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Atmosph3rik

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  1. Like
    Atmosph3rik got a reaction from Castanietzsche in Backers Physical Rewards   
    I got my Arcship passenger ID card in the mail a few weeks ago.
     
    I didn't have any other physical rewards though, so I don't know about the T-shirts.
  2. Like
    Atmosph3rik got a reaction from blundertwink in Backers Physical Rewards   
    I got my Arcship passenger ID card in the mail a few weeks ago.
     
    I didn't have any other physical rewards though, so I don't know about the T-shirts.
  3. Like
    Atmosph3rik reacted to NQ-Wanderer in ENJOY A 100% TALENT BOOST DURING THE HOLIDAY SEASON, AND MORE GOOD NEWS!   
    Greetings Noveans!
     
    To celebrate the holiday season, we have a special gift for you! Your talent point generation will be doubled starting on December 20th until January 3rd, 2024. Now is a great time to get those skills queued up!
     
    Another piece of good news to celebrate the end of 2023: the shipping of the Kickstarter physical rewards has begun! The dispatching is in an early stage, but the Silver Backer physical rewards are on the way to many of you. We’ll update you as soon as we have more info to share.
     
    As usual during this festive time of the year, many members of Novaquark will be off to spend time with their families. Customer Support and other key staff will still be working to keep things running smoothly in Dual Universe and to assist you during this jolly season. Please be patient however, as ticket-resolution may take a little longer than usual.
     
    While winter embraces us and we gather around the voxel-made chimney, it’s the perfect time to look back at all the great things that happened in Dual Universe during 2023:
    Two big updates : PvE missions, new planets, gamepad and joysticks support, but also maintenance units, schematic containers and more In-game tours to feast our eyes on the wonders made by our talented community Novean Challenges where Noveans use their know-how and compete against each other. Missed it? You can see the quick recaps by our Challenge Reporter AK_Swervin. Building contests, from Creepy Outposts to Building robots Enigmatic treasures hunt Our First Year Anniversary A lottery for new players to win free game time New players guides to help young Noveans starting on the good foot  
    We are just getting warmed up as there will be plenty more events in store for 2024! But before we ring in the new year, we’ve fueled up the newly redecorated sleigh-bus to ring out this very busy year for a one time ride! Join us on December 30th @ 19:00 UTC for our party sleigh- bus celebration as we head across the universe and visit as many places as we can along the way.
    Have a place you would like us to visit? Please read more about it here.
     
    A special message from Nouredine Abboud, CEO of Novaquark:
     
    “Thanks Noveans for a great 2023! DU is unique in the way the community can create content like in no other game. So I can’t wait to see all the great content that 2024 brings too!”
     
    On the behalf of Mark van den Heuvel (NQ-Deckard), Producer of Dual Universe:
     
    “I wish all of our community a wonderful holiday period, and look forward to seeing you all in the new year, with new creations, new challenges and more events!”
     
    And from all of the rest of us here at Novaquark, we wish you the very best for the holidays and for 2024!
    We wouldn’t be here without our Noveans. Thank you for making Dual Universe better than anything we could have imagined. Our warmest seasons greetings, and see you next year for many more adventures!
     
    Happy holidays!
     
  4. Like
    Atmosph3rik reacted to Joe_Bijoba in ship purchase   
    thank you, it worked perfectly
  5. Like
    Atmosph3rik got a reaction from NQ-Nyota in ship purchase   
    There's no limit to how much weight(kg) you can carry.  There's only a limit on how much volume(L) you can fit in your Nanopack.  You can get around the limit by linking to a container and then setting it as your "default inventory".  Then when you buy the ship all the parts will go directly into the container.
     
    You can buy a container on the market, and then enter build mode and temporarily attach it to your starter speeder.  Then right click the container and "set as primary container".  Then open your inventory, you should see two tabs at the top, one for your regular inventory, and one for the container, then click the "Chain-link" button in the top left to toggle the container as your default inventory.  Now as long as you stay in range of the container you can buy the ship, and then deploy it directly from the container.    
  6. Like
    Atmosph3rik reacted to VoxelVision in 1st Annual Great Pumpkin Carving Contest of DU 2023   
    1st Annual Great Pumpkin Carving Contest of DU 2023
     
    Please visit The Pumpkin Patch at ::pos{0,27,-23.0664,-30.0503,76.4217} to see the prize list board.
    The Great Pumpkin Carving Contest is an event created for one reason, Have Fun Sharing Your Halloween Spirit. Everyone should feel welcome to take part in this event. If you are unable to finish your carving before the deadline or just want to carve a pumpkin for kicks (come on Devs, it’s fun), you may still submit your carving to be placed at The Pumpkin Patch without being judged. This contest is created and run by VoxelVision as an in-game contest for Dual Universe (DU). www.dualuniverse.game This contest may be promoted by DU staff but is not sponsored by NQ / DU. For this first year there will only be three (3) categories (Static constructs only).
     
    Speed – A carving completed and turned in within 24 hours of receiving your Pumpkin template and materials regardless of decorative theme.
    Fancy – A carving completed and turned in within seven (7) days of receiving your Pumpkin template and materials with a decorative theme of a “fancy/playful” nature.
    Spooky – A carving completed and turned in within seven (7) days of receiving your Pumpkin template and materials with a decorative theme of a “scary/spooky” nature.
     
