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Belorion

Alpha Tester
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  1. Like
    Belorion reacted to Omukuumi in The siege of Gamma   
    With the Athena update we decided to hold 3-4 alien cores, the goal being to test our ability to defend multiple cores.

    The harsh reality of alien cores
    In response, our enemies have put our cores in lockdown ~fifteen times, sometimes 4 on the same day, forcing us to organize ourselves well to allow everyone to come home from work, eat, take care of their family or simply rest. For having a minimum number of people at the end of each lockdown, just in case.
    The ends of lockdown follow one another and still nothing on radars, the regularity required by this feature prevents us from pirating on asteroids or pipes as we did before, but the various changes have not reinforced either the interest of them, the motivation is therefore less and less perceptible and it becomes a chore to come and defend...
    So we come to this evening of May 21, 4 cores are in lockdown;
    Gamma, Theta, Iota and Zeta
    Theta and Gamma are respectively under siege at 18:24 UTC and 18:56 UTC, knowing that it takes 20 minutes to secure a core without enemies, the timing is tight but nothing can tell at this moment that our enemies will take advantage of it...

    A well thought out plan
    18:36 UTC, Theta in siege but without contacts, when suddenly the announcement falls: "CONTACT ON THETA"
    10 to 15 ships on radars, the fight is easily managed but a large part of our fleet is therefore in combat lock for the next 10 minutes, preventing warp, and an attack on Gamma begins to grow in our heads. Taking advantage of the combat lock to loot some of the enemy ships, meanwhile another group forms, alerted by the first attack and start moving in direction of Gamma.
    18:58 UTC, Gamma in siege and the dreaded announcement drops: "24 CONTACTS ON GAMMA"
    We are all surprised and at the same time excited, @here and @everyone appears on the various discords to call Legion for mobilization, we've been waiting for this moment for a long time, impossible to miss it!
    We get together in voice, we regroup in the same place in game and we jump into the fray. Focus announcements follow one another, but more surprisingly, there are not 24 contacts but 50... 70... 100... (we reached 150 contacts on the radar at one point, allies and enemies). Several ships are dummys, but the enemy is really numerous, we will have to be disciplined and use our experience in PVP but also as a group.
    The confrontation was complex, the previous patch broke the radars and transponders, impossible to sort the contacts on the radar and even less those who change their name like ours (our entire fleet bore the name "WONDU" on its ships), but LUA scripts save us and maintain some semblance of order in this nameless mess.
    The station sees its shield descend little by little, an alt left on it allows us to follow it live, protecting the core is impossible without killing all our enemies, it must get out of the 10 minutes of combat lock to recharge its shield. It ends up being core, we manage to regain control, the core itself is not enough, we have to hold these 10 minutes. Unfortunately the timer is constantly reset, even after taking advantage of the fight; the dead ships then repaired by our enemies, the incessant comings and goings of small fast ships and those bearing our tag, it's almost mission impossible to prevent them from approaching, the fight drags on so long as we almost destroyed the entire enemy fleet.

    The Liberation
    "30 seconds left" (combat timer on alien core)
    Announced in voicecom, still no hostile contact... When suddenly a M core appear, rushing to the alien core.
    "15"
    Some of our remaining forces are concentrated on him, the burst is violent but it's not enough.
    "10"
    He is at 80km from the core, almost dead but he still represents the last threat of these long hours of confrontation.
    "OHNO OHNO OHNO HE IS SHOOTING [filtered] MY LIFE"
    ...
    "IT'S REPAIRED"
    Nerd screams, phew of relief, Legion held on but not without difficulty.

