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NQ-Naerais

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Everything posted by NQ-Naerais

  1. Access to the game has a higher ticket priority than some bug issues. You shouldn't be waiting too long.
  2. https://support.dualthegame.com/hc/en-us ticket is probably best. Though a non working fresh install is an issue Sorry you're having it.
  3. I don't have a lot of details to share just yet but we will release it in a blog when ready. We ARE working on a revamp to the FTUE (or First Time User Experience) to make it quicker and easier to get through so that you can get to playing or join friends faster. We know parking is an issue at the markets and we're working on a long term solution, for now however we only have temporary fixes. We are aware this is a major pain and are working on it. That goes beyond just the markets but 'stuff' left laying around in general.
  4. As we stated, this is not currently a priority. That said, I appreciate the link you provided and have shared it with the team.
  5. THE FUTURE OF DU We’ve seen a lot of positive feedback following the release of our devblog series on the future of DU. We’re thankful to our community for the great feedback and encouragement. We’ve collected what seem to be the most burning questions following the publication of the blogs and wanted to do a follow-up to address them the best we can. Not all questions have an answer at this point, and we’ll try to fill in the gaps as we’re able in future communications. Are you going to launch the game in 2021? Realistically speaking, we have too much to do with the time that’s left this year to get to a state where we feel the game is ready for launch. Our current plan is “at some point in 2022”, and we’re targeting mid-year. That projection is tentative, depending largely on our progress and the feedback we get from our community, so please don’t hold this as a commitment. It could be sooner, it could be a bit later. The state of the game will dictate the date. Why is the game not working on Shadow (cloud gaming platform) and do you plan to support it? We believe cloud gaming platforms are a great way to enjoy DU if you want to play the game but don’t meet the proper PC specs or want to benefit from the latest hardware improvements without investing in upgrades for your gaming rig; however, we need to clarify that we are not yet officially supporting cloud gaming platforms, including Shadow. Our releases are not tested on these platforms or Windows emulations on Mac and Linux, and we can’t guarantee compatibility at this point. The game is still in beta, and we are focusing our efforts on native Windows PC support. We plan to officially support these platforms at some point, and would like to ensure that when we do we are able to offer ongoing compatibility with adequate testing and collaboration with the platform holders to make a long-term commitment. We recently started working with a cloud gaming platform in an official manner, and we are hopeful to announce our official support of that platform soon. In the meantime, compatibility with cloud gaming platforms can’t be guaranteed. We log bugs and look at potential quick wins, but we can’t commit to a timeframe for fixing them. Please also note that there is a waiting list of one year to have access to one of the machines of Shadow, which makes debugging all the more difficult. Will there be an updated roadmap? At the moment, there is no plan to release an official roadmap with dates. We tried to explain why in the three devblogs. We’re changing many things in the way we develop DU, and it’s hard right now to have a clear idea of our future velocity. We don’t want to give you dates that we might not hold. We think it’s more important to have the freedom to adapt to your feedback rather than trying to hit the dates on a public roadmap. We hope you will see this as a sign that things are changing for the better and that we’re being more realistic in our approach. Why don’t we have more frequent releases? Dual Universe is an extremely complex game to develop. Many of the systems we have already in place are interdependent, and changing or adding a feature has ripple effects on other features and systems both in terms of code and in terms of feature design. For example, RDMS has to be carefully considered in many things we do, as does the role of organizations in the introduction of new features, etc. Most of the tech we use is custom and not off-the-shelf. It’s one of the secret sauces of the game, and it also makes features much more difficult to work on because we develop the tech AND the features at the same time. Now, with the introduction of the PTS, we hope to make more frequent releases, including releases of prototypes, such as the Lua technology for screen units. How frequently will depend on what goes in these releases and how much work needs to be done after we receive feedback from the PTS. We estimate that you can expect three to four additional major releases in 2021, and smaller releases in-between, but that’s only a ballpark estimate for now. What’s going on with long-standing beta bugs? Are you going to fix them? Yes we will fix them as quickly as possible although we aren’t able to pinpoint an exact date. Some bugs are easier to squash than others, and some even require a rework of an entire complete backend system to resolve. These processes need to be scheduled accordingly, also taking into account that we want to avoid reworking the same thing multiple times if we suspect that the development of an upcoming feature will force us to rework the same system again. The