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NQ-Naerais

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  1. Like
    NQ-Naerais got a reaction from Neytri in Market Clean Up - Today!   
    Despite our recent efforts to expand and clear out Market 6, we are still getting reports about performance and clutter. We want to assure our players that we understand your frustration and are still working to find better permanent solutions. 
     
    Meanwhile, we will be addressing clutter across Alioth this weekend. Our plan is as follows:
    Dynamic constructs that have not had direct interaction with their owner over a set duration (currently 30 days*) will be hidden.  Constructs at the market that violate our rules,  Code of Conduct and EULA will be removed.
    If your construct is hidden, you can unhide (recover) it by using the Fetch tool. To do this, right-click on it in the Construct list on your Map screen. Any constructs that you own, whether visible or hidden, will appear on this list.
     
    Fetch functionality now works for organization-owned constructs as well. For hidden constructs that belong to your organization, your legates can retrieve them via that same functionality. 
     
    Our customer support team is at the ready if you still need assistance recovering your constructs. Simply ping our Live Support staff in the in-game help chat with “@GM” or file a ticket on our support page and we will dispatch help right away!
     
    Please note that this is intended only as a temporary measure to aid performance and improve your experience when visiting these areas. 
     
    We look forward to seeing the results from these changes over the weekend.
     
    May your frames be plenty.
     
     
    *Duration may change based on our findings 
  2. Like
    NQ-Naerais got a reaction from TildaW4 in Market Clean Up - Today!   
    Despite our recent efforts to expand and clear out Market 6, we are still getting reports about performance and clutter. We want to assure our players that we understand your frustration and are still working to find better permanent solutions. 
     
    Meanwhile, we will be addressing clutter across Alioth this weekend. Our plan is as follows:
    Dynamic constructs that have not had direct interaction with their owner over a set duration (currently 30 days*) will be hidden.  Constructs at the market that violate our rules,  Code of Conduct and EULA will be removed.
    If your construct is hidden, you can unhide (recover) it by using the Fetch tool. To do this, right-click on it in the Construct list on your Map screen. Any constructs that you own, whether visible or hidden, will appear on this list.
     
    Fetch functionality now works for organization-owned constructs as well. For hidden constructs that belong to your organization, your legates can retrieve them via that same functionality. 
     
    Our customer support team is at the ready if you still need assistance recovering your constructs. Simply ping our Live Support staff in the in-game help chat with “@GM” or file a ticket on our support page and we will dispatch help right away!
     
    Please note that this is intended only as a temporary measure to aid performance and improve your experience when visiting these areas. 
     
    We look forward to seeing the results from these changes over the weekend.
     
    May your frames be plenty.
     
     
    *Duration may change based on our findings 
  3. Like
    NQ-Naerais got a reaction from Zeddrick in Market Clean Up - Today!   
    Despite our recent efforts to expand and clear out Market 6, we are still getting reports about performance and clutter. We want to assure our players that we understand your frustration and are still working to find better permanent solutions. 
     
    Meanwhile, we will be addressing clutter across Alioth this weekend. Our plan is as follows:
    Dynamic constructs that have not had direct interaction with their owner over a set duration (currently 30 days*) will be hidden.  Constructs at the market that violate our rules,  Code of Conduct and EULA will be removed.
    If your construct is hidden, you can unhide (recover) it by using the Fetch tool. To do this, right-click on it in the Construct list on your Map screen. Any constructs that you own, whether visible or hidden, will appear on this list.
     
    Fetch functionality now works for organization-owned constructs as well. For hidden constructs that belong to your organization, your legates can retrieve them via that same functionality. 
     
    Our customer support team is at the ready if you still need assistance recovering your constructs. Simply ping our Live Support staff in the in-game help chat with “@GM” or file a ticket on our support page and we will dispatch help right away!
     
    Please note that this is intended only as a temporary measure to aid performance and improve your experience when visiting these areas. 
     
    We look forward to seeing the results from these changes over the weekend.
     
    May your frames be plenty.
     