    A big GG to everyone, even if the game is clearly not the most pleasant for PVP currently, it's events like this that make the game live. Bravo for the organization, the execution and the destruction of the core. We had a lot of trouble keeping our precious plasmas

    Some stats about those fight
    The opposing forces: Legion vs "Empire, BOO, CVA, Penrose, CYT, IC, CRN, MSI, SB Nation, UA and I think another 1 or 2, just a handful from each, think IC had the most, but mostly new to PvP"
    +/- 150 ships involved
    ~40 Legion members at the end
    More than 3 hours of fight
    45+ wrecks still close to Gamma this morning
    Very very little amount of stasis
    Too much ammo fired
    Too much kills
    Not enough transponder xD
     
     
  2. Like
    Belorion reacted to SomeOtherIdiot (SOI) in Ask Aphelia Episode #2 - Discussion Thread.   
    You have killed the player base with bringing up the wipe. Yet you still have nothing for us. Please at least give us a time frame or something.
    I love the game, but please gives us some details.
  3. Like
    Belorion reacted to Walter in NQ fix radars please (not obstruction)   
    Radar not working like before the radar patch.
     
    -Yesterday destroyed a ship at an asteroid, when I went back to check it out it disappeared from the radar.
      Seems that below 50 km from an asteroid's surface radar stops working.
     
    -Also when warping and getting closer to our Space Station radar shows many constructs but the icons in third-person view of Space Station and ships parked there are not displayed.
     
    So approaching the base one can hit own ships. Please give us a checkbox that all constructs in the range are displayed with its icon. It is also needed for PvP to be able to evaluate ships number present on a large fight. 
  4. Like
    Belorion reacted to Metsys in Ongoing Discussions   
    The slowing forums is people realizing their words fall onto deaf ears that say "we hear your concerns" all the same. We can complain and talk about all the issues here and suggest whatever we want, it just doesn't make a difference. This thread here alone is people voicing and talking about the wipe issue for a month now, making suggestions or stating opinions and observations on specific problems around the wipe. And NQ has not said a thing about it all this time, despite players begging for any word on the matter.

    So here we are, talking to eachother and at eachother without the power to make it change anything. And with that realization comes apathy and activity slows down.
  5. Like
    Belorion reacted to Walter in Radar changes kill Capitals   
    Change in an MMO is normal and in most cases welcomed if it is for a positive outcome. These radar changes were unasked for and force us to redesign our ships.
    For me it's not much that now ships will be ugly with these radars sticking out but how battles will be from now on. Let's say we get a fight between a few Nanos and some Capitals defending an Alien core Shields are to go down very fast and the Capitals will start to Hull-tank until Venting is over, forcing radars on the outside will destroy these really quick because Weapon RNG goes straight to radars first as tested on PTS.
    With the destroyed radars Capitals can't shoot back and this was really the final nail in the coffin for big ships.
    NQ you really don't want us to fly big ships do you? 
  6. Like
    Belorion reacted to Omukuumi in Colored icons in PVP   
    Hi, can we have different colors on dynamic construct in PVP?

    By priority order:
    NQ Staff > Green (like actually)

    Transponder match, not a NQ Staff > Blue

    Transponder didn't match BUT pilot is in friendlist/orgs and not a NQ Staff > White

    Transponder didn't match, not in friendlist/orgs and not a NQ Staff > Red


    It's the first MMO where I can't clearly see my ennemies/allies, I take 2 minutes for color them on GIMP, with 5 minutes you can have a nice icon for sure.
  7. Like
    Belorion got a reaction from Bachiir in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    Why do they want to remove the schematics again? That is one of the only reasons why we got trading in this game <.<
  8. Like
    Belorion reacted to VarietyMMOs in A badly developed "good idea" becomes a bad idea.   
    We do not need a full time job. A game is suppose to be fun, not a non stop cycle of blue balling enemies in an attempt to bore them so much they quit.
     
    Alien cores must be much harder to lock down, you should either bring an army big enough you'd actually be able to fight for the core or some really significant cost.
     
    Alien cores are suppose to be end game org/alliance wide conflict battles, not an every day blue balling exercise in futility. We've given a lot of feedback to nq through various locations so there are zero excuses.
     
    If the dev time for changes isn't available simply change the time an alien core is safe after a successful defence to prevent people from having to defend nothing daily.
     
