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Elitez

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  1. Like
    Elitez got a reaction from CptCabalsky in Spaceboys ask big wipe   
    You failed to provide information why a wipe is needed . Also the Developer said there wont be wipes. That is what lured people in the game. Thats why subs are running.  There is nothing wrong with the game atm and atmo pvp is few months away. Lots of ppl will leave if they wipe the server because if you are a big org and you lose the progress for no reason, you wont have a reason to play.

    Take a break, take few steps back and enjoy Christmas if u r bored.

    You are in a middle of a wipe atm, soft wipe but its still a wipe.
  2. Like
    Elitez got a reaction from Arctic_fox in Spaceboys ask big wipe   
    You failed to provide information why a wipe is needed . Also the Developer said there wont be wipes. That is what lured people in the game. Thats why subs are running.  There is nothing wrong with the game atm and atmo pvp is few months away. Lots of ppl will leave if they wipe the server because if you are a big org and you lose the progress for no reason, you wont have a reason to play.

    Take a break, take few steps back and enjoy Christmas if u r bored.

    You are in a middle of a wipe atm, soft wipe but its still a wipe.
  3. Like
    Elitez reacted to XKentX in Spaceboys ask big wipe   
    Did it cross your mind that this is the reason why some people don't play SE and play this game ?
     
  4. Like
    Elitez got a reaction from Heidenherz in Spaceboys ask big wipe   
    There is nobody on this forum asking for a wipe thats able to write more than 5 words saying why a hard/full wipe is needed There is no such thing as healthy economy no matter which reality you use for reference. It was needed for our progress to be shut down and its ok.

    A wipe doesnt make any sense considering most of us are here for no 100% wipe progress. If your progress is back on your inventory as bp (containers filled) i can live with that.
  5. Like
    Elitez reacted to CptLoRes in Spaceboys ask big wipe   
    The main problem with a wipe, is that DU has active subscription players. So if there is a wipe in a game where players are paying for content that is supposed to be permanent, do the subscription players get a refund? And if not, then what exactly did the subscription players pay for?
     
    There is also the problem that a wipe would probably lead to a mass exodus (even more so then 0.23). Speaking for myself a wipe now would be the final death knell for me at least. JC said there would be no wipe in a stream some time ago (can't be bothered to find the exact one), and I have proceeded accordingly. In later streams he has revised to saying they will avoid a wipe if possible, which basically means the same thing. In my opinion the last opportunity NQ had for a global wipe, was the last test release they did shortly before the beta release with subscriptions.
     
    And lastly, what exactly will a wipe achieve beside from reducing the already dwindling player count?
    I hear a lot of talk about how a wipe will save the economy etc, but I fail to see how. Large org's will do large org things regardless, and 0.23 has only made the divide larger. There has already effectively been a industry reset for all players. So how is a global wipe supposed to 'save' the game? Solo players and small org's will never be able to compete with larger ones regardless. And the titans will soon be able to dictate large parts of the game wipe or no wipe. Especially in a game like DU that has a small player base.
     
  6. Like
    Elitez got a reaction from OrionSteed in Spaceboys ask big wipe   
    You failed to provide information why a wipe is needed . Also the Developer said there wont be wipes. That is what lured people in the game. Thats why subs are running.  There is nothing wrong with the game atm and atmo pvp is few months away. Lots of ppl will leave if they wipe the server because if you are a big org and you lose the progress for no reason, you wont have a reason to play.

    Take a break, take few steps back and enjoy Christmas if u r bored.

    You are in a middle of a wipe atm, soft wipe but its still a wipe.
  7. Like
    Elitez reacted to Roustabout in Market Analysis   
    The Extraction Cartel is proud to present an in-depth, maintained, and (mostly) accurate view into the DU markets.   On this site you will be able to get a snapshot of the entire market, which local markets have the most activity, a detailed look at prices, moving averages, and volume for the Ore and Pure market, an overview of refining profitability, and base price calculation on many market items.     Please visit http://www.extractioncartel.com/
  8. Like
    Elitez reacted to Umibozu in Kill all bots   
    Right now building meaningful sized factory requires effort, before patch one could start manufacturing beacons few days after starting the game
  9. Like
    Elitez reacted to NQ-Naunet in Talent Points   
    The points will be applied after a brief downtime starting at 9 am UTC | 4 am EST on December 17th.  
    _______________________________________________________________________________________________________
     
    Hello Noveans,
     
    December is halfway over, meaning the arrival of the new year is tantalizingly close! 2021 is sure to usher in some big changes, and we couldn’t be more excited to experience those with you. ?
     
