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DropNod

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  1. Like
    DropNod reacted to NQ-Deckard in PRICING CHANGES, ONE-MONTH SUBS AND AUD OPTIONS   
    In our latest community Q&A vlog, we announced that with the launch of the Demeter update we will introduce several changes to our subscription model. 
     
    As beta has progressed, we’ve come to better understand the actual operating costs of running an ambitious game like Dual Universe. We’ve been making modifications wherever possible, such as reducing our database costs as explained in The Future of DU articles published earlier this year. Adjusting the subscription price of Dual Universe is one element of that equation, but it’s not the only one, as we’ll explain below. 
     
    INTRODUCING A ONE-MONTH OPTION
    The one-month subscription option was offered temporarily last year as a special promotion, though not on the main Dual Universe website. Thanks to these pricing changes, we are introducing a limited-time offer for one-month subscriptions on the Dual Universe website, as an incentive for new players to try DU without having to commit to a longer subscription. This is a great opportunity for existing DU players to fire up their Recruit-a-Friend codes and invite friends to come join the party. Remember, both the recruiter and their recruits get virtual goodies for every enlistment.
     
    SETTING THE PRICE IN AUSTRALIAN DOLLAR
    Our friends down under will be pleased to hear that we will now have a set price in their local Australian currency. So far, the price of a DU subscription was available only in the following currencies: Euro, US Dollar, British Pound, and Canadian Dollar. Other players are defaulted to paying in Euro or USD, and as such their subscription renewals vary depending on the current exchange rate. Well, not any more for Australian players! The  newly set price in AUD is shown in the chart below. 
     
    GIVING OTHER PLAYERS THE CHOICE
    For other players who are not in one of the countries where the currency is set, we will be adding an option on the site to pay in the set currency of their choosing (EUR, USD, CAD, GBP and the new and shiny AUD) instead of being defaulted to EUR or USD as is currently the case. 
     


    INCREASING THE PRICE OF A DU SUBSCRIPTION FOR NEW PLAYERS
    IMPORTANT NOTE: The pricing changes will only affect new players or returning players whose subscriptions will be renewed at the new rates.
     
    It is always a difficult balancing act to find the right price for a subscription, especially when you aim at making that price as accessible as possible while ensuring the financial stability of a game. 

    As development has ramped up, we’ve come to realize that the original subscription price of  6.99 EUR/USD was based on optimistic server cost estimations. Now that we’ve been at this for a while, we have a much better handle on the real costs of providing the level of service we want to give our players. This means we need to adjust the price of the DU beta subscription while keeping the following in mind:
    Staying true to our initial promise of a price of 6.99 EUR/USD per month, at least for the duration of the beta. Keeping a competitive price versus other MMOs whose monthly charge is in the vicinity of 15 EUR/USD per month.  Having a price that makes sense financially and remains attractive for the one-month option to encourage a trial of the game.  
    The main change is that instead of getting the 6.99 price for a three-month plan, you now get that price if you commit to a full year. We’ve also changed the way the monthly prices are calculated and rounded so that it’s easier to see the savings you can get for a longer commitment. 
     
    Without further ado, here’s the new pricing structure. Obviously, to calculate the total price you’ll need to multiply the monthly price by the number of months.
     
    PLEASE KEEP IN MIND that these changes only apply to new and returning players. If you are an existing player with an active subscription, your renewal price won’t change, at least until the beta is over; however, if you cancel your subscription and decide to come back to the game later, it will be at the new pricing.
     


    THANKS FOR YOUR SUPPORT
     
    We are deeply grateful to everyone who has shown their support by subscribing to DU so far, and we hope that you’ll continue to do so. There are a lot of MMOs out there. Thank you for choosing ours as your game of choice. We pledge to do all that we can to provide the best service and gameplay experiences possible.
     
    If you’ve been on the fence about trying DU, now is a great time to check it out to lock in the current pricing before these changes go into effect.
     
    You probably have a question or two, or you’d like to share some feedback about these pricing changes. Join the conversation here. 
     
