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Scavenger

Alpha Tester
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  1. Like
    Scavenger reacted to GraXXoR in I'm about ready to uninstall this game...   
    someone shat in his cornflakes this morning.

    TLDR at the bottom.

    YOU may think that pvp is the GOLDEN ticket but there are far more things that they could do (and IMO, should do)  first before introducing PVP considering this engine is really not up to the task.

    removal of ALL BOTS:  ore purchasers and schematics.
    Replace schematics with org research. research the schematics and horde or sell them.
    PROPER Tech tree with proper tiers that need to be studied AND USED to unlock. (Cyberpunk's xp system is great).
    Automated defensive structures, domes, forcefields, fortifications ala every single shooting since the 80.
    Energy generation and consumption and recycling, reclaiming.
    WATER as a resource needed for industry
    importing water to arid planets like Madis/moons.
    OIL wells for energy and plastics production.
    realistic resource distribution and extraction rates,
    Proper resources and farming
    Farming wood and other biological materials from trees and animals, not coal.
    Or grow them in reactors/vats.
    Tier Zero materials for land buildings like concrete, masonry etc.
    Proper terrain forming tools with undo like in core building.
    Requiring energy/time cool downs for local res nodes to function forcing players who repeatedly die back to earlier res nodes, further away.
     
     
    NOW we have valuable resources that need to be gathered and pooled, we have real reason for conflict and PVP.
    Once this is in place, remove the safe zones and allow air / air-ground PVP.

    Before any of this is in place, PVP is just grandstanding/ganking/willie waving and roleplaying. It has zero strategic value as currently implemented.


    TL;DR: PVP isn't the golden ticket, it is the icing on the cake, IMO
  2. Like
    Scavenger reacted to NQ-Naerais in Expansions for market landing pads   
    In consideration of player feedback, we’ve been investigating the best possible solution to address a situation in public markets where parked ships have been causing clutter and performance issues. 
     
    To address this, we will be creating additional landing pads in those areas, then moving ships to them, taking care to spread them out so that the end result will be a better “feel”, aesthetically and performance-wise. 

    The first phase will begin today in Districts 6 and 7 on PTS where we will try out the tool to make sure it’s working properly. If so, we’ll announce when the operation will happen on the Live server. That will require an extended downtime, so we want to do it when it will be the least disruptive to peak playing times for the community.
     
  3. Like
    Scavenger got a reaction from aliensalmon in How did you become interested in this game?   
    At first i was just curious about the technic behind the server. So i subscibted to the DU youtube and followed it a bit at the very begin of DU.
    But i never really expected that it will be more then a "minecraft-creative mode" in space.

    But then a bit later i realized that it actually becomes a quite complex game so i joined alpha 3.
    And now its alot more then i ever have expected a game could be.
  4. Like
    Scavenger reacted to Leniver in LENI tips of the week: How to create a core blueprint with all handling   
    Hello to everyone,

    I decided to make this post so people know how create a core blueprint and being sure that all the handling will be applied.
    The handling on a core blueprint is a bit weird, it seems NQ doesn't have test every case.

    The blueprint system is separated in 2 different kind of blueprint:
    "Core blueprint": it's a schema that will allow you to create "single time blueprint" "Blueprint": it's a single time use blueprint
    How the handling works when placing down a blueprint?
    When you create a blueprint from a core blueprint it takes the skill saved on the core blueprint.
    If the player that place the ship has higher skill, he will apply the player skills. 
    If the player that place the ship has lower skill, he will apply blueprint skills.

    How the handling works when creating a core blueprint?
    When you create a core blueprint the handling skills are not saved correctly.
    If the player that create the core blueprint has any handling skills, the handling is reset (It's the bug!)
    If the player that create the core blueprint has no handling skills, the handling skills are saved in the core blueprint.

    The tips:
    To be sure that the handling skills are saved in the core blueprint you need to have a character without skills.
    To make that, thanks to NQ that remove all the skills through VR, you need to use a VR station and create the core blueprint in VR.

    Example of setup:
    1 container 1 Surrogate VR station 1 Surrogate Pod Station
    Put down the container, surrogate station and the surrogate pod.
    Set a name for the surrogate pod and activate it. (wait ~5 minute that the surrogate pod is registred by NQ)
    Use the surrogate station and search for the name you have entered.
    Once you are in VR, go in build mod on your construct and create a core blueprint.
    Put the core blueprint in the container (so you don't loose it when exiting the VR)
    Exit the VR and you are done.

    I hope it will help you.

    Leniver#4309
    https://wheelchair.leniver.ch

    (To NQ, if you feel important to fix that bug .... DU it)
  5. Like
  6. Like
    Scavenger reacted to DigitalNimbus in [Discussion] DevBlog: Biomes Improvements and New Voxel Features   
    Loving the new editing tools, can't wait to try them out myself. 
     
