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JayleBreak

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  1. Like
    JayleBreak got a reaction from Mister_Flanders in Full Wipe? or Why I would return to DU after Release   
    Q: Why (after 2+ years) would I return to DU after the rumoured full wipe prior release?
    A: Because DU would feel new because of the following:
     
    There is a "New" Alioth  Aphelia declares Alioth a Sanctuary (the other one becomes Moon 3), and all planets/moons have a 3SU "Safe Zone" enforced by Aphelia. PvP exists everywhere else. Note: current Alioth has too many water territories, just swap the name with Sanctuary and move the Ark.  New Alioth has a central market at the Ark which is restricted. Satellite markets provide access to the central market and are distributed such that no territory is more than 30km away from one (about 60 markets in total). Thus, no need to go further than the local market to trade.  12 regional markets (reachable by teleport from other regional markets, each regional market has 4 satellite markets with teleports within the region) provide free, safe, shuttle service to the corresponding market on Moon 3. All Basic schematics should be found on Alioth for negligible prices (~1Kh). All Uncommon schematics should be found on Alioth Moon 3 for reasonable prices (~50Kh). Note: Next to building, Industry is the most widely enjoyed content that DU provides (it also provides an incentive to build). Make the early stages broadly accessible. Add a new moon to Alioth (nothing special). Assign one Tier 2 ore to each moon. The T2 ore should be found on each territory of the smaller moons and are findable (e.g. 1 in 10 territories) on Moon 3. No higher tier ore should be found on Alioth or its moons. Helios is smaller Move all the planets closer to Alioth. Reduce their distance from Alioth by at least half. Make No Promises, but Provide a Vision for the Future (let us hope) Here is a story: Colonists revolt against Aphelia's heavy hand (and taxes). One by one, Aphelia withdraws her planetary protection until only Alioth and its moons remain. As Aphelia withdraws her protection, territory warfare brakes out between colonists.
    All of this could be done with what DU software provides today, but it does require work so it can't be done today, or even a week, but certainly by the time of release. In my opinion, it would be enough to get the majority of people who have drifted away to come back and try DU again.
     
     
  2. Like
    JayleBreak got a reaction from JohnnyTazer in Full Wipe? or Why I would return to DU after Release   
    Q: Why (after 2+ years) would I return to DU after the rumoured full wipe prior release?
    A: Because DU would feel new because of the following:
     
    There is a "New" Alioth  Aphelia declares Alioth a Sanctuary (the other one becomes Moon 3), and all planets/moons have a 3SU "Safe Zone" enforced by Aphelia. PvP exists everywhere else. Note: current Alioth has too many water territories, just swap the name with Sanctuary and move the Ark.  New Alioth has a central market at the Ark which is restricted. Satellite markets provide access to the central market and are distributed such that no territory is more than 30km away from one (about 60 markets in total). Thus, no need to go further than the local market to trade.  12 regional markets (reachable by teleport from other regional markets, each regional market has 4 satellite markets with teleports within the region) provide free, safe, shuttle service to the corresponding market on Moon 3. All Basic schematics should be found on Alioth for negligible prices (~1Kh). All Uncommon schematics should be found on Alioth Moon 3 for reasonable prices (~50Kh). Note: Next to building, Industry is the most widely enjoyed content that DU provides (it also provides an incentive to build). Make the early stages broadly accessible. Add a new moon to Alioth (nothing special). Assign one Tier 2 ore to each moon. The T2 ore should be found on each territory of the smaller moons and are findable (e.g. 1 in 10 territories) on Moon 3. No higher tier ore should be found on Alioth or its moons. Helios is smaller Move all the planets closer to Alioth. Reduce their distance from Alioth by at least half. Make No Promises, but Provide a Vision for the Future (let us hope) Here is a story: Colonists revolt against Aphelia's heavy hand (and taxes). One by one, Aphelia withdraws her planetary protection until only Alioth and its moons remain. As Aphelia withdraws her protection, territory warfare brakes out between colonists.
    All of this could be done with what DU software provides today, but it does require work so it can't be done today, or even a week, but certainly by the time of release. In my opinion, it would be enough to get the majority of people who have drifted away to come back and try DU again.
     