  2. Like
    DropNod reacted to NQ-Deckard in VOXEL COMPLEXITY AND THE VERTEX PRECISION TOOL   
    Voxels make up almost everything you see in the world of Dual Universe. Currently, most creations are made using the basic tools we provide with standard shapes such as cubes, spheres, cylinders, wedges, and tetrahedrons. 
     
    More intricate designs can be achieved through the art of ‘voxelmancy’ where players customize the shapes of voxels using a variety of methods and techniques based on how voxels react to each other when placed. This very advanced technique allows voxelmancers to place each corner of a voxel exactly where they want it. To do that, they use what is called a ‘voxel reactor’.
     

     
    Voxel reactors, as amazingly useful as they are, have three major drawbacks:
    They are time consuming to use. They are not very intuitive for beginners. They are laid out in a checkered pattern in all three dimensions.  
    The last item on that list poses some technical problems. 

    VOXEL COMPLEXITY
    When we are effectively applying a checkered pattern of voxels of different colors or even air, it creates a relatively large amount of small surfaces. This doesn’t really pose a problem for a single reactor, but can be a performance burden for some voxel libraries that consist of thousands of reactors.
     
    With more and more detailed constructs of complex design being built, it’s become problematic for the ‘mesh service’ system that generates the shapes that you see when not in build mode. On a few rare occasions, highly-detailed constructs may not render at all or their honeycomb will disappear. 
     
    To prevent this from happening, we will gradually implement a limitation to the complexity that can be created in a single chunk of voxels. It will start with a simple complexity gauge in Demeter:
    With the launch of Demeter, you will start by seeing a new feedback gauge while building which highlights the region you’re actively working on and will appear as a bar in the HUD that indicates the complexity level of that region as a percentage.  In a future update (exact update number still to be discussed), we will introduce the eagerly-awaited vertex precision tool (Known to many of you as the fabled vertex editor) as a way to ensure that the limitation to voxel reactors doesn’t hinder players’ ability to create amazing constructs in the game. (More on that below.) In a subsequent future (and yet undefined) update, we will enforce the complexity value limit to be 100% for any new voxel operations. As such, old constructs and blueprints will not be altered by this but may become unalterable if they are above the limit in a region. Rest assured that if you have an existing construct that’s above the limitation, you will still be able to use it as is.  
    With all that out of the way, let’s get to the fun part!

    THE VERTEX PRECISION TOOL
    There is currently a bit of a gap between learning how to build using the basic tools and more advanced voxelmancy techniques, something we’ve wanted to address for a long time. The introduction of the vertex precision tool in a future update will allow you to take any vertex (a corner of a voxel) and move it to a new location on any of its three axes inside the vertex's moveable area at different resolutions. This will provide an intuitive way that fills that crucial gap between basic building and advanced voxelmancy to fine-tune your builds.
     
    See the video below for a demonstration of how this works. Please keep in mind that the video only shows an early prototype, but we think it’s already promising enough to make you as excited as we are about the possibilities of this tool.
     
     

     

     
    VENI, VIDI, VOXIED
    I came, I saw, I voxeled 
     
    We hope that these voxelmancy changes, along with all of the great new Lua functions added in the Selene update, will inspire and encourage you to make even more amazing things than you already are. 
     
    Check out our Tutorials page for even more ideas and tips on using voxels to bring your creativity to life in Dual Universe. 
     
    As always, we’d love to hear your comments and answer your questions on the forum. 
     
  3. Like
    DropNod reacted to NQ-Deckard in DEVBLOG: LUA IMPROVEMENTS AND CHANGES, PART 1   
    We have been adding a lot of features to the Lua API following the additions of shields and core combat stress in addition to the docking and boarding changes. We have taken a lot of your feedback and suggestions into consideration and have made a few changes to improve some of the consistency and implementation of Lua.

    These changes are minor; we can't rework the whole Lua API without breaking most of your scripts. 

