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kulkija

Alpha Tester
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Everything posted by kulkija

  1. It means that over 400 players contributed their time to test new features. It does not indicate size of paying player-base. If wipe is a way to get new players game is already dead.
  2. When you start (after wipe) You have small ready configured base in your nano-pack. It has one MU ready configured and ready for use. As you have played before you'll know how to deploy your free base and how to use MU. You also get one free hover in you nano ready to be deployed and some gas. Your tile is also ready. Then you have probably 200k quanta. So you are ready to go rigth out of the package. Just enjoy your game. If you had participated last weekend PTU test you already know all this. ps. Wipe is wery wery bad idea, but if NQ decides to do it then there in nothing we can do about it.
  3. You don't. You can completely ignore FTUE. Even if they do complete wipe, all tutorials and other FTUE stuff can be ignored and bypassed.
  4. Dual Universe backstory written by Alain Damasio was released 2015. It is 7 pages long. I have it as pdf. But it may be under Alpha NDA.
  5. I think it is that hover is jumping (sometimes wildly) after entering seat. It happens when ship is light. Looks like hover engines create their thrust too fast. Then there is probably no buffer or absorption when going down to light hover engines again. This makes it jump constantly. When flying it is not so easy to notice.
  6. I can confirm this too @Atmosph3rik I have not noticed it in space. How ever it happen also when using JetPack (so no ailerons or such) Drop comes in wawes. It drops then gets better for a sec or two and then again drops. Drops get worse util I need to restart game. It happens after moving with jet-pack 5-10 kms. I do regularly move between mining units and it does not "reset" if I stop to calibrate. Restarting game resets it. I saw this before terrain reset, so it must be the surface layers causing this, or something else wired overflow bug. Someone should file a bug report.
  7. Commitment to org membership don't happen by adding more restrictions or by force. We need to think about individual player's perspective. - What benefits I get if I join your org? That is the only thing what matters. Atm game lacks features which may enable benefits to org-members. - Especially RDMS fits badly to org game-play. Org game-play can only be secondary choice, because org:s need individual players as members. So solo play need to be good, and belonging to org makes it better.
  8. Does it include situation where un-subbed player has its personal tiles set as HQ
  9. Only on Market tiles and other Aphelia owned tiles. Not HQ tiles.
  10. Is there a conflict between Promo video (1:21) where player repairs abandoned construct's core and this note from patch-notes: https://youtu.be/c1B0s6ttFpg?t=81
  11. Are Territory units included to Inactive Asset Requisitioning (IAR)? If not please add them to IAR on upcoming updates. Also we should be able to use IAR-Market tile rules to dynamic constructs parked without permission on our own territories or org territories. Tagging tile as visitors welcome could increase parking time/lease.
  12. There are many locations where we need to preserve the great creative work, to be not looted and destroyed. My proposal is this: To create new status for territory units and constructs. It could be something like: CCC (Community Created Content) CCC:s could be treated same way as Aphelia owned tiles and constructs. CCC status would be assigned by NQ staff only. If a dedicated player or group of players wants to continue creating/developing their CCC content NQ could set RDMS to allow it. However, if players quit or something else bad happen, CCC tiles and constructs won't disappear, they would stay in Game-world as a public buildings or other common constructs. Other, maybe even easier solution could be a possibility to tokenize construct and hand it over to “Aphelia”/NQ This way we could preserve many great buildings and ships to future generations.
  13. Original plan / funding was that beta is not paid at all(no subscriptions needed.) Only kick-starter and other backers would be able to participate. So having free beta keys wouldn't make any difference because beta were supposed to be free anyway. Change came when they opened beta for wider player-base but with subscription. Current paid subs are only adding some extra revenue, to investment what has been planned long time ago. When game releases all beta-keys need active time-codes/subs.
  14. You are describing the problem exactly: What I don't get is why NQ is not addressig this problem. Or addressing so that we active players get punished because large number of players un-subbed and left their junk behind consuming database and networking what we now need to pay for them.? Constructs build by unsubbed players must be removed from game-world. There must be sustainable limits for cores per player but are current limits really those what sustainable game requires? If so; previous "legal limits" were way off ??? (not those which were achieved by nested corps exploit) B.T.W. Is nested corps exploit patched?
  15. Same plan I had. Not anymore I can not believe this proposal is real.
  16. These limits are way too low. Real overkill. Please reconsider this.
  17. Construct slots rules - Serioously. Way overkill change of rules. We need more personal constructs as well as org-constructs.
  18. Yes and no. In persistent sandbox like DU veterans always have advantage in some areas. - game is very complex, so learning all details takes very long time How ever in sandbox like DU you set your own goals. So setting them suitable for your personal level, you will be fine. Only One who may have advantage over you is yourself.
  19. https://www.nasa.gov/mission_pages/hubble/multimedia/index.html
  20. I'm sure it will change in no-time, and be banned as exploit before it is patched. Thats the way NQ game design works nowadays.
  21. It is not the mining system. Problem is weekly taxes. It forces players to sell ore to cover loss of quanta. This TAX system is overkill and it must go away
  22. If game needs a resource sinks: - introduce material Efficiency to industry. That is the case in real industry. Then every industry phase takes small amount of resources out off the game. - introduce recycle indy unit, with input vs. output efficiency We also need to remember that there are lots of resource sinks already: - bots buying ore takes it out of system. Everything bots buy will go out of system - Ships burning fuel is material sink - Warp cell when used go out - ammo (when used) - all pvp damage to voxels - element damage is already resource sink, because scrap go out of system when used If someone really wants to make industry more tedious again, then introduce wear. How ever instead of shallow wear system: - make possible to select how fast indy unit is producing - If it runs fast or at full speed it will wear, but if slower speed is selected it will not get damaged. - Efficiency can be lower if speed is higher Same with engines. Similar to EVE - introduce possibility to overheat engines to gain more power. Overheating will wear enginez And as said recycle unit could be efficient resource sink if introduced.
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