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Atmosph3rik

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  1. Like
    Atmosph3rik got a reaction from Jackw2As in Devblog - r0.15 Update (Part 3): Barter System!   
    The concept of transporting goods is a big part of DU's gameplay.  That would make it too easy to simply mail resources between planets.
     
    There are some things that we might be able to send with in-game mail though.  Like Blueprints, scan data, ect.  
     
     
  2. Like
    Atmosph3rik reacted to NQ-Nyzaltar in r0.15 Features Showcase   
    Dear Community Members, 
    Last week we've already detailed some of the main changes and additional features in the r0.15 Update.
    Today, we want to give you a visual preview of those changes and features and we just released a short video for the occasion!
     


    We will also release a DevBlog on the Talent System later this week, so stay tuned!  
     
    The Novaquark Team.
  3. Like
    Atmosph3rik got a reaction from Yuu in Devblog - r0.15 Update (Part 3): Barter System!   
    The concept of transporting goods is a big part of DU's gameplay.  That would make it too easy to simply mail resources between planets.
     
    There are some things that we might be able to send with in-game mail though.  Like Blueprints, scan data, ect.  
     
     
  4. Like
    Atmosph3rik got a reaction from Thrice Hapus in Devblog - r0.15 Update (Part 3): Barter System!   
    The concept of transporting goods is a big part of DU's gameplay.  That would make it too easy to simply mail resources between planets.
     
    There are some things that we might be able to send with in-game mail though.  Like Blueprints, scan data, ect.  
     
     
  5. Like
    Atmosph3rik reacted to NQ-Nyzaltar in Devblog - r0.15 Update (Part 2): Inventory Revamp!   
    (this DevBlog has been posted on the website on April 30th, 2019)

    Hey guys!
    NQ-Entropy here today with NQ-Wave. 
     
    We’ve been working on a significant overhaul of the game’s balancing and we’re going to do our best to explain the big changes we’ve been working on. The main subjects today are the major rebalance of inventory and container capacity, material transportation, crafting recipes, and almost every single step between mining and crafting. Saddle up.
     
    Our starting point was the dialogue we had with the community about the issues with containers. We heard everything you guys said, from smaller containers not being useful and crafting times on larger containers being too long. This wasn’t lost on us; we also agreed that it was a little ridiculous at how weak certain containers were as opposed to the Nanoformer inventory, which held a staggering 64m3, the equivalent of a large container, or 64 extra-small containers. There was an issue.
     
    What happened in the following weeks was us going down a massive rabbit-hole where we started pulling different strings and unearthing a lot of inconsistencies in our global balancing on almost every level. We decided that we wanted to start over on solid and healthy ground, and make sure that we knew what we were doing, how, and why. We are now at the finish line of the first major pass, and we’re ready to talk to you about it.
     
    One of the initial issues excavated from the wreckage of our investigation was the difficulty of transporting materials while in atmosphere. As it turns out, in a realistic physically based system, it's really hard to transport hundreds of cubic meters or potentially tens of thousands of tons in materials. Who saw that one coming? It was a learning experience to see some of you try and transport raw material, only to end up with about 20 large hover engines to lift a couple of containers, which amounted to no material at all.
     
    So this is where we began. No matter what happened next, we needed to drastically reduce the amount of weight that a player would have to reasonably move around; even in the context of large transports. As previously mentioned, the main culprit was our overly common use of cubic meters, which artificially drew upwards the volume and weight of everything we did. We globally changed our main volumic unit from m3 to liters. We now had finer control over volumes and had a more human-level metric to base our foundations on. Your inventories will now have a capacity of 4,000 liters; goodbye cubic meter, it was nice knowing you.
     
    Having said that, we mostly liked the ratios we had in place for how fast players filled their inventories when mining and made sure to adjust everything so that it remained similar to how mining was done previously.
     
    Continuing up the chain, we reached crafting recipes. We were also generally happy with the feedback we received for the crafting mechanic, but our first recipes were more for functional testing than any sort of real balance. Now was the perfect opportunity to take a look at it in more detail.
    We want you guys to discover this without too much of a heads up, but there's a couple of cliff-notes we can mention here:
    Global rebalance of item volume and weight across the board. Conservation of mass during crafting across materials, parts, and elements during crafting (some exceptions apply). Rebalancing of all ancillary materials recipes (honeycomb, fuel, products and scraps).
      The end result of this is fairly significant, and we’re not quite sure we fully grasp all of the implications at this point. What we are confident in is that we have all of the tools in hand to effectively make adjustments and deal with any issues that arise; something that we couldn't quite say to the same degree before. 
     