    With this in mind and to finalize the implementation of the Lua API associated with docking and future changes to other mechanics, we have decided to adjust a few parts that may be major for Lua creators, both for the addition of new features and the improvement and consistency of the API as a whole.

    In this first part of a three-part devblog, we’ll cover the recent Lua changes and additions, including some related to docking and the deprecation of quaternions. 
     
    You can read up on the other parts here: Part 2 & Part 3
     
    CHANGES AND ADDITIONS
    First, we have decided to rework the way the repositories associated with constructs and elements are managed.

    Previously, some functions returning position or orientation information referred to the center or even a corner of the construct, others to the position of the core unit in the construct.

    Going forward we have standardized everything. Once these changes go live, all functions will be based on the reference frame of the construct whose origin is the center of the build zone. Further, in order to guarantee the functionality of the flight systems and to safeguard the gyro unit, we have integrated in a clearer way of representing orientation.

    An orientation unit is an element that is used to define the orientation of your construct. There are two orientation units in the game, the core unit and the gyro unit. As a construct cannot exist without a unique core unit, the core unit is always the default orientation unit. By pressing F on a gyro unit, you can switch to using the gyro unit as the current orientation unit.

    You can see that the marker and arrow displayed when you enter the build mode will indicate the orientation given by the active orientation unit. 
    You can activate a gyro unit by pressing F on it and so use its orientation.
     
    See examples below:


    For these changes, we have added:
    <int> core.getOrientationUnitId() : Returns the UID of the currently active orientation unit (the core unit or the gyro unit). We have also modified the following functions:
    <vec3> core.getConstructOrientationForward() : Returns the forward direction vector of the active orientation unit in construct local coordinates. <vec3> core.getConstructOrientationUp() : Returns the up direction vector of the active orientation unit in construct local coordinates. <vec3> core.getConstructOrientationRight() : Returns the right direction vector of the active orientation unit in construct local coordinates. <vec3> core.getConstructWorldOrientationForward() : Returns the forward direction vector of the active orientation unit in world coordinates. <vec3> core.getConstructWorldOrientationUp() : Returns the up direction vector of the active orientation unit in world coordinates. <vec3> core.getConstructWorldOrientationRight() : Returns the right direction vector of the active orientation unit in world coordinates. <vec3> core.getConstructWorldPos() : Returns the position of the center of the construct in world coordinates (instead of orientation units position).
      REMOVAL OF QUATERNIONS
     
    Quaternions are the quotient of two directed lines in a three-dimensional space or the quotient of two vectors.  In looking at how players were using Lua and reading their feedback, , we realized that very few players were familiar with this mathematical notion of representing rotation. 
     
    Therefore, we decided to deprecate quaternions from the Lua API and instead expose the direction vectors of objects.
     

     
    While this leads to the addition and change of some functions, deprecated functions will remain backwards compatible and will display a deprecated message in the Lua console.
     
    <quat> core.getElementRotationById(<int> uid) : DEPRECATED <vec3> core.getElementPositionById(<int> uid) : Returns the position of the element, identified by its UID in construct local coordinates (instead of the construct corner). <vec3> unit.getMasterPlayerRelativePosition() : DEPRECATED <quat> unit.getMasterPlayerRelativeOrientation() : DEPRECATED And we have added the following functions:
    <vec3> core.getElementForwardById(<int> uid) : Returns the forward direction vector of the element identified by its UID in construct local coordinates. <vec3> core.getElementUpById(<int> uid) : Returns the up direction vector of the element identified by its UID in construct local coordinates. <vec3> core.getElementRightById(<int> uid) : Returns the right direction vector of the element identified by its UID in construct local coordinates. <vec3> unit.getMasterPlayerPosition() : Returns the position of the player currently running the control unit in construct local coordinates (relative to the construct center instead of the control unit). <vec3> unit.getMasterPlayerWorldPosition() : Returns the position of the player currently running the control unit in world coordinates. <vec3> unit.getMasterPlayerForward() : Returns the forward direction vector of the player currently running the control unit in construct local coordinates. <vec3> unit.getMasterPlayerUp() : Returns the up direction vector of the player currently running the control unit in construct local coordinates. <vec3> unit.getMasterPlayerRight() : Returns the right direction vector of the player currently running the control unit in construct local coordinates. <vec3> unit.getMasterPlayerWorldForward() : Returns the forward direction vector of the player currently running the control unit in world coordinates. <vec3> unit.getMasterPlayerWorldUp() : Returns the up direction vector of the player currently running the control unit in world coordinates. <vec3> unit.getMasterPlayerWorldRight() : Returns the right direction vector of the player currently running the control unit in world coordinates.  
    DOCKING-RELATED LUA API ADDITIONS

