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Kezzle

Alpha Tester
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  1. Like
    Kezzle reacted to michaelk in GET IT TOGETHER NQ!   
    I appreciate patience, but this just isn't the case anymore. 
     
    Dual Universe uses Amazon's Cloud (AWS), the same core service that powers massive applications like Netflix, which consume thousands of times more bandwidth than DU ever will.
     
    Adding hardware is not time intensive for any reasonably designed stack on AWS. It is slow in the context of responding to spikes in traffic -- but in the order of minutes, not weeks. There's no reason whatsoever why DU can't add hardware beyond not wanting to pay. Autoscaling fleets of servers can be extremely expensive.
     
    These are not the days of old where MMOs run their own servers and have hordes of poor nerds trying to sling up more servers in the dead of night. 
     
    If there is a hardware issue, it isn't because Amazon lacks the capacity or they can't add servers quickly enough or their bandwidth is being bottlenecked. 
     
    In the context of a product launch, 2 weeks is an extremely long time to not address issues with scalability -- especially with a modern infrastructure design, and especially when one of your core promises is the scale of the universe and the cutting-edge tech you've created to allow them to play on a continuous server. 
     
    TLDR: if AWS can run Netflix, it can run DU
  2. Like
    Kezzle reacted to Anopheles in GET IT TOGETHER NQ!   
    I nust be doing something weird because, barring having to change my password (which, I assume you've also done?) occasional crashes near markets and a bit of stuttering in the shuttle ride, I've had a better time with beta than I did with alpha.
  3. Like
    Kezzle got a reaction from Ambaire in Offline building / ship editor?   
    It also beggars belief that you have to be able to spawn an element before you can produce the design of a construct that element is going into. Have they no CAD, in the Dual Universe.
     
    Restrict it to "within the client". Restrict it to "logged in and in-world" (I see no advantage, personally to having it stand alone from the DU world, but permit people to throw components together before they've acually built them. Please? 
  4. Like
    Kezzle got a reaction from Friday in New Stuff   
    Alioth has a lot of ore underground as well as surface rocks. Without wanting to rain on any parade, "an inventory full" of ore isn't really a boatload... Just trying to massage your expectations. You're going to want a *lot* more than that to do anything significant, like set up a bit of industry at your new home.
     You can *try* and clear out the rocks... But they respawn! Which isn't really very fair...  But it does mean you have infinite amounts (though gathered quite a lot more slowly than if by mining) of T1 and T2 ores to play with or sell for money.
    First, you have to disassemble your ship and put it in your nanopack (colloquially: pocket). There are three stages, as I see it, to taking a construct to bits.
    Grab all the voxels
    Go into Build Mode (B);
    Select the "Voxel selection" tool (7 by default);
    Draw a box of volume around your speeder which covers all the volume occupied by the speeder;
    Press the Delete key [DEL]. NOT the Backspace key, Delete.
    This should pick up all the voxel cubes and other shapes that make up your speeder, leaving the elements and core.
      Grab all the elements
    Still in Build Mode;
    Select the "Deploy Element" tool (1 by default)
    Point your targeting pip at an element and hold ALT down;
    Press Delete (again Delete not Backspace)
    Repeat for every element. Some of them are quite small and easy to miss. But if you have missed one you won't be able to complete step 3 below.
    Leave Build Mode (B).

    If any of the elements are damaged, you'll have to repair them before you can pick them up. For that you'll need some "Scrap" which you can make in your nanoconstructor (again, Colloquially: pockets) from the rocks that are lying everywhere. Use the 9 (repair) tool when not in Build Mode.
      Pick up the core.
    By now you should be left with just the naked core. You should be able to pick that up with the Deploy Ground Element Tool (5 by default I think). If you can't, you've probably missed an adjustor somewhere, go back to step 2 and check.  
    After successfully completing these three steps, you should have all the components of your speeder back in your pockets. You can check this by right-clicking the speeder Blueprint you have, and Inspecting it. There will be a list of required components, and what you have and do not have available "Dynamic Core XS 1/1". From this state, you can deploy the blueprint in the same way you did initially.
  5. Like
    Kezzle got a reaction from Hero164 in New Stuff   
    Alioth has a lot of ore underground as well as surface rocks. Without wanting to rain on any parade, "an inventory full" of ore isn't really a boatload... Just trying to massage your expectations. You're going to want a *lot* more than that to do anything significant, like set up a bit of industry at your new home.
     You can *try* and clear out the rocks... But they respawn! Which isn't really very fair...  But it does mean you have infinite amounts (though gathered quite a lot more slowly than if by mining) of T1 and T2 ores to play with or sell for money.
    First, you have to disassemble your ship and put it in your nanopack (colloquially: pocket). There are three stages, as I see it, to taking a construct to bits.
    Grab all the voxels
    Go into Build Mode (B);
    Select the "Voxel selection" tool (7 by default);
    Draw a box of volume around your speeder which covers all the volume occupied by the speeder;
    Press the Delete key [DEL]. NOT the Backspace key, Delete.
    This should pick up all the voxel cubes and other shapes that make up your speeder, leaving the elements and core.
      Grab all the elements
    Still in Build Mode;
    Select the "Deploy Element" tool (1 by default)
    Point your targeting pip at an element and hold ALT down;
    Press Delete (again Delete not Backspace)
    Repeat for every element. Some of them are quite small and easy to miss. But if you have missed one you won't be able to complete step 3 below.
    Leave Build Mode (B).

