working...
     
    When both gates are active and in good repair, you can travel to and from the other system(s). But running those gates will cost fuel or energy, which needs to be collected. Each jump costs fuel/energy, so the owner of the gate can set tarifs (to pay for the fuel/energy and make a profit). If/when the tarifs are to high, alliances of other players might form and take that gate for themselves (infighting after victory)...
     
    Or other ancient alien relics are found, after much messing around and building experimental stuff we accidentally long dormant AI drone hives that provide PVE activity. Or wormholes are found to instanced PVE content, etc. Better to steal some good ideas from the competition then think up bad ones yourself! 😉
  14. Like
    Palis Airuta reacted to Zarcata in What kind of in-game events would you like to see in Dual Universe?   
    Of course I like treasure hunts, many games offer it and it is incredibly fun! Except in DualUniverse, it's boring and sobering. There are no real "treasures". There are no achievements for treasures, no treasures worth finding or interconnected to collect all of one type of treasure to end up making interesting items that you can not only connect in the achievement system, but also with title "The Treasurer" or you can then use the items for your house, as furnishings or design items for display. "I've found a whole porcelain set and excavated it in many places in deserts...or found ancient wine and wine casks in ruins in the basement, ancient sculptures of past cultures...seriously DualUniverse would have such gigantic potential - it just doesn't seem to be used!". It is this searching, finding, collecting, completing sets, then displaying found objects that can provide great pleasure and employment. Have you ever looked at "Archaeology" in World of Warcraft or collecting and exploring in archeage....?

     
    I myself do not like rigid events, but would prefer it if you build such content firmly into the game, so that the players can occupy themselves with it when they want, when they have time and desire and not only "in this one week" from - to, at the event.
    You can design a game and build in more and more content that serves the voluntary occupation. Please do not make it a duty with time constraints. Give us a better and more exciting achievement system, with titles, pets, mounts and lots of housing elements for decoration. A lot of players are collectors, the time you could spend on it if you implement it well is limitless and you can always expand it with new collections.
     
  15. Like
    Palis Airuta reacted to Stratio5 in Shifting ore pools   
    The ore pools in this game need to shift around, they should not be permanent. Perhaps once per month they'll move around by a few tiles? The amount they shift, direction, frequency is all programmable.
     
    Such a change will accomplish several things:
     
    It will mean new players won't be locked out of all the best ore pools It will force more active game play Less people holding onto tiles, even if they're not mining it Less people willing to scale like crazy with alts (yes NQ, some of your subs will go away, but the health of the game improves)  
    If you wanted to take this feature even further you could change mining units to only work on dynamic constructs, have the ores shift around VERY frequently and allow for better territory scanners that work more quickly (or talents impacting them). And don't allow players to restrict running mining units on their territory (since it shifting constantly).
  16. Like
    Palis Airuta reacted to W1zard in Lower space staion gravity for ships   
    I have a ship designed such a way, that it can take off from any planet and moon with some load.
    It's a combination of vertical boosters and hovers calculated specificly that way to optimize fuel usage and effectiveness.
    But this ship can't take off from a space station! 😟
    Because space stations have 1g gravity, pulling ship as hard as Alioth, and much harder, than any of moons out there.
    I would suggest changing space station gravity for something like the max moon gravity, or even entirely disable it when you are trying to take off using vertical boosters.
  17. Like
    Palis Airuta reacted to VarietyMMOs in Dual Universe Ore Balancing   
    Ore
    Currently Dual Universe has far to much ore. You can look at many reasons to as why this is the case such as lower population, large amount of alts, picking up and placing auto miners to obtain high tier ore to mine (nq really?). My thoughts are it's a combination of a few problems. Population, active vs passive game play & solo/safety vs team work.
     
    Currently auto miners allow a single player to obtain far more resources then any average player would use, even if said player used all the ore which is simply unlikely the ore ends up in products which floods the market. Auto miners are further abused by alts which will exist as long as there is profit. The end result is either the profit is so low no one uses alts = Fail (due to tax) or Its so valuable people abuse alts and get an unfair advantage that cannot be taken away from them (lets be real, atmo pvp isn't coming any time soon) = also a fail.
     
    My suggestion is to dice game play up unto tiers and giving different types of game play to obtain ore to encourage active game, team play and trading.
     
