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kulkija

Alpha Tester
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  1. Like
    kulkija got a reaction from GraXXoR in [Poll] wipe or no wipe   
    If you have lots of quanta to buy DAC:s it will help NQs economy.
    Because someone needs to buy those DAC:s first from NQ using real money.
    Only after someone has bought DAC:s from NQ with real money and imported those into game markets you can buy them using Quanta.
  2. Like
    kulkija reacted to CyberDay in NQ: Time to answer the question - Will there be a wipe?   
    There are plenty of tiles with tons of resources on them all over. If I wanted to get more of anything, I'm 99% sure I could find a ton of good/decent tiles for them. Autominers make ore trivial and saying there is some kind of scarcity to any of it is just a lie. That and Asteroids can provide you 100% of anything you might need. Wiping is bad faith on those who stayed and played, those who paid, with no indication on the purchase page there would/could be a wipe, and will likely end up removing more people than they will end up back with. The game doesn't really have any good press to begin with, and as I have said many times, there isnt a huge crowd lined up ready for "release". The game has been out for awhile as soon as they started taking direct subs and not "founders early access".
     
  3. Like
    kulkija reacted to i2eilly in Low FPS when flying ships.   
    This has always been an issue, I have reported many times.  The more elements or even the more weight you carry on a ship the lower the FPS you will get  
     
  4. Like
    kulkija reacted to Atmosph3rik in NQ: Time to answer the question - Will there be a wipe?   
    So why would they wipe?  You still haven't given a reason that couldn't easily be accomplished without a wipe.
     
    You keep bringing up that a wipe has always been on the table, but the context of the statements that you're referring to make it incredibly clear that they will not wipe for any of the reasons that you've suggested.
     
    You can make all the predictions you want.  But when you manipulate the truth to back them up it kind of makes it seem like you're just here to change the outcome in your favor.  
     
    I know you don't care whether they wipe or not, but there are about a hundred posts on here in the last month that seem to suggest otherwise.
  5. Like
    kulkija reacted to blazemonger in When the speed changes are implemented.   
    Limiting speed in space means further gamifying  Dual Univeerse in order to appease the pewpew crowd.
     
    Speed in space is limited .. to the speed of light. obviously getting up there is pretty much impossible but the very simple laws of physics would remain in place. Any object shoudl be able to hit the same max speed depending on it's ability to generate enough force to get it there. High Mass objects (size is really irrelevant here) should need more time and/or more thrust to get there but they still should have the  ability to.
     
    Limiting speed by core size will also mean you have to start creating all sorts of additional mechanics and checks to prevent someone from "cheating the system" by making a small construct very heavy. By simply adhering to the laws of physics you only have to deal with one factor , mass, to achieve the same..  You add XL guns (with high mass) to an XS core? sure, but that means you will not have the room to fit the XL engines you need to move that mass and even if you do, the combination of two elements with high mass means you still limit yourself.
     
    NQ continues to overthink and over engineer mechanics while the solutions that they could use are far more elegant and yes, more efficient in a good many ways.
  6. Like
    kulkija got a reaction from GraXXoR in Developer team reply to Core Slots limitation v2 Community feedback - discussion thread   
    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. 
  7. Like
    kulkija reacted to blundertwink in NQ-Deckard response to "negotiation" attempts in DUscord   
    That's fair -- personally, I think this is a Hanlon's Razor situation (never attribute to malice that which can be explained by incompetence). 
     
    JC wanted to declare that players in DU could reshape moons if they so desired. It was a bold selling point that an MMO game would not only support building at scale, but building at massive scale yet unprecedented in the genre.
     
    I don't think JC intended to "lie", I think he didn't bother doing any technical diligence and made a lot of incorrect assumptions about technology he most definitely had no experience with. Is that any better? Practically...no. In the end, it's very deceptive, intentionally or not. 
     
     
    NQ said explicitly that finances are fine for right now. Tight, but fine. 
     
    I don't think there's nearly enough alpha players in this category to be an issue. Most have churned by now, and those that remain are probably a minority -- and even if not, it's been made clear that NQ is making cost-cutting changes as a preparatory step for wider release...not because of their finances in beta. 
     
    IMO...every beta player could quit tomorrow and NQ wouldn't really flinch, because betas don't really matter for NQ's future. Release does, and that's where they are focused. 
     