    If any of the elements are damaged, you'll have to repair them before you can pick them up. For that you'll need some "Scrap" which you can make in your nanoconstructor (again, Colloquially: pockets) from the rocks that are lying everywhere. Use the 9 (repair) tool when not in Build Mode.
      Pick up the core.
    By now you should be left with just the naked core. You should be able to pick that up with the Deploy Ground Element Tool (5 by default I think). If you can't, you've probably missed an adjustor somewhere, go back to step 2 and check.  
    After successfully completing these three steps, you should have all the components of your speeder back in your pockets. You can check this by right-clicking the speeder Blueprint you have, and Inspecting it. There will be a list of required components, and what you have and do not have available "Dynamic Core XS 1/1". From this state, you can deploy the blueprint in the same way you did initially.
  6. Like
    Kezzle got a reaction from Serbet in Refund?   
    If you're not happy about paying to participate in a beta, why would you, y'know, pay to participate in a beta?

    At least part of the function of the beta sub is to make sure the place isn't flooded with people who 
    a) expect a finished game - it's not an unreasonable expectation that you would read about the current state of the game if you're blowing 20 bucks on it
    b) pop in, litter the place with never-to-be-visited-again bases and constructs then leave forever after a few days.
     
    People have been paying to test this game for years. The bar just got lower, is all (20 bucks not 60).
     
    There is no standard definition of what beta means any more in the game world. Or Alpha. Or "release" for that matter. The old definitions are gone forever, and nowadays you have to do research to find out the true state of a game. I attribute this to the evolution of crowdfunding models where the investors want access to the product *way* earlier than any studio-produced game would be allowed out into the world in any form. Development cycles for games like this have become extended because small development houses can now aspire to produce things that would have needed massive studios to even begin, in the "old days".

    Me, I've had one single CTD in the entire week I've been in-game that wasn't network-related. There are bundles of other bugs, sure.
     
    Don't get me wrong, I wouldn't have called it a beta release; the game's not even feature-complete (no Avatar-to-Avatar run-and-gun is probably the biggest feature that you couldn't call a refinement of something that's present in some limited bare-bones/embryonic form). I'd have moved from the "closed alpha" that the backers supported, to an "open alpha" stage. But I'm old-fashioned and still have memories of the time when Beta meant something.
  7. Like
    Kezzle got a reaction from Bayard in New Stuff   
    Alioth has a lot of ore underground as well as surface rocks. Without wanting to rain on any parade, "an inventory full" of ore isn't really a boatload... Just trying to massage your expectations. You're going to want a *lot* more than that to do anything significant, like set up a bit of industry at your new home.
     You can *try* and clear out the rocks... But they respawn! Which isn't really very fair...  But it does mean you have infinite amounts (though gathered quite a lot more slowly than if by mining) of T1 and T2 ores to play with or sell for money.
    First, you have to disassemble your ship and put it in your nanopack (colloquially: pocket). There are three stages, as I see it, to taking a construct to bits.
    Grab all the voxels
    Go into Build Mode (B);
    Select the "Voxel selection" tool (7 by default);
    Draw a box of volume around your speeder which covers all the volume occupied by the speeder;
    Press the Delete key [DEL]. NOT the Backspace key, Delete.
    This should pick up all the voxel cubes and other shapes that make up your speeder, leaving the elements and core.
      Grab all the elements
    Still in Build Mode;
    Select the "Deploy Element" tool (1 by default)
    Point your targeting pip at an element and hold ALT down;
    Press Delete (again Delete not Backspace)
    Repeat for every element. Some of them are quite small and easy to miss. But if you have missed one you won't be able to complete step 3 below.
    Leave Build Mode (B).