     
  3. Like
    JayleBreak reacted to CptLoRes in Quality of Life Changes for Building   
    A quick quality of life improvement that NQ could do in like 10 minutes, is to dial back the excessive tool VFX covering like half the screen when you build.
    VFX in general is a tool that is supposed to help improve the experience by providing visual guidance, but this is the exact opposite.
     
  4. Like
    JayleBreak got a reaction from Zarcata in Game breaking for new players   
    Everyone seems to ignore that you have a territory on Sanctuary which is free. Even a new player can craft a bunch of nano-crafted mining units there - and each calibration can surface spawn over 3K of ore that can be harvested in 2 minutes. So, its easy to get over 20k of T1 ore a day with just 10 minutes of effort (after a few days of skill training and surface harvesting), and you can spend additional time harvesting T2 ore (there are loads of it) for additional cash.  In fact the problem for a new player is getting the ore to the Markets to sell...
    There ARE barriers to graduating beyond this that NQ has to address - I have suggested adding Tiered Territory Scanners for example.
  5. Like
    JayleBreak reacted to TonyTones in Gathering your questions for the Q&A on Wednesday, December 1st   
    Someone already mentioned new player experience but I'm giving it a try to give detailed feedback. I am not new, but am currently going through the game on an alt as a new player with 0 quanta on sanc. I have 4 autominers now on Sanctuary but my tile only has 13 bauxite (others are just over 100). I automine a total of 116 ore per hour. I received 10k T1 from calibration. I can sell that to bots for 250k or less. Schematics to build M industry, parts, and refine pures is 5m or so. I can do all tutorials and get 1.5m?  That means I have access to 2m maybe.
     
    I can get to space barely but will take much more time to get a ship that's able to do missions for example.
    I can't buy a DSAT (18m) or schematic let alone equipment to build one in order to asteroid mine.
     
    What that leaves is a waiting weeks for autominers to produce enough ore to make quanta or surface mining for 10s of hours. Even if I work my way up to mining on Alioth, still lots of afk waiting. Besides joining an org and getting free things, that's the options here. Is that intended? is there a solution in the works?   
     
    Others have said get rid of early game schematics. That would help
     
    To clarify, my issue with this is there's nothing to do early game because factory and asteroids have a huge quanta barrier. 
     
  6. Like
    JayleBreak got a reaction from W1zard in Territory Scanner shuts down when you get too far away - Intel vs AMD   
    If by "runs" you mean the server records when you started an industry element and what the job was - then sure. But the actual results and the cascading effects are not computed until some player (client) comes within range of the construct (which is probably why links can't span constructs). A detector triggering a programming board to run is another example of this way of operating.

    And yes, I see no reason why scanners (which are deployed in constructs) can't operate the same way. Perhaps the client that started the scan job has to (or did before Demeter)  compute a lot of data (node sizes, locations etc) and upload it and that stopped if you moved away from the construct. But now all that needs to be stored on the server is the result of a random number generation for a tile (if even that - it could be purely algorithmic with the tile ID seeding the random number generator).
  7. Like
    JayleBreak reacted to Talonclaw in Territory Scanner shuts down when you get too far away - Intel vs AMD   
    This post is in 2 parts. I recommend scrolling to the edit.
     
    Good idea, the only contradictions on this thread so far are a Ryzen 9 and an Intel 5
    one is a very new Ryzen and the other a 2009 Intel.
    If there's any truth in this, the contradictions seem to point towards something modern in the architecture that Ryzen have only just caught up with.
    R9 and R5 both have the same set of extensions, so it's not that.
    Mine is a Ryzen 5 3600
     