    Auto miners
    I would suggest that all t4/t5 is removed from auto miners all together, having unlimited safe access to the highest tier ore in the game makes no sense to begin with.
    Every tile should offer a healthy amount of each t1 ore. Doing so allows new players to arrive on any planet and allow them to get t1 voxels, dabble in factory and play the casual play style solo style many people want to enjoy without being shafted by things happening in the universe. I believe t2 should be in healthy amounts mostly for space fuel with t3 having a lesser amount for warp cells but not an unlimited overflow as we're having right now (if every person warps every ship for any reason there's a problem)
     
    Once a player has auto miners placed, they've dabbled in building, mined some safe zone asteroids (active game play!!!), factory, bought a warp drive and experienced most aspects of the game they have a decision to make. Join an org or stay solo. If a player decides they want to remain solo they can create/barter for any luxury items they want and continue to play without  changes to dual universe stopping their game play.
     
    Lets move onto the section that every solo player aspiring to be the richest person in the universe is going to HATE.
     
    T4/T5 & Asteroids. 
     
    t1/t2 should be everywhere in bigger nodes/less popcorn nodes across all asteroids both in the safe zone and the PVP zone. This will allow new players to aim for the stars and use active game play to obtain resources faster then someone would passively (as it should be??). It's very important that players not only have an active aspect to mining but it must be extremely fast compared to auto miners to devalue alts and to encourage game play/getting people into space.
     
    With the nerf to t3 from auto miners the t3 should be more easily obtainable from t2+ asteroids. While I do believe there should be some in the safe zone asteroids it should never come to the point in which people warp everything every time for obvious reasons. Warp cells should not be rare but nor should they be everywhere.
     
    With t4/t5 being removed from auto miners the amount of t4/t5 asteroids needs to be increased as well as more ore being in each asteroids via more nodes and larger nodes. 
     
    My logic If t4 is easily obtained people simply say rare elements are good enough and have no desire to obtain exotic items completely devaluing the hardest tier of ore to obtain as well as plasma which will effectively kill alien cores just as auto miners has done to asteroids. The assumption that the population will be larger post launch so the ore per person playing is lower is a valid argument but the argument that the difference between t4/t5 is so small there's no point to attacking alien cores must be considered. The cost % and power % increase between rares to exotics makes no sense, 1000% increase for a 10% increase at best? If you used the guns in pve for an unlimited amount of time making them extremely valuable I can see this work but in dual universe in which you are constantly risking elements to extremely unpredictable battles makes it far to costly. 
     
    One could make the argument and say exotics should only be slightly better and more available, those people making this argument only care about getting cheap powerful elements and do not care about the org/alliance aspect of alien cores. A person may also make the argument that legion controls all the cores but this argument also falls flat on its face looking ahead to launch. If a single alliance controls every pvp point in the game that's a failure on nqs balancing side and has nothing to do with some elements being slightly better. 
     
    End point. I believe auto miners should provide ample t1 and supplement t2/t3 instead supply all the ore in the game you need removing active game play. As with any other game the highest tiers of elements in the game (t4/t5) should require engagement in the community or have successful people trade for it.  
     
    Edit : High tier asteroids must not spawn near the safe zone boarder!
     
  18. Like
    Palis Airuta reacted to Mncdk1 in Larger elements   
    Since Entropy thinks we have L wings... Please put them in the game?
     
    Also, please give us larger engines, so we don't have to stack dozens of them to lift heavy ships out of atmosphere.
  19. Like
    Palis Airuta reacted to Taelessael in Remove Safe zone around all planets except central safe zone. Lets test it!   
    No argument that it could use more pvp, and I'd agree that things probably shouldn't hit t4 quite so easily, but dropping safe-zone protection from a bunch of stuff that people built believing those planets would stay safe would cost DU a lot of players, and barring some major jumps forward on the pvp side of things (and some rather creative and substantial advertising to get the average pvp joe interested without giving them unrealistic expectations that get them to quit in their first month) it wouldn't draw enough pvp players to compensate.
     
    If on the other hand they want to add in some more planets with better resources and no SZ (perhaps a whole new solar-system of such), then people would gladly pvp there, and DU wouldn't lose the non-pvp crowd. NQ still needs to improve the pvp though...
  20. Like
    Palis Airuta reacted to Taelessael in Remove Safe zone around all planets except central safe zone. Lets test it!   
    Amusing as the chaos would be, that would probably drive more people away right now than it would bring in. 
     