more critical the bug, the higher the priority. When we’re focused on fixing bugs, that means we’re not working on the plan we presented to you, so it’s a balancing act. We wish we could give you a list of bugs and a timeframe for each one, but that would be highly unrealistic. These bugs are not being forgotten, that’s the best we can tell you right now. Can we expect a more frequent communication from Novaquark? We’d love to, just understand that the frequency of our communications really depends on the cadence of the game releases. The way it works is that as soon as the content of a new release is established (at least a content draft), we sit down and make a plan for how and when we’re going to talk about these features/this content. Often we have to wait until a feature is stable enough in terms of game design and/or coding to be able to talk about it or show it, as a feature can evolve a lot along the development process and the unfolding of our sprints. We simply want to ensure that the information we give you isn't misleading, as early communication means the end result may differ significantly once development is complete and the feature is released. So between releases, there is indeed a communication gap. There are different general topics we could discuss between releases, but they wouldn’t really bring anything concrete to the table and that communication could be seen as shallow and vague. It’s actually an interesting topic we’d like to explore with you: what is it exactly that you expect in terms of communication? How can we balance having meaningful content to present with what seems to be the need of our players to see ongoing communication? Based on reactions we’ve seen in the past, we believe that communicating simply for the sake of it when we have nothing really new to talk about is never well-received. What about PvE? Are you planning to add PvE features to make the game more varied? Our current focus is on enabling emergent content between players. PvE is not one of our priorities at the moment. This doesn’t mean that it won’t ever come to the game, but it is not going to be added before the official release of the game. That said, one could potentially consider the challenges that we’re currently working on as some form of PvE, though not in the sense that you’ll be shooting NPCs or wildlife. Will we see a return of NQ employee Interviews and AMAs? We would love to do things like livestreams and AMAs again when the time is right. We feel like these formats are better suited when there is a clearly defined topic to focus the discussion, such as a major release for instance. It is duly noted that these interactions with the community are appreciated, and we will include them whenever possible. You mentioned the changes in the industry gameplay, but it wasn’t clear if schematics will stay or go? The honest answer is that we don’t know yet. When we introduced schematics, it was a major disturbance in the forc… in the economy of the game. We don’t want to rush into more changes after that, especially given that players invested a lot of hard-earned quanta in buying them. Removing schematics is ONE of the options we’re looking at, as well as changing their prices or adding more recipes. Reverting to the way it was before the introduction of schematics is also on the table. We know we want to do something with the current state of the industry to add back some of the fun that was taken away with 0.23, but how exactly we’ll do it is yet to be decided. Is there going to be a wipe? We see that the debate on the topic has been pretty hot in the community for a while, and it’s about the same at Novaquark. We’re uncertain if the changes we are planning to introduce will require a wipe or not, and we’ve started (intense) internal discussions on the topic. Our priority is to try to preserve the time and effort that our players have put in the game since the beta started. Once we’ve got a better idea of how much the changes we discussed in the third “Future of DU” devblog will impact the game’s economy, we’ll make a decision. If there is a wipe (and it’s a big IF), it may be a partial one only affecting certain aspects of the universe. Our priority will be to mitigate the impact for long-time players. Join us in our feedback thread here!
  6. No change to the current plan (or lack thereof) depending on your perspective We currently do not have immediate plans to add NPCs, but we're considering it for post launch options.
  7. Just a quick reminder, RMT (Real Money Trading) is not permitted and is a bannable offence (just for those who were considering a new career ) Let's also keep the criticism to the game, not each other Thanks!
  8. Unfortunately there is currently no reasonable way for that to happen. It is a topic of discussion we have in house though. Cross your toes!
  9. I think some valid points have been made across the board here, however this thread is revolving more about rights to speak. We are an open forum and all are welcome, but let's keep it constructive please. No attacks. I don't feel like this thread is going to recover, so I am going to lock it.
  10. We did an update recently, it may be affecting you. If it continues, please open a support ticket so that we can try troubleshoot it with you: https://support.dualthegame.com/hc/en-us
  11. All opinions are welcome. As has been pointed out, sometimes a new player's vision or the early game play, or understanding of the game in general, etc. There are always lots of angles So, while I appreciate the sentiment to what you are saying, it doesn't help us design any better to only look at one segment of player.
