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Omukuumi

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  1. Like
    Omukuumi reacted to CptLoRes in THE FUTURE OF DUAL UNIVERSE - Discussion thread   
    And incredibly short sighted for a game that supposedly depended on players to provide the content.
     
    Not that flying around looking at what some players build with no functionality other then being eye candy, could be considered content in the long run. But that is another story..
  2. Like
    Omukuumi reacted to CptLoRes in THE FUTURE OF DUAL UNIVERSE - Discussion thread   
    If I am being cynical (which is most of the time when it comes to NQ). I suspect the announcement that they will now finally begin to ship physical backer rewards, is mostly about tying lose ends for when they finally shut down DU. If not then there would be a lot of blowback with them still being an active company developing other products.
  3. Like
    Omukuumi got a reaction from Leniver in Congratulations on Successfully Completing the Astrophage Campaign!   
    Thank you for the message, here is my feedback on the experience.

    Positive Aspects of the Event:
    In a PVP zone, potentially transitioning from PVE to PVEVP, but much more interesting and risky than an AlienCore event. Randomly massive damage dealt by the boss, capable of destroying an L core in 3 or 4 hit. (that was our real challenge here...) A sufficiently powerful shield that requires a lot of time and ammunition, increasing the chances of player interactions. The server held up well with the entire Legion fleet present.
    Negative Aspects of the Event:
    Not announced by NQ or in-game through a message in the general chat or notifications in the middle of the screen. Timing too focused on Europe. (but it's hard to accommodate everyone) Randomly massive damage dealt by the boss, capable of destroying an L core in 3 or 4 hit. (... but Legion pilots are experienced and ship optimized and still died really fast, can be an issue for other players if involved) No damage on voxels, just CCS. Only a static core, random appearances of alien ships similar to PVE missions that follow a ship could have added excitement to the battle. A known coordinate in advance and therefore stations already in place, making surveillance and combat easier. No traces of the battle afterward, an Aphelia Core from the Boss in its final state could have added some interest. (instant despawn was a bit frustrating)
    I remain very disappointed not to have had the chance to encounter opponents or even curious players coming to challenge us. With the boss's damage, our capital ships often had very low shields, forcing us to flee the combat to regenerate them... a perfect situation for the type of operations our adversaries like to conduct. Events like this should simply not be missed in terms of communication; that's the fundamental aspect. The more people are aware and prepared, the more there will be at stake, stories to tell, salt to sprinkle, and good moments to share among allies and enemies.

    About the rewards; I maintain my opinion, even when some of my allies/mates will receive these rewards, that rewarding players with craftable items and resources/quantas is a real mistake; the economy is at a critical stage, and we really don't need that.

    On the other side, offering a title is a good idea and a step in the right direction. Our only concern, I believe, is that you may not be able to reward all participants in the missions or the boss due to a lack of tools; many players have played in groups, some only as pilot, or performed other roles, and from what I see and think, they won't be traceable (no point awarded/no shoot fired...). We've been discussing this issue for a while now, not giving points/quantas to all players instead of just the one who takes the mission; please consider the game as an MMO.
    In short, the missions and the boss event have had many shortcomings, but the improvements are easy to see and aim for in order to make such features interesting and fun.

    Everything is and has always been in your hands, NQ; it's up to you to decide what you want to do with it.
  4. Like
    Omukuumi got a reaction from Barbecue95 in Congratulations on Successfully Completing the Astrophage Campaign!   
    Thank you for the message, here is my feedback on the experience.

    Positive Aspects of the Event:
    In a PVP zone, potentially transitioning from PVE to PVEVP, but much more interesting and risky than an AlienCore event. Randomly massive damage dealt by the boss, capable of destroying an L core in 3 or 4 hit. (that was our real challenge here...) A sufficiently powerful shield that requires a lot of time and ammunition, increasing the chances of player interactions. The server held up well with the entire Legion fleet present.
    Negative Aspects of the Event:
    Not announced by NQ or in-game through a message in the general chat or notifications in the middle of the screen. Timing too focused on Europe. (but it's hard to accommodate everyone) Randomly massive damage dealt by the boss, capable of destroying an L core in 3 or 4 hit. (... but Legion pilots are experienced and ship optimized and still died really fast, can be an issue for other players if involved) No damage on voxels, just CCS. Only a static core, random appearances of alien ships similar to PVE missions that follow a ship could have added excitement to the battle. A known coordinate in advance and therefore stations already in place, making surveillance and combat easier. No traces of the battle afterward, an Aphelia Core from the Boss in its final state could have added some interest. (instant despawn was a bit frustrating)
    I remain very disappointed not to have had the chance to encounter opponents or even curious players coming to challenge us. With the boss's damage, our capital ships often had very low shields, forcing us to flee the combat to regenerate them... a perfect situation for the type of operations our adversaries like to conduct. Events like this should simply not be missed in terms of communication; that's the fundamental aspect. The more people are aware and prepared, the more there will be at stake, stories to tell, salt to sprinkle, and good moments to share among allies and enemies.