     
    *Duration may change based on our findings 
  4. Like
    NQ-Naerais got a reaction from blundertwink in Market Clean Up - Today!   
    Despite our recent efforts to expand and clear out Market 6, we are still getting reports about performance and clutter. We want to assure our players that we understand your frustration and are still working to find better permanent solutions. 
     
    Meanwhile, we will be addressing clutter across Alioth this weekend. Our plan is as follows:
    Dynamic constructs that have not had direct interaction with their owner over a set duration (currently 30 days*) will be hidden.  Constructs at the market that violate our rules,  Code of Conduct and EULA will be removed.
    If your construct is hidden, you can unhide (recover) it by using the Fetch tool. To do this, right-click on it in the Construct list on your Map screen. Any constructs that you own, whether visible or hidden, will appear on this list.
     
    Fetch functionality now works for organization-owned constructs as well. For hidden constructs that belong to your organization, your legates can retrieve them via that same functionality. 
     
    Our customer support team is at the ready if you still need assistance recovering your constructs. Simply ping our Live Support staff in the in-game help chat with “@GM” or file a ticket on our support page and we will dispatch help right away!
     
    Please note that this is intended only as a temporary measure to aid performance and improve your experience when visiting these areas. 
     
    We look forward to seeing the results from these changes over the weekend.
     
    May your frames be plenty.
     
     
    *Duration may change based on our findings 
  5. Like
    NQ-Naerais got a reaction from ManfredSideous in Market Clean Up - Today!   
    Despite our recent efforts to expand and clear out Market 6, we are still getting reports about performance and clutter. We want to assure our players that we understand your frustration and are still working to find better permanent solutions. 
     
    Meanwhile, we will be addressing clutter across Alioth this weekend. Our plan is as follows:
    Dynamic constructs that have not had direct interaction with their owner over a set duration (currently 30 days*) will be hidden.  Constructs at the market that violate our rules,  Code of Conduct and EULA will be removed.
    If your construct is hidden, you can unhide (recover) it by using the Fetch tool. To do this, right-click on it in the Construct list on your Map screen. Any constructs that you own, whether visible or hidden, will appear on this list.
     
    Fetch functionality now works for organization-owned constructs as well. For hidden constructs that belong to your organization, your legates can retrieve them via that same functionality. 
     
    Our customer support team is at the ready if you still need assistance recovering your constructs. Simply ping our Live Support staff in the in-game help chat with “@GM” or file a ticket on our support page and we will dispatch help right away!
     
    Please note that this is intended only as a temporary measure to aid performance and improve your experience when visiting these areas. 
     
    We look forward to seeing the results from these changes over the weekend.
     
    May your frames be plenty.
     
     
    *Duration may change based on our findings 
  6. Like
    NQ-Naerais got a reaction from CptLoRes in Market Clean Up - Today!   
    Despite our recent efforts to expand and clear out Market 6, we are still getting reports about performance and clutter. We want to assure our players that we understand your frustration and are still working to find better permanent solutions. 
     
    Meanwhile, we will be addressing clutter across Alioth this weekend. Our plan is as follows:
    Dynamic constructs that have not had direct interaction with their owner over a set duration (currently 30 days*) will be hidden.  Constructs at the market that violate our rules,  Code of Conduct and EULA will be removed.
    If your construct is hidden, you can unhide (recover) it by using the Fetch tool. To do this, right-click on it in the Construct list on your Map screen. Any constructs that you own, whether visible or hidden, will appear on this list.
     
    Fetch functionality now works for organization-owned constructs as well. For hidden constructs that belong to your organization, your legates can retrieve them via that same functionality. 
     
    Our customer support team is at the ready if you still need assistance recovering your constructs. Simply ping our Live Support staff in the in-game help chat with “@GM” or file a ticket on our support page and we will dispatch help right away!
     
    Please note that this is intended only as a temporary measure to aid performance and improve your experience when visiting these areas. 
     
    We look forward to seeing the results from these changes over the weekend.
     
    May your frames be plenty.
     
     
    *Duration may change based on our findings 
  7. Like
    NQ-Naerais got a reaction from Clipper in Market Clean Up - Today!   
    Despite our recent efforts to expand and clear out Market 6, we are still getting reports about performance and clutter. We want to assure our players that we understand your frustration and are still working to find better permanent solutions. 
     
