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Kronius

Alpha Tester
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  1. Like
    Kronius reacted to psyKodad in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    Because a crosshair on your ass as soon as you touch an asteroid is nowhere close to 'risk vs reward'.
    That mechanic was purely designed to cater gankers with quick nobrainer prey..and it's good and healthy for the game that this crap will be gone soon.
     
    Wan't to gank or controll all pvp space resources?..work for it..
  2. Like
    Kronius reacted to Msoul in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    I really like this direction. The whole process of tracking down unknown signals can be a lot of fun. A little less detailed information for asteroids and little more for wrecks is a great call in my opinion. Looking forward to the livestream and the follow up information on update 1.3
  3. Like
    Kronius reacted to Shredder in A LETTER FROM OUR CREATIVE DIRECTOR - discussion thread   
    This. Please don’t call it flotilla, fleet or group, really anything else.
  4. Like
    Kronius reacted to Gerdieman in A LETTER FROM OUR CREATIVE DIRECTOR - discussion thread   
    IF there is a reset there are at minimum two main things that have to be retained upon a wipe. The first you already mentioned which is the core BPs. These are what we have spent hours designing and building within the game. The second one is that talent points need to be retained as it is a representation of the TIME that we have already invested in the game. No I do not mean partial I mean all as this is something that differentiates those in the BETA and the release.

    Additionally a HIGHLY recommended one is to have our Organizations carried over as there can easily be people who will use the opportunity to take the names of popular existing organizations within the community. Not doing so would cause a lot of issues withing the community.
  5. Like
    Kronius reacted to Belorion in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    Why do they want to remove the schematics again? That is one of the only reasons why we got trading in this game <.<
  6. Like
    Kronius reacted to ShutWill in Detecting Stacked Elements - Discussion Thread   
    Quick question (sorry if i missed it somewhere) ... how do i find out which element(s) is / are the offending items? It's all very well saying a "Container S" or a "Transfer unit" is colliding, but please help us identify them (like we can see when an active element on a dynamic construct, engine etc, is being blocked through it showing red).  I got over 1400 small containers in this Static construct .... all i did was place these side by side, or next to industry units. No exploitation here, just maximizing space.
     

  7. Like
    Kronius reacted to Gottchar in DEVBLOG: TRA$H TO TREASURE - discussion thread   
    Again, if you think fuel is expensive, use a more fuel efficient ship.

    If you fly multiple trips to Alioth from Sanct daily, with mil engines, and carry an AGG around at all times and who knows what else, it is understandable you need a lot. 

    I wish fuel was far more expensive or more was used, so people would actually care about consumption more.
  8. Like
    Kronius got a reaction from Megabosslord in Why do NQ keep trying to perform heart surgery with a hammer?   
    Not to say the many mining rigs deployed by those whose gameplay choice is to supply the raw materials all those things creators make and PvPers blow up are made from.
  9. Like
    Kronius got a reaction from DecoyGoatBomb in DEVBLOG: TRA$H TO TREASURE - discussion thread   
    The containers we have within 250m of markets enable group gameplay with others in our Org across timezones - we have ppl delivering stuff from the main factory and the many mining rigs, then a legate VRs in, links to the container and places sell orders or instant sells as appropriate - under the Org account so we can see and manage the orders collectively and transparently. 
     
    Purchases in VR under the Org account also are made available to members to transport or use, via the containers. 
     
    Currently Missions does not support our use cases - NQ PLEASE NOTE - to make this work for us:
     
    1) Haulage to market missions option to deposit in an Org market container, and be billed to an Org. Currently goes into the personal container of the mission giver, so we have to have a storage construct within link range instead, ie. 250m.
     
    2) Instant sell from an Org inventory - only possible currently from personal market inventory or a linked container, so a storage construct is required to swap the ownership. 
     
    3) Option to move stock between Orgs and personal within the market. Currently have to use a storage construct to do this. 
     
    We still have around 100 mining rigs without parcel containers, and XL parcel containers are expensive. If we don't have the construct at the market, we'll have to set up a warehouse near each market and create short-haul missions - adding extra handling and time for the already-busy legates.
     
    Edit - added request:
    4) Mission limits way more than 3 please! 20 would be more realistic. We went to put parcel containers on mining rigs only to find we can issue just 3 missions each at any one time, so we continue to get hauliers to drop stuff off at the storage constructs at destination markets - because we can't use the Mission system after doing rig no. 3 of a hundred or so.
  10. Like
    Kronius got a reaction from Kinaten in DEVBLOG: TRA$H TO TREASURE - discussion thread   
    The containers we have within 250m of markets enable group gameplay with others in our Org across timezones - we have ppl delivering stuff from the main factory and the many mining rigs, then a legate VRs in, links to the container and places sell orders or instant sells as appropriate - under the Org account so we can see and manage the orders collectively and transparently. 
     
