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Elitez

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  1. Like
    Elitez got a reaction from EpicPhail in NQ contradicts their own Code of Conduct with new construct announcement.   
    You have some chapters in your past that you havent moved from. Come on man, 0.23 its like half a year ago. We all took a hit but we all play the same game. I hope you get well soon and you understand they are doing what they can with the tools they have to help and please every single one of us, KNOWING, its impossible.

    o/
  2. Like
    Elitez reacted to EpicPhail in NQ contradicts their own Code of Conduct with new construct announcement.   
    i think you should re-think your ragepost. specifically the part that says:
     
     They clearly and specifically stated, in the very announcement you clearly saw and read because you already mentioned that you know they are backtracking a bit on their initial decision:
     
     
    So you won't find anyone PvP'ing in stacked ships and if you do, report them and their ship goes poof. I'm willing to bet that if you get your salad tossed by someone using a stacked ship, and you report them, NQ will probably fix your ship for you if you ask nicely. NQ are cool like that. Stop being such a whiner.
  3. Like
    Elitez reacted to Zarcata in LEGION has won DU   
    Dual universe is first and foremost a sandbox game with content that players can determine themselves. To this end, more and more content is now being specified or restricted by NQ.
    In the game itself, I recognise many different types of players who cannot always be pigeonholed, as there are many shades of grey and not just simple black and white effects.
    What I can say from the surveys I have done so far in Discord is that the number of players in the pigeonholes varies. So my assessment:
    80% of the players are PvE interested players who just want to build and have fun in the game, no matter if solo or in a community, no matter if it's industrial plants, voxelmancy, simple or complicated constructions, ships,.....in this 80% there are also about 25% players who support an ordered PvP, that is defined PvP areas that you can enter even if you "feel like it" yourself and not if you are forced to participate. (Comparable to World of Warcraft = battlegrounds and arenas).

    20% are PvP players who like to fight, it doesn't seem to matter if it's good versus evil, pirates versus everyone else or other fairy tales. These are of course also divided into different categories, (with PvP zones or those who would prefer to dissolve all safe zones in order to turn DualUniverse into a gigantic theatre of war). 

    At the moment, NQ is focusing on putting a lot of PvP content into the game, which may be a thorn in the side for some players, but is certainly important for a small part of the player community, as we want to serve every pigeonhole and make everyone happy. So NQ will also deal with more PvE content later on - everything at the same time will not work.
    What we players can do is show NQ together what content in Dual Universe is wanted by how many players and is reflected accordingly in the game. Apparently a PvE to PvP ratio of 80 to 20 of players doesn't seem to be in line with a player world of 20%Safezone to 80%PvPzone. So the 80% of PvE players here should ask NQ to balance the ratio of PvE to PvP content.

     
    We should understand one thing as a community of players, no matter what interest we pursue in the game: Calling each other names doesn't help any of us, because new players are put off by a toxic community.
    As far as behaviour and actions in the game are concerned, especially aggressive players should know that toxic behaviour will lead to players leaving the game and soon there will be no game anymore, because the small group of toxic players will not be enough to keep this game alive financially.
    PvP can and should certainly take place, but at the moment it makes no sense to shoot and rob everything and everyone who wants to help build the game. This only frustrates players and they leave the game, so in the end everyone has lost.
    Therefore, I have a request. Play together, stay friendly and above all human. I think we all want DualUniverse to be successful, and we players play a big part in that.


    Translated with translator, no guarantee of meaningful translation.  
  4. Like
    Elitez reacted to Endmyion in Class of Vessel Capable of carrying a warp beacon.   
    I think from a strategic stand point having a dynamic construct that is capable of fitting a Warp Beacon to it and allowing org members to warp to that vessel would really bring about some hugely interesting strategical developments in terms of how the fleet fights take place. 
     