    Seconding the tree planting tool. I want to create an off-world bio-dome thing. I can already move dirt, and it would be awesome to be able to transfer rocks and trees too.
  7. Like
    Scavenger reacted to Davian_Thadd in [Discussion] DevBlog: Biomes Improvements and New Voxel Features   
    Love it ! Continue like that ! And keep people in news

    THe next quesiton is ... VOXEL EDIOTR when ? ?
  8. Like
    Scavenger reacted to NQ-Naunet in [Discussion] DevBlog: Biomes Improvements and New Voxel Features   
    We're quite curious to hear your thoughts on this one, Noveans! ?
     
     
    Are you looking forward to being surrounded by the luscious new sights and textures of the graphics update? How will the new voxel tools compliment your constructs? Let us know.  
  9. Like
    Scavenger reacted to NQ-Naunet in DevBlog: Biomes Improvements and New Voxel Features   
    Hello Noveans,

    The upcoming 0.24 Update includes a plethora of enhancements to elevate the look and playability of Dual Universe. Today, we’re going to take a closer look at two of these: biomes improvements and new voxel features.
     
    BIOMES IMPROVEMENTS

    In this first phase of a significant, ongoing graphics update, we are improving the biomes of our planets to make them more visually diversified. Combining Speedtree, a procedural generation software, with the Quixel Megascans assets library for the textures and meshes, we now have many new tree models!
     
    The Quixel Megascans library also provided many new rock models, which our artist team has then reworked.
     
    Moreover, to achieve maximum realism, our ground textures now utilize scans of authentic terrestrial soils. In addition, we have improved the rendering to increase the textures’ visual quality and performances even further.
     

     

    Rendered models from our Engine Editor.


    These new rock assets will replace all the previous ones and add variety to the environments.
     

     

    We have a new night lighting! To offer a better visual by nighttime, the tree models have been calibrated in order to fit the new night lighting.
     

     

    All tree and rock assets are placed in the game world using procedural generation spawning.
     

    These scans ground textures are the materials from Quixel Megascans used to replace previous ground textures.
     
    NEW VOXEL FEATURES

    One of the most compelling aspects of Dual Universe is its fully editable world. Through the art of manipulating voxel structures known as voxelmancy, the possibilities for channeling your creativity are endless. Our goal is to provide the players with as many tools as possible to edit voxel shapes, and we want these tools to be user-friendly and efficient.
     
     
    The suite of voxel tool shapes is now even sweeter with the addition of the cone shape. Using it is similar to making cylinders. Use the mousewheel to increase the size of the base, and drag up or down to increase or decrease the height.
     
     
    The new line tool allows you to select an area using any of the available voxel shapes and then hit the Alt key to delete them. Hopefully, you will now find it less tedious to remove voxels than with the previous system!
     
    SHARE YOUR THOUGHTS

    Are you looking forward to being surrounded by the luscious new sights and textures of the graphics update? How will the new voxel tools compliment your constructs? Let us know in this discussion thread. ?
     
     
  10. Like
    Scavenger reacted to Gottchar in Bug list   
    Last updated July 13th  2022


    As reporting a bug usually is a process with no feedback and as picking talents usually means hoping they actually work, here is a public bug list. If you want anything added, please describe them clearly. No need to be salty towards me, I am just the salty guy who wants them fixed or at least known, too.
    Do not spread exploits. There are plenty of exploits, I would love to make them all public for a level playing field, but it is against the TOS. So as I want to keep my list, please no exploit talk at all!
     
     
     
    Talent related:
     
    Crafting

    -plenty of text is wrong, like exceptional parts manufacturer claiming to decrease crafting time for functional parts, it works however. 
    -[tier] product refining description is for honeycomb, but works . 
     
    Piloting
     
    -increasing foil lift via piloting talents (not handling) do not change sustentation speed(with full talents your true sust speed is therefore 82% of what is displayed)
     
     
    Gameplay related
     
    Industry/crafting
     
     
    -So many more unknown server errors leading to random machine stops, especially after maintenance
    -HC nanocrafter inconsistencies, like galvanized black iron can not be nanocrafted
    -t2+ Hovers and Boosters have the schematic price|craft duration|assembler need|materials needed of the of the one bigger version. In other words, while basic verts and hovers L cost as much as an M engine, t2+hovers and boosters L cost as much as an L engine of the same tier. Likely caused by the mixed naming conventions for all elements
     
