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Talonclaw

Alpha Tester
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  1. Like
    Talonclaw got a reaction from OrionSteed in DEVBLOG: PANACEA 'REMEDIES" ON THE WAY - Discussion thread   
    Very surprising changes and well met indeed.
    thank you
  2. Like
    Talonclaw got a reaction from JayleBreak in Territory Scanner shuts down when you get too far away - Intel vs AMD   
    This post is in 2 parts. I recommend scrolling to the edit.
     
    Good idea, the only contradictions on this thread so far are a Ryzen 9 and an Intel 5
    one is a very new Ryzen and the other a 2009 Intel.
    If there's any truth in this, the contradictions seem to point towards something modern in the architecture that Ryzen have only just caught up with.
    R9 and R5 both have the same set of extensions, so it's not that.
    Mine is a Ryzen 5 3600
     

    I should have considered that but can attest that although i haven't tested it since the patch, a colleague with the same CPU has.
    So R5 3600 is affected unless, it has nothing to do with the CPU
    a support ticket on the issue has been filed and this thread has been provided.
    -----------------------------------------------------------------------------------------
    EDIT / 2nd post
    -----------------------------------------------------------------------------------------
    I tested this myself just now, with highly different results compared to pre-demeter;
    0600-0700 UTC
    1 - Flew 10km away from scanner flew back, it was still running
    2 - Flew 10km away from scanner, got out, walked around for 1 min, flew back, it was still running.
    3 - Flew 30km into space, got out for a space walk, didn't realise cockpits eject you when u do that in space.(upgraded S core now that NQ finally sorted the cockpits HUD).  The jet fell beneath me, i was floating unable to reach it or turn on the jetpack for some reason, did a force respawn.. walked 20 metres back to the scanner, which was still running. (So even through a quick load screen it was still running).
    4 - Flew to District 6 started scanner, flew 10km away, got out for 1 min then returned, scanner still running.
    5 - Flew to Madis, tested, still no problem.
    6 - Flew to Teoma and switched on 3 of them.. 10km and back. all still on.
     

    Judging by the previous posts, there clearly is a pattern at play between AMD and Intel but im beginning to suspect that what CPU you have affected network performance if not now, then before
    Which is something i know nothing about.
    My scanners used to shut off, they no longer seem to. Yet for others the problem is still there.

    One of my colleagues told me that for them, they'd return to the triscanner, one or two of the scanners would be off but not all of them.
    which i feel also supports the network performance hypothesis (failed to handshake), tho it could be something else. bit of a rabbithole.
    From another user in discord
     

    we need dev intervention if people are still suffering the problem.
  3. Like
    Talonclaw reacted to CptLoRes in Territory Scanner shuts down when you get too far away - Intel vs AMD   
    If we assume it has anything to do with the client software at all, network performance would be the only thing that makes any sense.
  4. Like
    Talonclaw reacted to Maxim Kammerer in Territory Scanner shuts down when you get too far away - Intel vs AMD   
    Was flying away for more than 10 km and scanner is still running. As I have an AMD Ryzen 9 it is at least not a general AMD problem.
  5. Like
    Talonclaw reacted to Novean-61657 in Territory Scanner shuts down when you get too far away - Intel vs AMD   
    Can some more folks post specific CPU model numbers instead of just Intel vs. AMD?
    Over the weekend I'll try to reproduce it with my Intel i7-5820K and AMD 4800U.
    It might be a generation thing with the AMDs though, I've heard some streamers complaining about massive DU performance issues on their AMD earlier gen. I have to admit that DU performance isn't great on the 4800U, but always thought this was due to the integrated graphics...
     
    Very interesting subject btw!
     
    I'm also wondering how DU will handle the new Alder Lake big-core/small-core setup.
  6. Like
    Talonclaw reacted to Underhook in How to calibrate help!   
    The video was actually very helpful.  I will probably make a video on this soon.  So, the cone tool does not make any hotspot light up on the map (I thought anything in the cones arc would light up).  The cone will simply point towards the hot spot location, so its useful to put one in the middle initially as the direction of the cone will indicate which 3rd of the hex the hot spot is in.
  7. Like
    Talonclaw reacted to Gunhand in Territory Scanner shuts down when you get too far away - Intel vs AMD   
    Intel.
     
