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NQ-Naerais

Community Manager
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Everything posted by NQ-Naerais

  1. Relocating to the idea box! (And sharing with the team)
  2. Well, CM's don't provide support But support is done through the ticket system primarily. Have you opened a ticket, if so send me the # please.
  3. Alright folks, quick reminder about personal attacks - don't. Religion, politics, etc are not permitted in our community so please don't go there. To get you back on track, yes we're looking into other solutions and better long term solutions for market parking and abandon constructs / salvage opportunities Just because stuff isn't here now, doesn't mean it won't be in the future.
  4. Soon (TM) We're running a tad late.
  5. I'd rock out an apron. But I'd want a space frying pan to go with. They won't give me my coffee cup. Yet.
  6. Currently still not possible for us to offer, but a nice to have for the future. It is on our wish list. Sorry to disappoint. @GraXXoR Sorry, I don't think I'm following, can you elaborate a bit more and I'll share with the team. Thanks!
  7. While I appreciate the support (and criticism) I am locking this thread as it has nothing to do with the game. You're welcome to send staff feedback to us via community@novaquark.com
  8. I know this is something we looked into earlier, but wasn't feasible at the time for current tech reasons. Let me run back past it and see if that has changed
  9. The Upvote page was created as a convenient way for the Dual Universe community to submit their suggestions for features and changes they thought would be the most useful. In order to better process the existing Upvote recommendations, we’re going to temporarily suspend the addition of new suggestions. Instead, we’d like to ask the community to vote on the ones that are already listed. You can use the “Search” feature to seek out the topics that you are most interested in and then cast your vote to bring those to the forefront. This will help us better gauge suggestions that are of the utmost importance to our community. As always, thank you for your input and support. Together, we can make DU the best it can be. Vote Now.
  10. Unsure if that is being considered, but I'll pass it along, thanks!
  11. In consideration of player feedback, we’ve been investigating the best possible solution to address a situation in public markets where parked ships have been causing clutter and performance issues. To address this, we will be creating additional landing pads in those areas, then moving ships to them, taking care to spread them out so that the end result will be a better “feel”, aesthetically and performance-wise. The first phase will begin today in Districts 6 and 7 on PTS where we will try out the tool to make sure it’s working properly. If so, we’ll announce when the operation will happen on the Live server. That will require an extended downtime, so we want to do it when it will be the least disruptive to peak playing times for the community.
  12. I don't mind the criticism about the game, and even us, but let's keep it constructive. Please stop the attacks on each other. This is the only warning for this thread.
  13. I left? Died? My heart feels like ya'll trying to kill me. I'm still here.
  14. I dislike sad posts. So, I'm simply going to say thank you ❤️ You were always amazing around here, and the team will miss you. Thank you for all of your time, energy, expertise, efforts and laughs. I already miss you. Be well.
  15. I took out the word 'full'. Better?
  16. Read the article here: https://www.dualuniverse.game/news/devblog-jetpack-improvements Jetpacks are handy devices that give you a boost when you need it. Although they are not intended as a mode of long distance travel, they can be used to jump over obstacles, leap across gaps, or to reach new heights while building your latest masterpiece. MAKING IT BETTER The upcoming 0.24 update includes improvements to jetpacks that provide better functionality. Whereas previously the jetpack was always active in deep space, this will no longer be the case. Now you will be able to toggle between having the jetpack activated or not with the X key. You can see the jetpack state in the top right corner of your screen : Jetpack activation feedback In deep space, you’ll usually want your jetpack to be activated. The new ability to toggle it off will come in handy for other reasons. ARTIFICIAL GRAVITY DEACTIVATION You can use your jetpack to navigate your construct in deep space. When activating your jetpack, you won’t be affected by the artificial gravity of the construct anymore. Feel free to glide in the corridors of your space station. But maybe you don’t want anybody to be able to enjoy a smooth glide around your construct. Maybe you built a space Ninja Warrior parkour course and jetpacking through it would be cheating. We’re adding the “Right to use jetpack” to the Right and Duty Management System (RDMS). Only people with this right can use the jetpack and break free from the artificial gravity field of your construct. We recommend casually drifting in front of those who don’t have it to mock them … But that’s up to you! Everybody can gliiide Set your sights even further: hit X and launch yourself off your construct and into space, gently floating to nearby ships, bases and even planets. SHARE YOUR STORY Are you an experienced jetpack creator or pilot? What advice would you give to Noveans who are new to using a jetpack? Zoom over to the forum thread to share your tips, tricks, and tales of jetpacking glory. In case you missed it: The 0.24 update also includes an exciting new Mission System. Check out this Devblog to read about it.