    Pumpkin pickup for this contest will start on October 13, 2023 at 8:00pm PDT and will stop on October 15, 2023 at 10:00 pm PDT. PCC Kit pickup will run from 8:00am to 5:00pm Saturday and Sunday, with a few random breaks for myself.  The deadline to “Enter” this contest is October 22, 2023 at 10:00 pm PDT. Players waiting at The Pumpkin Patch to pick up a template or submit an entry into the contest at the deadlines will be allowed to enter. Please check your local time conversion from PDT (San Diego/Los Angeles) I will decide if your Carving conforms to my rules for this contest. If I determine that your Carving does not meet the required rules, you will be given one chance to modify your build and resubmit without being given any time extensions. Any builds not submitted by the deadline of October 22, 2023 at 10:00pm PDT can still be displayed at The Pumpkin Patch but will NOT be part of the Great Pumpkin Carving Contest. The results of the blind judging are final and will not be changed.
     
    Carving Rules and Regulations.
    1.  HAVE FUN!
    2.  All builds MUST conform to the official Dual Universe EULA terms and conditions standards. www.dualuniverse.game/legal/eula
    3.  All carvings must be done to the Pumpkin I (VoxelVision) have created specifically for the contest and year it is held.
    4.  All Carvings must be submitted as a Static Construct.
    5.  Each DU character may only submit One (1) entry into this contest.
    6.  All Carvings must fit within a single Static Core S.
    7.  The Pumpkin may be altered (change honeycomb material, carved open or cut into pieces. . .) as long as the overall size of the pumpkin itself is not expanded. (It is okay to cut the pumpkin into pieces and/or carve it, it is NOT okay to enlarge the pumpkin size by adding pieces.)
    8.  A limit of two (2) XS or S screens or one (1) M or L screens per entry. No screens larger than L may be used.
    9.  A limit of four (4) lights may be used. Lights may be of any size and combination. Color and level settings must be within standard usage, no overclocking them with LUA or other tricks"
    10. All decisions made by VoxelVision are final!
    11. No prize donations will be allowed by any players for this contest.
     
    Each DU character must receive their Pumpkin blueprint directly from me (VoxelVision) to enter this contest. I will record each blueprint distributed with the character name, date and time it was given. When you enter the contest, I will then record the date, time and category you wish to enter. You will then be given a Pumpkin Number. This Pumpkin Number will be used for blind judging. Each DU character may only enter ONE (1) Pumpkin into this contest solo or as a team.
     
    To receive a Pumpkin, you will be required to visit my Haven tile in person not VR, named “The Pumpkin Patch”  at ::pos{0,27,-23.0664,-30.0503,76.4217} where I will then barter / trade you a DRM free Pumpkin blueprint, Static Core S and all the honeycomb required to deploy the blueprint. Please be sure to have the required space to receive 9,400L, 57t mass +/- based on your container skills.
     
    To “Enter” a Carved Pumpkin into this contest you will be required to provide me (VoxelVision) with a DRM protected blueprint of your build and all required honeycomb, elements and decorations to deploy the blueprint. When I deploy the blueprint, it will be named with your personal Pumpkin Number and any DU character and organization names you have given your pumpkin will be excluded. A single Carvings may be entered by a team of players. If submitting a Carving as a team build, a “Team Leader” must be designated at the time of submission and all team member names listed. Not all prizes will be able to be split among team members such as but not limited to game time codes or gift card codes. It will be the sole responsibility of Team Leader” to distribute the prize/prizes with their team members. Carvings will NOT be able to be submitted as an Organization (Org) build because I will not be able to award an Org some of the prizes. Once the contest has concluded and winners have been announced, all Pumpkins will be renamed to have the creator (character/team) names and year added and the Pumpkin Number removed.
     
    If you have any questions, please message VoxelVision on Discord and I will reply ASAP, I will post your questions to the official DU Forum post because others may have the same question. I will not review carvings prior to them being submitted for the contest.

  7. Like
    Atmosph3rik reacted to Dixiii in THE FUTURE OF DUAL UNIVERSE - Discussion thread   
    It’s still unclear for my, why NQ no trying to actively fix situation with DU.
     
    They have:
    - good working engine
    - differently looking planets with various environments
    - elements building system
    - ship building
    - nice graphics (for now nice only daytime) To make it looks acceptable at nights they need to return smoothing filter used in 2022, or fix it another way.
    - flight system
    -  LUA script system
    Quite a few well made systems. They just miss easy understandable and reasonably fun goals in the game.
     
    About today’s game balance, and typical for mmorpg goal of "earing some money". Online population is quite low, so chances to sell something to others players are very low. Especially for newcomers. To earn at least some quanta (in-game currency), there are only two ways. Do up to 3 flight challenges once a day for some small amount of quanta. Or do transport missions that are boring waste of time. Primary way of earning quanta, by selling Tier1 resources to NPC was up at the day of game release in September 2022 for about two months, but was removed (*) by NQ. This also caused major DU population loss.
    (*) I know it was not technically removed, rather not updated. They had NPC vendors, buying T1 resource at fixed price of 25 quanta/L, in every market, with rather big volume, but still limited. When those buy orders were fulfilled they never refreshed them, neither introduced something new.
     