    With the new docking mechanic, we wanted to empower players to manage the parent-child relationship between constructs. 

    Some of the additions were added in  the Ares (0.26.12) update;  however, we still had more changes and additions planned and these will be included with the Lua changes release

    We have added and modified the following functions:
    <vec3> core.getVelocity(): Returns the construct's linear velocity, relative to its parent, in construct local coordinates. <vec3> core.getWorldVelocity(): Returns the construct's linear velocity, relative to its parent, in world coordinates. <vec3> core.getAbsoluteVelocity(): Returns the construct's absolute linear velocity in construct local coordinates. <vec3> core.getWorldAbsoluteVelocity(): Returns the construct's absolute linear velocity in world coordinates. <vec3> core.getParentPosition(): Returns the position of the construct's parent when docked in construct local coordinates. <vec3> core.getParentWorldPosition(): Returns the position of the construct's parent when docked in world coordinates. <vec3> core.getParentForward(): Returns the construct's parent forward direction vector in construct local coordinates. <vec3> core.getParentUp(): Returns the construct's parent up direction vector in construct local coordinates. <vec3> core.getParentRight(): Returns the construct's parent right direction vector in construct local coordinates. <vec3> core.getParentWorldForward(): Returns the construct's parent forward direction vector in world coordinates. <vec3> core.getParentWorldUp(): Returns the construct's parent up direction vector in world coordinates. <vec3> core.getParentWorldRight(): Returns the construct's parent right direction vector in world coordinates.  
    Questions? Comments? 

    We’re sure some of the Lua-enthusiasts in our community will have questions and comments about this blog. Post them here so our resident Lua expert, Ligo, can discuss them with you.
     
    Watch for Part 2 next week. It’s got great information about radar changes, the library database, an in-game atlas, and an event handling system. 
     
  4. Like
    DropNod reacted to smurfenq in THE FUTURE OF DU COMMUNITY FEEDBACK Q&A - Discussion Thread   
    There will be no wipe. You seem to forget ever so slightly, how much time has been spent on DU among the community. Wiping is not an option, going into BETA you signaled to the player base that whatever we do from now on matters, GIANT station and multicore bases have been constructed which are impossible to put back together with blueprints. Items stored in boxes won't be transferred screwing up big indies and storages, there is no possible way to preform a wipe that would be more fair than the universe we have today, sure some might have exploited for riches, but guess what, riches don't last forever, only hard work keeps you rich. By wiping, you're removing negligible advantages from exploiters while destroying the honest players hard work. Only a small minority of players who've suffered through the last months of DU (who are a minority of the original player base) will take a sucker punch like that and "start over". Come up with sustainable solutions to whatever problems may arise instead of even thinking about wiping a persistent universe.
  5. Like
    DropNod reacted to sysadrift in THE FUTURE OF DU COMMUNITY FEEDBACK Q&A - Discussion Thread   
    On that last point about a wipe, please do not take the incessant ranting of a very vocal minority as a legitimate request from the community.  There's probably about >1% of players who actually want that, most of them new. 
  6. Like
    DropNod reacted to NQ-Deckard in Changes to Lua screen units   
    Hello again Noveans!
    We have heard your initial feedback on the screens and we want to elaborate on some of your major concerns.
     
    Will this affect both screens and content written to the players screen (HUDs)?
    No, this technological change will affect only screen units at this time.

