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Msoul

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  1. Like
    Msoul got a reaction from Messaline in Reward Packs   
    The schematic rewards from the Pioneer Packs refer to the new schematic copy system that was implemented in July 2022. They are single run schematics that can be used to fabricate dynamic core units if you have the required materials and industry unit. Thus players who receive these packs will be able to more easily produce the associated dynamic core units by not needing to pay the schematic copy fee or wait for the schematics to be created. Alternatively these schematic copies can be sold on the market or traded with other players in exchange for quanta.
  2. Like
    Msoul got a reaction from Hazaatan in Did they confirm Sub model and fee?   
    The last official pricing update was in November 2021. There has been no changes since then and as of writing the current subscription model is expected to remain in place. There are however a few things that will be changing with the release of Dual Universe on September 27th.
    Dual Universe will also be launching on steam and existing players will have the option of linking their steam accounts. Steam users will be able to to evaluate the game for free on a trial server with regular resets. Players who have expired subscriptions prior to launch will be awarded 2 weeks of free gametime on the main persistent server. DACs will be issued to all Kickstarter backers who will then be able to redeem them for 1 month of gametime each
  3. Like
    Msoul got a reaction from Muhadmananda in Reward Packs   
    The schematic rewards from the Pioneer Packs refer to the new schematic copy system that was implemented in July 2022. They are single run schematics that can be used to fabricate dynamic core units if you have the required materials and industry unit. Thus players who receive these packs will be able to more easily produce the associated dynamic core units by not needing to pay the schematic copy fee or wait for the schematics to be created. Alternatively these schematic copies can be sold on the market or traded with other players in exchange for quanta.
  4. Like
    Msoul reacted to NQ-Wanderer in KICKSTARTER DIGITAL REWARDS ARE COMING!   
    Hello, Noveans!
     
    If you’ve supported Dual Universe during our Crowdfunding roots, we want to give you clarity on the delivery of your in-game rewards.
     
    You will receive the following in-game rewards at the launch of Dual Universe on September 27th:
    All of your DAC balance Titles In-Game Sanctuary Territory Unit The Arkship Cryogenic Tube A Skin for the Resurrection Node Furniture Sets Fireworks We will also include your name in the game’s credits as a Crowdfunding backer. Should you wish to opt-out of this reward, please contact us at privacy@novaquark.com as soon as possible.*
    *Important information about names:
    Your real name will appear in the credits if your real first name and name have been provided with a space between. 
    If no real name has been provided and a shipping name has been, then the shipping name will appear in the credits.
    If no shipping name has been provided either, your display name will appear in the credits.
     
    The following in-game rewards will be delivered in updates AFTER the game’s launch: 
    The Alpha Team, Arkship Passenger, and Earth Legacy Outfits. In-Game Pets Emotes  
    ------------------------------------------------------------------------------------------
     
    We’re also making progress on the delivery of your physical Kickstarter rewards. We’ll update you with more information on that soon!
     
    Dual Universe exists today thanks to our backers, including all of you who supported us in our Crowdfunding roots. With your help, we are launching in a month. We’re thrilled with the support you’ve shown us by wishlisting the game on Steam, and the energy you’ve built around the game, with also welcoming new Noveans into our community. 
     
    If you’ve not yet visited our Steam page, here it is! By wishlisting us there, you’ll help Dual Universe gain visibility and bring us to new gamers across the globe.
     
    Let us know your thoughts on the Kickstarter rewards in this thread.
     
    Thank you for your support, Noveans!
  5. Like
    Msoul reacted to Kurosawa in Are there different starting moons for Baker and new players?   
    must  resist pun, must resist pun...
  6. Like
    Msoul reacted to NQ-Sesch in A big THANK YOU to our community   
    And actually to complement your comment about nested game services, the Steam version will not launch the DU launcher and instead go directly to the game.
  7. Like
    Msoul reacted to Davian_Thadd in Guide de démarrage - par CodeInfused - Version FR   
    Pour ceux qui l'auraient peut etre vu passer coté EN, @CodeInfused a réalisé une très bonne infographie pour aider les joueurs à commencer Dual Universe avec quelques tips pour la premiere semaine de jeu.