    Purchases in VR under the Org account also are made available to members to transport or use, via the containers. 
     
    Currently Missions does not support our use cases - NQ PLEASE NOTE - to make this work for us:
     
    1) Haulage to market missions option to deposit in an Org market container, and be billed to an Org. Currently goes into the personal container of the mission giver, so we have to have a storage construct within link range instead, ie. 250m.
     
    2) Instant sell from an Org inventory - only possible currently from personal market inventory or a linked container, so a storage construct is required to swap the ownership. 
     
    3) Option to move stock between Orgs and personal within the market. Currently have to use a storage construct to do this. 
     
    We still have around 100 mining rigs without parcel containers, and XL parcel containers are expensive. If we don't have the construct at the market, we'll have to set up a warehouse near each market and create short-haul missions - adding extra handling and time for the already-busy legates.
     
    Edit - added request:
    4) Mission limits way more than 3 please! 20 would be more realistic. We went to put parcel containers on mining rigs only to find we can issue just 3 missions each at any one time, so we continue to get hauliers to drop stuff off at the storage constructs at destination markets - because we can't use the Mission system after doing rig no. 3 of a hundred or so.
  11. Like
    Kronius got a reaction from Koruzarius in DEVBLOG: TRA$H TO TREASURE - discussion thread   
    The containers we have within 250m of markets enable group gameplay with others in our Org across timezones - we have ppl delivering stuff from the main factory and the many mining rigs, then a legate VRs in, links to the container and places sell orders or instant sells as appropriate - under the Org account so we can see and manage the orders collectively and transparently. 
     
    Purchases in VR under the Org account also are made available to members to transport or use, via the containers. 
     
    Currently Missions does not support our use cases - NQ PLEASE NOTE - to make this work for us:
     
    1) Haulage to market missions option to deposit in an Org market container, and be billed to an Org. Currently goes into the personal container of the mission giver, so we have to have a storage construct within link range instead, ie. 250m.
     
    2) Instant sell from an Org inventory - only possible currently from personal market inventory or a linked container, so a storage construct is required to swap the ownership. 
     
    3) Option to move stock between Orgs and personal within the market. Currently have to use a storage construct to do this. 
     
    We still have around 100 mining rigs without parcel containers, and XL parcel containers are expensive. If we don't have the construct at the market, we'll have to set up a warehouse near each market and create short-haul missions - adding extra handling and time for the already-busy legates.
     
    Edit - added request:
    4) Mission limits way more than 3 please! 20 would be more realistic. We went to put parcel containers on mining rigs only to find we can issue just 3 missions each at any one time, so we continue to get hauliers to drop stuff off at the storage constructs at destination markets - because we can't use the Mission system after doing rig no. 3 of a hundred or so.
  12. Like
    Kronius reacted to Warlander in UNSUB PURGE: The Many Benefits of Territory Abandonment!   
    Its like the endless PvP threads that would pop up constantly asking for the devs essentially asking for your ship to be pretty much given to them with no work. You didnt earn what I gathered and you should not be entitled to it without fighting me and taking it via Territory War. You get Full FFA loot in deep space but not in atmo unless you fight me for what I have earned.
     
    Adding Player vs Economy and Player VS Taxes and a bloated ore market after letting people hoard since the startof beta with infinite ore coming in with minimal effort and time based actuaion unit efficiency checks is hardly a reason to entitle you from tax default or forclosure or an arbitrary month I took off or being out for a couple months from a surgery or whatever reason I decide not to play means you are entitled to steal everything I own. 
     
    I guess it adds the ability to liquidated your assets and come back later or park it all at a market to stay tax free until Demeter blows over or something worse happens in the next update.
     
    And if you are actually going to stop playing the game its better to sell or just delete it all since you are coming back to nothing anyways so why let it fall into anyones hands?
     
    If you want to fight all NQ needs to do is add Pvp cores and let people fight in the atmo if they wish to destroy cores and salvage things. PvP is always the answer and the more places you can fight the more you get to loot until Territory Wars finally if ever drops. But it shouldnt prevent NQ of making at least PvP Dynamic Cores or PvP Static cores to shoot the cores from the sky or vice versa. That makes more sense then the IRS Forclosure gravay train for scavengers getting jackpot payouts without any combat is the wrong way to go.
  13. Like
    Kronius reacted to Warlander in UNSUB PURGE: The Many Benefits of Territory Abandonment!   
    This is a beta after all and even if you pay for a 6 month sub you should be able to front load 6 months or 1 year of tax and even if you dont pay the tax there is no reason to immediatly tear everything down and loot hard work or vast sums of money without ever firing a shot. in territory wars.
     
