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Ambaire

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  1. Like
    Ambaire got a reaction from Frigidman in Configurable angle for Flatten tool   
    This would allow creation of perfectly smooth ramps / angled mining tunnels / etc.
  2. Like
    Ambaire got a reaction from Jinxed in What happens when all resources are mined?   
    I have seen no talk of planetary resource regeneration, yet.
     
    To take a quick look at some other games with similar gameplay elements:
    Space Engineers has infinite asteroids, and its planet deposits are far richer than Dual Universe's. 
    Eve Online's asteroids respawn every day.
    Empyrion has meteorites that fall on a planet if all deposits of a type are mined.
    No Man's Sky has basically infinite resources even on a single planet.
    Factorio has a basically infinite map with resource deposits getting larger and larger as one gets further from the center.
    Oxygen Not Included allows rockets to be launched to planets to retrieve resources.
    Surviving Mars has the Mohole wonder which gives basically infinite resources once constructed.
     
    What mechanisms will be in place for this in Dual Universe? I am especially concerned about this as some resources can only safely be obtained from relatively small moons, and once those moons are mined out entirely (I see this as inevitable considering the territory scanner mechanic and how many people are in the larger organizations), there will be no easy way for new players to obtain them without needing to resort to market trade. Even venturing further, the resources are limited.
  3. Like
    Ambaire got a reaction from RyseSlade in Quick inventory transfer   
    Allow Shift/Ctrl/Alt+clicking of materials to quick transfer them between inventories. Manually dragging and dropping is so last century.
  4. Like
    Ambaire got a reaction from ZeeRohSum in Quick inventory transfer   
    Allow Shift/Ctrl/Alt+clicking of materials to quick transfer them between inventories. Manually dragging and dropping is so last century.
  5. Like
    Ambaire reacted to RhenKhanhar in Suggestion on balancing the economy by limited talents   
    I always have hated the idea of having to specialize. This forces me to create a crapton of characters and level them. Because of leveling so many characters I am burned out after 6 month and leave the game, so I fully reject this idea.
  6. Like
    Ambaire reacted to MeithTalann in glass honeycomb   
    It could add some sort of construction possibilitie to be able to create honeycomb glass voxel.
    With this people gonna be able to create their own window on their ship
     
  7. Like
    Ambaire reacted to Spungwa in Codex information available on the website   
    Hopefully a reasonably simply thing.
     
    Presumably the codex is stored in files used by the client.  Use those files to auto generate, so they are easy to keep in sync, a website equivalent.
    It would be nice to be able to read up on the game without having to be in the game.  Things to do while server on maintenance and while waiting in the queue.
    Also to be able able to read it on my second monitor even when in game.
     
    Put it behind authorisation on the website if you want people to have a subscription to read it.  Since NDA drop I don't think this would be needed though.
     
    Regards
    Spungwa
     
  8. Like
    Ambaire reacted to Kezzle in JC, don't you think it's time for a chat?   
    Dear Mr Baillie
     
    Given NovaQuark's stated intention to be transparent about the development of the Dual Universe, don't you think it's time you spoke to your disciples about the state of the game a fortnight in? Let us know the tribulations you and your loyal soldiers are fighting. Give us a heads-up about how you see things developing in the near and mid-future, having the benefit of 20 days of 24/7 ops and nearly 2 weeks of "open" subscription?
     
    The community is rife with theories, and curious to know what's going on. Can you spare a few hours to knock a 10 minute piece to camera together to answer some of our burning questions and give us some closure on our speculations? How about it Jean-Christophe?
     
    Your hopeful supporter
    Kezzle
  9. Like
    Ambaire reacted to Inspiration in OK, I think I have a strong suspicion now what is wrong with the server   
    First let me explain what I observed
     
    While mining, the dreadful errors of came up once more and actions were rolled back.
    So far so good, while annoying this is to be expected for certain server problems.
    Where it gets interesting what I observed several times afterwards.
     
    Like seeing some actions succeed, give ore and then further actions rollback the terrain modifications.
    Sometimes several at once and this still is somewhat explainable by regular issues, be it extra buggy.
     
    But now it gets interesting, I left the spot or ore alone a little bit and mined on the other side of a cliff (for as far as that succeeded).
    What happened when I switched again is that terrain that was long gone came back on my first action and then disappear again as I interacted with the terrain.
    And not just one action I did, but several and not all at once!
     
    Some educated guess at what is wrong
     
    This all looks like there are inconsistencies in the server state, different servers or server sub-systems see a different reality and are not properly synchronized. The same I have observed with mining with another player. Terrain modifications made by one were not visible to the other. While at another time and with another player we were seeing each-others actions just fine.
     