    Will all player created work on screens suddenly become non-functional?
    No, this technology will be available side-by-side with the current technology, both first on the PTS in a prototype state, and eventually also on the Live server.
    We strongly recommend everyone does test and experiment the new tech on the PTS, as your feedback and testing will help shape this feature.

    How will this make a difference on performance?
    The main reason being that the current implementation does not allow for much control over the performance impact of screen renderings. Complex 3D transformations using a combination of HTML, SVG and CSS has a significant impact on render times in the client. Adding to the fact that screens are often condensed with multiples of them in close proximity to each other, there is an increasing drop in performance on the client with more screens using the current technology. The new system allows for more precise control over rendering time allowed across screens and allows us to safeguard the level of performance impact the screens have on the client.

    So you will be removing HTML support entirely?
    Not necessarily, the two techs will run side by side for an as of yet undefined period of time. Eventually we may introduce a phase where we make the rendering of HTML on screens an option for players along with a warning that it can significantly degrade client performance. Players with that option disabled will simply not see any HTML content and not suffer performance degradation because of it.

    Why not improve the current HTML implementation instead of the new technology?
    This is a complex topic, HTML/CSS/Javascript is a group that forms a UI technology. For reasons beyond the scope of this topic we do not allow the use of Javascript inside the screen units. When you remove Javascript, the group effectively becomes a not so efficient vector image drawing technology which we have very little control over in terms of rendering. We have previously implemented a lot of small limitations here and there to reduce the impact of the screens, but there are (and likely always will be) edge cases which will eventually crop up using that technology. As such, the new technology has built-in limitations on how taxing a screen unit can be, and if a screen unit goes over the limit it will simply stop drawing. This is why we ask you all to go and test this, and help us find caveats and where you run into things you can and can’t do.

    What about bandwidth? Are you doing this to reduce data transfer for screens?
    The current implementation does not address this, the current implementation is a way for us to collect your feedback on this concept. Eventually we may change the way data transfer for screens is handled, where we may increase the size of the defined “template” inside a screen unit itself. Followed by a lower limit on the amount of data transferred to the screen from external sources. Allowing the screen element to do the rendering and drawing work, using parameters fed to it by a control unit.
    For example: You would draw the design of a fancy instrument panel using the screen element, and a programming board or control unit just sends the values for all the instruments to the screen. This is currently not in the current implementation however, but may give you a better idea of why this technology has a lot of potential for more intricate and powerful designs.

    What about artists who draw using external programs and import their SVG’s into the game?
    One of our hopes is to provide a good enough set of commands in the screens API so that our system can express most SVG graphics converted to these commands through for example a small conversion tool. It is unlikely that we will develop and maintain a conversion tool for this, but this is also why we want your feedback on this new API for you to let us know what commands you really want to see included to make this process easier.

    We sincerely hope that this answers many of your initial questions and concerns.
    I personally can’t wait to see what you will all come up with in your designs!
     
  7. Like
    DropNod reacted to NQ-Nyzaltar in [Guidelines] Public Test Server Feedback   
    Dear Noveans,
     
    With the opening of the Public Test Server (PTS) available to all DU players come a few guidelines, if you want to give some feedback.
    We wanted - for a long time - to give the opportunity to anyone among you to give your opinion on features before they hit the Live Server.
    However, as the time window to give feedback on new features deployed on the PTS will be usually limited, it's important to get structured feedback to be taken into account by the Devs, in order to make possible changes before deploying the said features on the Live Server. Note: having a new or modified feature deployed on the PTS doesn't necessarily mean that the same will be deployed on the Live Server. Community feedback may change the Dev Team course of action.
     
