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antanox

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  1. Like
    antanox reacted to NQ-Wanderer in DEVBLOG: PRECISION IN BUILDING   
    In the upcoming 0.28 Panacea update, we will introduce the Vertex Precision Tool (VPT), which adds a whole new way of bringing detail to your creative designs.
     
    This all may sound quite complex initially, but once you get used to the tool it’s quite intuitive. If you’ve been holding back because voxelmancy seemed too complicated, now’s the time to give it a try. By allowing you to simply equip the VPT and move the vertex around on a changeable grid, the process of designing with voxels is greatly simplified and far more user-friendly.
     
    Here’s a brief demonstration of what the VPT looks like and how it’s used:
     
     
    Heads up! The information in this blog leans heavily into the extremely technical side of things. Those who are into voxelmancy will probably dive in with unfettered joy. If building isn’t your jam, you may wish to stop here and get the TL;DR from one of your builder buddies later.
     
    VOXELS DEFINED
     
    Much of what you see in Dual Universe was built by players using voxels. The term “voxel” is very generic, a shortened form of “volume element”. Voxelmancy is an advanced form of building that can be quite complex, and there has always been a gap between building with standard geometric shapes and fine-tuned designs. The VPT aims to bring a game-changing  bridge for the gap between these building styles.
     
    How exactly the voxels are implemented depends a lot on the software that’s being used. In DU, a voxel contains two things: material information and a vertex position information.
     
    The material information is pretty straightforward; it is exactly the same as in a pixelated image where there is a material (think of it as a synonym of “color“) for each little square. We use what we call a uniform grid, meaning that voxels are put next to each other in a 3D grid and all have the same size. For example, on a planet voxels are 1 meter long (1m x 1m x 1m) whereas they can be 25 centimeters long (0.25m x 0.25m x 0.25m) on a user construct. It’s exactly how pixels work in 2D images, and you may already be familiar with these kinds of voxels because they are present in games like Minecraft.
     
    VERTICES POSITIONS
     
    Let’s drill down even deeper into the well of technical stuff.
     
    As stated above, voxels contain material information and a vertex position information. The Vertex Precision Tool doesn’t touch materials, so let’s talk about vertices.
     
    3D geometry is composed of vertices, and those vertices are linked together to form faces that will be rendered on your screen. For instance, take a simple single voxel cube. It is composed of one material, but has eight vertices on the eight corners. Since our voxels in DU store both a material and a vertex position, our “single voxel” here is composed of eight voxels because it takes eight vertices to form a cube!
     
    This is where it starts getting complicated. We can consider that there are two voxel grids, one is the material grid and the other is the vertex position grid, and the two grids are shifted, dual to each other. There are eight vertices around a material, and there are eight materials (we can consider the void as a special kind of material) around a vertex.
     
    So what are we talking about when we talk about a voxel? A little bit of both, depending on the context. Confusing right? We’ll try to be specific and talk about vertices, but remember there is only one vertex per voxel, although one voxel cube is composed of eight vertices (and thus is in reality eight voxels: one with matter and seven without matter.)
     
    Take a look at this picture. It is in 2D because it’s easier to understand (and to draw), but this is the same thing in 3D. This image represents a voxel sphere (more like a circle since we are in 2D).
     

      The dotted lines are the uniform grid that represent the voxels. At the intersection of those dotted lines, you can have a blue dot, representing a material. So, we have our material grid: either emptiness or a blue material. Inside of all of those cells, there may be a vertex. There is a vertex if and only if all four corners are not the same. If one of the corners is blue and another one empty, it means we have some material change here and thus something to see. So we need a vertex to know where we see the surface. On each of those cells, we have a vertex represented. The vertices are then linked together to form the surface.
     
    POSITIONS VALUES
     
    Before the Panacea update, you could only get such a sphere with the sphere tool, but with the VTP you’ll now have the opportunity to change the vertex position manually. This raises the question: what coordinate system do we use?
     
    In theory, we could use an infinite range of values. For example, we could say that the vertex should be at one third (on a given axis) in between the two materials as shown in the grid, so its value (on this axis) could be 0.333333333. It could also be 0.1415926535, or whatever we want.
     
    However, we need to store those vertex positions, and we want to be efficient so that we don’t take too much disk usage so we encode the vertex position (on a given axis) on a single byte. This means we only have 256 different possibilities for a vertex position, but we don’t really need more. A vertex position is a coordinate with three numbers (for the three axes) where all of these numbers are integers (with a maximum 256 different possible integers).
     