    If enough Intel users report the same thing and enough AMD users report they can't then that will be the evidence to make a judgement.
     
    That being said, which is the correct way that the scanners are supposed to work? Are they supposed to shutdown after you travel a km or two or are they supposed to have unlimited distance.
  8. Like
    Talonclaw reacted to W1zard in Territory Scanner shuts down when you get too far away - Intel vs AMD   
    Yesterday flew 50km away while scanners where active. When I came back in 10 minutes, they still were active.
     
    Not sure about your guess about hardware, but I have Intel, so it kinda matches your point.
  9. Like
    Talonclaw reacted to Gunhand in Territory Scanner shuts down when you get too far away - Intel vs AMD   
    As the afore mentioned Gunhand I can concur the fact that I am able to travel great distances from my scanners and still return to find them scanning. I tested it properly yesterday and was 50km plus from the scanner and returned to see it still working. If video proof is required I am more than happy to post it.
     
    As to if it is an Intel vs AMD issue I have no conclusive evidence to point to it.
  10. Like
    Talonclaw reacted to Vhaeyne in Territory Scanner shuts down when you get too far away - Intel vs AMD   
    This is annoying if true. 
     
    If I had any Intel Hardware, I would make a video to verify.
  11. Like
    Talonclaw got a reaction from Vhaeyne in Territory Scanner shuts down when you get too far away - Intel vs AMD   
    You guess wrong, i researched it many years ago.
    Thank you for the toxicity and the unconstructive commitment to the thread.
    I was a `PC expert` by 1994 and began in 1986 but i haven't owned an intel since the 486.
    I would humour you and explain the thought process behind, is it a problem with multitasking but i don't respect you enough to try.
    It may be a function that DU utilises in the Intel coreset that AMD doesn't have, who knows.. not me.

    Hey Vhae
    yeah me too.. i was always annoyed and have had to stick to triscanner ships but learnt a few days ago that my friend with his M core that launches pods.. can launch way more than 3 and have a complete scan.
    I would like to build a pod ship please

    2500 scans with a triscanner took a long time
  12. Like
    Talonclaw reacted to Vhaeyne in Territory Scanner shuts down when you get too far away - Intel vs AMD   
    Ryzen user here on both my main rig and my laptop. I have experienced the same behavior. I just thought it was how the game works. I never thought it had anything to do with my hardware.
     
    I honestly thought it might be the container link distance or something. 
  13. Like
    Talonclaw reacted to Wadiss in Suggestion: Gamify Radar   
    Dear NQ,
     
    I was having a wander through PVP space the other day and casually thinking about all the weird and wonderful things you might find in space; alas the odds of getting anything blip on my radar left me feeling sad and defeated. 
     
    But suddenly I had a epiphany.
     
    How cool would it to be able to overload your radar to long range mode,

    This mode may:
    - only give you a 20su2 area of another radar signal within a 100SU radius of your position 
    - however, it also pick up abandoned / destroyed constructs (salvaging gameplay loop)
    - it may only last for a set period of time, or better yet, drain warp cells to use?? (this is the part where i pat myself on the back)
     
    My brilliant idea was followed with an immense sense of dread that no one would ever know how smart I was. 
     
    Well, now you all know. 
     
    Sincerely,
    Wadiss 
  14. Like
    Talonclaw 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. ?
     
  15. Like
    Talonclaw reacted to PuPpEt in Subscription system broken - You can still play for free after the end - any comment from NQ?   
    So tell me please, why people can play for free after the subscription has expired?
    That's unfair towards honest people like me that actually renewed.
     