    In order to facilitate the follow-up of your feedback by the Dev Team, it's really important to talk about one topic/feature per forum thread.
    Additionally it's highly advised to follow the template below when giving feedback on a specific topic/feature deployed on the PTS:
     
    Naming clearly the feature / game mechanics involved. Your feedback on the deployed feature (what you like / what you don't like about it (in this case, please give an explanation why you don't like it)). What kind of improvement you would see for such feature.  
    If your feedback is about a bug report, please follow this template:
     
    Subject: [BUG] <Issue name here> Current Version Number: <Can be seen when closing the client> Impact: <Game breaking / Crash / Corruption / Item/Data loss / Inconvenience / Cosmetic> Summary: <Short outline of the issue> Description: <Description of the issue> Reproduction: <Steps taken to make this bug happen>  
    Reminder: there will be no official support for the PTS.
    This means you can report bugs you found/experienced on the PTS (preferably in this forum section).
    It's encouraged to report bugs found on the PTS, to make sure they won't be replicated once the involved feature will be deployed on the Live Server.
    However, do not send tickets to the Customer Support to fix issues you encountered on the PTS.
    Why no support? The reason is quite simple: in their experimental state, things may be broken.
    The Novaquark Team prefer to allocate 100% of the Customer Support resources to the Live Server, where the "real game" happens.
     
    We hope you'll understand our stance on the matter.
     
    Best Regards,
    The Novaquark Team.
     
  8. Like
    DropNod reacted to NQ-Naunet in [01.22.2021] Markets Correction Issue   
    Dear Noveans,

    In response to a situation where Dispenser schematic sell orders in certain markets were not seeded properly, an error was made during the seeding process that resulted in the items being incorrectly priced.

    The prices were corrected as soon as we recognized the mistake. Rather than doing a rollback that could have a sweeping adverse effect on the overall community, we have opted to err on the side of caution and leave things as they are.

    We apologize for the error and are taking steps to avoid similar oversight in the future.

    Thank you.
  9. Like
    DropNod reacted to AgoraAx in - AKERIAN - Economic Supremacy   
    Super organization, sympathetic and ambitious, Akerian has all the qualities to carry out his project which is particularly interesting!
  10. Like
    DropNod reacted to AgoraAx in - AKERIAN - Suprématie Économique   
    Super organisation, sympathique et ambitieuse, Akerian dispose de toutes les qualités afin de réaliser son projet qui est particulièrement intéressant !
  11. Like
    DropNod reacted to Quantikah in - AKERIAN - Economic Supremacy   
    Good organization, united, friendly and ambitious!  Do not hesitate a second ! ^^
  12. Like
    DropNod got a reaction from michaelk in - AKERIAN - Economic Supremacy   
    ╔═════════════════════════════════════╗
       ? ANNOUNCEMENT╿Trailer and start of recruitments !
    ╚═════════════════════════════════════╝
     
    We are happy to finally be able to present our brand new trailer which has been en préparation for months! Do not hesitate to give us your opinions?

    This trailer marks the opening of our recruitment campaign ! To join, see the instructions at the end of #faq on our Discord server, in order to try your luck at being selected among us ! ?
    I repeat, Akerian's goal is not to amass as many members as possible, we select our members in order to build a strong, united and efficient team ?

    In any case, if you are looking for a structured, ambitious and friendly organization, you know what you have to do ! ?
     
     
     
  13. Like
    DropNod got a reaction from le_souriceau in - AKERIAN - Economic Supremacy   
    ╔═════════════════════════════════════╗
       ? ANNOUNCEMENT╿Trailer and start of recruitments !
    ╚═════════════════════════════════════╝
     
    We are happy to finally be able to present our brand new trailer which has been en préparation for months! Do not hesitate to give us your opinions?

    This trailer marks the opening of our recruitment campaign ! To join, see the instructions at the end of #faq on our Discord server, in order to try your luck at being selected among us ! ?
    I repeat, Akerian's goal is not to amass as many members as possible, we select our members in order to build a strong, united and efficient team ?

    In any case, if you are looking for a structured, ambitious and friendly organization, you know what you have to do ! ?
     
     
     
  14. Like
    DropNod reacted to Anomalos in Starting a Christian Organization.   
    Starting a Christian Organization for fellow believers. If you’re an active gamer and sincere believer in Jesus Christ, I’d like to hear from you. This will not be my first time starting a guild for a game (as I’ve been playing PC games exclusively in a competitive setting for 20+ years) but this will be an organization I’m starting from scratch.
     