    Currently there are no easy and gameplay interesting ways to earn quanta. As a proof of that I see some complains on forums and in Discord, that tile rent fee should be less, schematics should cost less and so on. This apparently point on a surprising to veteran players fact, that newcomers and returned casual players run out of money too fast.
     
    Why not to add, refresh some other ways to earn quanta?
     
    1. Refresh old NPC buy orders at 25q/L of Tier1 resources. If you want to make it a bit more challenging – add them on all planets, except Alioth, or on more distant planets only.
    This will not kill/break economics, since due to degradation of online population there is almost no economics. Only thing that still can be sold on the market are Tier2+ resources, still at very low prices.
    The way of adding T1 buy orders is simple and easy. If you think it’s too boring, let’s looks at next.
     
    2. Instead of basic resources, create NPC buy orders for various elements. To make some diversity and add some challenge, make those orders last for limited time. Just for sample, Basic Atmospheric Engine L was selling for about 400k (we use prices of times when the game had still a lot of players, let’s say November 2022). So set an NPC order for it, depending on location, 120% of 400k on Alioth, 200% on Jago.
    Will look like this:
    NPC buy order: Basic Atmospheric Engine L, Jago, every market, price 800k, qty:100’000, last one week.
     
    Prices should clearly be profitable. Current T1 ore price is around 8-9q/L, while NPC was offering 25.
    This will not be so plain and simple as selling Tier1 ores to NPC, but if orders will be random, will adds some fun of building items, or just buying them on Alioth market and transport. This will depend on random, since for mentioned above engine, it might be easier just to buy, deliver, and sell it, while for some non basic hover engine situation will be quite different.
      
    Current system, where players are expected to waste a lot of real time, flying missions to distant planets, same time adding more fun and targets to PvP players clearly do not work well. Look on almost absent game population!
     
  8. Like
    Atmosph3rik reacted to Tordan in THE FUTURE OF DUAL UNIVERSE - Discussion thread   
    This is just categorically untrue.  I have over 9000 hours of enjoyment into this game and I have never done ANY PvP, except for a few test battles on the PTS
  9. Like
    Atmosph3rik reacted to NQ-Wanderer in CELEBRATE DUAL UNIVERSE LAUNCH ANNIVERSARY AND RECEIVE EXCLUSIVE REWARDS!   
    Dear Noveans,
     
    Exactly one year ago, we launched Dual Universe. To celebrate this milestone, from September 27th to October 27th, your talent point acquisition speed is doubled (+100%), and you can receive an exclusive in-game statue. 
     
    Collect your statue from a dispenser located at the center of the Exchange, at these coordinates: 
    ::pos{0,2,24.3879,99.3719,124.6659}.
     
    We're also organizing a Birthday Bash Tour! So many wonders have been created in the past year, and the anniversary is a great opportunity to share some sightseeing with friends and to witness what everyone has been able to accomplish.
     
    More information here:
     
     
    Have a fantastic anniversary!
  10. Like
    Atmosph3rik reacted to Hecticus in THE FUTURE OF DUAL UNIVERSE - Discussion thread   
    This is the biggest misconception about PVP.
    radar range is 2 SU. As long as you don’t fly in a straight line between planets, your chances of getting ganked are negligible. There just aren’t enough pirates out there to cover the possible routes. Space is huge.
     
    Asteroids.. so imagine, there are dozens of asteroids out there. And the travel time between them is 20 minutes to an hour or more, assuming you had them all mapped out by proximity. Now imagine you are a pirate. And you know there is someone out there mining one of these asteroids. But you don’t know which one. Are you going to spend your whole allotment of playtime for that day flying from one empty asteroid to the next, hoping to catch a miner. ?
    If you are mining an asteroid close to the safezone, or an exotic, there is a good chance that a pirate will come along eventually. There are lots of people out here in disposable haulers getting ore. Getting caught by pirates is rare. This is experience btw, not theory. 
     
    I am  not interested in pvp (in this game anyway), so I don’t pvp. The effect of pvp on the non pvp population is dramatically overblown imo.
     
    -in before “ I can’t get plasma without joining legion”.  None of the people who typically complain about pvp have any use for that anyway.
  11. Like
    Atmosph3rik reacted to cerveau in THE FUTURE OF DUAL UNIVERSE - Discussion thread   
    PVP is optional.
     
    If you decide you need the ore from roids in the pvp zone, and then you make the decision to go for it. At that point you are accepting that you might be blown up, you wont want to be blown but you are accepting the chance you might be, against your wishes.
     
    When you cross the safe zone border, it even tells you "you might be attacked" If you ignore that message, again you are accepting the risk of being attacked.
     
    its that simple.
     
    If you decide you cant stomach the thought of being blown up you DONT go for the ore or dont do the mission in pvp space.
     