    This leads me to the conclusion that the method used to accept a huge volume of player actions, likely a form of partitioning/load-balancing to divide the workload in combination with caching sub-systems are the root cause of most of the experienced issues. Work is assigned to incorrectly up-to-date systems that subsequently refuse the action to take place. Because if a player does an action based on what the client shows and the server executing the action sees another reality, this will trigger code that invalidates said action. It has to as to protect the integrity of the server and counter manipulation attempts. Yet in this case, it is the server that is validating against an incorrect internal state. This result in retries by players causing even more load and more "random" phenomena. Some of these actions might end up served by a correct sever and succeed while other attempts fail, all worsening the inconsistencies over time.
     
    So the primary cause does not seem to be a network issue, database issue or the general amount of players hitting the server.
    Obviously each of those can have/be an issue as well and those won't help (except to muddy the waters).
    But the behavior I described here is not explainable by just network or database issues or a mixture of the two, it clearly has to do with how work is divided/assigned and/or caching.
  10. Like
    Ambaire reacted to MitoGaterau in Industry UI   
    While playing a bit with my industry I noticed that one could be confused by the meaning of "Make" and "Maintain"
     
    While the actual functionality is pretty obvious, the meaning of the input differs between them.
     
    As an example:

    When I tell my Electronics Industry to keep a level of 350 on my Basic Components, it will stop as soon as the item count is above 350.
    But when I tell it to make 350 it will not create 350 basic components but instead will run 350 times which in turn create 3500 basic components.
     
    So my idea would be to either rename the "Make" function to "Run x Times" or to bring it in line with the "Maintain" function.
  11. Like
    Ambaire reacted to Oran_Gootan in Add segments to link lines with link tool ctrl-click   
    Linking of industry units and other elements on large constructs can be frustrating and quickly devolves into a gigantic all-consuming pink hairball. I played another game which had a good solution to this, which seems compatible with the current implementation of sprite ropes for links -- There's an addon called wiremod for a game called Garry's Mod which had this problem for a long time, but eventually added a way to organize and beautify links by allowing the user to place links with multiple line segments.
     
    This was accomplished by clicking your starting point and right-clicking (ctrl-clicking with DU controls) arbitrary positions which would add a segment endpoint to the wire. This allowed the user to organize even the most complicated setups like one would layout a circuit board, except in 3D. I believe this is the perfect solution to issues with link visibility.

  12. Like
    Ambaire reacted to Sophie in Grass Material for the build mode   
    Hi there.
     
    What i would like to have very much is Grass, Dirt, Gravel and e.g. Sand as Material i can use in build mode to add e.g. a little front yard or roof top garden to my house.
     
    The terraforming tools are way to unprecise to work with and the terrain is not a part of blueprints, either.
     
    Thanks.
  13. Like
    Ambaire got a reaction from Iorail in GET IT TOGETHER NQ!   
    when the bugged industries problem happened, I fully expected a roll back to before the bug was introduced.
     
    instead, NQ did nothing.
     
    Not impressed.
  14. Like
    Ambaire reacted to Reg_AU in GET IT TOGETHER NQ!   
    There seems to be a pattern emerging over the last few years. A few game programmers get together and dream up a whizz-bang game, then seek investors or get players to 'sponsor' them.  However, it seems that the concepts they dream up are not all technically possible.  So, they develop the game and put it to market as a sandbox Alpha while they get the basics working. Then comes the Beta release where the basics are supposed to be working and go on to fixing bugs, introducing new planned content.  When it all works, it gets a full release. Haha, not so. In the case of DU "Single Shard", means that all players are on the 1 server, only the server can't handle the number of connections, causing frequent disconnects.  This is basic stuff. It appears that the system has not been thoroughly tested, because if it were, the game wouldn't have been released in Beta, where new players are expected to pay a subscription to play.
     
    Games like Empyrion Galactic Survival and Star Citizen also have basic issues that have never properly dealt with. Playfields not rendering fully, laggy, constructs missing, costing CR to rebuy de-spawned constructs, and the list goes on.  Entropia Universe with it's real market economy marketed as a free game, however in the early stages a buy up of CR is necessary to get a start.  Then they reduce the amount of most of the loot, leaving even the most experienced players to grind for hours just to keep their ships, and shops running.  Real Life money invested in buying virtual shops, where the lag is so bad, keeping shops stocked is severely hampered.  One of the playfields has been left only partially developed and abandoned. But players are still encouraged to visit and play.
     
    It appears these guys have the big ideas, but when it comes to execution they can't get the technical aspects to work properly and then come up against business restraints like cash flow, retaining and attracting experienced staff etc., and the whole thing falls into disrepair.  All the while, mug players like me shell out $$ for a poor quality product having been sucked in by the sales hype and Spin. IMO, it all comes down to Quality Assurance, thorough testing and the ethic of 'do it right and do it once'.  My rant over.
  15. Like
    Ambaire got a reaction from Sarogahtyp in detector upgrades   
    I only started playing 4 days ago, but I've found dozens of ore deposits and never really had to excessively search for any of them.