    I should have considered that but can attest that although i haven't tested it since the patch, a colleague with the same CPU has.
    So R5 3600 is affected unless, it has nothing to do with the CPU
    a support ticket on the issue has been filed and this thread has been provided.
    -----------------------------------------------------------------------------------------
    EDIT / 2nd post
    -----------------------------------------------------------------------------------------
    I tested this myself just now, with highly different results compared to pre-demeter;
    0600-0700 UTC
    1 - Flew 10km away from scanner flew back, it was still running
    2 - Flew 10km away from scanner, got out, walked around for 1 min, flew back, it was still running.
    3 - Flew 30km into space, got out for a space walk, didn't realise cockpits eject you when u do that in space.(upgraded S core now that NQ finally sorted the cockpits HUD).  The jet fell beneath me, i was floating unable to reach it or turn on the jetpack for some reason, did a force respawn.. walked 20 metres back to the scanner, which was still running. (So even through a quick load screen it was still running).
    4 - Flew to District 6 started scanner, flew 10km away, got out for 1 min then returned, scanner still running.
    5 - Flew to Madis, tested, still no problem.
    6 - Flew to Teoma and switched on 3 of them.. 10km and back. all still on.
     

    Judging by the previous posts, there clearly is a pattern at play between AMD and Intel but im beginning to suspect that what CPU you have affected network performance if not now, then before
    Which is something i know nothing about.
    My scanners used to shut off, they no longer seem to. Yet for others the problem is still there.

    One of my colleagues told me that for them, they'd return to the triscanner, one or two of the scanners would be off but not all of them.
    which i feel also supports the network performance hypothesis (failed to handshake), tho it could be something else. bit of a rabbithole.
    From another user in discord
     

    we need dev intervention if people are still suffering the problem.
  8. Like
    JayleBreak reacted to Koriandah in Quality of Life Changes for Building   
    This is my first post on the forums, so forgive me if my formatting is off or I posted in the wrong place. 
     
    Hi All,
     
    Over the past year, I have mainly been a builder and creator. For the longest time, this has been my only source of income and as so, I have plenty of experience with the DU building system. I had a few ideas on the Quality of Life improvements for building in Dual Universe that would make everyone's life just that little bit easier, and so I want to post them here to be discussed. For every idea, I will outline what it is and why it is needed. Please feel free to discuss and reply!
     

    Selection Zones - Suggestion 1
    We all know that the size of the zone we can select is limited by size. While this is annoying most of the time, I'm fairly sure it is there as a technical limitation of the build mode. However, some improvements are warranted (mainly to voxel selection/placement tools):

    What:
    - Do not let us select a larger area than is possible. I have spent many a time trying to find the maximum selection size or over estimated the max selection size when building, making the entire selection area red with the only fix being to re-select the area again.

    - If possible, increase the size of the selection area.
     
    Why:
    - This saves us time and effort, as, if I wanted to select the largest area possible, I could just click to a corner and the system will automatically select the most volume that it can. I will no longer see a "selection size area is too large" message, saving me time in finding the max selection size. This can also be a toggle if people find it necessary

    - Convenience and makes building mirrored areas on L/M cores much easier.
     
     
    Mirroring - Suggestion 2
    The pain of having to perfectly line up elements on the other side by remembering / writing down element positions or copy/pasting voxels in little bits on an L or M core is all too known. I propose we are given two things: 

    What:
    - A mirror mode or a mirror tool, that would place the selected element on the other axis facing the same way. Could also group elements together, so that when one moves, the other mirrors this movement along an axis.
     
    - A mirror axis (or multiple) that automatically places any voxels onto the other side (if you've ever played Space Engineers you know what I'm talking about). 

    Why:
    - Speed up the process of placing elements and thereby speed up the process of building by removing the need to memorize locations of elements. 
     
    - Incredibly increase the speed of building mirrored constructs or large sizes, as the largest time waste is copy-pasting bits of an M or L core around from one side to the other every time one side is updated. 
     

    Painting - Suggestion 3
    Replacing voxels in order to change the look or material type of a ship's armor has always been a pain. For one, it wipes out complex patterns unless it is done perfectly and is, at least in my opinion, the biggest obstacle to the ability of individual creators to release multiple paint schemes of ships larger than an M core at an efficient rate. To remove the pain in re-painting a ship, I propose the following:

    What:
    - Allow me to replace certain types of voxel with another type of voxel with a single right-click option. I see this working as follows: Select an Area > Right click > Replace Voxel> Select Voxel X (to be replaced) > Select Voxel Y (to replace with). There most likely are other  more efficient ways of doing this but this is the most basic I could see.