    Any such dynamic construct would need to have the following constraints imposed upon on it:
     
    Expensive, these should not be throw away commodities, but instead treasured assets that organisations bring to the field when the reward for doing so outweighs the risk associated with using one. Heavily penalized in terms of maneuverability and ability to escape. I think this is important in terms of making sure the strategic decision to use one, even if it is expensive, it is so easy to escape in this game currently that they would still be overused if they are able to easily escape  
    Where my head goes to in terms of an example use case is organisations bringing such ships to an exotic asteroid, placing their stake in the ground while they harvest the resources. Knowing full well they can bring in reinforcements. That stake is double edged however, as if they have not done their homework or underestimate the potential risk (think several alliances and organisations secretly banding together to attack Legion while we mine asteroids) then it could lead to some truly epic confrontations. 
  5. Like
    Elitez reacted to NQ-Deckard in ARES NEEDS YOU ON PTS!   
    The Dual Universe team is nearing the finish line, doing a last round of checks before transitioning the Ares (0.26.X) update from the public test server to Live. 
     
    You can help! Listed below are some features and fixes that we have planned for the update. Before we take them to Live, we want to verify that everything is working as intended for our players. For that, we need you - as many of you as possible - to log onto PTS now and check them out.  
    Core combat stress Shields v2 Boarding and docking  Crashes related to AMD graphics cards Inventory-related crashes Previously, we had a background asset on the inventory that caused the game to crash. We removed it as a temporary workaround, but now we have a proper fix and reintroduced the asset and would like to know if it's working. [UEF Store]  All the ships at the UEF store have had a quality improvement (Mark 2) pass. Some ships look very similar to their predecessors with power, lift, and balance tweaks, while some others (such as the Dragonfly, the Mule, and the Specters) have been overhauled so that their performance improvements are also matched by visual improvements. The ship prices have also been adjusted to match current market conditions. Please give the ships a try and let us know what you think. (Note: Eclipses are currently unavailable.)  
    Feedback regarding these specific items (or any additional anomalies you may encounter this weekend on PTS) should be reported in this designated thread. 
     
    We are sincerely grateful to everyone who answers the call. You are helping DU be the best it can be and we appreciate your support. 
     
  6. Like
    Elitez reacted to Waffle Boy in A complete guide to the upcoming future discussion of DU. An eminent wipe is up in the air.   
    If a wipe happens tomorrow.  I'll be getting all 200 of my alts to do missions and within weeks I will have billions more than the average player, again.  Then you will go back to complaining.
  7. Like
    Elitez reacted to NQ-Deckard in DEVBLOG: INSIDE ARES, PART ONE   
    We recently announced that an additional update, Ares, was added to our public roadmap. Many of the features and changes for Ares will be available on our public test server (PTS), when it is updated and back online tomorrow, September 15th, at 10.00 UTC. (See the roadmap here.)
     
    In that announcement, we promised a devblog that would talk about the big-ticket items we plan to deliver with Ares: the new Core Combat Stress victory condition, more functionality for shields, and PVP-related fixes. (Inside Ares, Part Two will cover warp improvements as well as boarding and docking changes. Watch for it on Thursday.) 
     
    Without further ado, let’s dive in! 

    CORE COMBAT STRESS 
    In a nutshell, core combat stress represents a core's ability to keep functioning under prolonged weapons fire. A core unit that takes too much stress will be destroyed and will be considered a PvP destruction.
     
    Core combat stress will be used as a second loss condition on constructs during PvP, working in tandem with generic core unit destruction. It does not matter which one happens first, only that one happens eventually. This will allow us to support larger fights and ensure that everyone's weapons are doing damage, even if it is only against core stress.
     
    Stress will be accumulated as the construct takes non-shield weapons hits, taking the form of a gauge that starts at 0% and goes up to 100%. Non-shield hits on a construct will make the gauge go up. The core stress gauge is affected by a weapon's raw damage and is unaffected by the resistances of the element or material the attack hit.
     
    Example: A weapon hit does 1,000 thermic damage. It hits an element with 50% thermic resistance doing 500 damage to the element; however, the core stress gauge will count 1,000 damage for that hit.
     
    When the core stress gauge hits 100%, the core unit will be destroyed and will be considered a PvP destruction (as if it was destroyed by a weapons hit) and everything that implies.
     
    The value of the stress gauge will be defined by the following:
    The base of the core stress gauge value will be the health sum of honeycomb materials on your construct. The quality of the material used will provide multipliers to the value. Higher honeycomb tiers will provide better multipliers. The type of material used will provide a different multiplier, with products having a better multiplier than pure materials.   
    Finally, the stress gauge will gain health linearly with honeycomb until a cap, at which point additional honeycomb will have diminishing returns.