    So what are those possible values? Before answering that, we need to consider where a vertex can lie. On the sphere representation drawing, you can see that vertices are inside the zone defined by the four surrounding material points. This is indeed where a vertex should be most of the time, although we may sometimes want to overflow a bit, reach a little further than the vertex is supposed to. This will encroach on the zone of the neighbor voxel, but it does not have to be a problem. We decided that a vertex could lie on its one zone, but also the zone of its direct neighbors. On the 2D schematics above, it means that a vertex can be placed anywhere on the nine squares around it.
     
    A vertex encoding actually encodes three vertice’s positions. We want to have an encoding for all the important positions, the middle of each of the three voxels and their borders. This means that we need a multiple of six. We’ll use 252 as it is very close to 256. Now let’s see this coordinate system in a picture. The picture below represents four simple cubes in voxels (yellow, red, blue and cyan).
     
    We will be talking about the vertex shared by the red and blue cubes. There are actually two of those vertices in 2D, one top and one bottom; let’s talk about the top one. We state that the position it is in in the picture will be 0 (it’s a convention, the one chosen in the Vertex Precision Tool), and above the cubes we showed all the position values this vertex could have
     
     
    So 0 is the position of a vertex in a simple voxel cube. If we move the vertex into position 42 (both the top and bottom vertex of this red-blue junction), then the red rectangle will now be 1.5 times bigger, and the blue rectangle will be half its current size. If we move the vertices to -42, it would be the other way around. Note that all the values between -42 and 42 are the values where the vertex is supposed to be without overflow. This is the zone we described earlier.
     
    If we were to move the vertices to value 84, then we would enter the territory of the vertex shared by the blue and cyan cubes. This becomes a little dangerous and could result in strange results. In this example, it would lead to the blue surface to completely disappear and be replaced by the red one. The blue voxel would still exist, it would just have a null volume.
     
    And, in the example of these four cubes, if we were to go to a value above 84, it would result in an ill-formed shape because the blue shape would have a negative volume. This would probably create visual artifacts, and we may prevent this situation in the future.
     
    ENCODING CHANGE
     
    One last note for those who are familiar with voxelmancy. In Panacea, we use an encoding of 253 positions (from -126 to 126), which is different than it has been. We used an encoding of 255 positions (it was from -128 to 128 but previous -128 = actual -126). Since there is no exact mapping between the old encoding to the new one, this means that vertices in your constructs may be shifted up to 1mm (vertices at position 0 will not move, but those at extreme values will move the most). This will probably be unnoticeable, but we wanted to err on the side of caution and share this information.
     
    You may wonder, why 253? It is for the reasons explained before, to have those nice -126, -84, -42, 0, 42, 84 and 126 values. The 255 system did not allow for that. We could have chosen 193, so that you could split a voxel in 2, 4, 8, 16, 32, and 64, but that would have meant a huge loss in precision and significantly deformed most constructs. So 253 it is, and you can now split a voxel in 42!
     
    USING THE VPT
     
    There are exactly 253 positions on a single axis including zero that a vertex can be in due to it being divisible over three voxels. Negative 126, 0, and positive 126. As such, the width of one voxel is exactly 84 positions. And each vertex can be moved exactly 1.5 voxel away from the center position.
     
    Thus, the grid on which a vertex is moved is adjustable to a size that covers 1, 2, 4, 7, 14, 21 or 42 positions, 42 being the size of half a voxel. This allows the accurate placement to the finest detail or to quickly scale up and move a vertex by a half, a quarter, a sixth, or a twelfth of a voxel.
     
    See the image below to get an idea of the different size grids available to the VPT.
     
     
    Once selected, the vertex cursor can then be moved with:
    The up, down, left arrow and right Arrow keys for the x- and y-axis.
    The Page Up and Page Down for the z-axis.
    The Home key to send the cursor to the current position of the vertex.
    The End key to send your cursor to the last confirmed coordinates.
    (This also happens by default when you change vertices.)
    The Alt+Home key combination to send the cursor to the centered 0,0,0 coordinates.
    Holding Control+Scroll will adjust the grid size between the available sizes.
    Left-click confirms the placement and moves the selected vertex to the cursor.
     