     
  16. Like
    Talonclaw reacted to NQ-Naunet in UPDATE: Keeping the 'port' in support!   
    [Updated Nov 19, 2020 @ 3:02 PM EST]: The rules outlined below apply to teleporting both avatars and constructs. This means that, outside of the list of approved scenarios, we won't be able to fetch your ship and bring it to your location. 
    __________________________________________________________________________________________________________________________________________________________

    Good day fellow Noveans,
     
    I come bearing support-related news! More specifically, I’d like to address teleportation requests with all of you.
     
    For a while now, we’ve allowed players in need of a port to say the word on Discord and - voila - your wish would be granted! ✨
    That worked well for a time, but our Discord support channel is now beginning to slip under the veritable wave of port requests… and we’d like to rescue it and all those in need of a ‘lift’.
     
    As of November 19th, we would like everyone in need of teleport-related assistance to use the in-game chat support, or submit an official support ticket. By using the in-game chat function instead of Discord, you’re likely to receive an answer quicker because our GMs are ready and waiting for you there!

    Having said that, we’d also like to inform everyone that we will no longer grant port requests if you’re simply out of fuel, stuck in one of your own constructs, or just generally stranded. All port requests will now be investigated, verified and potentially denied if the request falls outside of approved scenarios.

    Some examples of when to ask for a port (approved scenarios):
     
    if you’re stuck in an Aphelia construct if you’re trapped in any other player-owned tile (unable to dig) if you’re unable to get past the loading screen upon logging in
      What to do if you’re just stuck/out of fuel/stranded: 
     
    Don’t forget: there are plenty of player organizations available to assist in your travels through space! Be sure to check out the organizations and services provided on Discord and our Forums. Some organizations will be happy to provide you with transportation, refueling, repairs, building help and so much more!! ?

    How to contact support:

    To access in-game chat support, simply click the “support” tab in-game, as depicted below.


     
    From here, it’s as easy as typing up your request, starting the message with "@NQ" and sending it off!
     
    To submit an official support ticket, please click HERE. ?

    Then, select the hyperlinked text that says “submit a request” in the top-right corner of the page. Once you see the screen featured below, select the appropriate category for your issue and go to town!


     
    (Quick note for those submitting crash reports: PLEASE do not forget to include a crash log and/or XML logs with your ticket!!)

    And there you have it! Let’s all do our part to keep the Discord server free and clear of port requests so that players with big ol’ bugs and other issues to report can receive the visibility they deserve.

    ~NQ-Naunet

    PS - I want to give a special shout-out to all of our support staff for everything they do!! Thank you, all!!
     
  17. Like
    Talonclaw reacted to general_beanflicker in Market Place death traps   
    no building above 1500m high that way people can still keep their AGG landing pads but it would keep the sky clear for flying and a 2 hour parking on the pads after that constructs are compacted and returned to the owners inventory that would keep the pads cleart of all the crap
  18. Like
    Talonclaw reacted to NQ-Naerais in November Devblog: Construct Intellectual Protection & Blueprint Duplication   
    Dear Noveans, it's time for another DevBlog!
     
    Dual Universe is a vast game. Its gameplay has layers, and we keep adding depth to them as often as possible (though not nearly as frequently as we would like to!). As developers, we love to dive into these depths. Moreover, we want to make sure everybody understands why we design features the way we do. DevBlogs are perfect to address these topics, so here we are!
     
    Today, we will tackle two major features which shall be released in an upcoming patch: Construct Intellectual Property Protection and Blueprints Duplication. Without further ado, let's jump right into it.

    CONSTRUCT INTELLECTUAL PROPERTY PROTECTION
     
    The objective of this feature is quite simple: allow a player to protect their creations when they distribute them in game (whether it is by selling them or trading them). We want to make sure that no unauthorized player will access the intellectual property content of a construct they did not create themselves. In particular, we want to protect:
     
    The possibility to create a Blueprint of the construct The possibility to copy voxels from the construct to another construct (however, intra construct copies are still allowed) The access to Lua scripts from Control Units The access to HTML content from Screen Units  
    This is how it works: each construct has a creator. A creator can be either the player or the Organization who deployed the original Core Unit. We can call this initial construct the “Master Construct”. When an Organization is the creator, any legate will be considered to be the creator.