    While we were rolling out 0.23.1, we noticed that players who had talents in training lost what was accumulated during our downtime. So, in the spirit of bringing out the old and ringing in the new we would like to offer everyone 1 million talent points (~1 week’s worth) to not only replace lost points, but also as a bit of a holiday gift! Build, explore and be merry!
     
    Thank you for your continued support. We sincerely hope that you and yours enjoy a restful holiday season!

    Sincerely,
    The Novaquark Team
     
  10. Like
    Elitez reacted to NQ-Naunet in [Discuss] We've Heard You!   
    Hi guys,

    Just popping in to say thank you to everybody who took time out of their days over the past couple of weeks to write extensive feedback here on the forums.

    The community team was able to collect and present your thoughts to the rest of the NQ which ultimately led to this evening's write-up from JC.  

    Even if you're not 100% satisfied with the changes we're making to 0.23, I hope that this at least demonstrates that we do indeed read, digest and execute on your valuable questions, concerns and suggestions.
  11. Like
    Elitez reacted to Kirth Gersen in [Discuss] We've Heard You!   
    Just forget about ATV. Their influence was clearly bad on this game.
    Learn about the history of MMOs to avoid repeating the same mistakes other already made in past.
    And play your own game (without the cheat codes).
  12. Like
    Elitez reacted to NQ-Naunet in [Discuss] We've Heard You!   
    Let's have it, DU! Let's talk about NQ's 0.23 learnings.
     
     
  13. Like
    Elitez reacted to NQ-Naunet in We've Heard You!   
    0.23 and What We Learned

    In reading through the reactions from our community regarding the recent 0.23 update, we’ve gained some valuable insights. 

    Before we talk about the changes we’ll make in our processes going forward, let’s get back to the fundamental reason behind the update itself. What we did in 0.23 is at the heart of the vision for a game where a society of players is interacting directly or indirectly with each other through an elaborate network of exchanges, cooperation, competition and markets.
     
    As it was, the current state of the game consisted mostly of isolated islands of players playing in almost full autonomy. A single-player game where players happened to share the same game world but with little interactions.
     
    It’s hard to imagine how the appeal could last for more than several months for most players once they feel they have “finished” the game. It is also a missed opportunity to try something of larger proportion, a society of players growing in a fully persistent virtual world. For this to work, you need more than isolated gameplay. Players need to have viable reasons to interact and need each other.
     
    In many single-player space games, you have ways to make money, and the game then offers you ways to convert this money into whatever you need in the game to progress, mostly via markets. This is the state in which we should end up for Dual Universe once all the necessary ingredients are in place, You get into the game, you farm a bit of money in fun ways, and you buy more and more powerful ships, equipment, weapons, etc., to help your character grow. The difference is that here, the ships or equipment you buy have been made by other players, instead of the game company. On the surface and during the first hours of gameplay, to a new player it would look similar to any of those other space games, but it would in fact reveal itself to be much deeper once you spend a bit of time in the game. Everything you would do would be part of another player’s or organization’s plan, everything would have a meaning. And soon you would realize that you too could be part of the content creation and, somehow, drive the game in the direction you want.
     
    In its current beta stage, DU doesn’t have enough ways for people to make money because we haven’t yet had the opportunity to implement all of the necessary features. There’s mining, of course. Trading is not as good as it will eventually be because markets are not really used to their full potential. As a consequence, players rightfully turned to a solo or small org autonomous game mode. 
     
    We tried to nudge people out of this with the changes introduced in 0.23. While necessary, many players expressed that the changes of 0.23 came too soon because it lacked a variety of lucrative ways for people to make money outside of mining.

    What We’ll Do Now
     
    The vision expressed above still holds. We want people to consider going through the industry specialization only if they intend to become industrialists and not necessarily to sustain their individual needs; however, we understand that it’s too soon to press for intense specialized gameplay considering the lack of sources to earn money. 
     
    Here’s our plan for now. We will modify the formula of the schematic prices to make it considerably more affordable for Tier 1 and still challenging and worth a commitment but less intense for anything Tier 2 or above. 
     