    Meanwhile, we will be addressing clutter across Alioth this weekend. Our plan is as follows:
    Dynamic constructs that have not had direct interaction with their owner over a set duration (currently 30 days*) will be hidden.  Constructs at the market that violate our rules,  Code of Conduct and EULA will be removed.
    If your construct is hidden, you can unhide (recover) it by using the Fetch tool. To do this, right-click on it in the Construct list on your Map screen. Any constructs that you own, whether visible or hidden, will appear on this list.
     
    Fetch functionality now works for organization-owned constructs as well. For hidden constructs that belong to your organization, your legates can retrieve them via that same functionality. 
     
    Our customer support team is at the ready if you still need assistance recovering your constructs. Simply ping our Live Support staff in the in-game help chat with “@GM” or file a ticket on our support page and we will dispatch help right away!
     
    Please note that this is intended only as a temporary measure to aid performance and improve your experience when visiting these areas. 
     
    We look forward to seeing the results from these changes over the weekend.
     
    May your frames be plenty.
     
     
    *Duration may change based on our findings 
  8. Like
    NQ-Naerais got a reaction from Maracuja in Market Clean Up - Today!   
    Despite our recent efforts to expand and clear out Market 6, we are still getting reports about performance and clutter. We want to assure our players that we understand your frustration and are still working to find better permanent solutions. 
     
    Meanwhile, we will be addressing clutter across Alioth this weekend. Our plan is as follows:
    Dynamic constructs that have not had direct interaction with their owner over a set duration (currently 30 days*) will be hidden.  Constructs at the market that violate our rules,  Code of Conduct and EULA will be removed.
    If your construct is hidden, you can unhide (recover) it by using the Fetch tool. To do this, right-click on it in the Construct list on your Map screen. Any constructs that you own, whether visible or hidden, will appear on this list.
     
    Fetch functionality now works for organization-owned constructs as well. For hidden constructs that belong to your organization, your legates can retrieve them via that same functionality. 
     
    Our customer support team is at the ready if you still need assistance recovering your constructs. Simply ping our Live Support staff in the in-game help chat with “@GM” or file a ticket on our support page and we will dispatch help right away!
     
    Please note that this is intended only as a temporary measure to aid performance and improve your experience when visiting these areas. 
     
    We look forward to seeing the results from these changes over the weekend.
     
    May your frames be plenty.
     
     
    *Duration may change based on our findings 
  9. Like
    NQ-Naerais reacted to le_souriceau in What's the deal with Asteroids NQ?   
    Here is my idea how it can be done realisticly with game mechanics sense:
     

     
    Obviously closer part of belt to established SZ base will be most contested/dangerous, but more patient miners can approch from much less popular angles. So it will be balanced in that sense.
     
    Weak part is time/maintenance dependant respawn, but if NQ able to do it wth more finesse automaticly (like respawn regions where not players present on live server) -- even better.
     
     
     
     
     
  10. Like
    NQ-Naerais got a reaction from SnoaKitten in Would it be okay to roleplay as an alien instead of a human in this game?   
    You can roleplay anything you like What other players accept will be up to them. 

    Per lore, only humans are here... but who knows what's under that helmet? 
     
    Make what you will, it's your world too! 
  11. Like
    NQ-Naerais got a reaction from aliensalmon in Would it be okay to roleplay as an alien instead of a human in this game?   
    You can roleplay anything you like What other players accept will be up to them. 

    Per lore, only humans are here... but who knows what's under that helmet? 
     
    Make what you will, it's your world too! 
  12. Like
    NQ-Naerais got a reaction from huschhusch in So, what JC is doing now?   
    As we explained, JC remains the founder of NQ, and he's a shareholder and member of the board. He's also a scientist with an entrepreneurial track record. As such he's often asked to participate in conferences and events.