    SHIELDS v2
    The fundamentals for shields were unveiled in this devblog and made their initial debut with the Apollo update in August. The time has come to increase their potency and value with some new features. 
     
    Shields v2 brings adjustable resistances and venting. 
     
    Adjustable resistances Shields have a base resistance value of 10/10/10/10 with an additional resistance pool of 60% that players can assign in 5% increments to any of the four resistances. (Examples: 10/10/10/70 or 25/25/25/25) Once players have locked in their resistance selections, those choices will be active and cannot be changed until the cooldown time of 60 seconds has expired, at which time the resistances will remain as set unless they are recalibrated. Shields UI will display which resistances are taking the most damage on the shield, allowing pilots to make an informed decision regarding the settings. Venting Pilots may vent their shields at any point, the exception being when the venting cooldown is active. Cooldown duration varies per size, with smaller shield variants having lower cooldowns. Venting shields will do two things: Turn off the shields, bearing in mind that they can’t be active during venting.  Begin shield regeneration of a certain percentage per second.  Venting may be deactivated at any time. Deactivation will occur automatically when shields have reached maximum capacity.   
    We highly encourage pilots to explore the use of shields and venting while it’s available on PTS. Since there’s a bit of a learning curve involved, the test environment is the perfect place to experiment freely without any real cost to your ship on the Live server. 
     
    PVP FIXES
    We’re closing the loop on some “unintended” uses of these game mechanics. 
    Speed Resume deactivated on construct death: When a core is destroyed, that construct will be incapable of benefitting from speed resume in any way. This will avoid and fix various exploits in regards to “ghost-riding” destroyed ships into safe zones. Offline player deaths on construct death: Offline players on constructs will now be killed on core destruction. This will avoid logging off characters that can then log back in, repair the core unit, and attempt to flee.   
    Originally, the plans also included a change that would cause ownership loss on core unit crash destruction. Thanks to our intrepid PTS players who tried it out and promptly let us know the problems such a change could cause, we pulled it from the Ares update. (Read the related post from the Game Design team’s NQ-Entropy.) 
     
    This is exactly why we have a test server and why we value those who do reconnaissance there before the updates are released on the Live server. We offer sincere thanks to the players who took the time to give us candid, constructive feedback. 
     
    SEE YA THURSDAY
    Inside Ares, Part Two will be published on Thursday. While you’re waiting, why not head over to the forum and share your thoughts about Part One? 
     
  8. Like
    Elitez got a reaction from Maxim Kammerer in Please Remove Schematics   
    Ive been here since beta day 1 and i have tons of free for all full loot experience from other games (ark, rust, eve, darkfall,etc).  Even by default i am a pvper i was one of those that tried to do anything that i could (write on forums, write on discord, talk with few streamers) so we make NQ and JC (main dev in 2020) understand that we need safe zone to remain what it is now. Initial plan was that only Sanctuary and something around (dont recall exactly what his plans were (sept 2020 or so) but he wanted to remove the safe bubble what we all have now. He said on stream bubble will stay. I hope it stays too. Those beautiful cities must live

    Knowing that in 1+ year we will get another system, that one can be without safe zone but DU has a hidden Second Life social agenda very well implemented in it and we all need a place to call it home or safe zone, no matter how agressive your gameplay is. I really want to think that DU is not about Hero to Zero experiences and it will never bring many traumatic experiences to those %players who dont want to engage in pvp.
     
    o7
  9. Like
    Elitez got a reaction from Zarcata in Please Remove Schematics   
    Ive been here since beta day 1 and i have tons of free for all full loot experience from other games (ark, rust, eve, darkfall,etc).  Even by default i am a pvper i was one of those that tried to do anything that i could (write on forums, write on discord, talk with few streamers) so we make NQ and JC (main dev in 2020) understand that we need safe zone to remain what it is now. Initial plan was that only Sanctuary and something around (dont recall exactly what his plans were (sept 2020 or so) but he wanted to remove the safe bubble what we all have now. He said on stream bubble will stay. I hope it stays too. Those beautiful cities must live

    Knowing that in 1+ year we will get another system, that one can be without safe zone but DU has a hidden Second Life social agenda very well implemented in it and we all need a place to call it home or safe zone, no matter how agressive your gameplay is. I really want to think that DU is not about Hero to Zero experiences and it will never bring many traumatic experiences to those %players who dont want to engage in pvp.
     
    o7
  10. Like
    Elitez got a reaction from antanox in Please Remove Schematics   
    Post Schematics nerf every1 was 1-man-megafactoring and that was not ok. This is not a single player game and when ppl started to sell items cheaper than crafting cost something had to be done.