    This will allow most factories focused on T1 to resume their activities rapidly while keeping an interesting challenge for higher tiers, spawning dedicated industrial facilities aiming at producing to sell on the markets. We will also reimburse players who have bought high-priced schematics since the launch of 0.23 (please give us some time since it may take a few days as we go through the logs).
     
    We will keep monitoring the price of schematics to see if it makes sense to increase or decrease the costs. The right approach to set such a price would be to evaluate how much time it takes to recoup your investment by selling the products that the schematics allow to produce. It should be a few months so that the investment is a real commitment and it makes sense to plan for it.  We currently lack the metrics to properly assess this return on investment time. We need a player-driven market price for the components and a market price for the products to assess the profit made by each run of a schematic. This will come when the markets start to work as intended, and we can gather more data about them. 
     
    Feedback and Testing

    The release of 0.23 also taught us that we need improved ways to test new features, both internally and with community participation. The Upvote feature on the website was a good start, but it’s not enough. 
     
    To address this, we have two courses of action that will be taken. The first will be to set up an open public test server, hopefully with shorter release cycles, for players to try out new features. This will also allow us to explore ideas and be more iterative. If all goes according to plan, this test server should be introduced for 0.24, the next release. It will mirror the content of the production server with regular updates to sync it. 
     
    The second important initiative is to revise the role of the Alpha Team Vanguard (ATV), getting them more involved in early discussions about new features and the evolution of the game. We are still defining the framework, so more information will be released as available. 

    What is to Come
     
    In the short term, we will push a few corrections to improve 0.23, which include:
     
    Ships will now stop (be frozen) when their core is destroyed in PvP, making them easier to catch. Element destruction will impact the restoration count only when it occurs through PvP, at least for now (not when the ship is colliding/falling as we want to avoid having players penalized simply for crashing their ships because they’re learning how to maneuver them, for example). Recycling of un-restorable elements through a recycler that will take an element as input and grant a small amount of the schematics required components as output.
    The next major release is already in the making and will be about the mission system, a first step toward giving players more fun ways to earn quantas. We will reveal about it shortly so that we can get as much feedback as possible.
     
    We also want to reassure you that the mission system is not the only answer to offering more varied ways to earn revenue in Dual Universe. Things like asteroid mining and mining units will be introduced in the next few months. 

    This list is by no means complete, but should be a good jumping off point that gives players reasons to fight and to explore, opportunities for pirates, new ways of making money, and a plethora of other activities our creative community will think of even if we didn’t. 

    That’s it for now! We want to thank you again for your support and patience as we progress along this beta road! See you soon in Dual Universe!

    Want to discuss this announcement? Visit the thread linked below:
     
     
  14. Like
    Elitez reacted to CptCabalsky in Aphelia owned factory reinjecting quanta and ore back in economy   
    Big problems :
    1) bots are selling the indy schematics which are very expensive, and drain the players moneys => money are heading out of the economy.
    2) players have to sell ores to market bots to make money to buy >1)< leaving them to little to buy components to mantain the economy. If they buy schematics and sell ores to make money for schematics => vast ore quantities are heading out of the game economy
    3) Players cannot generate revenue in many ways.
     
    Possible solution:
    I. Make Aphelia an real entity (innaccesible org) ingame, held by devs - which stores both money and ores from markets > money in a wallet and ores  in market bins. Both assets remain ingame .
     
    II.Corresponding To each market district, at a certain distance not to *clog* to much the area, factory buildings (Held by Aphelia) should be placed by developers. The actual fun starts now. 
     
    -*APHELIA OWNED FACTORY CONCEPT*-
     
    In each factory there is going to be an certain number of production lines, each production line will have one job, which will be available for players. 
    Job can be implemented as a mini-game consisting in players choosing one element to build -lets say M atmo engine from the element list. In order to build the element, players will have to chose sub-elements it is built from and take those in his inventory. After that he will chose a construct tool and brush the frame engine, an animation apear (maybe similar to space engineers? ) on how that element is constructed, thus in an certain time ( usually several seconds maybe half of minute, depending on the element) the finite engine will be constructed. Engine will go to Aphelia inventory and player will be rewarded with an small sum for each unit constructed.That sum of quanta is related to how expensive that element is on market. Each unit constructed by players will end up in market, sold by Aphelia so the number of sold elements will be linked to how many elements were constructed by players. 
     