  17. Naunet running by with a quick edit for clarity: Element Destruction will be applied to all damages sustained, both in and outside of PvP battles. ____________________________________________________________________________________________________________________________________________ Draw your weapons and get ready to shoot first! In today’s Dual Universe Dev Blog we will discuss an upcoming PvP feature: Element Destruction. In its current iteration, the feature works rather simply. Once destroyed, an Element can be restored indefinitely. There is currently no way for a crafted Element to disappear from the game unless it’s done intentionally. This poses a problem in the dynamics of the economy. In the real world, most purchased goods will inevitably need to be replaced. This helps to fuel the economy by creating a steady demand of goods. And, as in the real world, Dual Universe relies on a strong supply and demand chain for its economy to thrive. To facilitate this, we’re making some changes to Elements that will not only give them value as a commodity on the Market but also add some exciting layers of strategy in how they are manufactured and used by discerning pilots who won’t settle for anything less than the best on their prized ships. Let’s take a closer look at the incoming changes. ELEMENTS DESTRUCTION When an Element on your ship is damaged in combat, can go next to it and repair it using scrap. If destroyed, you can also restore it completely. The change we’re making will limit the number of times an Elements can be restored, i.e. three times for an Engine and five times for a Container. Once an Element has hit its maximum amount of restores, it is Destroyed and can’t be repaired anymore. This will be less brutal than an immediate destruction, allowing you to manage a critical situation during combat, yet give you the opportunity to plan for a long-term replacement strategy as your restore counter is approaching the limit. Getting low on the restore counter for an engine? Swap it for a brand-new one at the next station. An Element which has been restored once or more will be allowed to be brought back into a player’s inventory, but please keep the following points in mind: This Element will be marked as a Modified Element. As such, it cannot be sold on Markets or used in Blueprints This Element can be bartered. Unlike certain other modified elements, the restoration count cannot be reset. The number of times an Element can be repaired depends solely on the nature of the Element. Note that this is a first step. We may introduce other forms of degradation in the future, possibly impacting Element performance. Another important thing to note is that when an Element of type “Container” is fully destroyed, everything it contains is destroyed as well. This includes all types of fuel and ammo. Tier 2+ Elements and Industry Units To push this logic even further, we introduced the idea of a new class of elements with better stats, by extending some existing elements with variants into higher tiers. This will impact Engines, Weapons and Radars to start with, and we will also make a push for Containers and Control Units a bit later. In any real world industry, you have room for producers specializing in high-end products with better returns, or low-end products with higher volumes. This is what the addition of Tier 2+ Elements will bring to the table. We envision a future where Tier 2-5 engines will become the norm for performance-savvy players because of their better stats while Tier 1 will remain a commodity that is basically good enough for most players who don’t care about the stat boost. This adds variation to the gameplay and will certainly be a factor in PvP and efficiency-oriented logistic operations. Note that only Tier 2 Industry Units will be able to produce Tier 2 Elements, the same for Tier 3 and so forth. Industry Units of higher tiers will be considerably more expensive to produce and/or buy. Element perma-destruction A deployed Element that has been destroyed cannot be brought into the inventory. This Element is totally non-functional and can only be deleted or Replaced. When Replacing an element, all custom properties and settings are maintained. This action will consume an Element of the same type in the player’s active inventory, as it would do with an Element that was deployed standard. Of course, we will introduce a proper tool to replace your Elements to prevent the need for reconfiguration when you’re swapping in a fresh new one. This should help to create a healthy level of demand as PVP increasingly heats up across the Universe. Weapon limitation by core size, and better hit formula Speaking of PVP, we want to address some imbalances in general around PvP. Several things are on the way to address this, some of which might affect your ship designs: Limitation of weapon sizes based on the core size, no more L weapons strapped onto an XS core unit. Previously, the probability to hit another ship was based on the size of its core. From now on, that probability will use the surface of the ship that's visible from the view of the shooter as defined by the cross-section of the ship from that same point of view. In other words, the surface of the ship exposed to your weapons will matter and generate more damage. That way, building a borg cube will simply not be efficient and will expose you to greater damage risk. Radar lock range unification: Instead of having each radar lock different core unit sizes at different ranges, every radar will now have a global lock range at which it locks all targets. Smaller radars will now lock at lower ranges, but retain their faster lock times while larger radars will lock slower but at greater distances. Unlike weapons, there will not be any further core-based restrictions on radar placement. SHARE YOUR THOUGHTS As always, we encourage you to share your thoughts about these changes. We appreciate your support and look to your constructive feedback to help us make Dual Universe the absolute best it can be. **Edit note: Clarified RESTORE vs REPAIR verbiage
  18. Naunet running by with a quick edit for clarity: Element Destruction will be applied to all damages sustained, both in and outside of PvP battles. ____________________________________________________________________________________________________________________________________________ If you haven't seen the news, you can do so here: Discuss below!