    Ayant discuté avec lui, nous avons fait une version FR de ce guide  

  8. Like
    Msoul got a reaction from Squidrew_ in Haven claim = open bar ?   
    Ah I see now, thank you for clarifying. The 15 minute window was originally implemented to give players mining on open tiles enough time to escape should someone on the surface lay claim to it. I agree that this functionality is both not required for sanctuary/haven tiles and that it can lead to abuse as you have seen. Thank you for bringing this up, please do submit a bug report detailing your discovery so the developers are aware of the issue and can decide on an appropriate course of action. 
  9. Like
    Msoul got a reaction from Halberd in About the backer title in the user profile   
    Setting which backer title is displayed on your account was actually controlled by the community page. You would pick the title you wanted from a dropdown list and it would then show up on the forums after a small delay. Unfortunately said page is currently being updated and thus it is not possible to manually modify your title at the moment. There is currently no eta for when the community page will return but I suspect it will be fairly soon.
  10. Like
    Msoul reacted to NQ-Sesch in A big THANK YOU to our community   
    Hey Noveans!
    You are an amazing community. I would like to thank each and everyone of you for helping make this launch announcement such a major success! Internally, we had some goals for our wishlist on Steam, which we thought would be enough to help us get visibility on the store when the game launches (that's how Steam rolls...). We are just so happy to report that we are about to reach that goal IN JUST THREE DAYS!!!! This is incredibly promising for the launch of Dual Universe and we know we couldn't have done it without you, our awesome community of dedicated and passionate players.
    It’s time to double our Stream Wishlist goal! Let's make DU the surprise hit that we all know it can be. Please continue to spread the word about the wishlist to show our love and passion for this game. Together, we can DU it!
     
    Again, thank you SO MUCH from all of us here at Novaquark.

  11. Like
    Msoul reacted to Distinct Mint in DUAL UNIVERSE LAUNCH DATE - WISHLIST US ON STEAM - discussion thread   
    To clarify on others' responses:
     
    You get the 2 weeks of free game time if you purchased ($) game time on your account via beta subscriptions, and then stopped playing (i.e. your subscription expired) for at least 1 month. In this case, NQ will give you the 2 weeks to encourage you to try the game again and see if you like it now. If you had a free beta key, or an alpha account, then you don't get these 2 weeks.
     
    Core blueprints (not ordinary blueprints) will persist on your character into launch, but you will need an active subscription to access them.
  12. Like
    Msoul got a reaction from Kanamechan in Haven claim = open bar ?   
    Ah I see now, thank you for clarifying. The 15 minute window was originally implemented to give players mining on open tiles enough time to escape should someone on the surface lay claim to it. I agree that this functionality is both not required for sanctuary/haven tiles and that it can lead to abuse as you have seen. Thank you for bringing this up, please do submit a bug report detailing your discovery so the developers are aware of the issue and can decide on an appropriate course of action. 
  13. Like
    Msoul reacted to CodeInfused in Starter Aid for New Players   
    I've put together a brief infographic to help new players figure out what they could do after finishing the intro tutorial. It's not meant to be a full guide, just a jumping off point to give some direction. Image here, but also on Reddit in case it gets downsized.
     
    https://www.reddit.com/r/DualUniverse/comments/wqxu0s/
     

  14. Like
    Msoul got a reaction from Messaline in Patron pack   
    Most of the physical rewards were for kickstarters and founders. With that said a patron supporter pack includes a Dual Universe T-Shirt as well as the  following in-game/digital rewards:
    x2 Sanctuary Territory Units x3 Giftable Beta Keys x12 Dual Access Coupons (DAC) The Black Earth Legacy Outfit The Black Earth Arkship Passenger Outfit Personal Pets (Level 1,2, and 3) x2 Resurrection Nodes x1 In-Game Patron Title x10 Character Animation Pack x20 Furniture Set x9 Character Customization Tokents The ability to reserve your name Digital Artbook (PDF Format) Digital Soundtrack x1 Arkship Cryogenic Tube (decorative element) x2 Character Redesign Token x500 Fireworks Forum Title (Patron) Content Creator Pack Your name in the Official Credits For details on the other supporter packs, please consult the wayback machine as the DU website has since been updated and all the old links are invalid: http://dualthegame.com/en/pledge#. If anyone can find the equivalent on the new website, please let me know where and I will update this post.
    Also note that any founders who did not purchase a supporter pack will still receive a subset of the above (courtesy gift from NQ for your early support). See this page for details.
     