    Many people come back to check out the updates like every 6 months when the decent sized patches hit to test and see if its worth coming back to play DU. What is the point in coming back if everything is gone you worked for or some new feature gets added that makes DU fun to play again.
     
    How are we supposed to build a society if everything is erased and looted that fast.
     
    Even typical forecosures take a year to kick you out of your house if you can pay taxes. It should be the same here if we have to deal with this IRS sim.
  14. Like
    Kronius reacted to Honvik in Call for Demeter-related questions   
    Lets look at some of the basics.  Ore generation is tiny compared to what it was.  You could easily mine 100KL in less than an hour of T1 now this will take days.  I know you can have multiple territories but even with talents this idea of auto-miners will see you being pushed to asteroids for the ore fix.  Ore inflation is already at crazy highs and to be honest its shame even from previous feedback NQ just ignored it and carried on.
     
    PvP is still broken unless by some magic you fixed the issues already highlighted? 
     
    Airbrake changes not sure who knew this change was coming (I didnt) but so many constructs broken!.  Sadly you need loads for large ships to be viable so either make them more powerful to make them viable or look to otherways otherwise you'll end up with ugly ships again
     
    Taxes - dont mind it but cost is high especially if your solo, who does this benefit?
     
    Scans - Delete them render them useless then everyones equal.  Yea I got over 2k scans..... i'll be a sad panda but seems more fair.
  15. Like
    Kronius reacted to Jasper_1 in Apollo & Ares - Question Thread   
    Is there any news on the topic of unlimited org creating?
     
    And wil there be in the future something to clean up tiles and ships from player that are non-active for like a couple of months and have no active subscription or beta key?
     
    (Solution for this send a mail with warning couple of times. Then abandoned it)
     
    When will the auto mine release is that any time soon or will that be over a couple of months.
     
    And can the astroids maybe spawn the whole  week and give and timer when they disappear so the same as now but then the whole week fresh astroids.
     
     
     
     
     
     
     
  16. Like
    Kronius reacted to AlanMichel in Apollo & Ares - Question Thread   
    So just to let you know the market orders are showing the worst buy order and the most expensive sell order by default. It is reversed as to what was posted on the release notes.


  17. Like
    Kronius got a reaction from Daphne Jones in Market Clean-Up discussion thread   
    My reading is that the 2km rule is about airspace. It isn't clear exactly how far "XL screens and screen arrays" have to be, but it does sound like they can stay if on your own tile. I'd like to know when a few screens becomes an "array". 
  18. Like
    Kronius reacted to Sawafa in Market Clean-Up discussion thread   
    What does "container construct" mean? Is it the construct which has only 1 container (what size?) or multiple containers (and only one construct... dyn. core L, for example) combined into hub (multiple hubs?) are also allowed?
  19. Like
    Kronius reacted to NQ-Deckard in Changes to Lua screen units   
    Hello again Noveans!
    We have heard your initial feedback on the screens and we want to elaborate on some of your major concerns.
     
    Will this affect both screens and content written to the players screen (HUDs)?
    No, this technological change will affect only screen units at this time.

    Will all player created work on screens suddenly become non-functional?
    No, this technology will be available side-by-side with the current technology, both first on the PTS in a prototype state, and eventually also on the Live server.
    We strongly recommend everyone does test and experiment the new tech on the PTS, as your feedback and testing will help shape this feature.

    How will this make a difference on performance?
    The main reason being that the current implementation does not allow for much control over the performance impact of screen renderings. Complex 3D transformations using a combination of HTML, SVG and CSS has a significant impact on render times in the client. Adding to the fact that screens are often condensed with multiples of them in close proximity to each other, there is an increasing drop in performance on the client with more screens using the current technology. The new system allows for more precise control over rendering time allowed across screens and allows us to safeguard the level of performance impact the screens have on the client.

    So you will be removing HTML support entirely?
    Not necessarily, the two techs will run side by side for an as of yet undefined period of time. Eventually we may introduce a phase where we make the rendering of HTML on screens an option for players along with a warning that it can significantly degrade client performance. Players with that option disabled will simply not see any HTML content and not suffer performance degradation because of it.