    In terms of clearer changes:
     
    Parts are generally more coherent in weight and volume with less outliers. Smaller parts will generally take up more space in your base inventory while larger ones will take less. You can still expect large parts to take up significant space, but not multiple base inventories worth.
      Elements operate in the same ballpark of weight and volume as before, but we have less outliers. Smaller elements are not so small and larger elements are not so huge. 
      Generally speaking, honeycomb materials will require more ore to make. The amount of honeycomb material you could acquire previously was a little too high and we wanted to rein that in a little. We don't want you to feel constantly limited by honeycomb material, but we also don't want to make acquiring large quantities of honeycombed materials trivial. It's worth noting that we fixed a bug which changed honeycomb mass; honeycombed material will likely be overall heavier than before.
      Fuel cost and weight have been drastically augmented, but as counterbalance, we reduced both fuel consumption for engines and fuel tank capacity. Hopefully, this ensures that fuel is more difficult to acquire and weighs more, but you will need a lot less of it for similar performance. The end result is that you’ll be able to fly for longer while retaining a similar overall cost per distance traveled as before.
      In regards to scraps, the first thing we did was add scraps for all ore. You can now craft equivalent level scrap from level one to four using any ore that you’d like. Secondly, we had previously done a quick fix adjustment on scrap repair, making it less painful to repair your elements. The new scrap recipes will allow you to make more scrap for less raw ore than previously, hopefully addressing said pain points of having to mine for ages just to repair a single element. It should now be more efficient to repair an element with scrap than to craft that element from scratch.
      Finally, containers. Containers haven't changed at all. Not one bit. An extra large container is still 128m3 of volume. But in a world of liters, 128 cubic meters comes out to just about 128,000 liters of capacity. That’s roughly 32 times the size of your basic inventory, and frankly, that's a hell of a lot of storage.
      Additionally, there’s been a significant revamp of the information displayed in the inventories information panel. We won't go into too much detail here as we hope the new information should be easily understood and explain itself well enough.
     
    This was a huge undertaking and we’re confident that we’re going in the right direction, but we expect there to be issues. We’re looking forward to you guys testing everything out, hearing your feedback, and hopefully providing answers.
     
    NQ-Entropy and NQ-Wave
  6. Like
    Atmosph3rik reacted to Bolliz in Hows the voxel tools?   
    Hi, thinking about buying the contributor pack, but I need to know some stuff first.
     
    Firstly im interested in DU because of the voxel tech. I was a huge fan of Landmark and it seems like DU will have equally sophsticated voxel building tools as Landmark had. So far ive seen videos on playermade ships, but how is the building on the ground? Can u claim a piece of land and build ur own house/base?
     
    Is the building anything like Landmark?
  7. Like
    Atmosph3rik reacted to NQ-Nomad in Inside Novaquark, a Dual Universe Podcast   
    Hi guys, 
     
    The idea of making a podcast has been circling in our heads for some time. We wanted to reach out to our community in a new and captivating way, and today you can discover the end result.
     
    We're very excited to bring you some behind the scenes material and invite you to join us while we discuss what's new in DU. If the community's response is positive, we may make a series out of it.
     
    You can listen to this first episode below on YouTube:
     
     
    It's also available on SoundCloud:
     

     
    Happy listening! We'd love to hear your feedback!
     
    Cheers,
    Nomad
  8. Like
    Atmosph3rik got a reaction from yamamushi in Vote me for Forum Moderator!   
    i'm like, wow this Portlandia clip is very relevant to... wait a minute. ?
  9. Like
    Atmosph3rik reacted to yamamushi in Vote me for Forum Moderator!   
  10. Like
    Atmosph3rik reacted to _Anime_ in Any LANDMARK builders here ??   
    So is every one scattered all over the place?
     
    Do we have a  guild, or a place where most of us are playing?
     
    Also my build from landmark,  The queens castle!  
     
     
  11. Like
    Atmosph3rik reacted to Geo in Animated Neon GIFs for Orgs & Ships, Signs & Screens   
    Here are the Dual Universe Logo Animations I've been working on over the past month. They were published today on YouTube. The Theme is "From Earth to Alioth" with music by Maxime Ferrieu (https://twitter.com/maximeferrieu) titled "Adagio for Infinite Contemplation" from the Dual Universe Official Soundtrack.
     