    Feel free to message me here or preferably on Discord at mOG#1711. You should be familiar with comms discipline and avoid profanity if you’re looking to join. Taking the Lord’s name in vain and other forms of casual blasphemy are obviously prohibited. Other than that, there are no real requirements. 
     
    Alternatively, if such an organization already exists within Dual Universe, let me know and if there’s not a great turn out from this thread I may end up just putting in an application there.
     
    Thanks!
  15. Like
    DropNod got a reaction from WaRtrO in - AKERIAN - Economic Supremacy   
    ╔════════━━━━━━━━━━━━━━━━━━━━━━━────────────────────━━━━━━━━━━━━━━━━━━━━━━━═════════╗
     
     
     


    ╔══════════════════════════════════════╗
       ? ANNOUNCEMENT╿We just opened our Discord server!╚══════════════════════════════════════╝
     
    After months of preparation, the French-speaking Akerian organization has finally opened up to the Dual Universe community with the opening of its Discord server on Saturday July 11!
    On our Discord server, you will find all the details on our organization, our news as well as our projects! It is also here that you can contact Akerian for any partnership or other request!
     
    Everyone is welcome !
     
     
    https://discord.gg/SPt9vhD
     
     
     
     
     
     
     
     
     

    ╔═════════════════════════╗
       ℹ️ INFORMATION╿What is our goal?
    ╚═════════════════════════╝
     
    During the Beta, we plan to build our first Akerian buying / reselling center near the Districts of Alioth. From the release, we want to establish it as the largest shopping center in Helios, THE benchmark market.
    We want to centralize the economy around this first center in order to allow players to have access to everything that is salable and buyable in one place: the Akerian centers. If the Akerian center in Alioth is successful, eventually we will build a new center on each planet.
    We want to be more than a simple market where players just buy and sell amongst themselves: We will automatically buy all that players will sell at prices calculated on supply and demand in real time and we will sell all the items available on DU and will systematically produce items out of stock.
     
     
     
     
     
     
     
     
     

    ╔══════════════════════════════╗
       ℹ️ INFORMATION╿How to contact or join us?
    ╚══════════════════════════════╝
     
    To contact us, join our discord, and you can contact us directly in the channel #EN-Discussions. If however you wish to contact us privately, send an MP to the manager DropNod#3016. You should know that we are open to all proposals, each of them will be studied without distinction, regardless of the player or the organization that transmits it to us.
     
    We have not officially started our recruitment campaign. If however you are already interested, you can write your application in the # candidatures-akerian channel of our discord. You don't have to write a block, a few sentences may suffice.
     
     
    https://discord.gg/SPt9vhD
     
     
     
     
    ╚════════━━━━━━━━━━━━━━━━━━━━━━━────────────────────━━━━━━━━━━━━━━━━━━━━━━━═════════╝

    Credit to Novaquark for the original images. They were slightly reimagined by Akerian
  16. Like
    DropNod reacted to WaRtrO in The Order of Apophis   
    Nos objectifs: 
    Pour l'instant l'organisation à plusieurs projets en tête mais encore très vague, comme par exemple crée une ville pacifique dans Alioth, nous voulons aussi nous faire une place dans le domaine économique et militaire dans dual universe.
    Les projets seront rajoutés petit à petit dans le channel [salon-des-projet] dans notre discord.
    Nous avons séparé en plusieurs sections notre organisation qui se complétera entre elle.
    Nous aurons par exemple la section :
    -Militaire
    -Ingénieur
    -Architecte
    ...
    Avec l'évolution de l'organisation/Confrérie nous avons prévu de faire s'il y a eu un succès au premier projet, de continuer à construire des villes dans différentes planètes dans l'univers de Dual Universe.
    Nous visons à avoir une très bonne organisation dans la confrérie, par exemple une ville sera dirigée par un Governor, celui-ci sera diriger par un Lord qui dirige toute une planètes, chaque planète/ville aura sa propre autonomie.
    Cependant les villes/planètes pourront se rassembler pour des événements PVP et autres. Chaque ville aura sa disposition ça petite force armée, les membres de l'organisation seront libres de choisir si ils veulent être militaire, mineur, architecte, développeur LUA...
    Ces grades permettront aux citoyens de s'entre aider, comme par exemple un architecte aura besoin d'un développeur LUA pour la fabrication d'un vaisseau. 
    Les citoyens pourront monter en grade aux mérites avec les actions qu'ils auront pu faire dans la confrérie.
    Les citoyens sont libres de prioriser d'autre chose que la confrérie. Cependant il devra tout même un minimum participer dans la vie de la confrérie.