  12. PART THREE: FINDING THE FUN In this third and final segment of this series, we’ll take a look at Dual Universe gameplay and how we’re aiming to improve it. There’s a delicate balance to strike between staying as true as we can to the original vision, making smart design and production choices, taking players’ feedback into consideration, and creating more opportunities for community engagement. The game needs to be challenging but, most of all, fun. It can be a tall order sometimes, but not an impossible goal. This is far from being a comprehensive list of everything we’re working on, but we think it’s a good starting point for sparking conversation with the community. You’ll also notice that we have intentionally stayed away from precise timeframes. We would rather stay flexible and give ourselves the opportunity to revise our plans based on the feedback of players. Now, let’s get to the good stuff! BREAKING THE MONOTONY Even if the main pillars of the game aren’t quite finished yet, the launch of the beta allowed us to see how the various systems work together, how fun they are, and what actually works or sometimes doesn’t. Analyzing data on player behavior and reading the copious amount of feedback we receive (thanks for that!) have pointed to two main objectives we’ll be addressing in the coming months (in addition to continuing to fix bugs and balancing issues). These are: First, emend gameplay loops that are tedious for some players. We call it “fixing the player routine”, so that playing DU doesn’t feel like “going to work”. Up the stakes, adding meaningful opportunities for conflict so that the in-game economy, social components, and building aspects come together. Some elements of gameplay are more fun than others in Dual Universe. Mining can often be seen as a must-do for many new players, and because it is perceived as mandatory it can rapidly feel tedious. Earning quanta is fundamental. When we launched beta, it seemed like mining was almost the only way to get money, especially for new players who didn’t have much in the way of resources or allies. To make it more interesting with a real sense of progression over time, here is the high-level plan: Make it easier for newcomers to gather resources from the surface of planets without the need to dig; Then, transition players to deploying mining units once they’ve claimed a territory. Mining units will supply a steady stream of ore, depending on the specifics of the tiles the player has claimed. These mining units come in tiers and should add a sense of progression even to early mining. There will also be a production optimization gameplay if you want to use several mining units. For players who want to specialize in mining, we will introduce asteroid mining. Think of asteroids as epic mining with high reward potential. Asteroids will be spawned in the universe. Players will be able to scan clues in space to discover where they’re located. Some asteroids will contain not just regular ores, but also rare and valuable ones. Once discovered, there will be a delay before their location is broadcast to all players. This is an opportunity for explorers who find these asteroids to reap their resources first or monetize their location. The control of valuable asteroids will also create opportunities for combat, information trading, and collaboration between players. Please also note there will be asteroids in safe zones with lower-value ores. THE QUEST FOR QUANTA Another way for players to earn quanta is the previously-announced Mission System, coming in version 0.25. It will include two components: a job board to facilitate interactions between players (for example, “I need gold delivered to this location”), as well as a secure framework for player- and NQ-created hauling missions. We hope that this will kindle the game’s economy with increased specialization and proper tools for exchanges between players. The upcoming introduction of in-game challenges will also add fun ways for players to earn cash. On that note, we plan to revise the way the markets work, considering different ways to improve connections and making it less painful to trade for goods. This should make markets more accessible and fluidify trade. We are looking into how we can rebalance the industry. The reaction to changes introduced in 0.23 told us that there is more work needed here. The role of schematics is definitely one of the areas we’re looking at; whatever we do with schematics, we are particularly sensitive to making a fair move for players who have invested in buying them. Builders haven’t been forgotten. We just delivered new tools for them in 0.24, and we are already working on new ones that should let builders enhance their artistic arsenal to create more amazing constructs. We’re pretty excited about them, but should forewarn you that it may be some time before they appear as higher priority changes will take precedence. The first-time player experience will get a full overhaul to facilitate the onboarding of new players. We’re doing away with the long monologues from Aphelia and the length of time it took to get into the action. The tutorials will be more contextual, and the experience of new players should get them into the core gameplay faster. As it is now, new players sometimes need to travel long distances to find a tile free of neighbors and suitable for future expansion. The redesign will allow these new pioneers to start with their friends in a location of their choosing in a more streamlined fashion. They will also be able to select an outpost design and receive startup resources. STOKING THE PVP FIRES We know a lot of players want to hear about PvP. Once we’ve fixed the main gameplay loops, this will be the next thing we’ll tackle. Our goal is for space warfare to be one of the driving forces of the emergent gameplay, fueling the economy of the game, including for players who don’t want to directly partake in combat but might want to provide ships, ammunition, and services for those who do. While there are PVPers who are in it for the thrill of the pirate’s life, there are others who aren’t pirates so much as protectors who enjoy defender-type PVP scenarios. In its current state, PVP can be seen as gratuitous, devoid of reasons to fight beyond pillaging a bested ship’s cargo. The current PvP mechanics will be modified with the addition of construct shields and a rebalancing of weapons, among other things, as well as introducing territory control in space and, later, on planets. Controlling space territories will give players benefits such as the ability to acquire highly-lucrative space resources (i.e. rare gas, singularities) and a worthwhile reason for organizations and solo players to fight. Not only that, but you’ll be waging war in style with an array of new, unique cannons and skins. GLITZIER GRAPHICS Admittedly, graphics improvements have been on the back burner for a while in favor of building the main gameplay systems. Upgrading the visual immersion has now taken a more prominent position in our priorities, the goal being to give more “life” to Dual Universe. This ongoing process began in 0.24 when we overhauled many of the assets used in world generation (i.e. trees, rocks, ground textures, etc.) We’ve also undertaken a big push on visual effects, with a slew of new and improved visual effects planned for gradual release in the near future. Continuing our efforts with the recent addition of new voxel textures for builders, we will freshen up many older elements in the game to bring coherence between older and newer assets, as well as between voxels and assets. We are also investigating longer-term visual improvements. For some time, we’ve been working on prototypes for a new planet generation technology to make sure that our planets are interesting to explore. Before we can roll this out, we will be doing an overall pass on the existing planets, like Jago, with improved terrain and more varied environment assets. There is also a project to improve lighting with the inclusion of global illumination. CLOSING THOUGHTS Again, please remember that all these changes will be tested first on the public test server. The final versions of these features may vary depending on your feedback and our own thought processes. In terms of timing, most of the “player routine” fixes are planned to be gradually introduced before the end of the summer while the space warfare and PvP revamp should begin rolling out sometime after. As you hopefully see, a lot of these changes are based on your feedback and a more grounded, pragmatic approach to game design. We realize that many of these topics require additional explanations and that they will probably trigger more questions. We will answer them in due time, as we’re able, in future devblogs. Until then, we look forward to hearing your thoughts in this discussion thread. See you there!