  15. Like
    Msoul got a reaction from Sycopata in The big Heist   
    To clarify the bonus skill points and quanta are allocated to players at the end of every month over the first 6 months of release. Thus the cumulative talent point reward trend (neglecting any passive skill training) would look something like this. (Note: 1M/month for Advanced, 2M/month for Rare, 3M/month for Exotic)

     
    Now subscription costs vary a little bit based on the taxes in each country/region but for the sake of argument lets assume that a one month sub costs $13. If we perform your proposed analysis and take a look at the total number of skill points rewarded per dollar spent (ignoring any discounts from purchasing larger subscription packs) then we arrive at the following relationship.

     
    As you can see there is indeed diminishing returns like Wyndle indicated so please take this into consideration when deciding whether or not to upgrade your Pioneer Pack. Obviously if you want to be frugal the best option is to meet the minimum subscription requirement for the reward tier you are targeting but remember you don't have to upgrade if you don't want to. These packs are primarily a thank you from NQ and its perfectly fine to just accept it. Cheers.
  16. Like
    Msoul got a reaction from Yezar in Will You Stay After The Wipe?   
    I am not going anywhere. Hope to see you all post release.
     
  17. Like
    Msoul got a reaction from Haunty in Will You Stay After The Wipe?   
    I am not going anywhere. Hope to see you all post release.
     
  18. Like
    Msoul reacted to Wyndle in Will You Stay After The Wipe?   
    Take my love, take my land,
    Take me where I cannot stand.
    I don't care, I'm still free,
    You can't take the sky from me.
    Take me out to the black,
    Tell them I ain't comin back.
    Burn the land and boil the sea,
    You can't take the sky from me.
    There's no place, I can be,
    Since I've found Serenity.
    And you can't take the sky from me.
     

     
    G'luck no matter what you choose.
  19. Like
    Msoul reacted to Moulinex in Please make sure that blueprints retain industry configuration   
    We know that after the wipe, we will only keep core blueprints.

    I made some testing this morning and found out that when I deploy a blueprint of a factory, all industries lose their recipe configuration.
     
    This will be already a pain to visit all assembly lines to feed them one by one with schematics but now I also understand that I will have to reconfigure all industries (refiners, smelters, electronics, metalworks, etc) after deploying the construct.
     
    And just to make it clear, I'm not talking about talents here but just the recipe configured.

    Is it something that you can fix before the launch please?

    Thanks!
  20. Like
    Msoul reacted to NQ-Nyota in Creative Director's Note: Details of the Reset   
    Dear Noveans,
     
    This is Cyrille Fontaine (NQ-Kyrios) again. I’m writing to follow up on our announcement video released earlier today. I’d encourage you to watch it if you haven’t already as it presents our decision to reset Dual Universe when we launch.
     
    In this letter, I want to walk you through some of our reasons and give you precise answers on what you will keep after the server reset, as well as how we plan to reward Beta players for their investment in the game.
     
    Deciding whether to reset the server of a persistent, single-shard game like Dual Universe is an enormous and challenging decision. It impacts many departments in the company, such as game design, server, live operations, production, community management, and well, pretty much everyone. But most importantly, it impacts our players. Players who have dedicated time, money, and passion to the game during beta.
     
    But before we go any further, I want to address the elephant in the room: we started sharing information about the reset before we had solid answers because we wanted to give you clarity on our internal dialogues. Though this gave rise to many fantastic protest constructs, such as Vampskull’s intricate toilet paper ship, it also caused uncertainty for our community. I want to extend to you all a truly heartfelt apology for that and to thank you for your patience.
     
    I’ll go through some of the factors we had to weigh below, but what lay at the heart of the decision for us was how we would reward the efforts, support, and contributions of our players during beta while still allowing new players the same opportunity to experience a fresh new solar system to settle at launch. 
     
    With that, let’s get into the details.
     

     
    WHY RESET?
     
    THE ECONOMY
    Betas tend to have bugs and exploits, and Dual Universe has had its share of those. We’ve dealt with issues from item duplication and system exploits to our own missteps. We have improved our monitoring systems throughout the beta, but in order to balance our player-run economy for launch, we have to reset it.
     
    PERFORMANCE
    It’s a technical necessity for us. The game has an extreme quantity of leftover and unused constructs. With changes to maximum construct slots and the Inactive Asset Requisition (IAR) system, the situation has improved, but a full reset will allow us to manage the data load well from the start without the burden of abandoned legacy constructs. With the new systems that we added during beta, data load should not become an issue again.
     