    Dig east/west until closest point of approach
    Dig north/south until closest again
    Note distance, move that distance in a cardinal direction and dig a 45 degree tunnel back up/down. Should be right on target.
  16. Like
    Ambaire got a reaction from Sarogahtyp in Add server status to the login screen   
    Title
  17. Like
    Ambaire got a reaction from Sarogahtyp in Configurable angle for Flatten tool   
    This would allow creation of perfectly smooth ramps / angled mining tunnels / etc.
  18. Like
    Ambaire reacted to Kezzle in Is this Beta or a paid Alpha   
    It's a paid beta. Simples.
     
    The big problems they are hitting now are precisely  what a classic beta hopes to discover: issues based around scaling the number of real concurrent users, whether with infrastructure or compatibility with "uncommon" client hardware configurations. And by that measure, this is an insanely successful Beta; just look at the problems it's unearthing!
     
    Not that it's a "classic" beta; there are still several significant game pillars which are non-existent, including Avatar to Avatar combat, and Construct v Construct in Atmosphere. But those weren't scheduled to be in their Beta; they launched to Beta with the major features they planned to, per their roadmap of last December. And if 20 bucks meant that much to someone, perhaps they should have checked what features the game had before they forked out.
  19. Like
    Ambaire reacted to Luukullus in Future server informations and communication   
    Hello dear NQ Team,
    I would like to discuss a problem, that I am sure many others would agree with.
     
    I ask you to share information about restarts, updates or problems with the server here in the forum.
    For example, you could create a new category for this (mayxbe something like: server status or server status messages). But this would also be possible in the area of announcements.
     
    I have already received a lot of feedback on the Discord Server and I also share the following opinion.
    The DU Discord server is way too confusing and restless. It is very uncomfortable for me to even bother with it.
     
    If you create an area for such messages on this forum and make sure that no one can reply, only the information can be read, everyone can relax and read the information they want to have here on the forum and see what's going on.
     
    Personally, I think communication is a major weak point at Novaquark, and this is able to create a lot of frustration and anger.
     
    Let's fix that together.
     
    Thanks and Greetings,
    Luukullus
     
     
    (Sorry for my bad english, i hope you all are abe to unserstand me correctly)
     
  20. Like
    Ambaire reacted to Iorail in GET IT TOGETHER NQ!   
    I honestly don’t get today’s mentality... $7 a month to play a still been developed game, yet, this generation goes to Starbucks and pays the same for a poorly made coffee every single day and call it heaven...smh
     
    23 cents a day for a month or $230 for coffee, uuhmmm, hard choice here....
  21. Like
    Ambaire got a reaction from brainz in GET IT TOGETHER NQ!   
    Based on the number of claimed territories on Sanctuary, I think the actual number is maybe 5k at most at any given time.
     
    Their server backend has a long way to go. I keep getting weird errors and bugs while trying to mine.
     
    One of the weirdest is the parameter not set which makes the last mine task mine the smallest possible size. Why would it do that? Why wouldn't it just .. not mine anything?
  22. Like
    Ambaire got a reaction from Fritch in Add server status to the login screen   
    Title
  23. Like
    Ambaire reacted to Greydog in Any ETA or even an acknowledgment that the blueprint system is comepletely broken?   
    My guess is they needed the money gained from the new "plans"
  24. Like
    Ambaire reacted to DarkHorizon in Any ETA or even an acknowledgment that the blueprint system is comepletely broken?   
    Well, for starters its technically not a game. It being a game would imply that its a finished product by most accounts, but we apparently decided to nix beta testing for beta soft launching. We're still in a testing phase because that is what NQ told us to expect alpha and beta to be, a test with bugs, incomplete features, balance issues, etc.
     
    As for why NQ decided to release beta in such a buggy state (assuming I read you right) I can't entirely say. We've had various bugs that have greatly impacted life. Report them, work around it, and wait for its resolution.
     
    Given that we still see bugs like the current blueprint one is a strong indicator that indeed, this is still a test, not a game, and should be treated like such. Why things happened the way they did, I don't know, but I reasonably trust have faith in NQ's judgement since its brought us this far since we started pre-alpha testing a couple of Septembers ago.
     
    Why do I say this, well given the timing of how some of the past roadmap elements have rolled out along with the pushing back of others, we are 3.6 weeks behind schedule. Not great, not terrible.
  25. Like
    Ambaire got a reaction from aliensalmon in I need inspiration for futuristic/sci-fi architecture!   
    You may find this video inspirational.
     
     
    I've found myself tempted to attempt to recreate that hoverbike in DU.
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