    TBH I expect release to follow the same pattern as beta launch in terms of absurdly high churn...but maybe this time NQ has cut costs enough that even 1 month of sub is profitable. Not an easy feat -- ads in the gaming space are expensive compared to <$10 in revenue! 
  8. Like
    kulkija reacted to Sabretooth in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    Im rage quitting this game, im in rage of the devs with their stupid limitations which gets all the fun out of the game. Also every limitation is a message that you have done a lot for nothing.
    I can say goodbye to all my work of the last 10 months... What a waste of time this game turned out to be!
     
    Please be honest and put this game back in alpha state, because this is NOT a beta!
     
    Could you devs start a discussion of the game that started in august 2020 and the game you are trying to make, so we all can be honest and know what we can expect?
  9. Like
    kulkija got a reaction from Celestis in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    Construct slots rules - Serioously. 
    Way overkill change of rules.
     
    We need more personal constructs as well as org-constructs.
     
     
  10. Like
    kulkija got a reaction from OrionSteed in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    These limits are way too low.
    Real overkill.
     
    Please reconsider this.
     
  11. Like
    kulkija got a reaction from huschhusch in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    Construct slots rules - Serioously. 
    Way overkill change of rules.
     
    We need more personal constructs as well as org-constructs.
     
     
  12. Like
    kulkija reacted to Hagbard in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    i've been playing since alpha.
    i always tried to create content and give back a lot to the community via new fancy stuff ( like hagboards or boats etc.) and i operate a showroom with all ships on display and a marina where i try to keep a copy of each boat/sailboat using my lua for people to walk around in and enjoy the creations.
    additionally i have to make some money and operate mining units on around 20 cores. then i have an industry and need a LOT of cores for prototypes and my own ships.
    when i am selling tokens i often have to place new temporary cores.
    so with all this even after cleaning up every so often i operate around 260 cores in my construct org.
    even if i massively reduce stuff, i still would have to remove most of the stuff. so basically this would end my career in this game.
    even if NQ would reconsider and go to 100 cores it would be constant struggle of which stuff i would have to remove.
    i never used nested orgs ( which was basically more in those past mining days to claim tiles) but still i create content, i have a life in this game and i want to grow. so this could honestly be the final nail in the coffin for DU.
    NQ always talked about the visions where they create the plattform and we the players fill it with life and content. but HOW?

    If this is about server space or network traffic i would rather pay 1$ more per month to end this stupid plan.

     
  13. Like
    kulkija got a reaction from Zarcata in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    Same plan I had. Not anymore
    I can not believe this proposal is real. 
     
  14. Like
    kulkija reacted to Zarcata in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    I actually thought I was going to play Dualuniverse for decades because I just really enjoy building things, especially because I'm a huge fan of Startrek and I'm fascinated by the Borg, I wanted to build a spacestation based on the Borg constructs. So now I'm even more restricted in the size and number of cores and even have to go so far as to demolish my station. 
     
    Seriously, NQ, what do you think should keep me in the game now? If I can't keep building, what should I do? I don't like this "PvP" with click and shoot click and wait! I also don't like 1-6hours afk flying through space for missions! I just wanted to spend years building here, as promised in your advertising, and spend my free time that way. So do I have to switch to Minecraft now?
  15. Like
    kulkija reacted to Hachiro in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    I welcome the try to scale the org constructs in some way. the core limitation of 275 was really not bearable for larger organisations. We had to split up in several sub-orgs for all our constructs and the managing of this was a nightmare, because of the 5 orgs per player limit.
     
    BUT:
    If I have with all talents just 25 org construct slots, this is quite an issue.
    I mean, you have just a few personal construct slots.
    - Most of them are already occupied with the cores for the mining units.
    - So if you want to build a fancy building and more than 1 single ship, you already need several of your org construct slots for yourself
    - Preparations on a larger scale will be nearly impossible

    In my case I currently build a city layout so that other players and I can build a realistic (still small) city later. A project like this needs a layout and a structure before it really starts, or it ends in chaos. Currently I have already ~150 cores placed and filled. But projects like this, that need a massive amount of cores for preparation before others can benefit from it, will be nearly impossible. Because everyone have to be in your org (remember the 5 org limit) and has to give you some of their org construct slots before they get anything in return (and be honest: how many will do this?). And even if I get enough slots from people beforehand and I spend massive ressources and time - it can be all lost if just a few players leave the org/ reassign their slots/ cancel their payment. Then the core limit drops and the already placed cores will be abandoned...
     