    As it stands this is not fun gam play for anyone, The current system will only lead to people quitting both pvp and the game all together. Not acceptable.
  9. Like
    Belorion reacted to PotatoMart in A badly developed "good idea" becomes a bad idea.   
    combat free timer after win a defence for 1 week!
  10. Like
    Belorion reacted to Waffle Boy in A badly developed "good idea" becomes a bad idea.   
    It costs basically nothing to attack the alien core and it can be put into lockdown within minutes is a bad design choice.  Make the stakes higher, otherwise people will just continue to troll alien cores without having to put up a fight.
  11. Like
    Belorion reacted to Omukuumi in A badly developed "good idea" becomes a bad idea.   
    Alien core can be a good feature... If only players really need to fight for them, let me show you what we will really have 99% of the time:

    https://www.twitch.tv/videos/1480246940
    (No sound because of comms, sorry)

    Why defend a station is a waste of ressources and time?
    - Shields are too low, we can't wait for our ennemies before moving
    - So we will need to travel 300SU+ or warp our entire fleet each time we have to defend, even for nothing
    - Ship aren't protected when dock on a station with a shield (??) - This can help ppl with lot of job/kids or else to setup their ship when they can
    - If we take at least 2 core we have to defend an alien core each day
    - If we want to attack, we add another timer where we need to be, again it can be each day
    - Why we don't have a combat free timer after we win a defense?

    With your wipe talk without ANY DECISION, with your patch against any PVP mechanic or method, a big nocare about some of the oldest bugs known in DU... We don't have any other content outside of alien core in PVP now.
    We send plenty of idea/feedback for a better PVP or more confortable, we tryhard each PTS for help, report each bug/exploit find even if that lead to another nerf of our content
    How can we keep our players hype for Dual Universe?
    Why NQ stay so quiet? (Entropy did a nice feedback but only around voxels and shields for PVP but some other part are missed)

    Our ennemies got the same problem, maybe more because we are really lucky to have so many ppl still active on DU. Don't kill your game, listen us, don't stay focus on your ideas if everyone say it's not the good way and talk with your community.
  12. Like
  13. Like
    Belorion got a reaction from Koffye in who won the score and what with the easter eggs?   
    @NQ-Nyota When is soon? Event is more then a week over now.
    😅
  14. Like
    Belorion reacted to Koffye in ATHENA (0.29) UPDATE NOW AVAILABLE - discussion thread   
    Noticed problems:
    - Old desyncs are back. Ship is already warped, but the other player don’t get this information
    - Killed/Cored ships still have the dynamic ship icon. Only in the gunner window you see them with with ‘cored’ icon
    - On the cored ships the pilot seems to survive the kill. You can jetpack over to the cored ship and you can say hello to the pilot. (desync?)
    - Combat log is spammed with: You have killed the control unit
    - No player kill announcement in the combat log anymore.
    - While piloting, your Avatar is flying away (literally. You see your own Avatar Suit flying away)
    - An enemy ship is targeting you. You are getting the red message on your screen which say which ship and the owner is targeting you. This message can appear mulitple times, even hours after the engage happened and it is reproducible via leaving gunner module and re-entering it

    QoL got worse:
    -Warp Destination (blue) and Destination (green)
     Great idea in the beginning but it is worsening the gameplay experience. If you have a warp stop in the pipe, you cannot see the green destination marker anymore  (blue and green marker overlaps) Suggestion: After warp start, remove blue marker! (or give us the old system back!)  
     
  15. Like
    Belorion reacted to kulkija in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    I don't care about money of my subs.
    I don't care about talent points because they are 100% passive nonsense.
    I don't care about quanta or constructs.
     
    I do care about my time. Time I've invested to this game.
     
    I'm 66 years old, my time is slowly coming short.
    Life is most valuable asset I have. Ever day, every hour i spend in this game I have less and less of my time left. It is not infinite.
     