    When making a copy of a Master Construct via a Blueprint, a set of Digital Rights Management (DRM) protection flags are set automatically, both on the construct as a whole AND individually on each of the Control Units and Screen Units in the Blueprint. The newly created construct can have a new owner, different from its creator, but it remembers who was its creator. When trying to access Lua or Html content, the DRM flag of the corresponding Element (i.e. a Control Unit or a Screen Unit) will be checked to determine if the new owner is allowed to do this action. The creator is always allowed to do that. 
     
    Similarly, when trying to make a Blueprint or to copy voxels, the DRM flag of the whole construct is checked. By default, since the original Blueprint sets all the flags to “not allowed”, a new owner will have no rights to do these actions.

    If you deploy a new Control Unit, or a new Screen Unit on your construct that is DRM protected, they will be deployed without the DRM flag activated; therefore, you will be allowed to modify these Elements in particular. 
     
    Moreover, the creator of the construct can also decide to come and remove the DRM protection of the whole construct (by right-clicking on the Core Unit), or of one particular Control Unit/Screen Unit if he wants to (warning: this action is not reversible). Make sure, however, to check if the DRM flag for voxels is global or not. If it is, and you add a beautiful sculpture to the construct, you will not be able to copy-paste it out of the construct. You should rather make your own Master Construct for this kind of action.
     
    BLUEPRINT DUPLICATION

    The Blueprint duplication will let players create copies of Blueprints, which in turns other players will use to generate a limited quantity of constructs.
    To understand this feature better, allow us to make the distinction between Core Blueprints and regular Blueprints.
     
    Core Blueprints
    When the creator of a construct, or any player owning the right to create a Blueprint from a construct generates a Blueprint from said construct, this is a Core Blueprint.

    Its creation is free. It can be used as the simple construct-save it used to be. But more importantly, this is what you’ll use to generate Regular Blueprints.

    It is stored in the player inventory and behaves as a regular information item. A Core Blueprint is never lost on death. However, a player can generate a core Blueprint only if he is the creator of a construct or if the DRM flag of the construct has been lifted.

    All ancient Blueprints (as in, Blueprints from before the Blueprint Duplication patch) will be converted into Core Blueprints.
     
    Regular Blueprints

    By right-clicking on a Core blueprint, a player can choose to generate a regular Blueprint, or just “Blueprint” for short. A regular Blueprint, is in reality a one-run Blueprint, and is always the result of a duplication of a Core Blueprint.

    It is a standard information item, and because it is a one-run Blueprint, it can only be used once and disappears on use.

    Once created, regular Blueprints are delivered at once in the player’s inventory as soon as he validates the duplication. Regular Blueprints are weight-less and volume-less.
     
    We hope this DevBlog gives you better visibility and understanding of what’s coming next in Dual Universe. Don’t hesitate to tell us what you would like to see next!
     
    See you very soon in Dual Universe

     
    Want to discuss this announcement? Click HERE. ?

     
  19. Like
    Talonclaw reacted to NQ-Naerais in Marketplace Performance Improvements   
    Hello Noveans,
     
    We realize that the districts currently represent a performance bottleneck, as they are a choke point between markets, institutes and the starting zone for new players. Even though we have identified performance improvements that should help solve these issues, we have decided to make some immediate changes to prevent these issues from affecting the performance for new players, until we are able to roll out these improvements.
     
    So we are making some temporary changes such as relocating many of the services you have come to know and expect in the districts: 
    New Stand Alone Markets will be moved approx. 2km from the associated district.  All pending orders will be transferred to the new market building.  All institutes will be removed from districts on Alioth and Sanctuary.  A new single Institute will be created near the Arkship.  Transport stations will be placed at all Districts to be able to get to the Institutes.   
    The institutes appear to be a heavy driver of performance issues, by removing them from higher traffic areas we hope to provide a better market experience for players overall. 
     
    Players who log out on one of the affected construct buildings may find themselves in a new location when returning post maintenance. We recommend bookmarking important places and construct locations. 
     