    This will really kill many larger projects.
    With this system, you can only start big projects, if you are already big. Big projects from small groups that form a larger organization later will be nearly impossible. So this may be okay for large orgs, but will make it way more difficult for smaller orgs to rise even if they are really active.
    Better invent some milestones.
    For example: You start with 50 Cores for your org, and with achieving several goals (spend massive ressources/quanta) you can scale up this limit and it remains permanent. So even a small group can get to a decent amount of org cores with the time if they are active (this idea is absolutely not perfect, it shall show just another direction).
     
    A system like the announced one that is so fragile that a few leaving/reassigning/inactive members can destroy your organization with the reduced core limit - that is not really thought to the end.
     
    I understand the reason and I appreciate that you are try so solving this.
    But this is the wrong way NQ.
  16. Like
    kulkija reacted to Frank2 in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    I have 8 mining constructs that will now come down.  I have a ship museum that will now lose its structure and most of the ships on display.  I have a two core hangar and 4 cores if parking that will be torn down and my few remaining ships will sit on the ground.  Building was what I enjoyed most.  There is no more reason to gather resources if I can't build.  
  17. Like
    kulkija reacted to DarkHorizon in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    Well, this-... this certainly is an interesting solution to the organization core constructs problem. I'm curious as to how feasible it is though. Again, I've said this about the organization changes previously when the core limit was reduced initially. The further along we get, the deeper into social/communism we get. Everything will be public, very little will be private.
     
    I won't say this is an inherently bad thing, I can see a time and place where E&E owns no cores since everything is community held and our members are simply the warm bodies that fill the role. Again though, I'll circle back to trust and how absolutely key it will be.
     
    The idea that construct slots can be traded, and that the slot can be revoked at any time, I'll need some time to warm up to the idea because it feels a lot like taxes and everything else.
     
    While the limit increase is nice, I can already see this becoming an element of PVP in a pretext to conflict. Say you have a fairly large organization and you get a bunch of core slots over time from people both within and without your org. You build everything up, and soon you got a nice base in a hallowed out mountain. Well all of a sudden your core slot lenders decide they don't much like you anymore so they revoke their slot and you tear everything down until you're safely under the core limit again and you stash your stuff away in containers.
     
    Lets just imagine for a moment that TW is a thing that works in this situation. Now, along come your 'friends' from before who want your stuff, bing-bing-bong, bing-bing-bong (you know what that is right?  ), and they deservedly takeover your territory with what few constructs you have left on it. Wait a minuite, lookie here, your entire mountains worth of stuff, it's all in containers which you were nice enough to fill and ready for them to load up and fly off with.
     
    Should probably only accept core slots from people that you trust, because the idea of manipulating orgs in that fashion, I don't even know what to say. This was defo not something I was expecting. I thought it would be tied to member count. I'll need to stew on this for a while.
  18. Like
    kulkija reacted to Zarcata in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    I would like to know how many core slots they give for a character. Will this number also be limited or expanded? This will now probably be the decisive point whether I will continue to use the game or just leave. I'm not going to spend weeks mining my buildings again to protect materials from looting and to meet ideological core limits. I'm really getting fed up with it.
  19. Like
    kulkija reacted to CptLoRes in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    Oh man..  15 + 10 cores as the max cap for any player regardless is really not that much and it is going to hurt A LOT of people badly.
     
    Just of the top of my head.
    - The new MU system is eating cores like they are candy
    - Ship sellers need lots of cores for demonstration models
    - Ship museums
    - Creative players often use lots of dynamic cores to work around placement limitations for artistic expressions
     
    Right now the only good thing I can think of is that this will limit the usefulness for making those pesky space elevators. But for big projects like race tracks, player driven markets etc.. oh man they are going to struggle.
     
