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NQ-Naerais

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Posts posted by NQ-Naerais

  1. 1 hour ago, GraXXoR said:

    Jeez, you can pay 10 bucks for a ticket to see something by Shyamalan and be thoroughly disappointed for a mere 90 minutes.

    Are you going to ask for your money back when you come out because you figured out the man was dead after just 15 minutes?
     

    But it has a twist? 

    @jeenah I definitely can feel your frustration, and I appreciate you taking the time to leave us the feedback.  The same reminder however that I use a lot is we are still in testing, and the game is not final state. I hope you'll circle back later and give us another go.  All the best. 

  2. 2 minutes ago, LouHodo said:

    So any hints on what you all are planning on doing outside of increasing the amount of parking spaces for abandoned junk.


    The team has been looking into a variety of solutions including many of the suggestions made here, on the UpVote and in Discord (like compression, collections, parking fees, no fees, etc).  I'll let you know when we're ready to announce though :)

  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. 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.

  5. 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.
     

  6. Read the article here: https://www.dualuniverse.game/news/devblog-jetpack-improvements

    DevBlog.jpg

     

    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 :

    ddb41a7b-20bb-470c-beba-a354fe5b4f6c_togglejetpackon.jpg

     

    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!

     

    thirdcap.PNG

    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

  7. 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

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