    BALANCE
    The game’s launch will be a fresh start with every player on the same starting line. We want to give every player, whether a veteran or new, the same opportunity to experience the thrill of colonizing Helios during the first days and weeks after launch. 
     
    NEW WORLDS
    It’s also an opportunity to improve our planetary bodies in Helios. We want to give planets more identity, to implement what we didn’t have time to do when we launched the beta. We cannot do that while players are building and terraforming the planets. We also want to experiment with new types of planetary bodies, and a reset allows us to achieve these goals. More information on that will follow soon.
     
    WHAT WILL WE RESET?
    Almost the whole game, with a few exceptions that I’ll cover below. 
     
    This means that everything from planets and territories to items and constructs will be reset. The game’s economy and player progression will also be reset, but we will give beta players back some of their talent points and other items through the Pioneer Packs detailed below.
     
     
    WHAT WILL PLAYERS KEEP?
     

     
    As beta players, you will keep your name and contact list on the new server.
     
    You’ll also keep your Core Blueprints after reset. Whether in a container aboard one of your constructs or inside a package, all of your Core Blueprints will be transferred to your nanopack. However, we’d recommend that you organize your Core Blueprints in your nanopack and create Core Blueprints of constructs that you would like to keep ready for the reset at launch.
     
    You’ll also keep your organizations. Membership will be reset, but the superlegate will remain as the leader to carry the organization into launch with its name, logo, and manifesto intact. However, organizations belonging to other organizations will be erased.
     
    Core Blueprints belonging to organizations, including those housed in containers and packages belonging to the organization will be transferred to the superlegate.
     
    Your Two-Factor Authentication rewards will be reallocated to you after the reset. Your Recruit-a-Friend rewards will also be reallocated, with the exception of any game time rewards that you’ve already consumed.
     
    PIONEER PACK REWARDS
    We’ve also put together three tiers of Pioneer Packs to reward our beta players and give them back some progression, such as a portion of their talent points. They are a thank you from all of us here at Novaquark for the support you’ve shown us during the beta and the time you invested in the game.
     
    We’ll deliver these packages during our six-month launch event in a way that preserves balance at launch and allows new players the same opportunity to compete in the game’s economy. At the start, beta veterans will be in almost the same position as new players, but by the end of these six months, beta players and backers will have one of the three packages outlined below.
     

     
     
    PIONEER PACK - ADVANCED
    This package is available to players who have purchased up to three months of subscription for the Dual Universe beta.
     
    Up to 40,992,000 extra talent points, including the server-wide accelerator event and the beta talent point awards, by the end of the 6-month launch event.
    6 monthly payments of 100,000 quanta.
    5 Schematic copies of Dynamic Core Unit S
    Tier 1 Rare Item - 1 Whirlpool collectible statue
    1 exclusive decorative item: Deco potted plant white
     
    PIONEER PACK - RARE
    This package is available to players who have purchased up to twelve months of subscription for the Dual Universe beta. Please note that it’s not necessary to have used the game time by this date to qualify.
     
    This package is also available to Iron, Bronze, Silver, and Contributor backers from our crowdfunding packages.
     
    Up to 46,992,000 extra talent points, including the server-wide accelerator event and the beta talent point awards, by the end of the 6-month launch event.
    6 monthly payments of 200,000 quanta.
    5 Schematic copies of Dynamic Core Unit S
    5 Schematic copies of Dynamic Core Unit M
    Tier 2 Rare Item - 1 Triangulum collectible statue
    2 exclusive decorative items: Deco potted plant white | Deco carpet
     
    PIONEER PACK - EXOTIC
    This package is available to players who have purchased at least thirteen months of subscription for the Dual Universe beta. Please note that it’s not necessary to have used the game time by this date to qualify for this bracket.
     
    This package is also available to our Gold backers and above from our crowdfunding campaigns, as well as Sponsors and Patrons.
     