    The VPT will give you the finest precision possible, no more complex voxelmancy of copy-pasting things around to get a specific shape. You may not use this tool all the time, but when you do you’ll find it exceptionally helpful for fine-tuning.
     
    WHEW, THAT’S A LOTTA INFO!
     
    Still with us? We know there’s a lot of information to process, but we felt it was worthwhile to share the details with our voxelating community members that would appreciate seeing how the sausage is made (so to speak).
     
    We can’t wait to see the cool new stuff Noveans build with the Vertex Precision Tool. As always, we encourage everyone to join the conversation on the forum in this thread. If you have questions about the VPT or want to share your thoughts and tips about voxelmancy in general, that’s the place to go.
     
     
  2. Like
    antanox got a reaction from Moulinex in DEVBLOG: PANACEA 'REMEDIES" ON THE WAY - Discussion thread   
    sounds very good so far.
    reducing the daily work like pressure on the calibration stuff will be a relief! ❤️
  3. Like
    antanox got a reaction from Koriandah in DEVBLOG: PANACEA 'REMEDIES" ON THE WAY - Discussion thread   
    sounds very good so far.
    reducing the daily work like pressure on the calibration stuff will be a relief! ❤️
  4. Like
    antanox reacted to NQ-Nyzaltar in DEVBLOG: PANACEA 'REMEDIES' ON THE WAY   
    Dual Universe’s Panacea update is right around the corner, bringing with it a sizable variety of changes based on feedback from our community. 
    Ahead of the update, however, we are immediately introducing revisions to territory upkeep and mining units. 
     
    Read on for the full scoop! 
     
    GOING INTO EFFECT ON TUESDAY, JANUARY 25th
     
    Taxes will be effective again starting Wednesday, January 26th.
    The day before, we are going to deploy three adjustments to address the issues mentioned in the Community Feedback regarding Territory Upkeep.
     
    Territory Upkeep Reduction: 1 MM --> 500k.

    Territory Upkeep was first introduced in the November 2021 Demeter update. After reviewing community feedback, we announced that territory upkeep payments would be postponed for two weeks to allow the Design team time to dig deep into the metrics and fine-tune the system accordingly. 

    The upkeep rate per territory will be reduced by 50%, from 1MM to 500k quanta. Player feedback indicated that people felt they were having to sell ore too frequently to generate the funds needed to pay upkeep. In halving the upkeep costs, we will relieve the pressure to make frequent trips to the market as well as the need to sell large quantities of ore.
      Calibrations Charges:
    Base calibration charge slots increase : 5 --> 25.
    Talent calibration charge slots increase : 1/level --> 5/level.

    Also introduced in the Demeter update, mining units were designed as an alternative to digging endless tunnels underground for ore. To keep them producing at their peak capacity requires occasional calibration; however, initial feedback from the community told us that further tweaks were needed for the calibration process. To this end, we’ve made the two changes mentioned above.

    This will change the total amount of stored charges from 10 (5 base + 5 max talents) to 50 (25 base + 25 max talents).

    The intention behind the charge cap was not to force a behavior in which you felt like you needed to spend charges in order not to “lose out” on charges by hitting the cap and wasting your recharge. 

    In view of that, both the base and the talent bonus are drastically going up. This will not only allow you to store more charges in general, but specifically allow you to store a much longer period of time in charge recharge time, giving you much more breathing room to store charges and not waste charge recharge time.
      Calibration grace period: 48h --> 72h
      The calibration grace period is the amount of time during which a mining unit does not lose calibration. Similarly to charge slots, the intention was not to aggressively require you to calibrate mining units every 2-3 days. In our initial calculations our goal was more to hit the 5 to 6 day mark depending on what efficiency curve the player selected, and how many mining units the player was trying to maintain.
     
    We are changing the calibration grace period from 48-hours to 72-hours. 
     
    This change should bring us closer to the initial values we were looking for and give players more breathing room to calibrate when their mining units seem to be producing less than usual, indicating that calibration is needed.
     
    CHANGES COMING WITH PANACEA UPATE (0.28) LAUNCH
     
    Using industry units on offline tiles

    The intention of requiring online territories for industry units was not to negatively impact industry units on planets. We initially saw it as further incentive to pay for taxes, but it was not a core requirement. This is also why industry units on Ssanctuary and space cores were left untouched.