    PVP is optional, you can decide to enter pvp space and risk it
    OR you can totally avoid pvp space.  - Its your choice and therefore Optional
     
    im not even a pvper, ive been called "Carebear" but even I understand PVP is optional and can be totally avoided.  -BUT- if you want the rewards found in PVP space, then you have to equally take the Risk.
     
     
    you said : "And I say that there is only one content,
    PVP can take place anywhere, but on one condition.
    It must be a conscious choice of both sides. "
     
    but that isnt the game rules NQ decided on, you can only play the game they give you.
     
  12. Like
    Atmosph3rik reacted to McXerXes in THE FUTURE OF DUAL UNIVERSE - Discussion thread   
    Steal Player creations and resell again without asking  is for me also and all other cretors has also a mental  impact. Don`t react on concerns is slap into face
  13. Like
    Atmosph3rik reacted to Tordan in Dear Devs; May we please get working terraforming tools?   
    Pretty please?
    I would settle for a ground smooth tool that actually smooths rather then create spikes and black triangles. I have gotten pretty good at digging holes, placing a blob back and resmoothing over and over again until I get a reasonable result, but it is painfully cumbersome. and we are now a year into release.

    I'm pretty sure that we are way overdue for a few long awaited quality of life fixes.
     
    Thanks!


  14. Like
    Atmosph3rik reacted to B0neshredder in planning new Community event: Voxelbending JAM   
    Voxeljam on July 09.
     
    Here is a result of the last ones. Someone suggested making Katanas so this is what we got out

  15. Like
    Atmosph3rik reacted to Seawing in 1.4 Feedback post   
    Edit: Hallelujah! Keybinds for Identify and Engage are in 1.4.2!
     
    Core PvE feedback:
     
    Clicking on widgets for almost all combat actions is fun-destroyingly painful!
     
    Keybinds for the following actions would go a really reaaaalllly long way to a combat experience that has flow:
     
    1.  Identify selected target  now present in 1.4.2
    2.  Engage selected target now present in 1.4.2
    3.  Reload All
    4.  Vent
    5.  Cycle Shield Resistance Presets
     
    If I could click a target's icon around me with the reticle, and from there out interact with it solely by keybind it would at least put us on par with tab target MMOs
     
    There is potential for fun here, but the current method solidly, solidly blocks it.  This one point must be addressed in order for the combat to retain appeal and players.
     
    Other PvE feedback:
     
    Enemy killcount to complete the Very Easy mission feels high for the time alotted.  Reducing the # of kills required by about 30% would feel better, or an extra 5 minutes on completion
     
    Being killed by running out of time feels harsh, an automatic portal out would be better.  Players already expend fuel/ammo and sustain damage, simply leaving the mission without payout is punishment enough imo.
     
    Enemies should not spawn and fire on the player the very instant they enter their construct seat.  Perhaps the intention was to feel like you were being ambushed?  However if so this is not communicated to the player.  A 30 second countdown to the arrival of the first wave would be good.
     
    Ressurrection node selection logic needs to be looked at, as currently a rez node on a carrier at the mission entry point has not been where I've been sent on death.  Rather all the way back to Alioth?
  16. Like
    Atmosph3rik reacted to RugesV in HOW TO PREPARE FOR PVE MISSIONS   
    Can you guys add Aegis as an origin location?
  17. Like
    Atmosph3rik reacted to NQ-Wanderer in UPCOMING 1.4 PVP CHANGES   
    Hello Noveans,
     
    Major changes are coming to PvP in Dual Universe with the 1.4 update! We've engaged in numerous productive discussions both with members of our PvP community as well as internally. The balancing changes being introduced to PvP are a result of these conversations.
     
    Before delving into the specifics, let's discuss the reasoning behind these changes.
     
    In the early days of our beta, we started without shields, leading to a majority of PvP being fought in large cubic ships, which were generally less aesthetically pleasing. Our goal was to cultivate a space where players could transition from using thick voxel layers, leading us to introduce shields into the game for the first time about two years ago with the 0.26 Apollo update.
     
    Shields quickly became an essential aspect of PvP combat. Consequently, ships rapidly evolved from having vast voxel quantities to featuring sleek designs with minimal voxels, presenting smaller targets and evading most incoming damage. This led to the inverse of the cube situation, with ships built into long sticks, sometimes devoid of voxels entirely.
     
    In several previous updates, we have tried to strike a balance, providing players a reason to own ships that are not just cubes or sticks, but amazing constructs of beauty and lethality with your own personal style!
     
    With the 1.4 update, we've revisited many aspects and made changes you’ll want to know:
     
    We have revamped the hit-and-miss formulas used in the back end. Shields are less likely to serve as huge one-time batteries and will function more like periodic protection. The venting cycles are shorter and more frequent, allowing you to vent more often but for smaller amounts. Weapon Tracking has also undergone significant change, damage evasion is now a trait more likely to benefit smaller, swiftly moving and highly maneuverable ships, while larger ships have access to more potent stasis weapons to combat smaller ships. Honeycomb now has approximately twice as many hit points, enhancing its importance for tanking while your shields are being vented. Hoverseats and Cockpits now have a higher fitting capacity, enabling you to equip more weapons or a larger radar.  
    We hope these changes will enhance PvP enjoyment for everyone. To help you better prepare for the update, here is a complete list of all PvP changes coming to Dual Universe in the 1.4 update, though please note that these updates are still subject to change:
     