    @NQ When considering this wipe issue, please respect your players time.
  16. Like
    Belorion reacted to Waffle Boy in Couple parts of the DU PvP Video are misleading   
    1 - Seconds into the video we already see dog fighting and close quarters combat.  You can only see this type of combat if you're less than 10km away from each other.  Can't really imaging a fight over an alien core being this close.  I don't see NQ showing off how true combat is.  Just this glorified dogfighting and close quarters combat that they keep peddling to us.
     
    2 - Gives off the feeling that the alien core is going to be armed with weapons and a big crew is going to defend it from the inside.  Any PvP org wouldn't be using the alien core to shoot their weapons from because all the enemy has to do is shoot from one side and half the weapons wouldn't hit them.  Everyone is going to use ships to fight with.  I don't mind using the ships, just how the warfare is actually going to pan out.  Maybe give the alien cores some special gunner seat to allow more guns to incentivize that vision from the video
     
    3 - The description says Deckard and his crew go into hostile PvP space.  Deckard is a true care bear and would never do such a thing.  Although I can see him losing the station pretty quickly so that's probably spot on.
     
    The video had some good parts in it so I'll say that.  Although this is an RP video and probably shouldn't be taken very seriously, it does get shown to new people so I think there's some responsibility in showing how dual universe actually works.
  17. Like
    Belorion reacted to Dakanmer in LUA API additions   
    Some things are missing from LUA API that I think should be there:
    Get docked construct name by ID Currently you can only get its ID, except through radar. This function should be available as a general parent construct function, not just radar. Get docked construct position/orientation by ID These functions exist for getting the parent's position/orientation, but not the docked construct Get active waypoint If the player has a waypoint active, return it as a ::pos string, just as with the function to get waypoint from player position. A category for "database" in the codex Some functions use database to get information, like database.getConstruct and database.getPlayer(ID). Categories for other function types that aren't listed but can be used, if there are any others (like database), or updating existing categories with functions that aren't listed but exist Self explanatory. People can't use functions if they don't know they even exist, what they do, or how to properly call them
  18. Like
    Belorion reacted to NQ-Nyota in who won the score and what with the easter eggs?   
    We'll be announcing the winners soon. We wanted to give everyone a chance to put the codes that they found into the form first.
  19. Like
    Belorion reacted to Gottchar in The forgotten LUA API for dispensers   
    Also, something as simple as adding a multiplier to the normal dispenser interface (assuming the limit and cooldown are set to zero) would already be super sweet.

    So if I, the seller, set my dispenser to sell you a batch for 9600, you can just have an input to buy that x times..



    As you can see, I am not a graphic design dude
  20. Like
    Belorion reacted to Tekhamon in who won the score and what with the easter eggs?   
    okay, between setting up Athena and maintenance, I'm bothering you.
     
    But the competition has been closed since April 25 at midnight... So was this points race worth it?
     
    spatially, Tekh


  21. Like
    Belorion got a reaction from KiyaStarcherry in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    Why do they want to remove the schematics again? That is one of the only reasons why we got trading in this game <.<
  22. Like
    Belorion reacted to NQ-Ligo in Lua Parameters not working [DEV RESPONSE]   
    Hi there !

    Just for people who may come to this thread in the future, this problem has been fixed on the Athena update.
  23. Like
    Belorion reacted to NQ-Ligo in The forgotten LUA API for dispensers   
    So ! 

    First point, do not hesitate to ping on thread about the Lua. I can't spend a lot of time on the forum, because we have a lot of work to do, but even if I can check on time a week, it let know interesting and even useful threads about Lua   Else I totally miss these thread and reply weeks (and month here 😅 later)

    Secondly, so, I do not promise anything, but just would check your proposals about the dispenser API. So to sum your posts :
    SetPrice(price) / GetPrice() - I don't see anything against that. Activate() / Deactivate() - There is no state on dispensers currently, you activate ou deactivate it. GetContainerId() - Would be the local id, the id of the container on the construct. HasBatchContents() - If we add a function to get the content of the batch, this functions would be useless. BatchesAvailable() - Can be a bit harder to be done, but indeed could be a nice to have. getPermissionDebit() - No RDMS control on Lua yet, so not possible. getPermissions() - Same as previous For reversed dispenser, it require to add an other and specific element with so a new dev on that.
     