    If any of the elements are damaged, you'll have to repair them before you can pick them up. For that you'll need some "Scrap" which you can make in your nanoconstructor (again, Colloquially: pockets) from the rocks that are lying everywhere. Use the 9 (repair) tool when not in Build Mode.
      Pick up the core.
    By now you should be left with just the naked core. You should be able to pick that up with the Deploy Ground Element Tool (5 by default I think). If you can't, you've probably missed an adjustor somewhere, go back to step 2 and check.  
    After successfully completing these three steps, you should have all the components of your speeder back in your pockets. You can check this by right-clicking the speeder Blueprint you have, and Inspecting it. There will be a list of required components, and what you have and do not have available "Dynamic Core XS 1/1". From this state, you can deploy the blueprint in the same way you did initially.
  8. Like
    Kezzle reacted to GraXXoR in Exit Beta   
    That is the nature of beta products. We are basically guinea pigs, risking our sanity for an arguably-unfair head start over regular players. 

    if you have the patience, wait a couple of days before you make a decision to leave or not. 
  9. Like
    Kezzle got a reaction from JohnnyTazer in bug riddled mess right now   
    Nobody knows any more. It used to be that an open beta was for finding bugs in an essentially feature-complete game, the kind of bugs that only show up when lots of people are playing on lots of different hardware configurations. During a beta, polishing and improvement of existing features would continue, and maybe one or two small bonus features would get added, but nothing fundamental would change, because change adds bugs, and the beta was there to try and eliminate those before "launch".
     
    Nowadays, it can be anything from a fund-raising exercise to a charged test of an Alpha build by any other name. This game is not the only culprit in "stretching" the definition.
  10. Like
    Kezzle got a reaction from CptLoRes in bug riddled mess right now   
    Nobody knows any more. It used to be that an open beta was for finding bugs in an essentially feature-complete game, the kind of bugs that only show up when lots of people are playing on lots of different hardware configurations. During a beta, polishing and improvement of existing features would continue, and maybe one or two small bonus features would get added, but nothing fundamental would change, because change adds bugs, and the beta was there to try and eliminate those before "launch".
     
    Nowadays, it can be anything from a fund-raising exercise to a charged test of an Alpha build by any other name. This game is not the only culprit in "stretching" the definition.
  11. Like
    Kezzle got a reaction from Novean-57943 in Refund?   
    If you're not happy about paying to participate in a beta, why would you, y'know, pay to participate in a beta?

    At least part of the function of the beta sub is to make sure the place isn't flooded with people who 
    a) expect a finished game - it's not an unreasonable expectation that you would read about the current state of the game if you're blowing 20 bucks on it
    b) pop in, litter the place with never-to-be-visited-again bases and constructs then leave forever after a few days.
     
    People have been paying to test this game for years. The bar just got lower, is all (20 bucks not 60).
     
    There is no standard definition of what beta means any more in the game world. Or Alpha. Or "release" for that matter. The old definitions are gone forever, and nowadays you have to do research to find out the true state of a game. I attribute this to the evolution of crowdfunding models where the investors want access to the product *way* earlier than any studio-produced game would be allowed out into the world in any form. Development cycles for games like this have become extended because small development houses can now aspire to produce things that would have needed massive studios to even begin, in the "old days".

    Me, I've had one single CTD in the entire week I've been in-game that wasn't network-related. There are bundles of other bugs, sure.
     
    Don't get me wrong, I wouldn't have called it a beta release; the game's not even feature-complete (no Avatar-to-Avatar run-and-gun is probably the biggest feature that you couldn't call a refinement of something that's present in some limited bare-bones/embryonic form). I'd have moved from the "closed alpha" that the backers supported, to an "open alpha" stage. But I'm old-fashioned and still have memories of the time when Beta meant something.
  12. Like
    Kezzle got a reaction from OldEd502 in bug riddled mess right now   
    Nobody knows any more. It used to be that an open beta was for finding bugs in an essentially feature-complete game, the kind of bugs that only show up when lots of people are playing on lots of different hardware configurations. During a beta, polishing and improvement of existing features would continue, and maybe one or two small bonus features would get added, but nothing fundamental would change, because change adds bugs, and the beta was there to try and eliminate those before "launch".
     
    Nowadays, it can be anything from a fund-raising exercise to a charged test of an Alpha build by any other name. This game is not the only culprit in "stretching" the definition.
  13. Like
    Kezzle got a reaction from Lucjan in Broken economy   
    You are not a pirate. Not yet. You want to be a pirate, and to your credit, are putting in the work necessary. Even to the point of helping create the economy which is necessary for pirates to exist and prey upon.
     
    This game is not about just jumping into roles that are established in a flourishing (by artifical means) economy and society. The big tagline for this game from the beginning has been about "building a civilisation". We are still at the "from scratch" stage. Mostly. The building civilisation part has to be there for everyone, since if it's completely avoidable for anyone, it effectively doesn't exist, and, as I've said, it's one of the core concepts of the game.
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