    Ships/piloting
     
    -Diagonal (as seen from the front) elements add crosssection based on their max coordinates they cover. As in, the game checks the difference between their highest and lowest X value, highest and lowest Z value, multiplies them, and that is the cross section of the element. In simpler terms: If you place a wing diagonally, in order to get a little lift and a little stabilization, it has as much cross section as an upright, rectangular box that covers it. 
    -Elements also have different cross section depending on where exactly they are, a horizontal Wing S does not add to cross section if placed on a z coordinate ending on .5   
    -configuring pilot seat resets connections and autoconnects different parts. Sadly never my gyro. 
    -When the default configuring has too many possible links, it states it skips autoconnection, but instead just connects as much as it can and then continues. I wish it actually did skip auto connect.
    -Airbrakes produce a down (relative to craft) force when active. To repro, just glide down while holding brakes and pitch down about 45° (brakeland, while facing downwards).
    -Cruise control can hold retro brake active at close to zero speed, compared to holding breakes manually (test by comparing normal brake holding, 6km over Alioth, vs cruise control set to zero). 
    -Collisions with environment are checked client side, same for mass of construct, position etc.
    -As long as you are above 3420meter (space engine can activate) and 6270 meters (space engine generally can be active at 100%) your space engines only generate as much power, as your atmo engines facing the same direction have max power. Cruise control does not have the issue. (numbers used for Alioth)
    -G-values in build helper do not factor in docked constructs
    -the build helper function that shows blind passengers can be bypassed
    -Landing with a tilted core craft which has a docked construct often leads to fun explosions.
     
     
    Trade/markets
     
    -Notifications do not include size of item (can be found in the log though, press "O"). 
    -"View market page" only works for items in the market container
     
    Other UI

    -Setting something as destination while in VR often gives wrong position once out of VR.
    -opening a notification log with more than 10k entries freezes the game for seconds, it re-freezes every time a new notifaction pops up while notifications still open, until you finally manage to set it to "last 24h" or similar.
    Update, notifications now get auto deleted regulary.
    -Bookmarks, pffff. Somebody ping me if they properly work, I will stop checking.
    -trying to put something into a full container displays message "not enough space in active container"
     
     
    Other
     
    -using a LUA parameter with a decimal comma instead of decimal point (damn Germans) will ignore the comma and the numbers behind it, run normal otherwise but the LUA parameter will not be displayed anymore to be edited, as the the whole export part is skipped, too. (LUA issue, not DU specific, DU should still throw an error). 
    -canopy windshield triangle M and L have wrong mass and volume. 
    -"brick product" is called "brick honeycomb"
    -VR Stations, gunner or pilot seats, get stuck on "in use" and can not be used anymore. Ask a GM in the help channel or try this: place a fresh seat, enter it, alt+f4, log in again.
    -Not being allowed to board a construct may keep you from coming close enough to rightclick-report it.
    -Linked container fluctuates out of range if you have no talents (or in vr), even well within the 250 meters, if you are on the same construct as the container. Workaround: Have a dynamic core with a container to link to, at your base.
    -Nanopack volume talent works in VR
    -Some ships in the flight challenge have full buffs, not sure if intended.
    -Elements deactivated for supposed clipping often re-"clip" after maintencance, or if a copy is made via blueprint.
     
     
    Mining
     
    -Multiple people mining the same spot causes errors
     
    Technical issues
     
    Account/Billing
     
    -revoked keys and gametime run out show error 106 on log in
     
    Performance
     
    Game hugs all RAM sooner or later, client has to wait for server info to be allowed to show frames, aka, framerate stutters at idle GPU.
     
    Settings

    -Borderless can not be stretched to cover a full screen with game resolution set smaller than screen resolution. Workaround: Set screen to reolution you want to run DU at.
  11. Like
    Scavenger reacted to ELX987 in BOO crashed the SW pvp Event, was good fun and generated content :D   
    Hello, i was on one of the ships crashing the SW pvp event and generating content, was a lot of fun and i really hope that NQ brings more opportunity to do more pirate themed stuff
     
    GF AC, and all who attended
     
    see yall next time
     
    -EL X
     
    a statement from our leader:
    "Hello everyone, Sylva, leader of Band Of Outlaws here.
     
    This thread, the official DU discord and the Memeserver have all gotten a lot of traffic and I thought I would drop by and leave some of my thoughts here for you all. I acknowledge and understand that the Star Wars fans who created the event feel that we, BOO and some of our allies, when crashing their event yesterday, "ruined it." And yes, Skilo has it right when he says that we did it because we could. Those of you who are arguing against the Star Wars IP being in the game... well, tbh, I love Star Wars, it has inspired more than one generation of space dreamers, and hopefully, many more to come. That having been said, there is more to this story (and hopefully, for the story of Dual Universe). 
     