    So to summarize, it would be (no promises guys huh 😉) ?? 
    setBatchPrice([float] price, [bool] notify) : Set the price of the batch and if you want to notify the player (only if the price is 0). [float] getBatchPrice() : Return the batch price set. setDelay([float] delay) : Set the delay between two batch claim. [float] getDelay() : Return the delay set between two batch claim. setBatchLimit([int] limit) : Set the limit of batch per player. getBatchLimit() : Return the limit of batch per player set. setPlayerBeneficiary([int] pId) : Set the player with the given ID as beneficiary. setOrgBeneficiary([int] oId) : Set the organisation with the given ID as beneficiary. setTag([string] tag) : Set the tag of the dispenser. [string] getTag() : Return the tag of the dispenser. setBatchContent([table] content) : Set the batch content for the table in format {{id, quantity},{id, quantity}, ...} [table] getBatchContent() : Return the batch content as table of pair itemId and quantity. [int] getContainerId() : Return the local id of the container. [int] getBatchAmount() : Returns the amount of batches available in the linked container. [event] purchased([int] pId) : Emitted when a a player claim a batch.
    The lack of an entity/portfolio API can be a hindrance to adding a distributor API, to designate the beneficiary. The item API was a requirement to consider the dispenser API addition.
  24. Like
    Belorion reacted to NQ-Ligo in DEVBLOG: ATHENA LUA IMPROVEMENTS & ADDITIONS - discussion thread   
    HI Yoarii !

    I just saw your topic yesterday, so replied on it  

    To summarize your post :
    Trigger controller from a container event : The main problem I see for this, is that this analog signal will start the controller, ok, no problem here, but will not provide any data because it will not trigger a potential event like onAdded for example, so lose interest no? Adding a Lua event providing the interacting player, or the added element ... etc has a strong potential, but the logical signal, not sure. 🤔 Reverse dispensers, as answered on your topic The forgotten Dispenser API , it would need a new dev on it to add it. So it may take some time. Adding a smaller dispenser: means a new asset to design and a lower dev but still to do. And logically a limitation on one aspect, because otherwise it will make the "classic" dispenser useless; to be considered. Multiple containers per dispenser : Can be a tricky point, because can lead to an high server cost on container change subscription. Not sure can be done 🤔
      However, I hope this answers your question. And remember, I can't give any promises, we have a lot of work to do and some things you would like to see, and I would like to see, can't be done for a long time.
  25. Like
    Belorion reacted to Yoarii in DEVBLOG: ATHENA LUA IMPROVEMENTS & ADDITIONS - discussion thread   
    Dispensers?! O.m.g. now you're getting my hopes up. I'll begin reworking our SVEA shop system using the new item API soon, it should make things a bit smoother.
     
    Here's an idea - let us trigger a LUA script and/or a programming board any time an item is removed/added to a container (via industry/player interaction/dispenser usage). This would enable a lot of interesting possibilities. I'm specifically thinking we could get up-to-date stock info out to our screens, without having to resort to hundreds of pressure plates all over the shop. The same functionality could also be added to the dispenser. The trigger via industry units would ofc have to be server-side, but the others could run client-side which makes them easier to implement I assume.
     
    Also - reverse dispensers, i.e. let us buy things, would be an awesome thing.
     
    And while we're at it:
    * The forgotten Dispenser API and other ideas proposed in that thread.
    * Can we please make Dispensers MKII a lot smaller than the current version?
    * Allow multiple dispensers to link to the same container or container hub.
     
    Cheers!
     
    / Yoarii
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