    III. The factories will have inventories which require to be fed with ores from the market bins in order to produce elements. In this regards there will be issued missions to carry the bulk ore from the markets to factories in ships. Carried ore cannot be stolen or interacted with, it is simply loaded in one site, and offloaded into a factory. Same mechanic is apply to elements constructed in those factories. If elements either ores or components stays to much into an cargo container they will automatically return back to initial spot. 
     
    IV. Factories are upgradable depending on how much success each factory have on producing elements. They can become very large, can start from 4 players using them and going to  
    more than 20 players. The reward per element and per day will increase with the factory level giving incentive to players to contribute to its development. An balancing factor may be that an fix sum per day can be rewarder per player. 
     
    Ofc, some new gamecode have to be written to enable those features, but hail to the development time. 
     
    This rough ideea *MAY* adress *SOME* issues:
     
    -money and ore will return to players in different forms
    -created elements by players will go to markets. This can address some elements shortages.
    -diversify the range of activities from which players can make money
    -creating enganging new activities and trade routs from markets to factories and vice-versa, string of cargo hauling missions -may create better pilots-
    -allowing novice players to understand what industry will require if they want to build it and familiarize them with the notions of elements recipes. 
    -Aphelia owned tiles in the spawning area will begin to look a bit more realistic, with multiple structures on them, ships going from one district to another.
    -animations made for the mini-game of element constructing can be added to actual elements placing when a player is constructing a ship, adding a nice construction effect to the game.

    Fundamentally mining will still be the base of all game loops, but its required for realistically sustain the economy until players settle down huge production batches.
  15. Like
    Elitez reacted to Haunty in How to give PRO feedback!   
    Yeah a lot of players don't seem to understand the vision of the game, and they get shocked when more of the vision gets implemented in a patch. NQ might tweak and change things based on the feedback, but it's going to go in that general direction.
  16. Like
    Elitez got a reaction from Haunty in How to give PRO feedback!   
    Players who dont survive this patch they wont survive in the future when the rest of the game is here. Territory Warfare, Permanent damage, Energy system when we all have to re-think and re-design re-allocate factory on different tiles, so on and so forth.

    This game is not ment to reach instant gratification. Imagine Eve Day1, 2004 1st month. 3 months later we flying with Avatars around Jita? That is what happened in DU...and its ok. We've learned the lessons. As ive said it on DU discord, the info we have in game atm can and will be used by NQ to gather data in order to confirm 0.23 to be working and move futher in development.

    Removal of MegaNodes from the game, make average numbers on T1/2 similar on all planets while you keep T3-T5 exactly the same on the game (ore can be reset later on next year, maybe at release or when TW comes) is another good thing that will slow down the progress and confirm a working economy. It is hard? Yes. Will it be harder? Yes. But no matter how many adjustments they make now...THE FUTURE PATCHES are even harder. 0.23 is nothing compared with Atmosphere pvp patch and permanent loss on elements.

    Hat off to everyone who is working outside DU.exe to make this game great again!

    PS: Bring them elements skins on the game + gift to accounts

    o/
  17. Like
    Elitez reacted to [BOO] Sylva in RIP PvP?   
    Hmm. I believe in the interview that JC said the core size limitations for weapons were temporary until the further mechanics can be developed. 
     
    I'm far more concerned about core units not being fixable with scrap. That means you can't claim a ship unless you have a replacement core unit. Those L cores are gonna get expensive to repair/claim. 
  18. Like
    Elitez reacted to SpiceRub in Flight of the Phoenix (End of the World gallery)   
    Blitz Agrippina, first of the Blitz A-Class configuration frigates, spearheading the final approach to doomsday.

  19. Like
    Elitez reacted to SpiceRub in Whatcha Been Makin'   
    Holes ?

  20. Like
    Elitez reacted to Makashima in Dec 7 Twitch Q&A - Let's Discuss!   
    Hi Naunet and the rest of the team! As you'd expect, I have some questions I would like to put forward to JC. However, as an avid tester who is always under NDA, some of my questions also follow into this category. So! I shall ask ones that are not under NDA here and ask you to PM me sometime if I am able to put forward my NDA questions that may be fine to reveal on the big day?

    So in no particular order.