    We understand from player feedback that requiring you to operate mining units on a territory in order to not run industry units at a loss on that territory was an annoyance and many players did not want to run their industry units on the same territories as their mining units.

    In view of the preferences expressed, we have decided to allow the operation of industry units on all offline territories. In combination with HQ territories, this will allow you to effectively run industry units on offline territories for extended periods of time.
      Faster extraction animations
      We are also addressing the feedback we’ve received regarding the time it takes to complete a calibration minigame, specifically the frustration from the long loading animations when calibrating a number of mining units.
     
    An option has been added in the mining unit UI (tick box) that will let you significantly reduce the time these animations take, drastically reducing the period of time the animations run.
     
    Additionally, a number of mining unit mini-game animations have been slightly reduced in duration, thus allowing a faster minigame completion.
     
    New talents for surface harvesting
      In order to further incentivize harvesting surface rocks, and to be able to specialize in it, we are adding four talents linked to surface harvesting that will touch on harvesting speed and output.
     
    The main goal is to create some surface harvesting specialization for those players who enjoy it, giving them the capability to harvest better and faster, and for longer periods of time.
     
    CHANGES COMING POST-PANACEA
     
    New surface harvesting controls
      To further address surface harvesting issues, we are working on quality of life-type improvements that will allow a degree of auto-harvesting similar to normal mining as well as other changes to reduce control and UX-based frustrations during surface harvesting. 
    Watch for additional details as we refine our plans!
     
     New mining unit surface harvesting, rocks spawning behavior
     
    Lastly, we are looking for a solution to simplify the process of gathering rocks. This is in direct response to player requests to eliminate the hassle of having to comb their territories after calibrating a number of mining units. 
     
    While this is still in relatively early stages, the solution we are looking at is to spawn the rocks right under the mining unit beam, where the beam hits the ground. Players would then be able to rapidly harvest surface rocks. 
     
    BUT WAIT! THERE'S MORE
     
    Don’t forget that there’s a lot more to Panacea than the changes and tweaks discussed above. It’s also got some cool new stuff, like the Vertex Precision Tool which we’ll be talking about in the next devblog! 
     
    Meanwhile, please join the conversation on the forum here to tell us what you think about revisions we’ve presented in this Devblog.
    We’d love to hear from you! 
     
    ---

    The Novaquark team
  5. Like
    antanox got a reaction from NQ-Ligo in DEVBLOG: PANACEA LUA CHANGES - discussion thread   
    very nice changes
     
    as already mentioned please center camera position on command seats to allow easier and symetrical custom user interfaces ( huds) - probably easier to push this to the 3d design team responsible for the character animations.
     
    also very much appreciate the removal of log writing per ingame LUA
    any player controllable ingame feature should never be allowed to write data to the physical ( real world) drives, especially if these can be invoked by other players without notice! -> security first!
    the issues to read game data from screen instead of file for exploiting are not really relevant for this decision as the intention is ( as i understand) to protect the computer system running the game and not prevent cheating, the exploiter will alway find a way...
    that beeing said, non harming content created with this will need replacecement features and you already started adding these regarding the sound, please continue to do so with the other cases mentioned here!
     
    also nice to see you interact with us in this thread more. keep it up and work with the feedback in a transparent way!
     
     
     
  6. Like
    antanox reacted to Maxim Kammerer in Post Mortem; The Asteroids issue this weekend from a player’s perspective [SUGGESTIONS]   
    3 - Don't implement basic gameplay loops as scheduled events:
     
    If asteroids would randomly spawn and de-spawn every day most players would't even notice that there is such a technical problem.
  7. Like
    antanox reacted to Ashford in DEVBLOG: PANACEA LUA CHANGES - discussion thread   
    Since the log function has been removed, there is no longer a way to copy text from within the game. So it would be nice if there was another possibility, e.g. to copy and paste in the LUA chat window or a edit contant button for the database in order to use this item to get text in and out.
  8. Like
    antanox reacted to Aviator1280 in DEVBLOG: TERRITORY UPKEEP - Discussion Thread   
    Too often is coming out the wiping argument.
    Judging on what NQ is doing to the game maybe is everything in the purpose to tell us they will need to wipe.
    I want to say that if a wipe will happen I will stop playing DU.
     