    About the rewards; I maintain my opinion, even when some of my allies/mates will receive these rewards, that rewarding players with craftable items and resources/quantas is a real mistake; the economy is at a critical stage, and we really don't need that.

    On the other side, offering a title is a good idea and a step in the right direction. Our only concern, I believe, is that you may not be able to reward all participants in the missions or the boss due to a lack of tools; many players have played in groups, some only as pilot, or performed other roles, and from what I see and think, they won't be traceable (no point awarded/no shoot fired...). We've been discussing this issue for a while now, not giving points/quantas to all players instead of just the one who takes the mission; please consider the game as an MMO.
    In short, the missions and the boss event have had many shortcomings, but the improvements are easy to see and aim for in order to make such features interesting and fun.

    Everything is and has always been in your hands, NQ; it's up to you to decide what you want to do with it.
  5. Like
    Omukuumi reacted to NQ-Nyota in Congratulations on Successfully Completing the Astrophage Campaign!   
    From: Dr. Akina Eldon, Commanding Officer of the ASV Perseus, Flagship of the Janus Gate Taskforce
    And: Admiral Magnus, Commanding Officer, ACV Orion (2-CVT-65)

    Announcement: The Astrophage Campaign

    To All Novean Mercenary Forces,

    We stand today united as the guardians of Helios and the protectors of humanity. The struggle against the Astrophage is not behind us, but thanks to your unyielding bravery, the immediate threat has been contained. We've shown the enemy that we will not go quietly into the dark, we are here to stay, to grow, and to reclaim our place amongst the stars.

    Rewards & Recognition

    In acknowledgment of your efforts in defending the Arkship Novark and the entire Helios system, Aphelia and Command have authorized a package of rewards for the most effective combat crews. You fought not just for yourselves but for the future of all Noveans. Therefore, a substantial Quanta bonus and high-tier shield elements will be deposited directly into the inventories of deserving combat crews.

    However, valor isn't only measured in victories. We saw that many of you gave your all on the battlefield, time and again, but did not achieve the same combat success as your comrades. For your sacrifices, your efforts, Command will honor you as well with a special title to recognize your role in this pivotal moment in our history. We will forward details on the new titles to be awarded in a special communication.

    The Journey Ahead

    Make no mistake, Noveans, this fight is far from over. But take this moment to celebrate your achievements and your survival. It's a testament to our resilience, and proof that united, we can face whatever the cosmos throws our way.

    Remember, the key to our future lies in understanding the past—be it the secrets of the Janus Gate or the messages left by the Gate Builders. Our struggle is not just against the Astrophage, but also for the wisdom to navigate the perils and opportunities of Helios. Our scientists continue to delve into xenoarchaeological sites, and every bit of understanding we gain strengthens us.

    Prepare for the challenges ahead, but for now, enjoy your well-deserved rewards. You've earned them. Keep your shields up and your spirits higher.

    In Unity, There is Strength.
    In Courage, There is Hope.
    In Victory, There is Survival.

    Onward, Noveans!
  6. Like
    Omukuumi reacted to VarietyMMOs in Congratulations on Successfully Completing the Astrophage Campaign!   
    Pve BOSS feedback (event)
    1) Announcement. Every player should know an event is happening. Notified Monday while event is on Saturday is minimal notice we should get. In game notices + social + discord
    2) Boss needs to do voxel damage, event loses all the difficulty without it. Can be discussed. At min all ships MUST take element damage to encourage repair/loss.
    3) Time zones : Lock down mechanics or multiple spawns (Sat/Sun) in different time zones to get all involved. More info at bottom of post
    4) Rewards. I believe a community discussion should be involved as to exactly how/why but each person should feel rewarded. Not only time but for assets used
    5) If rewards are quanta/physical objects an x amount of damage should be involved to get rewards to prevent people cycling through alts on a ship
    6) Mega laser should swap between it ALL ammo types. This prevents people from pushing resists against the aliens main weapon.
    7) PVE vs pvepvp. If the boss is spawned in pve area the difficulty needs to be higher (higher damage/health) to make it challenging. Pvp = more rewards (not exclusive rewards)
    8 ) Boss shield resist should auto adjust to damage its taking to prevent the community from bringing highest dps weapon to overwhelm it 
    9) If Pve enemies (like ones in instance fights) were spawned around the boss attacking ppl the battle would be A LOT more fun