    Why not improve the current HTML implementation instead of the new technology?
    This is a complex topic, HTML/CSS/Javascript is a group that forms a UI technology. For reasons beyond the scope of this topic we do not allow the use of Javascript inside the screen units. When you remove Javascript, the group effectively becomes a not so efficient vector image drawing technology which we have very little control over in terms of rendering. We have previously implemented a lot of small limitations here and there to reduce the impact of the screens, but there are (and likely always will be) edge cases which will eventually crop up using that technology. As such, the new technology has built-in limitations on how taxing a screen unit can be, and if a screen unit goes over the limit it will simply stop drawing. This is why we ask you all to go and test this, and help us find caveats and where you run into things you can and can’t do.

    What about bandwidth? Are you doing this to reduce data transfer for screens?
    The current implementation does not address this, the current implementation is a way for us to collect your feedback on this concept. Eventually we may change the way data transfer for screens is handled, where we may increase the size of the defined “template” inside a screen unit itself. Followed by a lower limit on the amount of data transferred to the screen from external sources. Allowing the screen element to do the rendering and drawing work, using parameters fed to it by a control unit.
    For example: You would draw the design of a fancy instrument panel using the screen element, and a programming board or control unit just sends the values for all the instruments to the screen. This is currently not in the current implementation however, but may give you a better idea of why this technology has a lot of potential for more intricate and powerful designs.

    What about artists who draw using external programs and import their SVG’s into the game?
    One of our hopes is to provide a good enough set of commands in the screens API so that our system can express most SVG graphics converted to these commands through for example a small conversion tool. It is unlikely that we will develop and maintain a conversion tool for this, but this is also why we want your feedback on this new API for you to let us know what commands you really want to see included to make this process easier.

    We sincerely hope that this answers many of your initial questions and concerns.
    I personally can’t wait to see what you will all come up with in your designs!
     
  20. Like
    Kronius reacted to NQ-Naerais in A letter to our players   
    Dear Noveans,
     
    We would like to address the recent speculations that have arisen in our community, and openly disclose some changes that are happening at Novaquark.
     
    First and foremost, Novaquark continues to be supported by its long term investors to allow it to launch Dual Universe in line with its original vision. It also puts us in a position to attract experienced talent to complement the team that’s already in place so that we can continue to improve the game.
     
    Next week, we will share with you what we think our priorities should be for Dual Universe and how we hope to approach the development of the game with improved processes going forward.
     
    An important change to note is that Jean-Christophe, the founder of Novaquark, has transitioned from the day-to-day management of the team to better focus on his position as a board member. Over the years since the creation of Novaquark, JC designed and set the standards for the structural and conceptual foundation of the game, and he feels now that a solid base is there for him to move forward as a strategic advisor. The recent changes in the administrative presidency of the company only reflect the transition of JC to his new role. We’re excited to have the team he has built deliver on his vision for the game.
     
    Rest assured that Novaquark’s future is in good hands, and there is a strong partnership between our long-term investors and our team. We believe that the future is bright for the game and for the company, and we cannot wait to tell you where we want to take Dual Universe.
     
    With our warmest regards,
    The Novaquark team
  21. Like
    Kronius reacted to Vasten in I finally get it!   
    Actually it is pretty much all on them
     
    Every mmo has this problem
     
    A large base of casual players for fun
    And small base a Meta optimization focused players
     
    If they didnt plan for this it is on them.
     
    They cant create a game with a meta strategy that creates this and say "oh my, I didnt realize there would be gamers to take to the meta strategy to such extreme lengths"
     
    I now understand why 0.23 killed the player base
     
    Because schemas made everyone dependent on the tychoons.. it's either buy from tychoons or spend all your time and money buying schemas.
     
    Yes.. they created a good replica of modern day capitalism.. schemas are akin to patents and copyrights...
     
    But this is not what they say they are trying to create.. they say they want civs composed of specialized players...
     
    All they need to do is remove the passive play element.. make industry machines break down and require maintenance and care so that there is a reasonable limit on how much a single person can handle. (No char limit on max units.. make the input actually active play.. human time maintaining the factory machines)
     
    Problem solved so easily...
  22. Like
    Kronius reacted to Serra_ in [Discuss] We've Heard You!   
    The big issue for me is that .23 left me in a state where I am completely stranded, as I do not have a space-capable ship, a factory that doesn't work anymore, and no schematics are seed on my planet (jago).
     
    Can you at least seed t1 schemas on all markets (or at least one per planet/moon) so people aren't stranded anymore?
  23. Like
    Kronius reacted to Billy_Boola in [Discuss] We've Heard You!   
    Sloppy pilots should be penalized, but yea fair call, once the bugs that cause crashes are gone then crash damage should be a thing
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