    Up to 52,992,000 extra talent points, including the server-wide accelerator event and the beta talent point awards, by the end of the 6-month launch event.
    6 monthly payments of 400,000 quanta.
    5 Schematic copies of Dynamic Core Unit S
    5 Schematic copies of Dynamic Core Unit M
    5 Schematic copies of Dynamic Core Unit L
    Tier 3 Rare Item - 1 Circinus collectible statue
    3 exclusive decorative items: Deco potted plant white | Deco carpet | Deco potted plant black
     
    To receive your Pioneer Packs, you’ll need an active subscription. Item rewards are also only available in the first month after release, and you’ll need to log into the game during this time to receive them. We’ll share more information soon on the server-wide talent point accelerator event, and the extra talent point awards for beta players and backers will be delivered on the last day of each month.
     
    I want to thank all of you again for bearing with us while we resolved the reset question. We hope that the opportunity to relive the thrill of settling Helios is appealing to you. From the new first-time user experience to a whole canvas ready to be recalled to life, Dual Universe is waiting for you.

    We ask that you please use this thread for discussion about this reset announcement.
     
    We’re also creating a special episode of Ask Aphelia about the reset. If you have questions from our announcement video or this letter, please send them to us here.
     
    Stay tuned for more news on the future of Dual Universe, and look for our next major announcement very soon.
     
    Cyrille Fontaine (NQ-Kyrios)
  21. Like
    Msoul reacted to CodeInfused in New: Albatross HUD public release   
    A new piloting HUD is available to everyone. It's not an autopilot however, just a more advanced skin to replace the flight controls, including customizable color. Read the instructions for how to set up
     
    Albatross HUD
     
    Known current issues:
    AGG support

  22. Like
    Msoul got a reaction from Kanamechan in PLANNED HONEYCOMB CHANGES - Discussion thread   
    Honeycomb_Values.csvHere is a csv of the table provided in NQ's main post if anyone is interested in taking a closer look at the numbers.
    I have included my findings below along with some personal feedback. Hopefully you find it helpful.
     
    Resistance Feedback

     
    The proposed progression curve is quite interesting. Looks like products on average are 15% more resistive than their pure counterparts with a little bit of diminishing returns at the exotic level. I think this might be a bit too much as the difficulty of obtaining higher tier materials is substantially higher than merging two different types of the same tier. Consider reducing the offset on products to make them equal or less effective than the next tier of pure. Also the variance across resistance types is constant  throughout the tiers (~9%) with products having only slightly less spread than pures (~8%) . Consider further reducing this and establishing that manufactured materials have more uniform resistances. The idea behind this change is to give manufactured materials slightly more consistency in light of the fact there are fewer options to choose from in a given tier. As to the overall extent, I think the extreme ends (10% and 75% average resistance) are right where they should be. If however, you are considering implementing other features that will influence these values (ie: talents, elements, etc) then you might want to reduce said range to reserve some working space and avoid needing to revisit these changes later on. 
     
    Hitpoints/Mass Feedback
     
    Obviously these factors are not associated with progression so the objective is just to find a a good setpoint for the hitpoint/mass ratio, the average material mass and an acceptable amount of variance between material types within a given class. The currently proposed figures are as follows:
    45 hitpoints/kg/L Pure material average of 2790 hitpoints (62 kg/L) with variance of 1440 hitpoints (32.5 kg/L) Product material average of 2129 hitpoints (47.3 kg/L) with variance of  608 hitpoints (13.5 kg/L) Building materials are all identical with 450 hitpoints (10 kg/L) I fully agree that building materials should have minimal hitpoints (and mass) along with little to no variance. Ideally this will encourage players to use said materials in non-pvp/non-critical applications without needing to worry too much about optimization. Products and pures have approximately equal average but products are a bit more consistent. I think this is perfectly fine and the current setpoint of around 2500 hitpoints (55 kg/L) seems reasonable. The only potential problem is the hitpoints/mass ratio. This is actually a very important number because mass affects speed which can also contribute to effective hitpoints when you take into consideration tracking limitations on weapon elements. Unfortunately I have no idea what a good setpoint would be as it really depends on what kind of dynamic you are aiming for with regards to small/fast vs large/slow.
  23. Like
    Msoul got a reaction from Snapsis in PLANNED HONEYCOMB CHANGES - Discussion thread   
    Honeycomb_Values.csvHere is a csv of the table provided in NQ's main post if anyone is interested in taking a closer look at the numbers.
    I have included my findings below along with some personal feedback. Hopefully you find it helpful.
     