    As always, we appreciate your patience while we work, and welcome your feedback on the changes and performance improvements once complete.  We expect these changes will occur over the next few update cycles during October. 
     
    Sincerely,

    The Novaquark Team
     
  20. Like
    Talonclaw reacted to Eruend the SkyReaper in Warp drives kill PVP   
    You know what else kills PvP? Death cubes. death cubes for days.
    I'd be more sympathetic to PvP players if the meta wasn't just "lol, I'm so good and orriginal at making ships, I made a box that goes pew pew"
    Once the game gets more variety in the weapon types and maybe even an overhaul to how ships can be built so as to give pros and cons to different styles of ships, then we can start talking about PvP.
     
    As it currently stands, all it is is "people with uninspired ships" cleaning out "people who can't reasonably fight back" or "negate the battle with warp drive". If the game persists in its current state, it'll either be one or the other. There won't really be ballance. But I have faith that the devs will come up with a solution. Till then, I could only recommend that you maybe try to fight other PvP ships to keep that bloodthirst in check? That, or you could just keep on fighting the plethora of ships that don't have warp or radars. Don't pretend you haven't.
     
    Till ship building is elaborated a little more, I'll just stick to the tried and true "never get spotted" method.
  21. Like
    Talonclaw reacted to Emptiness in Warp drives kill PVP   
    How about: No.
  22. Like
    Talonclaw reacted to Iorail in PVP possible in "Safe Zone"   
    Correct, but there are some minor issues when the child construct doesn’t have landing gear to “attach itself” to the parent construct.
    So far:
    -Using the maneuvering tool to place a smaller core into a larger core will not docked it and when you try to take off, the smaller core will damage the bigger core (the rule of immobile objects will always win against mobile ones).
    -Landing a smaller core without landing gear on a bigger core to docked it, sometimes it works and sometimes it doesn’t , could be bugged.
    -Using landing gear will docked it 100% of the times so far, will update if this starts to fail also.
     
    This fix also prevents other “issues” that people where abusing, so they better turn their container cores into proper ships, cause just adding landing gears and using the maneuvering tool don’t work either.
  23. Like
    Talonclaw got a reaction from Haunty in Waypoints - how to tell if on other side of planet   
    Could we make them slightly hazy if they're on the other side of the world?
    currently there's no way of knowing other than memorising distances or getting close and watching it move.
  24. Like
    Talonclaw reacted to Elrood in PVP possible in "Safe Zone"   
    Finally. Hopefully nobody will be able to muddy waters again enough to get away without consequences in future ?
  25. Like
    Talonclaw reacted to NQ-Naerais in Clarification regarding Bug Exploits & Griefing   
    Hello Noveans, 
     
    We realize there is some confusion regarding whether certain scenarios occurring within the game world are permitted or not, and would like to clarify these points for everyone.  In short, we’d like to ask our community to use common sense when encountering issues in the game;  If it looks like an exploit, smells like an exploit (do pixels smell?), or sounds like an exploit, chances are it is an exploit. Don’t DU it! Report it. (support.dualthegame.com)
     
    We are in a testing phase, and reporting these bugs/issues is important. Abusing them may lead to sanctions against accounts, up to and including removal from the game. We will not take ignorance as an excuse, especially in the following list of scenarios. Please note this is not an exhaustive list, and we will continue to expand upon it as needed: 
     