    But  now... I'm relocating with only some normal internet connection (that is usually good for anything else except for DU) so how it is suppose for me to keep my Territories and not lose stuff? Before Demeter this was not going to be a problem now it is... it may happen to any player not having the possibility to play DU for a while so what? Do we lose everything because we can't pay taxes or because the taxes will take all our resources while out of the game?
  9. Like
    antanox reacted to blazemonger in PANACEA UPDATE ADDED TO ROADMAP - discussion thread   
    You hit the nail on the head though @Physics, with how you describe the "it's more complex than you think". Because saying you'll do better and then immediately go back to pretty much saying "you just do not understand" is not exactly a good start there.
     
     
  10. Like
    antanox reacted to Physics in PANACEA UPDATE ADDED TO ROADMAP - discussion thread   
    Awsome to hear NQ is keen to expand on working with the community and want to increase their two-way communication! Here is tip 1: Dont start failing this on literally the next sentences of an announcment ?
     
     
    Ok so the purpose and functions of the system go beyond "land-grabbing". Maybe if NQ explained why the system is more complex than it appears on the surface the community could fire back ideas and feedback to make it better with the info in-hand? Just saying "it's more complex than you think" puts off these feedback think tanks and kills the subject and any possible two-way communication. Design team does not have to come up with inspiration and ideas on their own, they just need to make the decisions with all the possibilities that come from their own minds and ours. 
     
    Edit: just read up replies. Damn it Blaze beat me to the punch! ?
  11. Like
    antanox reacted to NQ-Wanderer in PANACEA UPDATE ADDED TO ROADMAP   
    The Dual Universe roadmap has been expanded with the Panacea update, which is currently in production and brings with it a plethora of new features, tools, and improvements that will be particularly interesting for builders, scavengers, and Lua aficionados.
     
    WHAT’S IN IT
     
    A follow-up to the changes introduced in the Selene and Demeter updates, the Vertex Precision Tool will provide a powerful, intuitive way to fine-tune your builds. Particularly for those who are new to voxelmancy, this tool will be invaluable. Watch this video to get a taste of what it can do.
     
    The introduction of shipwrecks in space will open a variety of lucrative opportunities for players who seek them out. Sell them as-is, salvage them for parts, create missions for other players to bring you the ship or its parts, or simply fetch a handsome price by selling the location information.
     
    Other new features and improvements include: 
    Camera Lua API: get access to information about the in-game camera Talents UI improvements: a more efficient way to view Talents RDMS UI polish: a cleaner interface for the management of RDMS  
    To reduce clutter and keep Alioth beautiful, we are implementing inactive constructs requisitioning, an automated system for the abandonment of constructs owned by unsubscribed players and organizations to aid in keeping overcrowded public market areas clear.
    Organization construct ownership (construct slots): a new way of assigning available construct limits to organizations. Disabling element stacking or overlapping: the final step in preventing the element stacking exploit.  
    WHAT’S IN A NAME
     
    Choosing the name for this update, Panacea, the goddess of remedy, is a reference to our renewed dedication to taking player feedback into greater consideration.
     
    In reflecting on the aftermath of the Demeter release, we recognized that we fell short in this area. We read your feedback but did not make the adjustments we could and should have. We pledge to be better about working hand-in-hand with the community by implementing a plan to increase two-way communication and making some important tweaks and balancing to the game that will address some of the pain points as much as we’re able.
     
    As a first step, beginning January 12th, we will postpone the next territory upkeep pay period for two weeks. This will allow the Design team time to revisit the tax rate, which many community members said was too steep. The purpose and functions of the upkeep system go beyond limiting “landgrabbing” and are more complex than they may appear on the surface. Many factors and interdependencies need to be taken into consideration.
     
    WHAT’S NEXT
     
    A series of devblogs will be published soon to reveal more information about the Panacea update. Additionally, we will be sharing a new roadmap soon. We hope that you’ll like what you see, and we encourage you to share your constructive feedback about our ideas as you read each article. 
    Let’s chat! 
  12. Like
    antanox reacted to Daphne Jones in Weightless ammo again? WTF NQ?   
    Hauling a load of ammo, I noticed that it's gone back to being weightless... well nearly massless. Specifically, DU ammo specific gravity is 0.11 (water's specific gravity is 1.0). Sorry couldn't resist that once I started the sentence with "specifically". That translates to 0.11 kg/L, making it about the lightest thing in DU.
     