    - Could limit the suggestion above only to the same materials, aka can only replace steel with steel or aluminium with aluminium.
     
    Why:
    - I, and many others, have spent hours replacing complex patterns on our ships just to end up not liking the new  colour scheme and starting again. Not only that, when voxels are replaced currently, it creates a multitude of voxel errors and wipes any complex patterns that are then a pain to replicate. This change would allow for much quicker colour scheme changes and make it convenient to change colour.

    - This change would be kept to keep actual armoring work (say for a pvp ship in a changing meta) as a time-consuming thing that is rewarded with gains in PvP.


    Destroying/Removing Voxels - Suggestion 4
    Just yesterday, I have spent around 30 minutes trying to find 0.14 cubic meters of luminescent glass on my ships which were invisible. I had to select a max size voxel cube and alt-paste it around until I got the last bits of the glass. This is an area that could be improved as nobody should have to spend hours finding one micro voxel in their construct in order to get back the core. I propose the following straight-forward solution:

    What:
    - Allow the option to remove the last big of voxels from a construct with a simple right click. For example, if the core has less than say 5m^3 (value could be changed or different with core size) of voxels left, one could right click the core in build mode Right Click > Remove Remaining Voxels. This would only work if the voxel volume is low to keep the work associated with actually disassembling a ship.

    - Add the ability to change the last little bits of a voxel to another type, say I have a ship made from Voxel X, Y and Z, but Z is only 0.1m^3 and I can't for the life of me find where it is. I should be able to just right click the core and remove/replace it with another voxel.

    Why:
    - This saves innumerable hours for everyone in the game, as I can guarantee I'm not the only one who spent hours trying to find tiny voxels on an L core only to give up and abandon something worth half a million quanta. This change should have been available from the start.

    - This change allows builders to clean up their blueprints and not make someone get 15 types of voxels just because there's 0.1m^3 of each in an L core blueprint.


    Copy Paste Changes - Suggestion 5
    Copy-Pasting was improved so much when the ability to change paste priority was introduced by pressing SHIFT when pasting. The change I'm proposing is minor, but still important when one is working with low quantities of voxels. Currently, if you need to paste , say, 10 cubic meters of a voxel but they are spread over a large area, you will need up to 300 cubic meters of voxel to paste it anywhere, because the system calculated the area of the selection and not the actual amount of voxels in the area.

    What:
    - Change the calculation of copy-paste voxel amounts so you need the exact amount of voxels that you are pasting instead of the entire selection area. 

    Why:
    - Allows builders to work with less amounts of honeycomb and makes life easier. Also helps when working with expensive honeycomb or limited supply, as you can use it to a more efficient degree.

    Element Blocking - Suggestion 6
    I have seen many times my elements were being blocked. Through scrolling through the element list I could see how much they were blocked, but it was time consuming. However, I could only guess as to what exactly was blocking them. Would be nice if you could tell what is doing the blocking.

    What:
    - Highlight the elements that are blocking the element in question or highlight the area that the voxels that block said element occupy.

    - Allow to mouse over the element to tell how much it is being blocked by instead of scrolling through a menu at the top of build mode.

    Why:
    - Allows builders to quickly tell why their creations are being blocked instead of guessing and constantly changing voxels to fix a problem they can never know the true cause of.

    - QOL change that exists for saving time when building.


    DRM Change- Suggestion 7
    What:
    - Please enable DRM protection on constructs by default. Why is this even turned off in the first place?

    Why:
    - Allows new builders and experienced ones not to lose ownership of their constructs and scripts because of a simple oversight.
     
     
    Element Talents - Suggestion 8
    I, like many players, have wondered what exact talents are currently affecting my elements. The only workaround as of right now is doing the annoying math to sort-of get the right value. Currently, there is no way to tell what element has what exact talents affecting it as you can in the industry view.

    What:
    - Allow the option to either mouse over an element with a tool and see all the talents affecting it and their rank, or, Right Click Element> Show Effective Talents on Element

    - Ability to remove all talents from an Element via right click or the ability to remove all talents from ALL elements.