    Resistance Feedback

     
    The proposed progression curve is quite interesting. Looks like products on average are 15% more resistive than their pure counterparts with a little bit of diminishing returns at the exotic level. I think this might be a bit too much as the difficulty of obtaining higher tier materials is substantially higher than merging two different types of the same tier. Consider reducing the offset on products to make them equal or less effective than the next tier of pure. Also the variance across resistance types is constant  throughout the tiers (~9%) with products having only slightly less spread than pures (~8%) . Consider further reducing this and establishing that manufactured materials have more uniform resistances. The idea behind this change is to give manufactured materials slightly more consistency in light of the fact there are fewer options to choose from in a given tier. As to the overall extent, I think the extreme ends (10% and 75% average resistance) are right where they should be. If however, you are considering implementing other features that will influence these values (ie: talents, elements, etc) then you might want to reduce said range to reserve some working space and avoid needing to revisit these changes later on. 
     
    Hitpoints/Mass Feedback
     
    Obviously these factors are not associated with progression so the objective is just to find a a good setpoint for the hitpoint/mass ratio, the average material mass and an acceptable amount of variance between material types within a given class. The currently proposed figures are as follows:
    45 hitpoints/kg/L Pure material average of 2790 hitpoints (62 kg/L) with variance of 1440 hitpoints (32.5 kg/L) Product material average of 2129 hitpoints (47.3 kg/L) with variance of  608 hitpoints (13.5 kg/L) Building materials are all identical with 450 hitpoints (10 kg/L) I fully agree that building materials should have minimal hitpoints (and mass) along with little to no variance. Ideally this will encourage players to use said materials in non-pvp/non-critical applications without needing to worry too much about optimization. Products and pures have approximately equal average but products are a bit more consistent. I think this is perfectly fine and the current setpoint of around 2500 hitpoints (55 kg/L) seems reasonable. The only potential problem is the hitpoints/mass ratio. This is actually a very important number because mass affects speed which can also contribute to effective hitpoints when you take into consideration tracking limitations on weapon elements. Unfortunately I have no idea what a good setpoint would be as it really depends on what kind of dynamic you are aiming for with regards to small/fast vs large/slow.
  24. Like
    Msoul got a reaction from Zychov in PLANNED HONEYCOMB CHANGES - Discussion thread   
    I really like how you spread out the resistances based on material. It helps to give each one a unique application and adds another layer of intel gathering and planning for more experienced pvpers. The mass changes along with the tradeoff between hitpoints makes perfect sense too. I can't comment on the particular values yet but I absolutely love the direction you have taken here. Even if balance adjustments are needed in the future, I hope you keep this overall strategy. Awesome Job Entropy! 
  25. Like
    Msoul reacted to NQ-Nyota in PLANNED HONEYCOMB CHANGES   
    Hello, Noveans,
     
    This is NQ-Entropy here to talk about our upcoming honeycomb HP and mass rebalance.
     
    We know that our current system doesn’t serve the game well and we want to improve it. We are changing the way that honeycomb masses work, specifically, we are detaching them from their base material mass and unifying honeycomb masses into categories. We will also change how honeycomb HP is calculated and rebalance resistances across the board.
    We also want to invite your thoughts on the proposed changes. The honeycomb mass and hp system impacts almost every area of Dual Universe, from shipbuilding to piloting and PvP. There’ll be an image at the end outlining the details of our proposed changes and a feedback thread where we want to hear your thoughts.
     
    Now, let’s dive into the details.
     
    SEPARATING HONEYCOMB MASS FROM ITS BASE MATERIAL 
     
    In the past, our baseline for the weight of our honeycomb materials was directly based on their base pure and product materials. While a calculation was made to transform it into “honeycomb mass”, it was a straight transformation. 
     
    For example: currently, the unit mass for a liter of Pure aluminum is 2.7kg, making its honeycomb mass 27kg for 1m3 (1000L). If a material weighs 2.2kg, its honeycomb mass would be 22kg/1m3.
     
    This will no longer be the case, and we will take some liberties when transforming pure and product materials into honeycomb. This will allow us a wider range of weights, with a better distribution of weights at all tiers.
     
    While we are taking precautions, this will have an effect on existing constructs. There are certain materials that will relatively drastically change in weight, and that could have an effect on existing constructs. We are actively trying to match the new and old masses as closely as possible, but there will be some outliers. It's worth noting that some materials will also benefit from weight reductions.
     