    NQ, have you ever held a bullet - or a box of bullets - in your hand? Ammo is heavy. The lightest smokeless powders come in at about the density of water - 1 kg/L. The rest of the round is made of lead, steel, and copper. I bet you know the densities of steel and copper since they're in game an you got them about right. Steel is 8 kg/L. I don't remember copper, but it's denser than steel iirc. You can't take a bunch of stuff heavier than water and put it together so it's lighter than water. (That's the Theorem of the Mean for those of you who didn't pay attention in math class.)
     
    There's a good reason that ammo is heavy... a slug of metal does a lot more damage when it hits than does, say, water. That's why we let kids shoot water guns at each other. And these bullets are 1/9 the mass of the same volume of water. You probably wouldn't notice getting hit by this.
     
    I hope this was an accident and not another concession to whiny PVP carebears. Please make the ammo a little more realistic.
  13. Like
    antanox reacted to CptLoRes in Weak economy for at least another month or two maybe?   
    Problem is that the process you just described sounds less fun then my actual real job, where I make real actual money. So why would I ever want to pay NQ just to be able to work a second boring job?
  14. Like
    antanox reacted to apollo0510 in Staggering Upkeep - Discussion thread   
    Guys, the problem is a technical one and quite simple :
    - Demeter patch hit everybody at the same time.
    - So tax bill must be issued for the whole player base at the very same time.
    - This means a permanent stressful server overload every week at the very same time.
     
    It is very much preferable from a server perspective, if he can deal with taxes one after the other
    with some pause inbetween.
     
    No big deal.
     
    What is really surprising is the fact, that the developer who designed that , did not think about it. Its a classic problem ...
  15. Like
    antanox reacted to war4peace in Demeter 0.27 Release - Discussion Thread   
    I just finished turning off auto-renewal for my accounts. The reason? Mining changes.
    Most games out there reward players for logging on daily. NQ chose a different path: DU is punishing players for NOT logging in daily.
    I already work two jobs, the last thing I need is a third job which I pay for.
     
    There is still game time left until Autumn 2022. I'll log in every now and then, to see what's going on. There's a chance I would change my mind, IF the game steers back to the proper path. As it is right now, it seems to be going the way of the Dodo.

    It was fun while it lasted, though, gotta admit that.
  16. Like
    antanox reacted to NQ-Deckard in Hi Devs, can we please have tis platform on top of market 6 removed   
    You would indeed be correct in that it is an edge case,
     
    However, even from the ground you have the ability to file a generic report if you feel you need to.
    For example:
     
     
    - Deckard
  17. Like
    antanox reacted to Doombad in Is it me or has the community changed?   
    I agree with this. I think taxes introduced an ongoing cost regardless of income. In a way, it is an extremely regressive flat tax. 
     
    Mining also more tedious and something for which everyone must do to either earn quanta or build.
     
    For example: A pure builder previously could go mine some bauxite or whatever material they needed, when they needed, as much as they needed and get back to building the next day. Now mining is an infrastructure effort where miners must mine enough to cover taxes plus materials. It also takes longer to get what you need. 

    Net: getting resources is something for which requires planning, quanta, and time from people who typically enjoy spending their time elsewhere.
     
    We are also coming down from an extremely high inflationary point where people made massive amounts of quanta to a place of low margin yield for most people. Some are still hitting it rich, but not the masses.
     
    I like the idea of auto miners but I am not a fan from the tedium required.
  18. Like
    antanox reacted to Creator in Is it me or has the community changed?   
    Murica! Part of the reason we live in a narcissistic society of lonely individuals, just doing themselves without any thought of why their world is changing. Not trying to bring RL stuff into this, just making a point, that this type of cop out approach to problem solving is pervasive across so many MMO communities. When someone brings this up the answer is... "then leave!"

    Where to though? Cause those that want to socialize, those that want to see more things valued then pixel bank accounts and kill scores are shoved out of games by people and platforms that operate in a self serving and overall harmful way. Then of course if anyone challenges this, then that person is a problem for trying to shake up the status quo.

    I agree with the OP, people don't want to pay 1 million quanta for someone's time and creativity cause they are "worthless", but they will pay over a billion for a tile close to D6 market. Just saying people's priorities and values seem pretty F'ed these days.
  19. Like
    antanox reacted to Novean-32184 in Is it me or has the community changed?   
    The problem is that NQ has changed the game in such a way that you are basically forced to bring out the calculator or a spreadsheet to see how much you need to make to pay your taxes and see what's left after tthat to do anything else.
     