    Time zones are always a pain in global games, du being a very global game it's important to strike a balance. I have 2 main suggestions

    1) Lock down. Example being boss spawns EU timezone Sat, this will encourage EU time zone players to go lock the core down (damage = reward so it's saved)
    The next day in middle of NA time zone the lock down ends which allows NA players to come finish the boss. Both phases should offer same rewards (same mechanic as alien cores so not hard to develop?)
     
    2) Multiple spawns. 1 on sat, 1 on sun, in different time zones to encourage participation without the lock down mechanic.
     
    Even if the event boss was a one time thing for the event I do believe any type of pve boss enemy can easily be translated to a game loop without many steps from what we recently saw. 
  7. Like
    Omukuumi got a reaction from Anderson Williams in DUAL UNIVERSE: WHAT'S COMING NEXT   
    Good luck NQ for dev all of this, DU really need that! Hope is back.
  8. Like
    Omukuumi got a reaction from decom70 in DUAL UNIVERSE: WHAT'S COMING NEXT   
    Good luck NQ for dev all of this, DU really need that! Hope is back.
  9. Like
    Omukuumi got a reaction from marxman-1 in DUAL UNIVERSE: WHAT'S COMING NEXT   
    Good luck NQ for dev all of this, DU really need that! Hope is back.
  10. Like
    Omukuumi got a reaction from NQ-Ligo in DUAL UNIVERSE: WHAT'S COMING NEXT   
    Good luck NQ for dev all of this, DU really need that! Hope is back.
  11. Like
    Omukuumi got a reaction from Walter in DUAL UNIVERSE: WHAT'S COMING NEXT   
    Good luck NQ for dev all of this, DU really need that! Hope is back.
  12. Like
    Omukuumi got a reaction from Orbidity in DUAL UNIVERSE: WHAT'S COMING NEXT   
    Good luck NQ for dev all of this, DU really need that! Hope is back.
  13. Like
    Omukuumi reacted to Hagbard in DUAL UNIVERSE: WHAT'S COMING NEXT   
    i would suggest to reconsider the "for a single fuel tank"  bit.
    a problem that all advanced Flight Huds have is the number of links on the control units. mainly the fuel tanks are the limiting factor, as whenever you have a bigger number of fuel tanks, those consume so many links, that we are unable to link all elements needed to control the ship to a single seat.  there are some workarounds in place, like not linking the fuel tanks and going via core and talent levels to try to get the correct amount of fuel in each of the fuel containers. but this is painful, difficult and honestly nothing we should have to do.

    Just implement this change as a fuel "hub" allowing 10 fuel containers per fuel type to be accessed via one link and the problem would be solved, and wouldn't cause a risk,like increasing the general number of allowed links might do.

    Hagbard.
  14. Like
    Omukuumi reacted to NQ-Wanderer in DUAL UNIVERSE: WHAT'S COMING NEXT   
    Hello, everyone! I'm Mark van den Heuvel, known to many of you as NQ-Deckard, a member of the Production team here at Novaquark.
     
    First, to those of you who celebrated your new year recently, I wish you a wonderful new year, and I look forward to seeing all of your creations in-game. As we step into 2023, I want to bring you all up to speed on where we're at with Dual Universe and where we are going.
     
    After our launch last September, we have all worked hard to squash remaining bugs and improve balancing. We also delivered the promised digital Kickstarter rewards to our backers.
     
    As is always the case with Dual Universe, work does create itself in front of us, and we have a great deal to work on and improve. One of our current central goals is to enhance the gameplay experience and catch up with some features and quality-of-life improvements, particularly some of those requested by our community.
     
    Let me walk you through some of what we have planned for you both soon and further down the road.
     
    Planets

    We’ve recently released a new version of Talemai, and we’re continuing work on the others. After reviewing our progress, we've decided to take extra time to make the new planets truly feel different with new art, new terrain, and more exciting features. This means they are coming at a slower pace and possibly in a different order than we had envisioned. Expect new teasers, concept art, and images from us soon™!