     
    Our objectives:
    For the moment the organization has several projects in mind but still very vague, as for example creates a peaceful city in Alioth, we also want to make a place in the economic and military field in dual universe.
    The projects will be added little by little in the channel [salon-des-projet] in our discord.
    We have separated our organization into several sections, which will complement each other.
    We will have for example the section:
    -Military
    -Engineer
    -Architect
    ...

    With the evolution of the organization / Brotherhood we have planned to do if there was a success in the first project, to continue to build cities in different planets in the universe of Dual Universe.
    We aim to have a very good organization in the brotherhood, for example a city will be led by a Governor, this one will be led by an Lord who rules a whole planets, each planet / city will have its own autonomy.
    However, cities / planets may come together for PVP and other events. Each city will have its disposal this small armed force, the members of the organization will be free to choose if they want to be military, miner, architect, LUA developer ...
    These ranks are for citizens to help each other out, for example an architect will need an LUA developer to build a ship.
    The citizens will be able to rise in rank to the merits with the actions that they will have been able to do in the brotherhood.
    The citizens are free to prioritize other things chosen than the brotherhood. However, he will still have to participate in the life of the brotherhood at a minimum.
  17. Like
    DropNod reacted to WaRtrO in The Order of Apophis   
    "The Order of Apophis" est une confrérie qui a toujours mis un point d'honneur à prioriser l'évolution du genre humain quitte à transgresser les lois éthiques et morales de ce monde . Leur dogme est la perfection, pour eux le genre humain doit de plus en plus se confondre avec le divin pour finalement n'avoir comme maître qu'eux-mêmes. Ils veulent constituer un nouvel ordre mondial se caractérisant par un État psionique dans lequel l'unification et l'évolution sont leur maître mot.

    Langue: Principalement Francophone

    Note: C'est une organisation qui se veut conviviale et mature, avec un système hiérarchique poussé dans lequel le mérite fera tout. L'organisation se veut un minimum RolePlay pour maximiser l'immersion et pour passer un bon moment ensemble, donc je souhaite à tous nos membres de faire un effort de ce côté-là. Les membres restent toutefois libres de faire ce qu'ils souhaitent du moment qu'ils ne dérangent pas l'organisation.
     


    "The Order of Apophis" is a brotherhood which has always made it a point of honor to prioritize the evolution of the human race even if it means transgressing the ethical and moral laws of this world. Their dogma is perfection, for them the human race must increasingly merge with the divine to finally have as master only themselves. They want to create a new world order characterized by a psionic state in which unification and evolution are their watchwords.

    Language: Mainly French

    Note: It is a friendly and mature organization, with an advanced hierarchical system in which merit will do everything. The organization wants a minimum RolePlay to maximize immersion and to have a good time together, so I wish all our members to make an effort for that. However, members remain free to do what they wish as long as they do not disturb the organization.

     

    Nous Rejoindre | Join Us

    Organization page here

  18. Like
    DropNod reacted to Eternal in Ability to move the voxel vertices using the build editor   
    I am not a fan of complicated voxelmancy and in my honest opinion, it has to be simplified. Display the vertices and give us the control to be able to move them. Instead of wasting the time creating shapes in such a complicated process, we can allocate that time in the technical design of the construct instead. That's what matters in construct-design! A complicated voxel editor is an unnecessary burden.
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