    And stop playing the victim card, players left for different reasons, including lack of pvp.
  11. Like
    Elitez got a reaction from antanox in Please Remove Schematics   
    Schematics are needed. If 15 players cant be organised to get all schematics you need, maybe something is wrong.
  12. Like
    Elitez got a reaction from Shaman in Please Remove Schematics   
    Post Schematics nerf every1 was 1-man-megafactoring and that was not ok. This is not a single player game and when ppl started to sell items cheaper than crafting cost something had to be done.

    And stop playing the victim card, players left for different reasons, including lack of pvp.
  13. Like
    Elitez got a reaction from Captain Hills in why is sub required to try the game?   
    Guess what? we did it they are removing constructs from market
  14. Like
    Elitez got a reaction from Zarcata in Please Remove Schematics   
    New players come and go. All mmos have this problem. You will never be like those from Eve Online who play since 2004 and its ok. There is room for every single one of us in the game. 2-3 years from release with new systems, planets, what will come there will be room for everybody. Also, those new players have the option to join any high end org who is recruiting and not give a single damn about anything. At this moment the game offers positions for whatever you want to do, gunner, pilot, miner, etc.

    Its impossible in few days after stalking DU discord not to find a place for you in this beautiful Universe. DU is not a fair game, DU is not a fair world. It has FFA PVP Full LOOT mechanics. DU is not your average mmo where a casual can play 1h a day and be competitive, but that dude with 1h a day can have a bigger added value on a bigger team.

    DU is not about individuals, DU is about organised groups who are achieving goals. Why struggle as solo players when you can be part of something bigger?
  15. Like
    Elitez reacted to Raziiel in Please Remove Schematics   
    It's all in the title, I'd love to play again and so does people from my group there were about 15 of us. Schematics made us all leave. We are just waiting for you guys to remove that bullshit and obviously add more content and stuff to do wouldn't be that bad. Like more star systems, random ship crashes to harvest, random NPC ships to take down transporting ressources from planet to planet...

    There are 2 things I like from Starbase that I believe could be a great addition on DU : A ship building program within the program that's working a bit like the Unreal Engine (being able to make blueprints without having what is needed yet is a must honestly) and the FPS part with weapons that would be amazing on DU. 
  16. Like
    Elitez reacted to NQ-Pann in Market Clean-Up discussion thread   
    Questions or comments about the Market-Cleanup announcement? Post them here. 
  17. Like
    Elitez got a reaction from zoldos in any plans for a wipe/reset?   
    Game was launched in August 2020 with No Wipe Plans, that means a Soft Release. Have fun.
  18. Like
    Elitez got a reaction from DreadKeeper in Please Remove Schematics   
    Schematics are needed. If 15 players cant be organised to get all schematics you need, maybe something is wrong.
  19. Like
    Elitez got a reaction from Doombad in Please Remove Schematics   
    Schematics are needed. If 15 players cant be organised to get all schematics you need, maybe something is wrong.
  20. Like
    Elitez got a reaction from Sawafa in LEGION has won DU   
    Looks like you guys are having fun! Thats all that matters at the end of the day. ?
  21. Like
    Elitez reacted to Physics in LEGION has won DU   
    BOO out numbers Legion and is still growing. However without substance too PvP in DU and a direction change too what NQ is currently doing, the orgs focus is fixed elsewhere. But BOO does have eyes on DU looking for a reason to return.
  22. Like
    Elitez got a reaction from Knight-Sevy in Please Remove Schematics   
    Schematics are needed. If 15 players cant be organised to get all schematics you need, maybe something is wrong.
  23. Like
    Elitez reacted to Omukuumi in Please Remove Schematics   
    Can't wait for you to resume the game, we'll have fun together
  24. Like
    Elitez reacted to le_souriceau in Anyone still playing Dual Universe? If not, what made you quit playing?   
    Actualy there is factual data NQ is unable to hide -- and way to know overal dynamics. Sancturary claims. They can be relativly reasonable metric on both new players/alts activity.
     