    Combat Missions

    We had decided early in the life of Dual Universe not to focus on a PvE combat system, given other priorities. With all of the feedback we’ve received since the beginning of the game, PvE combat has consistently remained a highly requested feature from our community. We always try to listen to your feedback, and I’m happy to announce that we have begun work on implementing the first iteration of a PvE combat system into the game!
    We’re planning the first version to be a PvE mission system that takes players into combat in their ships. The missions will scale in size to allow all players (solo or part of a larger group) to participate.
     
    We’re very excited about the PvE combat feature. It will add more engaging gameplay for all Noveans and allow players to try out the rigors of space combat before heading out to battle with other players in Dual Universe PvP.
     
    We are still in the early development of this feature, and it will take time, but we are already looking forward to seeing you all trying it in future PTS sessions. Your feedback will be instrumental in our developing PvE combat in Dual Universe.

    PvP Improvements

    Following a recent and very successful round table discussion with members of our PvP community, we are reviewing all the feedback gathered and our own data to determine what changes we will make. We are considering increasing the importance and/or requirement of having voxel armor onboard successful PvP ship designs, finding ways to encourage multi-crew ship setups, and potentially restricting the ability to remove cargo while in combat. Stay tuned for more exciting developments on PvP.

    Contest Winner Constructs

    Before launch, we ran the Build Your Legacy Contest for players to design starting outposts and speeders, with the winning entries being added to Dual Universe. We are currently working to make the constructs that the contest winners submitted available as options to select during the first start of the game, and we are also looking to make these available for purchase in the UEF shop. The contest entries were original and impressive. I want to congratulate all of you who took part. 

    Maintenance Unit

    A complete rework of the repair unit was planned for the 1.2 release just before the holidays. The feature still needed more work, and we decided to delay its release with plans to include it in the upcoming 1.3 update. When finished, the repair unit will be replaced with the maintenance unit, which can repair constructs with scrap and disassemble constructs. However, construct disassembly is the feature that still requires the most work, and we are determining if the feature will make it into the 1.3 release. When added, this feature will remove the pain of finding that one last bit of voxel in a construct and make redesigning builds easier, with the Maintenance Unit taking down constructs for you.

    Joystick Support

    Dual Universe already has a basic system to connect joysticks to the game. However, these were never cohesively connected with the Lua system. We will change that, allowing players to map analog and button inputs from Joysticks, Throttles, Pedals, and even simple Gamepads into Dual Universe. This will significantly improve the flying experience for non-Lua developing players and open new doors for Lua developers through projects such as Lua arcade games, custom flight control systems, and other nifty things our community creates.

    Default Lua Configuration Rework

    Once we’ve added Joystick support, we will redesign the default Lua scripts we give to players. Our community has long requested this update, and we want to ensure we deliver it. We will add a full suite of features and improvements. This means new Lua flight control systems, the ability to toggle widgets on and off without requiring Lua code, and integrating several systems not fully encapsulated in current control scripts, such as Anti-Gravity Generators.

    Fuel Intake Changes

    This has been a popular demand by our players, and we are looking into options to allow players to refuel tanks from another element. Currently, we plan to make a  'Fuel Intake' able to act as a proxy for a single fuel tank. This feature is still on the drawing board and may change as we dive deeper into it.
     
    -------------------------------------------

    As always, thank you for reading this short overview of some of what’s coming up. I hope you have a clearer picture of the direction we're taking Dual Universe in, and I look forward to hearing your thoughts on the forums. Have a wonderful day.
    - Mark (NQ-Deckard)
     
  15. Like
    Omukuumi reacted to Kezzle in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    I thought they (NQ) were trying to get people to PvP because the game was always conceived as a game with PvP, where PvP was necessary to the life of the game because it was a material sink, and because it provided options to gain resources not directly available to people who don't participate directly in PewPew.
     
    Maybe you're right about Legion pulling strings, but if you are, it seems to me they're pulling strings to try and get what they were originally sold.
  16. Like
    Omukuumi got a reaction from milkmkhjgjg in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    Just read my previous message, we didn't kill with impunity, players just don't protect their asset because it's not needed.

    It's a sandbox, use your brain, your hands, your quantas for don't let pirates kill with impunity or YOU are the problem, not us.

    We are a solution to your laziness, NQ just needs to stop locking you too much into your world where doing nothing or never interacting with another player is the main gameplay of a MMO.

    You asked for joining my org on reddit, for start some PVP, and now, just cuz I didn't saw it you are angry against us? 😕
  17. Like
    Omukuumi reacted to W1zard in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    While I agree that we need a better UI, I don't think E:D radar ripoff will work for DU.

    let's try to get an answer for these questions:
    - Why E:D have this kind of radar?
    and
    - Would this work for DU?