  19. I just followed up with our CS team on this, and I believe they are waiting for your reply on your ticket
  20. Dear Noveans, it's time for another DevBlog! Dual Universe is a vast game. Its gameplay has layers, and we keep adding depth to them as often as possible (though not nearly as frequently as we would like to!). As developers, we love to dive into these depths. Moreover, we want to make sure everybody understands why we design features the way we do. DevBlogs are perfect to address these topics, so here we are! Today, we will tackle two major features which shall be released in an upcoming patch: Construct Intellectual Property Protection and Blueprints Duplication. Without further ado, let's jump right into it. CONSTRUCT INTELLECTUAL PROPERTY PROTECTION The objective of this feature is quite simple: allow a player to protect their creations when they distribute them in game (whether it is by selling them or trading them). We want to make sure that no unauthorized player will access the intellectual property content of a construct they did not create themselves. In particular, we want to protect: The possibility to create a Blueprint of the construct The possibility to copy voxels from the construct to another construct (however, intra construct copies are still allowed) The access to Lua scripts from Control Units The access to HTML content from Screen Units This is how it works: each construct has a creator. A creator can be either the player or the Organization who deployed the original Core Unit. We can call this initial construct the “Master Construct”. When an Organization is the creator, any legate will be considered to be the creator. When making a copy of a Master Construct via a Blueprint, a set of Digital Rights Management (DRM) protection flags are set automatically, both on the construct as a whole AND individually on each of the Control Units and Screen Units in the Blueprint. The newly created construct can have a new owner, different from its creator, but it remembers who was its creator. When trying to access Lua or Html content, the DRM flag of the corresponding Element (i.e. a Control Unit or a Screen Unit) will be checked to determine if the new owner is allowed to do this action. The creator is always allowed to do that. Similarly, when trying to make a Blueprint or to copy voxels, the DRM flag of the whole construct is checked. By default, since the original Blueprint sets all the flags to “not allowed”, a new owner will have no rights to do these actions. If you deploy a new Control Unit, or a new Screen Unit on your construct that is DRM protected, they will be deployed without the DRM flag activated; therefore, you will be allowed to modify these Elements in particular. Moreover, the creator of the construct can also decide to come and remove the DRM protection of the whole construct (by right-clicking on the Core Unit), or of one particular Control Unit/Screen Unit if he wants to (warning: this action is not reversible). Make sure, however, to check if the DRM flag for voxels is global or not. If it is, and you add a beautiful sculpture to the construct, you will not be able to copy-paste it out of the construct. You should rather make your own Master Construct for this kind of action. BLUEPRINT DUPLICATION The Blueprint duplication will let players create copies of Blueprints, which in turns other players will use to generate a limited quantity of constructs. To understand this feature better, allow us to make the distinction between Core Blueprints and regular Blueprints. Core Blueprints When the creator of a construct, or any player owning the right to create a Blueprint from a construct generates a Blueprint from said construct, this is a Core Blueprint. Its creation is free. It can be used as the simple construct-save it used to be. But more importantly, this is what you’ll use to generate Regular Blueprints. It is stored in the player inventory and behaves as a regular information item. A Core Blueprint is never lost on death. However, a player can generate a core Blueprint only if he is the creator of a construct or if the DRM flag of the construct has been lifted. All ancient Blueprints (as in, Blueprints from before the Blueprint Duplication patch) will be converted into Core Blueprints. Regular Blueprints By right-clicking on a Core blueprint, a player can choose to generate a regular Blueprint, or just “Blueprint” for short. A regular Blueprint, is in reality a one-run Blueprint, and is always the result of a duplication of a Core Blueprint. It is a standard information item, and because it is a one-run Blueprint, it can only be used once and disappears on use. Once created, regular Blueprints are delivered at once in the player’s inventory as soon as he validates the duplication. Regular Blueprints are weight-less and volume-less. We hope this DevBlog gives you better visibility and understanding of what’s coming next in Dual Universe. Don’t hesitate to tell us what you would like to see next! See you very soon in Dual Universe Want to discuss this announcement? Click HERE. ?
  21. Unfortunately it's not possible. As we have studios based in Paris and Montreal, we need a time frame that the staff are all available for. I know it's painful if you're in that window though.
  22. Our website and all linked features will be under maintenance on Monday starting at 9am UTC and lasting until approximately 1pm UTC. During this time access to the website, account tools, forums, etc, will be unavailable for use. Come join the community in our Discord channels!
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