    And this limit will be a large hindrance for the stability of large community projects, since they will now be depending on the good will of players sacrificing slots and not taking them back again later.
  20. Like
    kulkija reacted to Hagbard in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    OMG. i am a builder.. an engineer .. a collector.. a single player. and i have played for quite some time.
    i use a construct org with maxed talents to manage my constructs. and it is always close to the construct limit.
    enabling a limit of 15 for my org basically means the end of almost everything for me.
    How is that supposed to work. people like building stuff or buying cool stuff, and they usually come as a single new construct due to how DRM works.
    so we are killing construct selling economy?
    who would assign construct slots to an org if you need them to even store your own single player stuff??
    seriously?
    and all the mining unit cores? dead as well..  sorry.. that would not be my game any more
     
     
  21. Like
    kulkija reacted to Zarcata in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    The organisation itself has 0 (ZERO !!!!)
    This means that a player must first "give or sell" places to the organisation, only then can the organisation go through many players up to the corelimit mentioned.
    A player will therefore become extremely important for organisations that want to build large projects. At the same time, solo players will be punished extremely severely, as an organisation no longer offers core places and you only have the places of your character.
    @NQ-Deckard Should I start tearing down all my buildings?
  22. Like
    kulkija reacted to W1zard in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    Okay, so single player can maintain around 40 MUs simultaniously, but only 25 construct slots?
    So I can't even use the full potantial of my account, that sounds bad for me.
  23. Like
    kulkija got a reaction from GraXXoR in Detecting Stacked Elements - Discussion Thread   
    Is this stacked or legal?

  24. Like
    kulkija reacted to Haunty in PANACEA UPDATE ADDED TO ROADMAP - discussion thread   
    Inactive construct requisitioning should work almost anywhere to some extent, if they are truly abandoned by an unsubbed account. There are a lot of abandoned dynamic cores in space and on planets that have been around for a year or more.
  25. Like
    kulkija reacted to NQ-Wanderer in PANACEA UPDATE ADDED TO ROADMAP   
    The Dual Universe roadmap has been expanded with the Panacea update, which is currently in production and brings with it a plethora of new features, tools, and improvements that will be particularly interesting for builders, scavengers, and Lua aficionados.
     
    WHAT’S IN IT
     
    A follow-up to the changes introduced in the Selene and Demeter updates, the Vertex Precision Tool will provide a powerful, intuitive way to fine-tune your builds. Particularly for those who are new to voxelmancy, this tool will be invaluable. Watch this video to get a taste of what it can do.
     
    The introduction of shipwrecks in space will open a variety of lucrative opportunities for players who seek them out. Sell them as-is, salvage them for parts, create missions for other players to bring you the ship or its parts, or simply fetch a handsome price by selling the location information.
     
    Other new features and improvements include: 
    Camera Lua API: get access to information about the in-game camera Talents UI improvements: a more efficient way to view Talents RDMS UI polish: a cleaner interface for the management of RDMS  
    To reduce clutter and keep Alioth beautiful, we are implementing inactive constructs requisitioning, an automated system for the abandonment of constructs owned by unsubscribed players and organizations to aid in keeping overcrowded public market areas clear.
    Organization construct ownership (construct slots): a new way of assigning available construct limits to organizations. Disabling element stacking or overlapping: the final step in preventing the element stacking exploit.  
    WHAT’S IN A NAME
     
    Choosing the name for this update, Panacea, the goddess of remedy, is a reference to our renewed dedication to taking player feedback into greater consideration.
     
    In reflecting on the aftermath of the Demeter release, we recognized that we fell short in this area. We read your feedback but did not make the adjustments we could and should have. We pledge to be better about working hand-in-hand with the community by implementing a plan to increase two-way communication and making some important tweaks and balancing to the game that will address some of the pain points as much as we’re able.
     
    As a first step, beginning January 12th, we will postpone the next territory upkeep pay period for two weeks. This will allow the Design team time to revisit the tax rate, which many community members said was too steep. The purpose and functions of the upkeep system go beyond limiting “landgrabbing” and are more complex than they may appear on the surface. Many factors and interdependencies need to be taken into consideration.
     
    WHAT’S NEXT
     
    A series of devblogs will be published soon to reveal more information about the Panacea update. Additionally, we will be sharing a new roadmap soon. We hope that you’ll like what you see, and we encourage you to share your constructive feedback about our ideas as you read each article. 
    Let’s chat! 
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