    Weapons

    Cannon XS
    Damage has decreased from 7000 to 6500 Optimal tracking has decreased from 10 to 2.75 Falloff tracking has decreased from 10 to 8.25
    Cannon S
    Damage has increased from 12950 to 13000 Period of fire has increased from 3.375 to 3.75 Optimal tracking has decreased from 5 to 1.1 Falloff tracking has decreased from 5 to 3.3  
    Cannon M
    Damage has increased from 23957.5 to 26000 Period of fire has increased from 4.55625 to 5.625 Optimal tracking has decreased from 2.5 to 0.44 Falloff tracking has decreased from 2.5 to 1.32  
    Cannon L
    Damage has increased from 44321.375 to 52000 Period of fire has increased from 6.1509375 to 8.4375 Optimal tracking has decreased from 1.25 to 0.176 Falloff tracking has decreased from 1.25 to 0.528  
    Laser XS
    Damage has increased from 8000 to 8500 Optimal tracking has decreased from 5 to 1.75 Falloff tracking has increased from 5 to 5.25 Optimal Range has increased from 12500 to 14000 Falloff distance has increased from 5000 to 7500 Weapon capacity has decreased from 80 to 70  
    Laser S
    Damage has increased from 14800 to 17000 Period of fire has increased from 4.725 to 5.25 Optimal tracking has decreased from 2.5 to 0.7 Falloff tracking has decreased from 2.5 to 2.1 Optimal Range has increased from 24000 to 28000 Falloff distance has increased from 10000 to 15000 Weapon capacity has decreased from 400 to 350  
    Laser M
    Damage has increased from 27380 to 34000 Period of fire has increased from 6.37875 to 7.875 Optimal tracking has decreased from 1.25 to 0.28 Falloff tracking has decreased from 1.25 to 0.84 Optimal Range has increased from 50000 to 56000 Falloff distance has increased from 20000 to 30000 Weapon capacity has decreased from 2000 to 1750  
    Laser L
    Damage has increased from 50653 to 68000 Period of fire has increased from 8.6113125 to 11.8125 Optimal tracking has decreased from 0.625 to 0.112 Falloff tracking has decreased from 0.625 to 0.336 Optimal Range has increased from 100000 to 112000 Falloff distance has increased from 40000 to 60000 Weapon capacity has decreased from 10000 to 8750  
    Missile XS
    Damage has increased from 14000 to 26000 Period of fire has increased from 3 to 5 Optimal tracking has decreased from 12 to 3.5 Falloff tracking has decreased from 12 to 10.5 Optimal distance has increased from 10000 to 12000 Weapon capacity has increased from 24 to 30 Reload has increased from 45 to 60  
    Missile S
    Damage has increased from 25900 to 37050 Period of fire has increased from 4.05 to 5 Optimal tracking has decreased from 6 to 1.4 Falloff tracking has decreased from 6 to 4.2 Optimal distance has increased from 20000 to 24000 Weapon capacity has increased from 120 to 150 Reload has increased from 45 to 60  
    Missile M
    Damage has increased from 47915 to 52796 Period of fire has decreased from 5.4675 to 5 Optimal tracking has decreased from 3 to 0.56 Falloff tracking has decreased from 3 to 1.68 Optimal distance has increased from 40000 to 48000 Weapon capacity has increased from 600 to 750 Reload has increased from 45 to 60  
    Missile L
    Damage has decreased from 88642.75 to 75234 Period of fire has decreased from 7.381125 to 5 Optimal tracking has decreased from 1.5 to 0.224 Falloff tracking has decreased from 1.5 to 0.672 Optimal distance has increased from 80000 to 96000 Weapon capacity has increased from 3000 to 3750 Reload has increased from 45 to 60  
    Railgun XS
    Damage has increased from 16000 to 17000 Optimal tracking has decreased from 3.5 to 1 Falloff tracking has decreased from 3.5 to 3 Optimal distance has increased from 20000 to 22000 Falloff distance has increased from 20000 to 22000 Reload has increased from 20 to 25  
    Railgun S
    Damage has increased from 29600 to 34000 Period of fire has increased from 9.45 to 10.5 Optimal tracking has decreased from 1.75 to 0.672 Falloff tracking has decreased from 1.75 to 1.2 Optimal distance has increased from 40000 to 44000 Falloff distance has increased from 40000 to 44000 Reload has increased from 20 to 25  
    Railgun M
    Damage has increased from 54760 to 68000 Period of fire has increased from 12.7575 to 15.75 Optimal tracking has decreased from 0.875 to 0.16 Falloff tracking has decreased from 0.875 to 0.48 Optimal distance has increased from 80000 to 88000 Falloff distance has increased from 80000 to 88000 Reload has increased from 20 to 25  
    Railgun L
    Damage has increased from 101306 to 136000 Period of fire has increased from 17.25 to 23.625 Optimal tracking has decreased from 0.4375 to 0.064 Falloff tracking has decreased from 0.4375 to 0.192 Optimal distance has increased from 160000 to 176000 Falloff distance has increased from 160000 to 176000 Reload has increased from 20 to 25  
    Stasis XS
    Minimum Range has increased from 20000 to 30000 Maximum Range has decreased from 100000 to 80000 Period of Fire has decreased from 5 to 4 Effect Duration has decreased from 5 to 4 Fitting has decreased from 500 to 225 Ammo Capacity has increased from 40 to 60 Reload Time has decreased from 50 to 10  
    Stasis S
    Minimum Range has increased from 20000 to 30000 Maximum Range remains unchanged at 100000 Period of Fire has decreased from 5 to 4 Effect Duration has increased from 5 to 6 Fitting has decreased from 2500 to 1125 Ammo Capacity has increased from 200 to 300 Reload Time has decreased from 50 to 20  
    Stasis M
    Minimum Range has increased from 20000 to 30000 Maximum Range has increased from 100000 to 120000 Period of Fire has decreased from 5 to 4 Effect Duration has increased from 5 to 8 Fitting has decreased from 12500 to 5625 Ammo Capacity has increased from 1000 to 1500 Reload Time has decreased from 50 to 30  
    Stasis L
    Minimum Range has increased from 20000 to 30000 Maximum Range has increased from 100000 to 140000 Period of Fire has decreased from 5 to 4 Effect Duration has increased from 5 to 10 Fitting has decreased from 62500 to 28125 Ammo Capacity has increased from 5000 to 7500 Reload Time has decreased from 50 to 40 Variants have received new bonus distributions and adjustments Defense now gives Range and Cone bonuses Agile now gives Damage and Tracking bonuses Heavy now gives Damage and Cone bonuses Precision now gives Range and Tracking bonuses Variant values have been adjusted. All debuffs removed.  
    Ammo
     