    E:D is a an immersive First-Person view game. Again, First-Person.
    And this radar is your only way of knowing your surrounding.
    Also the combat in E:D is at much lower distances
    In DU you can just wiggle your mouse a bit and see what's going on.
    I think we actually need some fleet markers, and better UI for already existing system. Not a ripoff from other game with different mechanics...
  18. Like
    Omukuumi got a reaction from milkmkhjgjg in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    Time sink and less risk in PVP, it's NQ after all... Listen players who don't just think with their wallet seems hard.
  19. Like
    Omukuumi got a reaction from milkmkhjgjg in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    Salvage changes are cool.

    Asteroids change are really oriented around carebears... Why people still need more no risk in PVP? Do you even listen NQ what we need and how people are full of ressources?

    - No more discovered tab = nerf for piracy even if it's hard to find a roid with just a random first coords (can be in a circle of 14SU+)
    - No more timed spawn + random tier of roid = a PVP player will have to randomly pick a roid, go for it and find sometimes just a basic one, without interest or content... How can you think it will be a good thing for us? It will just add more time lost to PVP gameplay, we REALLY need that thx!

    Just check how miners and safezone players are happy, you give them a real free farm pass.

    We need a good patch for PVP asap please.
  20. Like
    Omukuumi got a reaction from Leniver in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    Salvage changes are cool.

    Asteroids change are really oriented around carebears... Why people still need more no risk in PVP? Do you even listen NQ what we need and how people are full of ressources?

    - No more discovered tab = nerf for piracy even if it's hard to find a roid with just a random first coords (can be in a circle of 14SU+)
    - No more timed spawn + random tier of roid = a PVP player will have to randomly pick a roid, go for it and find sometimes just a basic one, without interest or content... How can you think it will be a good thing for us? It will just add more time lost to PVP gameplay, we REALLY need that thx!

    Just check how miners and safezone players are happy, you give them a real free farm pass.

    We need a good patch for PVP asap please.
  21. Like
    Omukuumi reacted to Anitalex in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    Who takes 4-6 hours to find a rock.  Maybe 20 mins at worst.  What are you doing out there?
  22. Like
    Omukuumi reacted to W1zard in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    find 10 differences I guess?
  23. Like
    Omukuumi got a reaction from Stormis in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    Salvage changes are cool.

    Asteroids change are really oriented around carebears... Why people still need more no risk in PVP? Do you even listen NQ what we need and how people are full of ressources?

    - No more discovered tab = nerf for piracy even if it's hard to find a roid with just a random first coords (can be in a circle of 14SU+)
    - No more timed spawn + random tier of roid = a PVP player will have to randomly pick a roid, go for it and find sometimes just a basic one, without interest or content... How can you think it will be a good thing for us? It will just add more time lost to PVP gameplay, we REALLY need that thx!

    Just check how miners and safezone players are happy, you give them a real free farm pass.

    We need a good patch for PVP asap please.
  24. Like
    Omukuumi got a reaction from Akroma in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    Salvage changes are cool.

    Asteroids change are really oriented around carebears... Why people still need more no risk in PVP? Do you even listen NQ what we need and how people are full of ressources?

    - No more discovered tab = nerf for piracy even if it's hard to find a roid with just a random first coords (can be in a circle of 14SU+)
    - No more timed spawn + random tier of roid = a PVP player will have to randomly pick a roid, go for it and find sometimes just a basic one, without interest or content... How can you think it will be a good thing for us? It will just add more time lost to PVP gameplay, we REALLY need that thx!

    Just check how miners and safezone players are happy, you give them a real free farm pass.

    We need a good patch for PVP asap please.
  25. Like
    Omukuumi got a reaction from Shiromar in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    Salvage changes are cool.

    Asteroids change are really oriented around carebears... Why people still need more no risk in PVP? Do you even listen NQ what we need and how people are full of ressources?

    - No more discovered tab = nerf for piracy even if it's hard to find a roid with just a random first coords (can be in a circle of 14SU+)
    - No more timed spawn + random tier of roid = a PVP player will have to randomly pick a roid, go for it and find sometimes just a basic one, without interest or content... How can you think it will be a good thing for us? It will just add more time lost to PVP gameplay, we REALLY need that thx!

    Just check how miners and safezone players are happy, you give them a real free farm pass.

    We need a good patch for PVP asap please.
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