    We originally had someone sign up for the Star Wars event who was building a legit PvP meta Star Wars ship. At the time, I was advised that we were also giving info to the Star Wars group on how to build PvP meta ships, and that advice was generally not followed/heeded. As the date loomed closer it became apparent that the ship, according to our standards, was only about 10% complete, and so our member withdrew from the Star Wars event. 
     
    We then heard that ATOM was being paid to provide security for the event, and that was when we decided to party crash it. 
     
    The thing is, when you look at what Dual Universe intends to be, a civilization building game - there should, in my opinion, player made safe zones in which events like this could be held in. This is an event that you would hold in the heart of an area that has an enforced edge of space, so pirate incursions would be few and far between (and not be without repercussions). We very much support this. We expect to be hunted down because of our actions. We will be disappointed if we aren't. 
     
    We already don't hunt the small fries. We already do not pursue freighters and small ships. We have historically only hunted the larger org tagged ships. Our groups already PvP against each other. We haven't done a PvP event since the End of the World event in December. Since then we have only had solos and small groups go out for PvP, which has still been few and far between. Mostly we have been doing the same as everyone else, recovering from the .23 patch, mining, industry, and building more ships. We got bored. We crashed the party and ruined a lot of hard work, and for what? Some laughs... and hoping to fight some ATOM and some hopefully buffed Star Wars capital ships. 
     
    As to the idea of waiting for DU to grow more... you may very well get what you request. BOO has diversified our gaming interests. We are playing Valheim, Starbase, and Last Oasis in addition to Dual Universe now. Don't worry though, we're still around and will still be active in Dual Universe. We will sporadically come out and throw down. So try to be prepared for us. Build meta ships. Bring your friends. You don't know when we will strike. 
     
    Prepare for the changes that are coming. " - Sylva, on page 5 of this thread
  12. Like
    Scavenger reacted to NQ-Naunet in NQ Devs forced to play DU Solo   
    With much warmth, the phrasing in this post is a tad sensationalized. Nobody is being forced to do anything.  Yes, we have rules about how to conduct ourselves while using our NQ Dual Universe accounts, but the rules are not all that surprising, unique or scandalous. They're also public, as I see some forumers have already quoted our official communications about 'em here. 
     
    We are encouraged to interact with the community in-game. We just can't participate in certain aspects of gameplay like, for example, joining a player Organization under our NQ names. Doing so would absolutely cause negative ripples re: favoritism. I can imagine it now... players coming to me with things like:

    - "Why did you join their Org and not ours? What do they have that we don't? I'm sus."
    - "NQ is signaling support for one Org over another, officially, and that's not fair - look at how much recognition they're getting! Why can't my Org receive official backing!!?? What's really going on here?"
    - "Omg, what special advantages is NQ giving that Org that we won't get?! I bet they'll be fed insider knowledge about the next patch!!1 They must have friends in high places..." etc.

    Please also consider that our accounts are "fully loaded"/have "God Mode" abilities, which would give staff an unfair advantage (within the context of regular play) no matter how you slice it. It makes sense to me that we'd want to maintain a firm boundary between staff and player accounts to avoid any conflicts of interest or cries of unjust behavior.
     
    Someone, somewhere will find a way to take issue with whatever any game dev staff choose to do or not do in-game. It's just how the cookie crumbles in MMO-land. We have personal accounts we play on to experience the game as you all do. I personally paid for a subscription, because I strongly agree with the point that products must be thoroughly explored and understood by the employees that touch them.  (Edited to add this note: employees are not obligated to pay for subscriptions to personal accounts! I chose to prior to being hired because of my interest in Dual Universe.)

    PS - This was a valid and interesting subject to bring up, and I appreciate that you have all remained civil about it. Disagreeing with the rules we lay out is fine, and I hope my two cents provided some clarity. Keep those critical thinking caps on!
     
     
     
     
  13. Like
    Scavenger reacted to Filokwarq in an apology to naunet for creating a thread that got out of hand   
    I was a bit surprised by the grimness (sp?) of the discussion. Spacegames seem to have some very devoted people fighting for the topics.
     
    Back in the days when I was doing the "Make Concept, Make Business Plan, get Funding"-Thing with my "Babies", I always also thought of it as "product". All my heart was in the Idea and the concept, but I was pretty aware that whatever I do, it will be without success if I dont keep in mind what people want, and how many different playstyles I may see. No matter how passionate and emotional involved youre in a project, if you loose the ability to make a step back and change your point of view to adjust if needed your own view, you are already on the wrong track.
     
    This game is funded by VC as well, and by that there is some pressure, yes, but also great freedom if things are going well. People leaving the game shortly after a release, no matter which one, will not look good to investors, so do not meeting timelines or budget-goals. But I would never guess whats is possible in a specific case or not, cause that really depends on the individual relationship with the VC-givers as well as their own situation. If they get in trouble, their investment in you may as well. However, there is always the option for the "next round" as well, but for that you better perform good, to achieve a good price for your shares.
     