    Precision Ammo has had its Optimal Range buff reduced from 1.2 to 1.1 Heavy Ammo has had its Damage buff reduced from 1.2 to 1.05 Defense Ammo has had its Tracking reduced from 1.5 to 1.25 Agile ammo remains unchanged.
    Control Units
     
    The Cockpit and Hovercraft seat Max fitting capacity has increased from 1000 to 1250  
    Shield Generators
     
    Shield Generator XS:
    Venting Cooldown has decreased from 60 to 30 Venting Regen per second has increased from 2500 to 9000 Max shield gain per regen has decreased from 0.5 to 0.25  
    Shield Generator S:
    Venting Cooldown has decreased from 120 to 60 Venting Regen per second has increased from 10000 to 28000 Max shield gain per regen has decreased from 0.5 to 0.35  
    Shield Generator M:
    Venting Cooldown has decreased from 240 to 120 Venting Regen per second has increased from 37500 to 64000 Max shield gain per regen has decreased from 0.5 to 0.45  
    Shield Generator L:
    Venting Cooldown has decreased from 480 to 240 Venting Regen per second has increased from 100000 to 102400 Max shield gain per regen has increased from 0.5 to 0.55  
    Variants:
    The Active variant will now have the hit points bonus. The Variable variant will now have the mass bonus. The Capacitor variant will now have the Volume bonus. Variant values have been adjusted.  
    Voxel honeycomb healthpoints
     
    All honeycomb HP values have roughly doubled (x2.08). For example Iron Honeycomb HP has changed from 6000 to 12500 per m3.
    We hope that this preview of the PvP changelog has armed you with the information you need to prepare for update 1.4, and look forward to seeing your new warships after the update!
    -The Novaqark Team
     
  18. Like
    Atmosph3rik got a reaction from blundertwink in How would you have fixed DU ?   
    All that tells us is that you don't want to pay for the game.  That has nothing to do with whether a game that features a constantly evolving persistent shared online world can exist indefinitely without a steady income.
     
    You're saying, "They didn't finish the game, so i don't want to pay for it." 
     
    I'm saying, "For the game that was marketed to exist, it would require people to pay more than $70 total."
     
    I agree that NQ isn't showing the kind of interest in the game that i would like to see.  And I wouldn't blame someone for not wanting to sub.
     
    But i would like them to continue to work on the game, and make it worth paying for.
     
     
     
     
  19. Like
    Atmosph3rik got a reaction from Yoarii in How would you have fixed DU ?   
    There may be other options besides the subscription.  But what you're asking for is just unrealistic.
     
    This isn't a game in the sense that they can just give you a copy of the code, and you get to play it forever.  It's an unfinished project that requires them to maintain servers so you can play in a shared persistent world.
     
    Even if they decided to sell you the game for a one-time fee of $70.  There is absolutely no guarantee that you will be able to continue playing it indefinitely.  They would be doing you a disservice by selling it to you under the pretense that it is a product that you can own.
     
    It's a service, not a product.
     
    Whether it's a service that is worth paying for may be up for debate.  But asking them to lie to you and sell it to you like it's a finished product isn't going to fix anything.
  20. Like
    Atmosph3rik reacted to RugesV in Mission Rewards   
    Your telling me you never ground faction standings in a game? Its game mechanics like this that help player retention.  You start playing the game. buy your first territory. run missions to pay for that territory, Run more missions to lower that cost.  buy another territory run more missions to lower the cost on that territory too. Dont have a territory to spend those TTRT's on? Sell them on the market for an even bigger profit per mission. 
     