  13. Discuss the final chapter of this series below! What are you most looking forward to?
  14. Let me be clear here, we have no issue with complaints about the game, or even the company if don't constructively. But we will not tolerate abuse to other members of the community or our staff, there is a line. Simply don't cross it That is all.
  15. Just a quick reminder that RMT (real money trading) in any form is not supported or allowed. So third party sales sites for quanta or accounts are not permitted. Please do not post them. Thank you!
  16. Welcome to the community! I'll move this to the idea box, though we do have something coming up soon for this
  17. As other players have said, your starter planet is just that - your starter - get your feet on the ground and learn the basics. You'll need to travel to find higher tier ore's and most meganodes Happy exploring.. Oh.. and:
  18. Cookies and coffee to the left...... Discuss today's Devblog below!
  19. PART TWO: UNDER THE HOOD In our previous blog, we spoke about improvements we’re making to our processes in order to get more efficient use of our resources and deliver the best game possible. Today, we’re taking a look at operation costs and how we’re working to make improvements in that area, too. THE COST OF DOING BUSINESS The server and database architecture behind Dual Universe is new and quite complex. As we had about the game itself, we had made assumptions about how much running a game like DU was going to cost in various areas. What we found was that our estimations proved to be far too conservative. We had to confront the actual cost of scaling up operating costs for a larger, global player base. And that’s okay. We have a plan. After reevaluation, we determined that some of our design decisions have had a major impact on our operational costs (i.e. what it costs to run the servers). In particular, databases are a major part of these costs. For example, because the world can be entirely edited and every edit needs to be stored in a database then communicated between the server and the clients, it eats a lot of our I/O allocations, which in turn increases our database costs. THE IMPACT ON UPDATES The consequence is that, in the upcoming months, we will be rolling out significant backend improvements in order to optimize these operational costs. We made the conscious decision to keep pricing low in order to make the game more accessible for people who want to play, but that means that we need to keep operational costs in check. Developing these optimizations is time-consuming, but it is fundamental if we want to have a viable game as the playerbase continues to grow. It’s important to make players aware of this because some of our upcoming releases may not seem like much to you. While they won’t appear to include much in the way of new features, they will be updates to deploy these fundamental under-the-hood changes. For instance, the upcoming 0.25 release will be primarily focused on introducing a “game-changing” incremental storage mechanism for edits to the game world that will have a major positive impact on our database costs. The good news is that we think that some of these modifications will improve performance for the players. Speaking of performance: that’s another area where we’ve been doing a lot of work, using the in-game telemetry to optimize areas where performance was dropping. There are several projects in the works to address performance. Although these may not seem particularly sexy when you read about them in the patch notes, the difference in how much better the game runs and feels while you’re playing should convince you it was worth the time and effort we spent on them. One example is the in-game screens. They ended up being quite popular among players, but the use of HTML for screen customization has proven to be quite a performance bottleneck in areas where there are a lot of screens. We recently started testing a new system using simple Lua draw commands instead of HTML to achieve the goal of screen customization. This change should seriously alleviate performance issues in areas with a lot of screens while providing the added benefit of unifying customization languages in a more user-friendly way. There are other optimizations like this in our pipeline, and they will be presented in due time. MORE IN STORE Tomorrow, in the third and final part of this series, we’ll talk about DU gameplay, and the challenges of maintaining a delicate balance between staying true to the original vision while taking player feedback into consideration. Discuss today's blog here!
  20. Let's get back to discussing the blog please, less personal attacks please.
  21. Welcome aboard Also, we appreciate the first thoughts post! I'd love to hear more of them.
  22. It is something we have considered (and continue to consider) - we have used a variety of tools to test it out though
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