    Why:
    - Allows ship builders or industry builders to quickly tell if their elements could use boosting with higher level place-down talents or if they are maximized. Also allows to see if all elements have the same talents, although this is not so much of a problem with the apply all talents button that we have now.

    - Allows shipbuilders to gauge the performance of their ships as someone who does not have any piloting skills and build for those people. Currently, you need an alt or be in VR to do this.


    And that's it! Please reply to this post if you like the changes and if you think they should or should not be added to the game. Lets hope NQ sees this and implements some of the ideas (please just implement them all and save us all so much pain). I personally think these changes will make the life of many people so much easier and will encourage more people to enjoy the building aspect of this game - the strongest aspect of it as of right now.

    Stay safe out there,
    Koriandah.

    TL;DR:
    - Bigger / more manageable selection zones
    - Mirror tools like axis mirroring and element mirroring
    - Painting tools to easily replace voxels and keep their complex shapes
    - Tools to easily remove the last pesky micro voxels from construct
    - Copy paste required voxel quantity optimization
    - Element blocking info, what is blocking said elements and how much
    - DRM enabled by default
    - Show talents on elements, ability to remove all talents
     
  9. Like
    JayleBreak reacted to Atmosph3rik in Time for NQ to Resign...   
    You guys make me miss blazemonger lol
  10. Like
    JayleBreak got a reaction from Physics in DEMETER Q&A VLOG - Discussion Thread   
    The biggest reveal in the VLog to me was the change so Territories never run out of ore. The change in how the ore is extracted is trivial compare to this change from a gameplay perspective. Its even more impactful then taxing territories.

    In light of this, I have completely changed my opinion on legacy scan reports. I feel they must be wiped with Demeter.  To not do so, provides those with the most scans an extraordinary advantage over other players that was never anticipated by me or others (I'm sure). And an advantage for everyone over players who will join in the future.

    Trying to be optimistic, I take this change to mean that territory warfare is a definite, not too far off feature. That is the only counterbalance to a feature that gives an otherwise unassailable advantage to legacy players which will be deeply resented by the have-nots (now), and (hopefully) far more numerous future players.
  11. Like
    JayleBreak got a reaction from FrozenFace in Demeter will probably Kill the game if it goes to live servers..   
    Flying around Alioth I see claimed terratories every 5 or 6 hexes, and 90% of them are totally undeveloped (and it feels like most of the rest have a space needle and not much else). I think a Tax is justified, to reclaim abandoned/unused terratories. However, I think the tax rate should be based on the economic value of the tile.  So high litre per hour (+ ore tier) tiles should be taxed at a higher rate, then low productive tiles. 

    As far as existing scans go, my knee jerk reaction was to have scans deleted, although it does penalize people who spent a lot of time collecting them. But with the new system it seems that the difference between an "average" tile's productivity (ore per hour) and a "great" tile's is far less than what we have now where a meganode could keep a person mining non-stop for many hours without any down time (i.e. moving to a new tile, digging/searching for a node, and mining 6kL - repeat). At least I hope so.
  12. Like
    JayleBreak reacted to Zarcata in Demeter will probably Kill the game if it goes to live servers..   
    The idea of building large cities in the game already fails because it makes no sense to build a large city. What do you want with it? Some dream of building big office complexes (for what?) others really think they can rent out housing to other players. (Why? When each player has their own land anyway and can build there themselves?)
    I see several cities under construction, but they are all empty and without function. Somewhat reminiscent of the Chinese metropolises without inhabitants that were built to compensate for population growth. Here again the thinking error, DualUniverse is not real life: in the game every player has property and can build without problems.
    There are then still some attempts in the game to build free markets, mostly by single players like Gottchar or even smaller groups. Many of them are now simply inactive. What is the point of flying for hours through the worlds if the regular markets also offer everything? (Well, in the meantime, many products are no longer offered thanks to declining player numbers and a correspondingly declining supply...)
    Back to the topic: a city has no use. Moreover, it is hardly possible to divide up a city sensibly with the rights system. On the one hand, the land ownership of the areas is a problem, on the other hand, the constructs there and distances to other constructs, as well as offline players who prevent further building by blocking.
    I think there are at least two problems: firstly, that the system could not handle a metropolis (whether with or without players in it) in terms of performance, and secondly, that such a city has no use and could not be built at all due to a lack of rights.
     