    UNIFYING HONEYCOMB MASSES
     
    To summarize, each pure honeycomb tier can access four mass classes: very light, light, heavy, and very heavy. Each existing pure material will take one of these 4 mass slots per tier.
     
    Each product honeycomb will have 2 weight classes: light and heavy, with the addition of a special very light honeycomb at tier 1 for plastic. Similarly, each existing product honeycomb will take a light or heavy slot per tier.
     
    Finally, we will have building materials such as Concrete, Brick, Wood, Carbon-Fiber, Marble, and Luminescent. These will have exceptionally light weights and are designed to be used explicitly for building with minimal mass.
     
    Currently, our proposed values go as low as 2-3kg/m3 for the lightest building honeycomb and up to 100kg/m3 for Very Heavy Pures, which are now the heaviest honeycomb in the game.
     
    HEALTHPOINT CALCULATIONS
     
    Pre-combat core stress and pre-Shields, we had linear honeycomb HP based on mass. At that time, the meta was huge blocks of indestructible gold capable of absorbing massive amounts of punishment. This was possible in high part due to our poor initial voxel balancing, which specifically made gold a significant outlier. In an effort to curb that strategy, we made a number of changes to voxel health, firstly drastically reducing honeycomb HP and eventually introducing CCS. By the time that was done, Shields had taken over, and voxels were sparsely used on PvP constructs. Additionally, we now also have to consider the new speed limitations in the mass vs HP choice when it comes to honeycomb.
     
    Now, with unified masses that we can better control and with CCS to control the extreme upper end, we are bringing back linear calculation of honeycomb HP based on mass. Simply put, a multiplier is applied to the voxel mass, which defines the HP of that material.
     
    This will allow players to select light and heavy materials without feeling like there is a bad tradeoff in regards to their mass and their HP.
     
    Currently, the mass to HP multiplier is set to 45. For the aforementioned very heavy materials of 100kg/L, that will give you 4500 raw HP.
     
    REBALANCING RESISTANCE
     
    We are not fundamentally changing how resistances work but are adjusting their values across the board. Resistances are generally increasing to provide better absorption and superior effective HP compared to previous iterations.
     
    Resistances will still go up on a tier-by-tier basis, with building materials having the lowest resistances, then pures, and finally, high-tier products, which will have the best resistances.
     
    We paid attention to two numbers in particular: Effective Healthpoints and Effective Healthpoints per unit of mass.
     
    First, we wanted effective health points to make sense. We wanted honeycomb bulkheads to be capable of absorbing real firepower, and we wanted honeycomb to be good enough to protect elements inside a construct. While the final values and balancing may not be perfect, this is currently something that is starting to work. We’ve run tests with honeycomb bulkheads about a meter thick, roughly representing the armor on a medium-sized ship, and it was more than capable of absorbing multiple hits from max talented L weapons and protecting the elements we had placed behind them. Only after a good amount of shots did holes appear and elements behind start being vulnerable.
     
    We ran multiple tests and generally found that they aligned with our expectations. Lower EHP materials were relevant vs xs and s weaponry but rapidly fell to larger weapons, medium EHP honeycomb was relevant versus medium-sized weapons, while high EHP honeycomb was capable of taking hits from large weapons.
     
    Secondly, we wanted an EHP/mass curve that made sense as you progress up the material tiers. As of right now, going up a tier of a pure or a product guarantees a superior EHP/mass ratio with high-tier products having the best ratio on offer. This should ensure that going up a tier and upgrading your construct to a superior material is never a bad choice.
     
    Finally, a small note on Core Combat Stress. It is currently unchanged as the tests we made noted the new honeycomb values lined up well with the old CCS settings. In view of that it is also a case of not wanting to change too many parameters at once so that in case of further iterations, it is easier to identify issues for tweaking.
     
    FEEDBACK
     
    It’s important to us that we get this rebalance right. Honeycomb’s role in PvP has impacted players significantly from the beta’s start. These changes will also impact many other areas of gameplay such as shipbuilding by altering honeycomb mass. Before implementing these changes, we want to invite your thoughts, especially on the numbers. If you have opinions on how we’re rebalancing honeycomb, please share them with us in this forum thread.
     
    Here is the full breakdown of the proposed changes:
     

     
    We look forward to hearing from you, Noveans.
     
    Until next time, thank you for your attention.
     
    - NQ Entropy
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