    I worked with many companies to get them back on track, which was actually part of my job in an earlier life, and many problems we see can have many, and especially maturity-related (that of the organisation ) problems. However, speculating is one thing, but telling NQ what would be better and think of them as people without any plan is something I wouldnt allow me to do, at least not seriously Sometimes Plans dont work out, sometimes you have to try something, and when its done, it just dont works. We saw entire games not being released because their "boring", after years of development.
     
    I could talk about this for hours, skills, softskills, organisations, processes, methods, but its your lucky day, I wont. Just want sum it up (in a phrase I really love): Dont use your limited insights as meassurements for the actions of others. If you dont understand what and why, then the first thing to do should be to ask "what could be the reason" and not "they are stupid!"
    That doesnt provide better communication, which we all would love to see, but at least it may relax conversations a lot. Especially in understanding why some things are not there yet, and why the gras is always greener on the other side
     
    Its is fascianting how fast things escalate in DU-Discussions. Relax guys, relax
  14. Like
    Scavenger reacted to le_souriceau in DU as Civilization Gone Wrong (Poor game design)   
    Enviromental pressures/motivations to work together in interestic/sci-fi way is horribly missed opportunity. Like hard planets, but great rewards.
    Planet with super agressive nano fauna (no even need to make them visible!), that literaly eats equipment/avatars, if not carefully protected via constantly maintained (24/7 no jokes) network of special emitters/domes. Hollow planet, where all resources located 20-30 km underground in immense network of caves, also due magnetic anomanies, map/coordinates not working, yet players can build on site static mapping/radar stations and, via assigned dispatch, help each other (to not get lost). Planet with constant surface 10/10 windstorm, making conventional atmo-flying impossible and challenging players with some specialized ships/lua programms and piloting techiques.  
    Its just thing I come up in 15 min. Lot of stuff (with not that challenging implementation) can be done.
     
    Such adventures is key to memorable experience and, seed of civilization, not some stupid screw factories JC want us to put in.
     
     
     
     
  15. Like
    Scavenger reacted to IvanGrozniy in DU as Civilization Gone Wrong (Poor game design)   
    A classic case of vision getting in the way of good game design (also known as fun). This is a post about what civilization is / can be in Dual Universe, and perhaps what went wrong. Before diving in, here are some of my assumptions:
     - JC is a scientist, not a game designer
     - JC is a micromanager
     - JC does not want to listen to his devs (some of which worked for Ubisoft and know a thing or two about good game design and mechanics)
     - Because of the assumption above, I also assume there's a degree of conflict between devs and JC
     - I assume a lot might change up to release since this is a beta, but something tells me... not really, given the track record so far of very good ideas being thrown away or not listened to (classic examples include bot market orders screwup in beta, this was talked about extensively by Blazemonger and a slew of other people in the community, was completely ignored, and the results are clear)

    Lets get the whole "but it's a beta" shtick out of the way... if you can't, just pretend that you can.
     
    To the point:

    The game suffers from very bad game design choices. My stance is, if this game was really about civilization building, the mechanics of the game would be very different than they are now. What is civilization?
    organization of individuals into social bodies due to selective pressures characteristics of civilization include: social structure and hierarchy, efficiency, work organization, supply of needs, development of more efficient technologies selective pressures that create civilization include, but are not limited to: resource shortage, non-uniform resource distribution, geography, weather, proximity to neighboring civilizations, war, dangerous environment, dangerous neighbors  
    I'm sure a lot of you have seen (or were part of groups that tried to build) cities in DU. Some have actually done so. The problem is, they are completely useless and empty. They look nice, there was tremendous effort in making them, but they are completely nonfunctional because no one needs to be in a city. And that is due to the fact that there really are no selective pressures for civilization at all. There is no reason to be in a group because there is no danger. There is no scarcity of distribution of regular ore. We have safezones on all planets, and a big giant safezone around three planets. Why would anyone live in a city? There are no "white-collar" and "service" game mechanics that characterize cities.
    DU has no danger element at all (even in pvp zone, if you don't fly in the pipe, you're pretty much golden) DU has no progressive tech tree DU has no progression, it has quanta gates for elements that anyone can acquire and use given they have the quanta for it I can go on, but for an analysis of "civilization" just read this discord post: https://discord.com/channels/184691218184273920/304455542162587649/80629454165311491
    I know this is wishful thinking at this point, but DU would be much better off with actual game design:
    Better Talent System: scrap the Eve talents system (some things should really not be copied), instead have a tech progression tree where you unlock technologies you can use. And have the skill grow based on your activity in the game, not a set amount of points per hour. It's gamey , it's simple, it's fun, it's very intuitive. And you can always add more tech to the tree indefinitely as the game grows. This will allow whole orgs to gravitate towards a direction in the tech tree so we actually get diversity in org playing styles. For example, one org can develop their pvp armadas with ballistics (machine guns, gattling guns, big bertha weapons), another org might focus their armada pvp tech research into laser or electonic warfare. The same can go with unlocking building technologies. The same can go for politics and leadership styles within an org. Have it all be a research tree. There are countless ways of adding diversity and different paths to a game using this mechanic instead of the Eve Talent Points system. Safe Zones: seriously.. is Sanc Moon not enough? The game lacks any danger and people just stop playing because of tedium and burn out. You won't believe how hard it is to convince people to gather into PVP events in this game because they're just too bored of it, it has zero consequence. Sanc moon is a sanctuary moon. That is its purpose. Better Consequences: This game has the wrong consequences. What seems to be happening is a bunch of nerfing to create more consequences in the game, such as talk about nerfing linked container distance, brakes, mining, this whole permadamage to elements, etc. How about actual danger, not the tedium of fixing and replacing parts? How about lowering the cost of building guns and ammo? Halfing most of the voxel HP? How about designing the game so that more people can get into pvp easier, and if they lose, the cost isn't too great that they are discouraged from ever trying it again? JC should actually listen to his devs and game designer (if he has one): lets face it, economists, mathmeticians, scientists, or whoever NQ may or may not consult about their game.. they are not playing the game. WE ARE. What we are witnessing is the result of the disconnect between how gamers play and how JC thinks a game should run. And it is our wallets that are paying. This means JC should listen to his devs. This means JC should really hire a game designer, they are a rare species and it's difficult to find a good one, but if you do, please listen to that person. JC may know stuff about robotics, but as I see it, he has no clue about human psychology, especially gamer psychology.
    My rant is over. Catch me outside how bout dat.
  16. Like
    Scavenger reacted to Lethys in This communities toxicity is getting out of hand.   
    Yes, and That's good that they announce things and then also implement them - thats developing a mechanic. Presenting what they have in mind and then testing it on a pts. That's normal.
     
    Its not "transparent" though in the sense of "how will you solve problem X with mechanic Y". They just drop a trailer, depicting what they want to do (like they did in the past years) but then don't ever talk again about that feature in depth. Like answering questions of how exactly this mechanic will play out or why they chose to only have 2 rights for org wallets. If they really take feedback then they would answer ppl why they only have 2 rights and why there are no subdivisions.
     
    Also, that trailer is nice for building up hype but it doesn't really adress any mechanics in depth. How do they want energy to work? Why that way? What pvp changes are coming? How does Asteroids work? And a ton more. Open communication would be:
    Here is X. We envision it to do Y (and this is what NQ NEVER EVER DID). What do you think of it? Ok, we talked about it and now mechanic x works like Z and is on pts for testing. 
    Ofc they cant do that because 1) They want to release in less than 10 months amd 2) They dont have neither Manpower nor the money to do that. They have to stick to a plan they have and cant change any mechanics in depth if they're stupid because of money and time. And That's fine really, but at least ppl want to know that. 
     
    Same with safezones too - du was ALWAYS advertised with 2 safezones: ASA (arkship secure area) and MSA (moon secure area). Until suddenly they changed it to be 3 whole planets plus a Shell of every single planet. Thats fine and all but they never actually communicated why they did that and how long that will stay. And how they plan on going further from here.
  17. Like
    Scavenger reacted to Shaman in This communities toxicity is getting out of hand.   
    I understand that some of you are angry at NQ for the latest patch and other various shenanigans. In a way, I agree with you; i'm not picking any sides here. But this criticism has turned into toxicity. Some people believe that it is acceptable to pick apart and beat Novaquark with hate instead of calmly and kindly giving helpful advice on how to make the game improve. Some people believe whenever someone comments a different opinion about the 0.23 update it is their primary objective to thrash back and pour salt on them because 'no one can say nice things about the update'.  Some people believe that since the game has turned out slightly different from what they expected they must alert and discourage everyone from playing the game because it is a 'scam*'. Some people believe that just because their experience is ruined they must ruin it for everyone else. And some people just jump on the salt bandwagon even if they have never set up an industry unit in their life.
     
    I will repeat what I just said. I am NOT saying that 0.23 was either a good or bad of an update. If you hate it, that's fine. But people like this are becoming a large excrement deposit on the Dual Universe community. You might have heard that recently a forum conversation got out of hand when an individual exposed a LinkedIn profile of an NQ employee. That is flat out unacceptable. If you are one of the people like this, instead of beating this game and its 50 employees down, just LEAVE. This game would be much better without people like you anyway.
     