  13. Like
    JayleBreak got a reaction from Dracostan in NQ can you provide background for the brake changes?   
    I don't know how to predict what will be obstructed (and by what), and how much obstruction will be seen (and perhaps when).  A Devblog that describes what can generate obstruction, under what conditions, and what will alleviate the problem in somewhat quantitative terms would be appreciated.
  14. Like
    JayleBreak got a reaction from jkspartan in Call for Demeter-related questions   
    Historically, ALL of Helios was safe - no PvP at all. Then a small region of space was defined as PvP Zone. Then PvP zone was extended to what we have now. Thats what happened, but the dream envisioned was PvP everywhere (including on planets) except Sanctuary and an extended region around the Ark ship (which incuded markets before the Ark was moved).

    To paraphrase: No dream survives first contact with reality.
  15. Like
    JayleBreak got a reaction from CMDRTaco in Call for Demeter-related questions   
    Historically, ALL of Helios was safe - no PvP at all. Then a small region of space was defined as PvP Zone. Then PvP zone was extended to what we have now. Thats what happened, but the dream envisioned was PvP everywhere (including on planets) except Sanctuary and an extended region around the Ark ship (which incuded markets before the Ark was moved).

    To paraphrase: No dream survives first contact with reality.
  16. Like
    JayleBreak got a reaction from Zeddrick in DevBlog: Lua Improvements and Changes - Discussion Thread   
    Is atmosphereRadius equal to radius+atmosphereThickness? Is the thickness the altitude at which space engines start generating thrust (i.e. atmospheric density equals .1) or when space engines can achieve maximum thrust (and atmospheric engines generate zero thrust)? I think both values are useful. I submitted my suggestions at https://upvote.dualuniverse.game/suggestions/150263/support-lua-readwrite-access-to-voxels (do new players even know about the suggestion page?). Even the ability to query a voxel's vertex position would expose a capability that is not otherwise available and essential to building an in-game vertex editor. Of course, if NQ plans on releasing their own, there would be no need for it I guess.
  17. Like
    JayleBreak got a reaction from hdparm in DevBlog: Lua Improvements and Changes - Discussion Thread   
    Is atmosphereRadius equal to radius+atmosphereThickness? Is the thickness the altitude at which space engines start generating thrust (i.e. atmospheric density equals .1) or when space engines can achieve maximum thrust (and atmospheric engines generate zero thrust)? I think both values are useful. I submitted my suggestions at https://upvote.dualuniverse.game/suggestions/150263/support-lua-readwrite-access-to-voxels (do new players even know about the suggestion page?). Even the ability to query a voxel's vertex position would expose a capability that is not otherwise available and essential to building an in-game vertex editor. Of course, if NQ plans on releasing their own, there would be no need for it I guess.
  18. Like
    JayleBreak got a reaction from Cheith in Please get rid of Voxelmancy   
    This has been requested for years. Its one of the hightest voted suggestions: https://upvote.dualuniverse.game/suggestions/122830/voxel-vertices-editor
  19. Like
    JayleBreak got a reaction from CptLoRes in Please get rid of Voxelmancy   
    This has been requested for years. Its one of the hightest voted suggestions: https://upvote.dualuniverse.game/suggestions/122830/voxel-vertices-editor
  20. Like
    JayleBreak got a reaction from CptLoRes in Please get rid of Voxelmancy   
    To program flight mechanics requires a knowledge of kinetics (physics) and that requires knowledge of vector analysis (and both require math skills like trigonometry).  To program 3D graphics requires knowlege of linear algebra and so on.  Knowing a programming language (Lua) gives you a tool to use what you know (math, physics etc.) to accomplish a goal using a computer. Or it allows you to take someone elses directions to accomplish their goal using a computer.
    The only alternative to enabling players to use their  skills/talents to accomplish something, is to limit what everyone is able to do to what anyone is able to do - boring.
  21. Like
    JayleBreak got a reaction from hdparm in What is the wildest thing you would like to see implemented into the game?   
    Well, I added a suggestion for read/write access to voxels from Lua. True, 99.5% of players wouldn't use it, but the 0.5% who do would create amazing things everyone would use. https://upvote.dualuniverse.game/suggestions/150263/support-lua-readwrite-access-to-voxels
  22. Like
    JayleBreak reacted to NQ-Nyzaltar in Social game or a socialist game?   
    Hi everyone.