    We need people running missions. As missions are going to be the resource sink the game needs. Ammo is expensive. and will become the single biggest resource sink there is in game. This will drive the economy in all other aspects. 
     
    And regarding your concern of reduced quanta sinks that is territory taxes. The reductions I propose is not going to affect it that greatly. 100 missions to get a 25% reduction. Thats 50 hours of game play (average mission is 20 minutes, and lets say 10 minutes to fly to location) to save 125,000 quanta a week. And I dont see many going over the 25% mark as the % drastically decreases at 25% and 50% and 75%.  
     
    But now that we have these numbers out. Lets say everyone ran misisons to get there territories up to 25%. 20,000 territories times 50 hours is Thats a million game hours worth of content.  Assuming an average play time of 10 hours a week. Thats 2,000 game years worth of content. Or about $288,000 to NQ.  If those 20,000 territories ran 1,000 missions each to get a 50% discount.  Thats $2,880,000 worth of game content. Pretty sure with that sort of cash infusion they could implement a new quanta sink (But I dont think its needed, unless PVE missions infuse to much quanta).  And how much would it cost to implement what i suggest? What are the other downsides besides lower quanta sink? 
     
    And finally the reason I think this is low hanging fruit. All the components are already ingame. The UI is already there to support it. You cannot tell me adding a new item in the data base is overly complicated. I mean maybe if you had to design a whole new 3d placeable item with animation.  But this should be nothing more then adding a new line item with a new ID coupled with a new icon.  Adding a new option to click when right clicking a TCU (they just did this with setting schematics bins, even moved it in a patch to a new menu area so should be easy).  adding a couple rows to the wallet territory UI to show status of TTRT's to the player(again the UI is already there just adding new columns.  And finally having weekly deductions taken from this new variable instead of the flat 500,000. (Which is an action already done on a weekly bases).  So its not like I am suggesting a whole new game mechanic like gas mining, thus low hanging fruit, pretty hard to think of a single idea that would have such an impact for so little cost to implement. 
  21. Like
    Atmosph3rik reacted to RugesV in Mission Rewards   
    This is why people dont post on here.  Every post turns into a discussion of dead game. And allot of the people who have fallen off the fence want the game to die at this point. So they are justified in their decision to stop playing. But this thread was not the discussion for that. This thread was about implementing a game feature (a low hanging fruit) that would have a drastic impact in the incoming update.  An update that is practically a make or break point for DU. So if we can lets actually discuss that aspect of what I propose.  Because again I believe adding only quanta rewards for these missions will set them up to fail. 
  22. Like
    Atmosph3rik got a reaction from Lasersmith in GETTING READY FOR 1.4? Dev Q&A Summary   
    That seems like a silly reason to design the PVE missions that way.  It literally has nothing to do with the PVE missions.  It would just provide another random meeting point for PVP, the exact same thing Asteroids already provide. 
     
    The game already has that.
     
    What the game doesn't have is a way for all those "cowards" to actually fire the weapons on their ship a few times, before going up against another player, and risking their ship.
     
    I think they can probably find a way to balance the risk vs reward of the PVE missions without randomly dumping people's ships in PVP space to entertain bored PVPers.
     
     
     
     
  23. Like
    Atmosph3rik reacted to NQ-Wanderer in WE'RE UPGRADING LUA IN DUAL UNIVERSE!   
    DEVBLOG: 1.4 LUA API UPDATE
     
    Greetings, Noveans! This is NQ-Ligo again,
     
    Some time ago, we redesigned the Lua API of Dual Universe, introducing new features and opening up many possibilities. Today, we’re launching the next major update to the game’s Lua, addressing the remaining fundamental issues and adding numerous new features.
     
    In this post, I’ll present some upcoming 1.4 changes to give you ample time to adapt your creations. I’ll walk you through the changes we're making to the backend, as well as some cool additions to the game’s Lua API.
     
    Fundamental Changes
     
    Let’s start with the fundamental issues we had yet to address in the game’s Lua.
     
    - Update of the Lua Environment
     
    To leverage the optimizations and basic improvements in the Lua environment, we have updated it to version 5.4.4. You can review the changes on the official website of the language (https://www.lua.org/manual/5.4/readme.html#changes. Still, please note the introduction of new features such as:
    New generational mode for garbage collection
    New attributes for variables (const and to-be-closed)
    New implementation for math.random
    New semantics for the integer 'for' loop
    Optional 'init' argument to 'string.gmatch'
    New function 'coroutine.close'
    String-to-number coercions moved to the string library
    New format '%p' in 'string.format'
     
    - Replacement of the dkjson Library
     
    For some time, we have been addressing performance issues with Lua systems. A significant factor related to these performance issues is the use of JSON. Thus, we reduced the use of JSON in favor of Lua tables. However, after consulting many of you, it appears that JSON is still widely used by our players. Hence, we decided to replace the dkjson library with the json.lua library (https://github.com/rxi/json.lua), a pure Lua library that is much more efficient.
     
    We've added a compatibility patch to prevent your existing scripts from breaking.
     