    * I have watched the trailers many times now. in my disgustingly baist opinion it's not. (sacré bleu!) misleading? maybe slightly. But let's be honest here, for games that require player interaction, they all are. Take a look at the Starbase trailer for example. Just like Dual's trailer, they both include massive fight sequences, which take up half of the trailer runtime. Sure they are technically possible, but definitely aren't ever gonna happen apart from the rare few events and such.
     
    I know that I will get a wave of salt from this post, just like my previous ones. so please be civil. I won't be responding to any of the people that are hating for the sake of hating or people saying the game is bad without giving at least a bit of constructive criticism. If you feel so inclined, just shout at a wall instead. 
     
     
  18. Like
    Scavenger reacted to le_souriceau in an apology to naunet for creating a thread that got out of hand   
    Ok, I wanted to alopogize too for my exessive detective-tin-foil-cap issues and fury.

    And do a bit of clarification.
     
    I contacted Philipp (author of publication in question) and he was kind enough to provide me with some additional comments.
     
    1) He confirmed, that wrote this article on his own initiative, without contact/premediation with NQ (borrowing some official NQ media images to illustrate it).
    2) Acticle based solely on his personal/buddies group gameplay experience (several hundred hours).
    3) Most important part. Philipp explained, that arcticle, by his idea (and nature of his media), made for more broad and casual (external) audience, so he adapted info and presentation for them. While we, being more hardcore players can have different perception on game mechanics (0.23 patch) and priorities.
     
    Personaly I strongly disagree with such approch to coverage, but still its great, that Philipp bothered with reply. 
  19. Like
    Scavenger reacted to ELX987 in an apology to naunet for creating a thread that got out of hand   
    a thread i created that was aggressive in nature but sparked a good conversation got out of hand when an individual exposed a LinkedIn profile of an NQ employee.
     
    Naunet has since closed said topic due to that one persons comment. 
     
    my words and opinions stand on my original thread, but i feel NQ is right for closing it because more exposure could in-sue and i don't want that, my original thread was to criticize not to attack/assault NQ. 
     
    I think NQ are good people, and should be treated as such, regardless of the games state, we are all human. 
     
    again, i apologize.
     
    (edit, said criticism in the original thread has been acknowledged by NQ, thank you for your honesty)
  20. Like
    Scavenger reacted to NQ-Naunet in A German news outlet puts a false spin on DU's condition   
    Additionally, as this thread was shared internally I have received a response regarding the validity of the claims presented here: "I can confirm that we did not pay anything. We're not even in contact with this journalist."
     
    This publication created a feature without our involvement, and it's clear to anyone reading that they're not up to speed on what's actually happening inside of Dual Universe as of 2021-02-16. ?‍♀️

    Feel free to disregard the article, or just enjoy it for a laugh if you'd like.
  21. Like
    Scavenger reacted to NQ-Naunet in A German news outlet puts a false spin on DU's condition   
    This thread has been locked: do not put NQ staff member LinkedIn profiles here! I shouldn't even have to say that. I'm really disappointed.

    You can express your upset with the game and speculate about us all you'd like, but leave windows to our personal lives OUT of this arena. Please.

    I don't want to come to work worried about what I'll see of myself here - some of us may be public facing, but I implore all of you to treat us with respect. Respect our privacy, please.

    Pick apart problems, not people. 
  22. Like
    Scavenger reacted to SirJohn85 in What are your thoughts on 0.24?   
    Actually, I wonder what your problem is now? 
     
    Everyone knew from the beginning, when the Kickstarter campaign started, that it was going to be rough. To quote the video:
    "However, if you chose to cross the limit, you gonna have to start being careful. And you better know what you're doing." 
     
    Here is the link (with timestamp) to the video from the KS campaign 2016: https://youtu.be/TyWZsuLmloo?t=524
     
    We have had many discussions here in the forum about carebear, EVE comparisons, PvP content issues and whatnot. Feel free to search those out over the last 4 1/2 years, there are plenty of them. But I'm not doing your homework.
     
    PvP will never be fair. There will always be situations where you are outnumbered. There will be situations where you are hunted by pirates for fun because you are a high value target just to annoy you.(Everything that is allowed according to ToS and EULA in the game, not outside, of course) In EVE as an example it is common that you become a target of something.  But that's not the fault of the players, it's the game field that gives NQ here. In WoW as another example, they roamed as a group and hunted everyone.
     
    If you want to change the playing field now, then you have a problem: the players who made the game possible in the first place with the pledge gave money for a very specific reason.This is no longer the case, when the game changes from Kickstarter vision. And there are only two possibilities: Implement or Refund.
     