    At moment of 0.23 it was somehere around 35 k of them, now, haft of yeat later, around 40 k.
     
    So, there is obvious humble stream of new players, maybe even larger concurrent population, then in "darkest hour" bit before, but numbers still much lower, then in september and very low for such type of one shard mmo game to be "healthy". 
  25. Like
    Elitez reacted to NQ-Deckard in DEVBLOG: PVP COMMUNIQUÉ   
    Okay, PvPers, this one’s for you! 
     
    As foretold in The Future of Dual Universe Part 3: Finding the Fun and the recently-published 2021 roadmap, we’re adding some new toys to your arsenal and making some of the existing toys even better. 
     
    These changes will come over time and in waves. Here’s what you can expect in the first pass as part of the Apollo (0.26) update, now available on our public test server. 

    New PvP element: Shield generators
    Shield generators serve as the first layer of protection for dynamic constructs during combat. Shields will absorb damage until depleted, at which point they will stay depleted until the end of combat as defined by the combat timer. Future plans will bring shields into play for space core units, but for now, they will only be available on dynamic constructs. 
     
    These elements come in sizes XS through L with different shield strengths respective to their size and are not restricted to core sizes.
     
    This is the V1 technical phase of introducing shields, making sure that the foundation is solid before more bells and whistles are added.

    Honeycomb Health Points
    Adjustments to honeycomb HP--rebalanced and significantly reduced--have been done in the context of the implementation of shields and the weapons rebalance. With these changes, we should see a general reduction in fight duration with a faster time to construct destruction (TTCD).
     
    Specifically, gold has been brought back in line. While still technically the highest HP honeycomb, it will now come at a serious mass cost compared to other options. This should open new options in honeycomb selection when building ships and reduce the feeling of “gold or nothing” players may currently sometimes feel.

    Weapons adjustments
    We found that the disparity between the smallest and largest weapons DPS was too great. This made it difficult to justify using anything other than L weapons. While L weapons previously did roughly eight times more damage than XS weapons, they will now only do just under three times more damage than their smallest cousins. 
     
    Revised damage per second:
    XS weapons: On average, extra small weaponry will do 2.5 to 3 times more DPS. S weapons: On average, small weaponry will do 1.75 to 2 times more DPS. M weapons: On average, medium weaponry will do 1.5 times more DPS. L weapons: On average, large weaponry will do about the same DPS.  
    In regards to DPS, larger weapons of the same type will take more time to cycle, allowing larger weapons to keep hitting hard per round, at the cost of rate of fire.
     
    Lastly, adjustments have been made on various other parameters, such as reload times and weapon capacity, to help balance overall damage output, and how it feels to use.
     
    We hope this brings more diversity to the offensive options you have when building ships and allowing more space for smaller ships and weapons.
     
    Cones
    Weapon cones’ optimal and falloff values have been augmented by about three times (with the exception of missiles). This change was based on feedback from the community who said that weapon cones felt too limiting and restricted flexibility when designing ships. 
     
    We hope this allows more options when placing different weapon types, having more weapons that approach similar levels of flexibility to missiles with weapons like lasers and cannons having a much wider range of operation. Railguns will remain relatively limited as a heavy sniping platform but will still enjoy more cone than before.
     
    Tracking
    Tracking on weapons is the ability to reliably track and hit targets. Weapons with improved tracking will generally have better chances of hitting targets, especially smaller and faster ones.
     
    There was always an intention that smaller ships should be able to evade damage from larger guns. In practice, this was not the case as L-based ships easily dispatched smaller constructs at various ranges. 
     
    To help correct this, tracking has been significantly decreased across the board by about half on every weapon. These initial adjustments will help, but likely not suffice in helping smaller ships survive combat engagements. We will continue to look at other options for further iteration in future updates and already have plans on the subject.
     
    As a parting comment on weapon balance, please note that this is more of a global rebalance to address macro issues we had across the board to set a healthier base. Expect more specific adjustments to come later for specific weapon changing and balancing as more PVP-focused releases are done in the future. 
     
    Opinions Wanted
    As noted above, and in nearly all of our communications, player feedback is always welcomed and encouraged. Particularly as these changes are on PTS where you can experience them first-hand, your opinions go a long way in helping us make needed adjustments before Apollo (0.26) debuts on the live server. Please take a moment to share your thoughts in this thread.
     
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