    - Boolean Type and Nil Support
     
    Until now, booleans returned or used in the Lua API were treated as integers 0 or 1. While this may seem minor, it was crucial to resolve for several reasons, including performance and backend considerations.
     
    Good news: we've now resolved this issue, allowing the Lua API to accept arguments and return real booleans! This will allow you to optimize your scripts.
     
    Additionally, we've integrated nil. Until now, we could neither return nor accept nil as an argument. Again, while this may seem minor, resolving this issue allowed us to introduce the concept of optional arguments and optimize the Lua data stack. You will see its application in the additions we are introducing.
     
    In addition to these visible fixes, we've made several backend improvements to the game's Lua binding. Consequently, we decided to use this opportunity to increase the instruction limit of the Lua environment (the limit that triggers the CPU OVERLOAD error). Starting from version 1.4, this limit will be increased from 2,000,000 to 10,000,000 instructions, accessible with the getInstructionCount and getInstructionLimit functions added to the Lua system API.
     
    With this change in Boolean support, you will need to adapt your existing creations to ensure they continue to function as expected. We believe the benefits of these updates justify the effort and we appreciate your understanding and cooperation as we continue to improve the game's Lua environment.
     
    Improvement of the Syntax Highlighting
     
    We've enhanced the syntax highlighting in our code editor interface to simplify your coding experience. We understand that coding can be challenging, especially for beginners. That's why we took the time to create a straightforward syntax highlighting system to make coding in Dual Universe easier and more enjoyable.
     
    While we've improved syntax highlighting, it isn't a full-fledged code analyzer. It's merely a tool to help you read and understand your code more easily. We aim to make coding more accessible and affordable for everyone, and we hope this update will contribute to that. The new system incorporates the coloring of APIs for system, unit, library, construct, player, and Lua operators.
     
    Enrichment of the Lua Codex
     
    We're thrilled to announce a new section in the Lua CODEX - the "Usage Example" section. This section provides detailed explanations and code examples to help you better understand how to use the functions within our API. It will be added to each function or event that requires further explanation.
     
    We understand that learning to use a new API can sometimes be daunting, especially if you're new to coding. Therefore, we believe that providing examples, use cases, and deeper instructions on how to use the various functions in our API will help you better understand our game's API, making your coding experience more enjoyable.
     
     
    Radar Data Pre-filtering
     
    Despite our efforts to optimize and make the processing of radar data more flexible, particularly by integrating the getConstructs function to return the list of constructs in scope as a Lua table, we've considered and studied additional improvements.
     
    Thanks to the integration of nil support in our Lua environment, we decided to improve the getConstructs function by adding the following optional pre-filters:
    [bool] isMatching: True to filter out constructs with a matching transponder, false otherwise
    [int] constructKind: The construct kind id to filter out constructs (Universe = 1, Planet = 2, Asteroid = 3, Static = 4, Dynamic = 5, Space = 6, Alien = 7)
    [string] coreSize: The construct core unit size to filter out constructs ('XS', 'S', 'M', 'L', 'XL')
    [bool] isAbandoned: True to filter out abandoned constructs, false otherwise
     
    This filter is in the form of a table in the third argument of the getConstructs function. So you can, for example, filter:
    {isMatching = true}, to list only constructs with a matching transponder
    {isMatching = false, constructKind= 5}, to list only dynamic constructs with a non-matching transponder
    As you can see, this filtering is combinable and optional, enabling you to filter the data you receive before processing it through Lua, allowing you to optimize your scripts.
     
    Conclusion
     
    We hope these updates and performance upgrades will improve your Lua experience in Dual Universe. There are still many other additions to the Lua API waiting to be discovered in this release. Happy exploring!
  24. Like
    Atmosph3rik reacted to RugesV in Cash injection for NQ?   
    NQ has plenty of money.  Because if they needed money they would have a cash shop selling skins, or selling dac. Heck they dont even allow you to buy additional time on Steam. Nore can you buy additional time on NQ's site to gift to your friend.  Only place you can buy additional time is a 3rd party that takes 10% commision. 
     
    I mean NQ would be pretty stupid if they needed money and had everything setup the way that they do. 
  25. Like
    Atmosph3rik reacted to NQ-Nyota in ORBITAL ASCENT BUILD OFF!   
    Hello, Noveans!

    We’re thrilled to announce our latest build contest! We’re looking for exceptional ship designs to include in an upcoming feature of update 1.4. This would be for a VR challenge that is like the current atmospheric and space piloting challenges available in the VR network, that will take players to an orbital installation above Alioth.

    We want to invite every Novean to have a chance to get their ship included in this new mission. This is a very quick draw type shipbuilding competition, and to participate, you must submit your ship design using our form by May 8th, 2023, @ 16:00 UTC.

    To be eligible, your ship must meet these requirements:
     
    Be able to fly in both atmosphere and space. Be an S-core hauler capable of carrying a minimum of 33 tons of cargo out of Alioth's atmosphere without any piloting talents, with at least seven (7) thousand liters of cargo volume. No weapons. Have a stand-out design! Send us your most unique and interesting builds.
    All shipwrights chosen will have their ship included in the upcoming orbital mission and will also win three months of game time.
     
    Good luck, Noveans! We look forward to seeing your designs!
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