    If you want to get some proper pvp, your best bet would probably be to try and take one of the space-resource nodes (you have a list of them and their coordinates in the system map).
  21. Like
    Palis Airuta reacted to Yoarii in Planetary Mining Changes   
    I'd rather see the entire ore system be revamped such that you can get good at prospecting and mining, not just wait for a timer to count down, rinse and repeat until you get lucky. Let us build mining rigs that requires actual *player* skill and understanding of the system, not just a talent that needs to be trained. Add some randomness/variation into it so that there's no silver bullet to min/max without some thought and work. Utilize the building system that is in game and expand on that.
     
    A tile/area doesn't have to be equal to all players, depending on how you do your prospecting you might not find all things available in the tile, bit someone who does it at a later time and does it differently will, or maybe find different things. Let tiles change hands more often; limit the amount of ore available, like in the old days of mega nodes, but let tiles regenerate/reset such that there is always a possibility that a tile might yield something.
     
    I know this is asking for a lot, but we need more treasure hunts and game play that is engaging and rewards the time spent playing the game.
  22. Like
    Palis Airuta reacted to Mncdk1 in construct number   
    The first part is coming in Mercury.
     
    The second part I think you already can. I can show constructs on the map based on which org they belong to:

  23. Like
    Palis Airuta reacted to NQ-Rubicon in construct number   
    This is indeed the case. With the Mercury Update, players will be able to open up their Novean Overview. This will show certain statistics, such as how many constructs you personally own, along with any Element Skins currently unlocked.

    As @Mncdk1 has shown, you can filter your Constructs list to view those under a certain Organization membership etc.

    If you believe or feel that there are changes needed, or have suggestions for improvements, please continue to discuss them here. Please bare in mind that the Novean Overview is in its first iteration, and as such, will undergo further development in due time.
  24. Like
    Palis Airuta reacted to Hazard0814 in Better books marks   
    Can we pretty please get the ability to store books marks into folders etc for organizational purposes O_O, and maybe even have preset filters for them as well.
  25. Like
    Palis Airuta reacted to NQ-Ligo in INFO: DETAILED LUA API REVAMP   
    NEW Weapon
    Displays information about the weapon's state
     
     
    Functions
    NEW [int] getAmmo(): Returns the item id of the currently equipped ammo NEW [int] getAmmoCount(): Returns the current amount of remaining ammunition NEW [int] getMaxAmmo(): Returns the maximum amount of ammunition the weapon can carry NEW [int] isOutOfAmmo(): Checks if the weapon is out of ammo
      NEW [int] isOperational(): Checks if the weapon is operational NEW [int] getStatus(): Returns the current weapon status return [int]: The current status of the weapon (Idle = 1, Firing = 2, Reloading = 3, Unloading = 4)
      NEW [int] getContainerId(): Returns the local id of the container linked to the weapon
      NEW [float] getHitProbability(): Returns the current hit probability of the weapon for the current target NEW [float] getBaseDamage(): Returns the base weapon damage NEW [float] getOptimalAimingCone(): Returns the optimal aim cone NEW [float] getOptimalDistance(): Returns the optimal distance to target NEW [float] getMaxDistance(): Returns the maximum distance to target NEW [float] getOptimalTracking(): Returns the optimal tracking rate NEW [float] getMagazineVolume(): Returns the magazine volume NEW [float] getCycleTime(): Returns the weapon cycle time NEW [float] getReloadTime(): Returns the weapon reload time NEW [float] getUnloadTime(): Returns the weapon unload time
      NEW [float] getTargetId(): Returns the id of the current target construct of the weapon  
    Events
    NEW onReload([int] ammoId): Emitted when the weapon start reloading [int] ammoId: The item id of the ammo NEW onReloaded([int] ammoId): Emitted when the weapon has reloaded [int] ammoId: The item id of the ammo
      NEW onMissed([int] targetId): Emitted when the weapon has missed its target [int] targetId: The construct id of the target NEW onDestroyed([int] targetId): Emitted when the weapon target has been destroyed [int] targetId: The construct id of the target NEW onElementDestroyed([int] targetId, [int] itemId): Emitted when an element on the weapon target has been destroyed [int] targetId: The construct id of the target [int] itemId:The item id of the destroyed element NEW onHit([int] targetId, [float] damage): Emitted when the weapon has hit [int] targetId: The construct id of the target [int] damage: The damage amount dealt by the hit
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