    And so far, it seems most will just need to go back and make more money to get ready for the next tax bill.
  20. Like
    antanox reacted to Sabretooth in Is it me or has the community changed?   
    Get ready for my rant.... 3.. 2.. 1..
     
    Hi there, I am wondering if the community has changed.
    From artistic builders to people who only want to make money or destroy things.
     
    I see a lot of chatting going around, it only is about how much money you can make with the new mining units. Nobody talks about a building project or anything. New players come into this game and I only see them chat about how to make quanta. Its all about which tile brings in the most quanta, not even if it has a great view, a nice river or anything. They might as well just have flat surface planets because people dont seem to care. I have NEVER seen anyone chat about how this unlimited ore can help you with your giant build project.
     
    Its all about quanta, quanta, quanta. People who are making billions, and for what, retirement?
    This is a voxelbuilding game with superior voxel-tools and lots of players are only talking about how to make quanta.
    And what will they do with all that quanta? Nobody knows
    With all this unlimited free ore, sanct should be looking like coresant in a few months, but Im sure that will not be the case. People will only sell ore, it is not meant for building anymore. 
     
    Talking about making money so much, that NQ is even considering a wipe now, and lots of peeps are like: no biggie, as long as i can keep my bp's (and with bp's, they mean a bp for a hauler to make money). NQ can consider a wipe, because the majority dont seem to care about builds.
    In that perspective, NQ was right to implement taxes. If that is what the majority of the community wants to do (make money), then NQ has given those players a purpose.
     
    And this is a voxelBUILDING game, so whats this complaining about PVP? Why do people enter a building game, only wanting to destroy things?
    Because it is not about building or design, its about assembling the most powerful destroyer possible. Not even the best looking or anything, just to be useful and destroy as much possible.
     
    And that is, for me, the reason I cancelled my sub. Not just because of how demeter or NQ changed the game, but also because I do not feel at home between these money grabbers and destroyers. This is just not my kind of game anymore. Im sure that if I come back and take a peek after 8 months or so, there are less builds then there are now! And thats a very amazing trick that NQ has pulled of in a persistent voxelbuilding universe!!
     
    No offence to anyone, we are all different people.
     
     
  21. Like
    antanox got a reaction from CptLoRes in Hi Devs, can we please have tis platform on top of market 6 removed   
    as cptLoRes stated its not possible to report, since the boarding rejection is preventing to get close enough to do so
  22. Like
    antanox reacted to Creator in Hi Devs, can we please have tis platform on top of market 6 removed   
    If that construct was a hoop, one could say you are literally jumping through hoops to report abuse now... ?
  23. Like
    antanox got a reaction from Warlander in Hi Devs, can we please have tis platform on top of market 6 removed   
    as cptLoRes stated its not possible to report, since the boarding rejection is preventing to get close enough to do so
  24. Like
    antanox reacted to JayleBreak in Voxel Complexity   
    Well, I reviewed the discord transcript. In 35 minutes not a whole lot was explained. So it is perhaps not surprising that  my (and other peoples) questions about the voxel complexity restriction was not covered.  I really think the developers know this is going to piss off builders. The impression given when released was that it was really a concern for those who do voxelmancy. Because some (many) voxel boards might be unusable when the restriction was enforced, but that wouldn't happen until the vertex editor was ready. But in my experience, with normal building techniques (i.e. the Deploy  and Copy & Paste voxel tools) you can exceed the complexity limit, and I mentioned that in my question (and in a ticket I submitted too).

    In the build I had the issue with, the design was first outlined using Blender, then exported so the projector element could provide the outline for the build, then after progressing well into filling out the outline with voxels - I get this complaint that I would NEVER have anticipated - even today knowing there are limits.

    The failure here, is this Q&A would have been a good place to provide guidance on how we can in the planning phases reduce the likelyhood of this happening. And worse, no indication that any information on how this feature defines complexity is forthcoming.

     
  25. Like
    antanox got a reaction from Metallical in Gathering your questions for the Q&A on Wednesday, December 1st   
    Q: is NQ still considering single ( non Org) gameplay feasable beyond sancturary and are you planning anything to make this gameplay stile worth while again?
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