    This video is just that, JC participating in an event and using DU as a subject matter.
  13. Like
    NQ-Naerais got a reaction from Clipper in DEVBLOG: THE FUTURE OF DU - Part 3 - Discussion Thread   
    Discuss the final chapter of this series below!  What are you most looking forward to? 
  14. Like
    NQ-Naerais got a reaction from Mhaijik in 0.24 Phase One - Discussion Thread   
    We agree!  Thanks for the report. 
  15. Like
    NQ-Naerais reacted to CoyoteNZ in This mornings patch....   
    They ask you to DM them the ticket number for three  reasons...
     
    1. They can’t go into specific details of your ticket on the public thread as it is a private ticket
    2. If you DM them, they know you understand how the private message system on this software works and that you are expecting a message from them and less likely to miss or ignore it.
    3. They are helping a lot of different people with different issues and different tickets. Having the ticket number as the first comment in a DM thread, preferably in the title makes it easier to jump back into a correspondence when more replies come in. 
     
    hope they can help you ?
  16. Like
    NQ-Naerais reacted to Haunty in How can I change the DU cache location?   
    The cache path is actually set in the registry: HKEY_CURRENT_USER\SOFTWARE\Novaquark\DualUniverse. I can't remember if I've ever changed it, but it might work.
  17. Like
    NQ-Naerais reacted to Gangolf Ovaert in DU crashes on Shadow PC since 0.24   
    @blazemonger Sorry i can't agree. We simply don't know what kind of issue this is, so we can not guess the importance OR if this has potential to cause even bigger issues in the future. There is a huge difference between knowing the root cause of an bug and actual fixing the bug.
     
    Just an example, what can cause the delay:
    They have already found a possible fix for the problem, but they cannot test it because you do not have access to a machine from Shadow... We all know how long the waiting times are for access.
     
    All we can do is guess... But keep calm, stay friendly and don't fucking turn around every word they say... @joaocordeiro
     
    These guys probably all have families and, considering the recent news, they certainly have enough to do already!
    I am unhappy with the current situation too but complaining / shitposting will makes things only worse.
     
    While i am waiting, a new war started in EVE Online and i also created a new world in Space Engineers.. if you want to join me, hit me up. ?
  18. Like
    NQ-Naerais got a reaction from Muhadmananda in THE FUTURE OF DU: COMMUNITY FEEDBACK Q&A   
    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!
     
  19. Like
    NQ-Naerais got a reaction from admsve in Why Does NQ scare away new players?   
    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. 
  20. Like
    NQ-Naerais got a reaction from Megermajo in THE FUTURE OF DU: COMMUNITY FEEDBACK Q&A   
    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!
     
  21. Like
    NQ-Naerais got a reaction from Jack_Blade in THE FUTURE OF DU: COMMUNITY FEEDBACK Q&A   
    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!
     
  22. Like
    NQ-Naerais got a reaction from Distinct Mint in THE FUTURE OF DU: COMMUNITY FEEDBACK Q&A   
    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!
     
  23. Like
    NQ-Naerais got a reaction from iNFiDeL in THE FUTURE OF DU: COMMUNITY FEEDBACK Q&A   
    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!
     
  24. Like
    NQ-Naerais reacted to Shockr in Utopia Station - Now Open!   
  25. Like
    NQ-Naerais reacted to Shockr in Utopia Station - Now Open!   
    ----------WELCOME TO UTOPIA STATION----------
    -----brought to you by the Utopia Spacing Guild-----
     
    The future of humankind is in the stars, and we present to you the first of many steps to broaden the horizons of all Noveans.
     
    The first of it's kind, a 2.6 kilometre long space station right in the middle of the safe zone. Less than 80SU from Alioth, Madis and Thades, this new commercial hub offers free access to the station's Warp Beacon and the future USG Warp Network.
     
    Phase 1: The Ring, offers 4 KM of space over 192 medium space cores, ideal for shops, display rooms, factories, storage and offices.
     
    Core rentals start from just 1,000,000h a month, equivalent to just 1 week of NQ pocket money. (below prices are incorrect)
     
    Visit the station via VR: "Utopia Station Visitors" or request a tour via our associates discord: https://discord.gg/BUm8ceYv78
     

     
     
    Phase 2: To begin construction - Central commercial 'high street' core of the station with markets & storage.

     
     



     
    *Utopia Station is not affiliated with any political parties or associations and remains neutral in any military conflict.
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