     
    These were all made in Adobe After Effects with plugins from Video Copilot and really fun to make  
     
    Sincerely,
    Geo
  12. Like
    Atmosph3rik reacted to NQ-Nyzaltar in Pledge + NDA ?!   
    Hi everyone!
     
    Thank you for reporting that!
    The website will be updated tomorrow to fix the missing text on the Sponsor Pack Disclaimer text.
     
    Best Regards,
    Nyzaltar.
  13. Like
    Atmosph3rik reacted to NQ-Nomad in More Shipbuilding Contest Entries!   
    Clydesdale by Pantera
     

  14. Like
    Atmosph3rik reacted to NQ-Nomad in More Shipbuilding Contest Entries!   
    Volare Formula One Racer by Geo
     

     

  15. Like
    Atmosph3rik got a reaction from Boxofox in Racing Gate Elements   
    By that logic why would we even need ships or weapons then? 
     
    We could all just hop off the arcships and hang out playing bongos and waiting to be eaten by the local wildlife.
  16. Like
    Atmosph3rik reacted to NQ-Nyzaltar in Novaquark opens a new studio in Montréal (CA)!   
    Dear community,
     
    We’re expanding! Novaquark opens a new studio in Montreal to accelerate the development of Dual Universe!
    With the hiring of Stéphane D’Astous as General Manager and 50 positions open, if you think you have the skills required (and/or know people who have them), don't hesitate to apply to join the first true Metaverse!
     

     
    You can find the complete news here.
    You can find the job opportunities on this page of the official website.
     
    Best Regards,
    The Novaquark Team.
     
  17. Like
    Atmosph3rik reacted to _Kiwi_ in What can we build?   
    I think the real question is, what can't we build
  18. Like
    Atmosph3rik reacted to blazemonger in Third Person   
    3rd person will be crucial for content creation. And content creation will be a big marketing/sale channel for DU.
    Besides, JC has already stated that there will be a proper 3rd person mode in the game.
  19. Like
    Atmosph3rik reacted to Jadam in Any LANDMARK builders here ??   
    i m jadam.
    i have playing to landmark and i m one of master builder.
     
    Some of picture to remind this period.
     
    https://www.flickr.com/photos/126608274@N06/albums
     
  20. Like
    Atmosph3rik reacted to TheKnoff in Any LANDMARK builders here ??   
    I also came from Landmark. I bought the Alpha and had to upgrade to get it to run but I am finally able to play. Unfortunately I am needing some guidance on how to play. If I could get any help I would greatly appreciate it. 
     
    I built the house in the picture based on a home I found online. I wasn't able to finish it but I was able to get some screenshots before the game shutdown. I have some more of the backyard if anyone wants to message me to see them.

  21. Like
    Atmosph3rik reacted to Dr_Walter_Bennett in Third Person   
    From all the trailers, gameplay, and other things related to Dual Universe, I dont see third person anywhere, only first person. You will need third person, not only when your walking around, but in a ship, in a ground vehicle, mounting a turret, or anything with a chair. If you were to be piloting a fighter, or maybe a even big ship the size of a capital ship, you will need third person. There are many blind spots that you cant see in first person, and you cant get cool cinematic views without third person.
  22. Like
    Atmosph3rik reacted to Geo in Animated Neon GIFs for Orgs & Ships, Signs & Screens   
    I've been making some animated & neon signs for the Orgs I'm part of and for friend's ships. Because they are GIFs, they can be displayed on ingame screens/signs. I figured I'd share some and see if anyone want's a free animated neon GIF for their org or ship. Either message me or post your existing logo or graphics here and I'll see what I can do. It helps me pass the time when I'm not playing taxi driver for my kids or being yelled at by my wife.  
     
    Cheers,
    Geo
     
    #SignsByGeo










     
  23. Like
    Atmosph3rik reacted to Pantera in Prophet Rocket Foundry - “Trust in Creation”   
    The PRF is seeking anyone that wants to make this civilization the best (and prettiest) it can be. 
     
  24. Like
    Atmosph3rik reacted to NQ-Nyzaltar in Can someone explain it to me?   
    Hi everyone,
     
    As an exceptional case, we are replying this topic, even if it’s closed, to avoid any misunderstanding. As an exceptional case, as the involved user has explicitly asked for public explanation and the customer support agrees with it, we are in a situation where both parties agree to make it public, so it doesn't break the confidentiality policy. We also want to share this as an example that things don't happen for no reason (and in the case of an error, we are ready to fix it).
     