    Alright, this is enough derailing.
    As mentioned in the forum rules (III. Prohibited actions, 13th point):
    "Discussions and comments involving real life politics, ideology or religion. These can be incendiary topics and will usually lead to inappropriate behavior and uncomfortable situations."

    As the whole idea of this topic is to make the discussion political, it will be now locked.
    You're free to comment on liking (or not) some parts of the current gameplay, and it can be beneficial to improve the system, but don't start to bring politics into it, or make some assumptions about a potential political agenda behind it. There is none. The game offers possibilities, maybe not all those each player would like to see, but in the long run, the goal is (and has always been) to aim  to give players as many possibilities as possible. If it will become more limited than expected, it will be essentially due to time, balance or technical constraints, nothing more.

    Best Regards,
    Nyzaltar.
  23. Like
    JayleBreak got a reaction from willolake in Now Available: Reactor/2D+ Voxel Planner   
    Continuing on beyond the original 2D Voxel Planner, I'm releasing today a new in-game building tool: Reactor/2D+ Voxel Planner. It extends the original 2D Voxel Planner's limited layer support with a Layer definition screen while adding a tool to design the 3 dimensional shape of a single voxel.
    To support these features, a new XS Dynamic core construct has been built with a unique Voxel stack (derived from the NRD Voxel Cube which also inspired some aspects of the interface). The construct also has new Reactor frame
    The blueprints (at nominal cost) for the construct and the original 2D Voxel planner are available at the Objective Driveyards headquarters at the open space location which will hold their future sales office. There is plenty of parking! In game location: ::pos{0,2,23.2925,73.1635,9.1008}
    Also available is a limited number of blueprint+elements+voxels from a dispensor. These will cost 100 000 quanta and are limited to 1 per player.
    More information can be found on this short  Video tour.
  24. Like
    JayleBreak reacted to Ater Omen in Voxels, voxels everywhere..   
    A copy of the dev blog without the images : https://fasrtraveler696.weebly.com/blog/dual-universe-trailers
     
     
    edit:
    NQ uses Unigine to process the voxels procedurally generated, there is no bigger dataset for bigger planet, at least for the core terrain.
    The additionnal data for voxels are all additions that NQ did on top of the core generation (here is a video about their editor), and all players modifications to the terrain. Add to that all the constructs with elements. All of that is stored on the RAM, the more you have the more detailed the world is.
    To faster this process, the game client stores data locally in a cache folder. It checks for deletions or additions of the voxels with the server and avoid redownloading every voxels data for the place where the player is.
    As DU is not a single player game, all of this data must be synchronized between players, but not only voxels. All positions and orientations of constructs, all elements states (broken elements, lights, engines, force fields, etc), must be known to be correctly displayed and in sync with each player.
    The CPU generates optimized meshes with the desired LOD for the terrain and constructs, then the relevent data is sent to the GPU to display everything. As said above, the culling is done on the GPU instead of the CPU.
     
    I might be not right on all aspects of the game, but at the end, it needs so much hardware to work decently that I'm concerned by the targeted player base. Not everyone can run this game decently. Add to that the niche game design, at a time where fortnite and short game sessions and fast consumption of games dominate the gaming. But the potential of DU is immence, so believe in it
     
    To speak of NQ as a compagny where not every employees are devs, I wouldn't compare a prototype voxel engine (as good as it is) or other voxel experiments to a functionning (as far as it is) multiplayer game, with an immence single shard world and all of its new techs (client and server).
  25. Like
    JayleBreak reacted to Endstar in So after 4 months...the game got really boring!   
    This video actually gets into the reason you need P2W and F2P together. Just thought it was interesting as if NQ is having problems more than likely that is due to needing more revenue. 
     
     
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