    But to stay with your ridiculous seal clubbing example:
    What's wrong with standing up to the attackers and looking for like-minded people? Why not fight back, why not form a society that frees itself from all violence and wants to create a PvP-free zone on the tiles? In principle, then, do exactly what Dual Universe should be. A game that encourages cooperation.
     
    Do you know how the pirates in the Caribbean became a thing of the past? Merchants armed themselves, bigger ships accompanied the convoy. Something you could also do, hire a mercenary organisation to accompany you. Instead, you want to go on your solo trip and see yourself as a victim here.
     
     
  23. Like
    Scavenger reacted to NQ-Naunet in DevBlog: Organization Wallets   
    Hey Noveans,

    Joining an organization in Dual Universe has many advantages, especially when it comes to pooling and sharing resources. The introduction of org wallets in the upcoming 0.24 update will add a convenient way to transfer money to and from organizations, just as players have been requesting.
     
    But wallets aren’t limited to organizations alone. Many of these features will be useful to individual players as well. This should be welcome news to everyone who will be raking in the quanta via the new Mission system.
     
    Let’s take a closer look at all the wonderful things wallets can do.
     
    WALLETS 101

    Each organization now has a wallet.
     
    There are two new rights related to organization wallet management in the Right and Duty Management System (RDMS):
     
    Consult wallet: Gives the right to members to simply know the current balance of the organization. Edit wallet: Gives the right to do all the wallet operations available to the organization wallet. It includes buying, selling (and paying taxes by doing so), browsing the log and transferring money (see below).

                Giving the right to edit the wallet of Wave Corp to another player.
     
    HOW IT WORKS

    Any player with the “edit from wallet” right of an organization can:
    Sell unclaimed items or items claimed by the organization in the name of the org. Once sold, the money goes to the organization wallets. Buy items in the name of the organization. When doing so, the wallet of the org is used instead of the wallet of the player. Also, the item is then automatically claimed by the org when purchased. Edit and/or delete orders owned by the organization. NOTE: Going to the “My Orders” panel of the market UI, allows the player to see their own orders as well as the orders of all organizations for which they have the appropriate rights.
      Payable dispensers owned by organizations will use the organization wallet, instead of the Superlegate wallet.

    TRANSFERING QUANTA

    All players can give any amount of quanta to any other player or organization. Players with the necessary wallet rights of an organization can also transfer money from the organization wallet to any other entity. Transfers are tracked in the wallet logs of both the sender and the recipient.
     
    There are a few rules regarding quanta transfer, mainly intended to protect players from griefing through spamming the recipient’s wallet log :
    A transfer requires a minimum amount of 1,000 quanta. There is a cooldown period of 10 minutes between two transactions with both the same sender and the same recipient.

                Transfering money to the organization Wave Corp.
     
    THE WALLET LOG

    Managing an organization and giving the right for wallet operations to several players requires basic management functions. That is why we are adding the wallet log.
    All entities (players and organizations) have access to a wallet log that reflects all transactions related to their wallets.
     
    Each entry contains the date of the operation, the type of operation (such as money transfer, market transaction, various fees, etc.), and additional information, such as the name of the player who completed the operation, for instance.

                
                The wallet log.
     
    SHARE YOUR THOUGHTS!

    What do you think of the plans so far? Is this a good starting point or are there additional functions you think wallets will need? We look forward to reading your feedback in this forum thread. ?
     
  24. Like
    Scavenger reacted to Burble in BEST MINING SIM EVER! thanks NQ for SPACE MINECRAFT   
    23: Use cool ship physics to build a huge hover race track for players to have fun on
    24: make friends and trade to get whatever you need in the new industry economy
    25: make gliding simulator game with points system that can be played with friends
    26: finish beautiful structure....no....it's never quite finished
    27: have a brief session mining out a mega node to finance the next 2 weeks of game play...a bit boring but you got to earn somehow
    28: open main race stadium to public on VR machines
    29: visit friend's mercenary bar on the north pole to see how it is coming along
    30: make a deal to have 200,000L of crater soil from Madis delivered to your race track on Alioth to make the 'Madis Hairpin'
    31: visit friends parking platform near the market to see how they are getting along
    32: spend two hours trying to help a random new guy move his whole base form Sanctuary to Alioth.
    33: Come to forums. Shake head. Leave forums.
     
    ?
  25. Like
    Scavenger got a reaction from Atmosph3rik in Will this be another Cyberpunk 2077 disaster?   
    You are running DU with a System (GTX 1060) which is set as "minimum requirements" from official site.
    Minimum requirements usually mean you can start the game/application, but you wont have a smooth experience.
    Below the minimum requirements you often arent even able to start the application without crashes or freezes.
     
    The minimum requirements of No man sky is a gtx 480. So that explains that.
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