    Just to put things in perspective:
    - Emtec3PL account wasn't suspended regarding the game (the account has never lost his rights to play the game when the time will come).
    - Emtec3PL account wasn't suspended on the forum and was still able to contact Community Managers in private.
    - Emtec3PL account was suspended on Customer Support side.
     
    The situation:
    - Emtec3PL pledged 1 euro as a symbolic donation during Kickstarter campaign (in which case it was clear it was a donation, with no rewards attached to it).
    - Emtec3PL pledged then an Iron Founder Pack after the Kickstarter campaign, which has been upgraded as a Silver Pack shortly after.
    - As explained in the news on our website here the access time, depending on the founder level, was pretty clear and self explanatory: 
    All Kickstarter Founder Backers get access at Alpha 1.  Post-Kickstarter Founder Backers get access at the earliest at Alpha 2. Emtec3PL becomes a Founder Backer after the Kickstarter campaign, first as an Iron Founder, than as a Silver Founder, so he's rightfully considered as a Post-Kickstarter Backer and will get access Alpha 2. Emtec3PL contested that fact and asked repeatedly to Customer Support for an access to Alpha 1. Novaquark Customer Support denied the request and explained why. The last answer from Emtec3PL to the Customer Support was the following:
     
    Emtec3PL sent this reply because he will have access to Alpha 2 (as planned), and not immediately (as he wanted). Obviously there was no possible discussion anymore, and as part of the process for harassment prevention, the account has been suspended on the customer support side. If Emtec3PL is willing to come back to a more constructive discussion, the account can be unsuspended.
     
    This example might be useful to put in light how we manage customer service here at Novaquark. Globally there are two schools of customer service:
     
    The old school: "Customer is king."
    This vision implies that no matter how the customer behaves, the customer service agent needs to endure and gives satisfaction to the customer. In our eyes, this way of doing things is relevant as long as customers and customer service agents behave with mutual respect.
     
    However, with internet promoting anonymity and online interaction, a growing number of customers started to consider mutual respect as being optional and/or lost focus that the customer service agent at the other end of the line is a human being, not a machine, and he/she is there to help, not to endure someone else's anger or frustration. Having daily customers being rude or threatening can damage a team morale, especially when rudeness or threat is undeserved. 
     
    Customer Support is not an outlet for customers to let their frustration run wild.
    It's a place to answer customer questions and help them when they have a technical issue.
    Some people would easily throw there: "Hey it's part of the job. If they can't handle it, they can find another job" or the famous “HTFU” (which is perfectly fine in a game where a part of the fun is to compete to see who is the toughest guy. It’s less fine when it applies to your real life where you can’t log out) Our answer to this is "No, it's not part of the job, unless it has been decided that way by the company. It's not up to the customer to decide this part." 
     
    At Novaquark we value Customer satisfaction as much as Employee well-being. 
    The reasons? We don't want the job of anyone becoming a chore because we aren’t interested in burnouts and high turnovers, and also because we are convinced that, having people less stressed and less harassed than the average in the industry will benefit indirectly to the Customers themselves. So we won't encourage negative behavior from some customers, quite the contrary, by applying consequences to this kind of behavior.
     
    To put it simply, we are following the other school: 
    "Customer is king... but even a king has its limits."
    We will always do our best to satisfy a customer as long as:
    - the request/demand is reasonable and motivated by common sense.
    - the request/demand is made in a respectful manner.
     
    Best Regards,
    Nyzaltar.
  25. Like
    Atmosph3rik got a reaction from Anonymous in Should we be able to place a voxel without a core attached to it?   
    They already are planning to let us build with the world voxels too.  That's what you'd be doing when you add or remove terrain.  The question is whether they let us use other building textures and advanced tools and shapes like in the video.
     
    The thing about the world voxels is that they're slightly larger then the ones we build with on cores.  So you wouldn't be able to build in as fine detail.  Building with the world voxels also means that voxels warp each other when you build near the ground.   So you couldn't seamlessly place a road or building into the terrain, the way you can when building with a separate voxel grid.
     
    It could be fun for us to be able to do more then just terraforming with the world voxels though.  I think I might still want to use a construct to build a road just for the smaller voxels.  Having the multiple voxel grids to build with is definitely one of the best parts about the building in DU, for me.
     
     
     
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