    1) JC has previously mentioned in the stream (I believe with TwoAngryGamers) that there was a concept for Mining Drones to be able to assist players in mining resources. Is this something that NQ still intend to look into implementing / bringing back from the scrap bin?

    2) In regards to PvP, ammunitions and weapons currently require tier 3 resources to make. This puts PvP access out of many basic players reach, as not every planet has the Tier 3 resources required and as the game progresses through it's development, its only natural to think Tier 3 resources will become harder to obtain. What are NQs plans to ensure that ammunition, basic weapons and PvP in general is open and accessible to all players, regardless of subscription age?

    3) Its already known that NQ plan to implement other resources in the game (some of us will know from NDA more than most) but when these do come into affect, say in the next solar system, will there be provisions placed in the current solar system so that those players who have invested a lot of their personal time, energy and resources into their bases don't feel forced to then pack everything up and move to the new solar system to keep up with the games development? Essentially making the previous solar systems redundant.

    4) We know that tiles will be gaining stats of their own, in regards to their power supply capabilities but also what chosen resource they will provide to automated tile miners. However, during the Beta progression, there have been issues with tiles not working as intended, with various errors and issues with them which have had to be converted over to Aphelia in the mean time. Has NQ been able to look into the cause of this issue and will these tiles be ready and able for capture when these tile stats come into play?

    5) Automated tile miners have been said to be coming to the game. However, a lot of people are concerned about the word "automated" attached to them, as this goes against JC's vision to not have anything fully automated (does not require a player interaction) within the game. Is it possible to elaborate on how these automated tile miners will work to ensure that they still require player interaction from time to time, along with other possible limiting factors? Such as power consumption / internal storage capacities?

    6) We have our first tick box on the login screen for the road map! Yay! But is NQ possibly getting a little ahead of themselves with this? Whilst it is nice to have salvage ships back in the game, the tick box does also state "abandoned outposts" which do not currently exist. When can we expect these to be added also and will the limit of just 100 salvage ships in the whole solar system be increased? Will they respawn?
     
    7) One of the main features from the Feedback poll is Asteroid Mining and JC has referenced this himself quite often in the recent streams. Is this something that is now in the planning / design stages and will this include the update to mining via hand only; construct mining?

    8] Currently the use of Antigravity ships and warp drives are in abundance. With the upcoming changes to PvP, with the nullifications and power supplies, I imagine these will put some control on these. However, the use of rockets seems to be very much under-used. Through my organisation and personal experience, we feel that rockets just aren't viable or practical. However, with the limitations to AG's, could we also see a rebalance of rockets to bring them up as a possible low power consumption alternative to Anti-Gravs?
     
    9) A lot of people are worried how power supply is going to work exactly. Especially with the rather drastic changes already happening to industry. Is NQ in a position to explain more about what we can expect, in terms of similarity to other games? Such as Arks Tech Generator, which powers an area or Satisfactory's power cable design which can be placed anywhere but has to be hooked up to a limited number of units? How will tile power supply limits integrate into static construct supplies?

    10) Currently, mining resources can become tedious, which results in boredom. Even with the unique way of finding resources, once found it is simply a case of point and shoot to collect them. Further down and more valuable resources just require a territory scan previously and then either trained talents or depth deposits to mine into with a resurrection node attached for quick extraction. How does NQ plan to make finding and locating resources more of a challenge and exciting? Will there ever be more rich nodes for better yields? Perhaps territory scanners could have a mini game in order to operate to some extent? And could we possibly see a connection timer to resurrection nodes, stopping them from being a quick mining op extraction mechanic?

    11) We know that element skins via a cosmetic store will eventually make it into the game, which excites many but also creates caution. Is NQ happy to confirm straight out that the only things being sold via the store will be cosmetic? And will NQ consider allowing player submissions of skins to be sold in game for a cut of the sales, such as with Warframe and their TennoGen skins?


    Hmm.... I'm sure there was more but my minds gone blank for now
  21. Like
    Elitez reacted to Mulligan in EVENT - TOTAL PARTICIPATION - PVP - END OF THE WORLD   
    We will be there 
    Edit: Atom will be there 
  22. Like
    Elitez reacted to Mhaijik in "Let's talk DU" with JC and The Morning Brew Crew 11/06/20   
    Our second interview with JC!  https://www.youtube.com/watch?v=KD00-V_LKog
     
    Thanks again JC, Geo, and The Morning Brew Crew!
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