     “ALT + F4 Emergency Brake”: We acknowledge this is not an intended game play loop that is being intentionally used by players. We do plan to counter this action in the future but do not consider it high priority at this time. At this time, we will not take action against an account for using such. [Allowed]  
    Parenting Ships - Dragged to PVP Space: This is a hot topic and one we wish to be very clear on. Intentionally parenting any construct without permission of the owner is not intended for game play. A fix has been rolled out that will address the ability to parent constructs together via the maneuver tool. As we have not previously clarified this point, we will not retroactively punish this abuse, as of this moment forward abusing similar bugs/tools to replicate this maneuver in its current state can result in disciplinary actions on an account. [Not Allowed]  
    Attacking PVP Zone from Safe Space: Our team has been investigating complaints of ships being attacked in the PVP zone from ships outside of the zone. Our investigations strongly point to sync issues between clients. We will continue to work with this feature, but recommend players consider the zone lines for PVP to be somewhat fluid and not absolute. Our version of the neutral zone! We ask that you continue to report cases with positions, but will not action accounts at this time, unless an additional exploit is discovered. [Allowed]  
    Overlapping engines with other elements (obscuring): A fix will be rolled out that will prevent this from occurring. No action will be taken, unless additional abuse is occurring. [Allowed]  
    Theft Via RDMS: RDMS permissions and settings are the sole discretion of each player. We advise you take the time to get to know and understand the system and be cautious when making a construct or element usable by unknown players, including the use of your friends list. Not every player has your best interest at heart. We can not get involved with permission based theft, whether as an individual or an organization. We encourage you to review your friends list each time you add or remove someone and ensure your construct permissions are set accordingly. The context menu options that set public access currently do not have a confirmation prompt, be careful as setting public access to said construct will allow every player in Dual Universe to go into build mode and remove/place elements and voxels.  [Allowed]
       
    Environmental Walls/Creations: Use of the environmental and voxel tools allows the manipulation of terrain on owned and unowned tiles. You may build walls or other structures up to the allowed height, however, said constructions must not:  Block access to market places or tutorials Must abide by our Community Standards (phallic/sexual, political, religious or otherwise offensive shapes are not permitted) Must not be placed with the intention of interfering with neighboring players. When players can not agree, the final decision on what is and is not acceptable is decided on a case-by-case basis by Novaquark staff.
       
    Marketplace Construct Parking: Players are permitted to park at marketplaces with their transport vehicles so long as they are not preventing use to other players or obstructing entry or exit points. Vehicles whose purpose is advertising (organization, service or otherwise) must abide by the following rules.  Organizations and individuals wishing to advertise at markets may have one advertising construct per district maximum Constructs may not be larger than “Small” sized Constructs may not block access to any building, entry points or dispensers Advertisements must not be placed/parented on constructs that don’t belong to you Constructs that violate these terms will be removed from the game without warning or compensation.
      Mass Manipulation in Transportation:  Players who utilize bugs to bypass the weight penalty of their inventory, other players, other constructs, etc to move mass through the game are not permitted. This includes: Adding additional mass to an already piloted ship [Fixed] Docking mass to an already piloted ship [Fixed] Circumventing linked container range [Fix Pending] [Not Allowed]  
    Item Duplication: Any method of duplicating items or resources (including quanta) is not allowed at any time. Any incidents of bugs of this nature must be reported to the support team at support.dualthegame.com [Not Allowed]
      Boarding without permission: As the deployment of the docking update is pending, the boarding of other players' constructs without consent will be considered an exploit. [Not Allowed]
     
    Offenders will be teleported away; repeat offenders may be subject to more serious repercussions.

    If you are boarded by another player and wish to have them removed, please report it either by creating a ticket here or by messaging @gm through the in-game Help channel.

    We do recommend you keep regular backups of your constructs in the form of blueprints in the case you lose a ship (through intended means (sale, give away etc),or undesired results such as in PVP, you can still recreate it later.    
     
    How to Blueprint (to save your ship/build):
    Enter build-mode on the construct, right click anywhere on the construct and click “Create Blueprint”. The blueprint will then be generated inside your currently active inventory. It is wise to keep hold of a copy of any of your blueprints inside your personal nanopack, as these are safe and not lost upon respawning.
     
    We realize this is not an exhaustive list, and we will expand upon it as time goes on. We also understand some members of our community feel that using a bug or exploit prior to acknowledgement by Novaquark is considered okay. We’d like to state that any intentional use of a  bug or exploit will be treated harshly going forward. This is the one and only warning we will issue on this topic. Please just don’t DU it! 

    On behalf of the entire team, we thank you for helping us make Dual Universe a better place! 
     
    Sincerely,
    The Novaquark Team
     
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