BillyAngel reacted to NQ-Naerais in NQ-Naeris, new Community Manager, has entered the game!
As NQ-Nyzaltar said, I just joined the team here in Montreal. I'm very happy to be here, and excited to continue this amazing journey with all of you. I am quite new to the company so I do ask for a little patience while I get sorted here, I may not have all the answers right away but do know I will do my best to help make your experience with us the best it can be.
A bit about my background, I've worked on quite a few games of all varieties (MMO, Table Top, Card, Collectible, Board and more) for more years than I care to admit. I'm definitely an MMO fanatic and will be spending just as much of my free time along side you (in secret ) as you do. I'm convinced I'm a cat whisperer (though the same can be said for coffee), and a sci-fi fan.
I can't wait to see, share and celebrate all that you build in this amazing universe together!
BillyAngel reacted to NQ-Nyzaltar in NQ-Naeris, new Community Manager, has entered the game!
Dear Community members,
As announced in the news available here, we are glad to welcome a new Community Manager in the team!
She will be the Community Manager at Novaquark Montreal, which means we will now be able to cover more time zone.
We are really happy to have her on board!
Give a warm welcome to NQ-Naerais!
BillyAngel reacted to NQ-Nyzaltar in Community Portal: Alpha 3 transitional state
With the Alpha 3 deployment around the corner and the RDMS implementation, we had to make significant changes in the background by connecting organizations data available on the Community Portal to the organizations data that will be available in-game. As it is a "Work in Progress", the Community Portal will switch in "Read Only" mode for the time being, to limit the probability of technical issues.
During this transitional period, All management actions for the organizations will be done in-game.
You will also note that the number of legates per organizations isn't displayed anymore.
We are aware the situation isn't ideal, but it's a temporary and necessary step.
Update: Wednesday, January 22th, 16:15 UTC
What's the current situation?
To be clear:
- Posting/Editing News have been deactivated on the Community Portal.
- It will still be possible to post/edit News on the Community Portal through the in-game User Interface (assuming you have the proper rights to do such thing).
- Posting/Editing News will remain in a minimal state for the time being (only simple text. HTML code for formating options and image insertion will came back later).
- Posting/Editing News directly through the Community Portal should come back at a later stage.
- The "Join Organization / Accept application" feature remains active.
- The applications pending before the maintenance today should still be there after.
- Features such promoting or demoting a member will now exclusively in-game (as the process may now involve other game mechanics).
- Displaying the number of legates on the Organization Ranking page has been deactivated (as an intermediary step of the coming changes in the future).
What's coming in the future?
(please keep in mind that the features described below are work in progress and might change before their release)
Organization Ranking by the number of Active Members.
As the Community Portal will evolve, we plan to display the number "Active Members" and the number "Honorary Members" for each organization in the future.
The Organization Ranking will be done by the number of Active Members in decreasing order.
What will be "Active Members" and "Honorary Members"?
"Honorary Members" accounts will be accounts that have joined an organization on the Community Portal but haven't access to the game.
"Active Members" accounts will be accounts that have joined an organization on the Community Portal and have access to the game.
Accounts joining an organization directly in-game will be automatically validated as "Active Members" in an organization.
Only "Active Members" will be eligible to legate status, as most organization management actions will be only possible in-game.
Why planning this?
This is planned for two reasons:
1) To give a better visibility for newcomers regarding the activity potential of each organization (which can impact the decision of joining one organization or another).
2) To discourage unfair practices such as creating ghost accounts and making them join an org to inflate artificially its size (and get undeserved visibility).
The Novaquark Team.
BillyAngel reacted to spaceforger in Are Sanctuary territory unit everlasting ? we buy them and they do not require additional cost?
There must be some kind of upkeep or last logged on timer otherwise we will have tens of thousands claimed tiles by players who last logged into the game 6 or more months ago, and after 4-5 years many players will be living surrounded by ghosts and only way for them to play with friends will be to relocate. Usually MMO games have some kind of system to prevent players that quit to have assets in-game but nothing is known from Novaquark about what will be implemented in DU.
BillyAngel reacted to Abyzmi in Crafting System
This is kind of a big idea... but it's something I've wanted to see inside of a game for a long long time. Just this idea being implemented would bring me and many players like me to Dual Universe and keep me playing forever.
It's important to note that when I say crafting system, I mean the system used to manufacture things such as armor, weapons, clothing, furniture, house decor, maybe even computers and technology. This would also include ship-based technologies such as engines, turrets, weapons, hallways, possibly even rockets and missiles and different types of ammo.
Players love customization. Personally, I love to be able to create a completely unique look that is totally my own.
The crafting system in other games is pretty boring. You level up your crafting skill until you get to a point where you can craft the next level of gear etc etc. All of the gear is pre-defined models that were loaded in to the game by the devs. It's completely repetitive and extremely boring.
What I would like to see instead is this:
1) Do away with crafting levels. That shit sucks. Make it so that any player can create anything they want to at any time.
2) Do away with pre-defined models. I'm tired of seeing every single person using the exact same armor as every other person. That's not immersive. That's boring. Instead, implement modular models with several different options to create a unique look with a maximum level of customization.
3) Put the customization in the hands of the players. Make the models that players create into something that anyone can use.
The Crafting Process
The process would start with a blueprint. This is where the players design the object in question. It could be pulled up in a separate window with several options for the player to select whatever it is that they would like to create.
Step 1: Select the category of item. Some items may have sub-categories. For example, weapons may have sub-categories of rifles, snipers, heavy weapons, or sidearms. Clothes might have sub categories of Shirt, Pants, Shoes, Jacket, Hat, underclothes, etc. A very basic model of the item would appear. With it would come sliders to adjust proportions, material types, colors, etc. A modular design would allow for added attachments.
Step 2: Select and customize attachments
On a weapon, this could include different barrels, various clip sizes, length of stock and grip, caliber, different action chambers to allow for semi-auto or automatic modes, etc. Each of these attachments could affect how the weapon performs.
Armor attachments could create a specific unique look. Larger sets of armor could be designed with more protection in mind but detract from maneuverability. Smaller lighter armor sets would offer the opposite. The more attachments that are added, the heavier the armor may become. They could come with optics, helmets, various measures of technology, oxygen systems for non-atmospheric operations, magnetic boots for low gravity situations, pneumatic strength assistance, etc.
Clothing attachments might include sleeves, buttons, zippers, designs (such as stripes, circles whatever), etc.
Step 3: Publish Blueprint.
A published blueprint will be ready to build. It will have a bill of materials required to build the object that the player has designed. Different attachments might add different materials required and bring up the cost of the item. A higher cost would effectively promote lower levels of sophistication in mass-production.
Now that you have your published blueprint, you must take it to a manufacturing facility. Large organizations could use the blueprint, and install it into a factory to have the item mass-manufactured. They would gather the resources required to manufacture the item and then produce them.
Individual players and independent designers could pay organizations which own factories to build their designs and blueprints. Alternatively, large organizations can pay designers to create a nice blueprint for them.
Designers could become famous and well sought-after to design things for large companies.
Sell your items on the market. Watch them spread into the world. Watch them be stolen or destroyed and end up in the hands of people they were never intended to reach. Watch your designs become the most desirable items in all corners of the galaxy. Watch as entire organizations commission designs for armor, weapons, uniforms, drills, engines, turrets, computers, furniture, and so much more so that their people could be well equipped and fashionable.
This is the kind of game that I would play.