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Jeronimo

Alpha Team Vanguard
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Posts posted by Jeronimo

  1. 4 hours ago, CodeInfused said:

     

    Hi! I've heard you had one, but I haven't found it. I saw on a stream the one at Hadron (is that yours?) and thought this looked like a fun project for me to tackle in my own style. For names, you can hover over the box and it'll expand to the name (perhaps not as convenient as always showing). I'll play around with a setting for "always showing" in the next update.

     

    i had posted 2 weeks ago multiple versions on the official lua channel and construct gallery, hoping someone like you, would make it better.

    AR is defenitly the way to go for industry, just sucks that NQ cant give us properly working functions even after release

    talking about containers, beside having names, i did add a magnifier for far away ones, which will increase the font size when hover mouse over the containers
    also have an other display option, by floors height, where only markers at same floor you are at will appear

  2. Sorry NQ but this is terribly disappointing once again

    - centralized by AI, run by inexistent NQ ingame
    - going against the player base civilisation building
    - killing all the efforts and time put by some orgs to do such markets

     

    Should have put more time developing some tools and interfaces, to achieve such type of markets driven by players!

    but instead, once again, over and over, laziness and urge to get that game released as soon as possible drove you!

     

    PS: with a wipe coming, who dares selling anything recently? are we keeping quantas?

  3. On 4/25/2022 at 11:01 PM, NQ-Ligo said:

    Imagine, having the ability to get rangefinder or radar data from a building at a distance of 10 SU (for an absurd example), you have to get ALL the buildings around the target, terrain voxels...etc! That's a lot of data to query, load, update, etc.



    feels like you were not here on first days of last PTS tests, where radars were detecting the entire universe of constructs
    Oups!
    thats not more data than we ve been uploading in normal times, and couple thousands of vec3, we are talking here of kilobytes of data not gigabytes
    why pretending would need to load anything at that distance, thats absurd

    that also works for distant communication, and distant script activation...
    why pretexting the area loading, when everything is locally ran

  4. 3 hours ago, Habitant said:

    Ah yeah , I was meant a player who is a bit more trained like more piloting skills , some mining for some extra income ,maybe a bit industry , and some basic other talents.

    But yeah lvl 3 in 7days is what it takes. Maybe lvl 1 in a few minutes . why not . And if you are in a good org you get your handling buffs .

     

    5 hours ago, Jinxed said:

    I always thought P2W meant paying for something that was unavailable in game, like special weapons or armor which can only be got by payments.
     

    I understand the concept that having two accounts brings with it advantages, but I don’t think that is P2W as such. 
     

    if that were the case then we could also define P2W to include anyone who has paid a year of subs and queued up their skills diligently as they will have an advantage over a noob since they’ve paid for 12 months of XP. That’s obviously not P2W but money paid has created an actual, tangible advantage. 
     

    Of course people are free to mean anything they want when they say something: like the word theory being mixed up with hypothesis in the context of the existence of gravity by flat earthers.

     

    But using proprietary definitions just muddies the waters and detracts from the communication. 

     

    8 hours ago, RugesV said:

    A year to get into pvp? Only takes 7 days to skill ammo, radar, 1 m weapon type. Up to lvl 3 on everything.  Now all things equal yea that max skilled player is going to Beat the lvl 3 guy everytime. But if you spend several more weeks to months training up specific skills you can become competitive with max skilled players. 

     

    Pay2win is buying premium ammo that you spend rl money that is bet5er than can be gotten ingame. Pay2win is buying the best loadout with real money without having to play tge game to get it.

     

    Multi accounts is dual boxing. And if you said DU is so dual boxy. I would have said yes, yes it is. 



    guys sop focusing on multi account!!!!
    1) its pay to win "time", pay to progess faster
    2) it doesnt hurt anyone
    3) this is uncontrollable by NQ, and it brings them more sub/money, so there is no chance they regulate it
    4) in so many other mmo out there its also the case

    so main problem there is dual client for multi account users
    dual client = 1 player can play 2 accounts at same time on same PC using regular client + a geforcenow client
    and where does that hurt DU the most? in PVP

    because in pvp give those players advantage to control 1 ship with 2 pvp seats, so double number of guns, so double fire power, controled with 1 single hand

    so there is no chance to remove geforcenow, too many regular players rely only on that

    PVP mechanics must be improved by NQ to rebalance dual clients and give EVERYONE same chance in PVP

     

  5. 29 minutes ago, Tordan said:

    agreed. even 1km instead of 100 range would make a HUGE difference.

     

    100 is not even what it is in reality, small elements despawn after 25m, including databanks, receptors, emitters, buttons, screens etc... no matter there is someone else standing beside it

    lua is 100% dealt by your own computer and elements that are rendered by your client

     

    its not 1km what we need, now they adding MU api, we need cross universe communication api, so we could centralize datas for our screens!

     

    MU api is totaly useless if we cant trigger a programming board while using VR, or cant gather its data with a real communication api

  6. 3 hours ago, Tordan said:

    >>   addBezier([int]

    >> layer movement!!

    >> more font sizes!!

     

    Cheer!

     

    why are you so enthusiastic Tordan, they announced a release before the end of the year!!! of a game in alpha stage we ve been playing for 6 years, ending with a wipe including all the hard work of all creators that made 100% of the content for the game advertisements till now

    They havent discussed or listened to anything, any ideas we ve been developing here in this same forum

     

    but just building a game for screens

    thats what lua in DU is about today, looking at your computer screen to watch an other ingame screen, and for yourself, because they arent able to give us an acceptable synchronisation for everyone see the same thing at same time on those screens

     

     

     

  7. when will the json disapear for good for a better formal table returned?

     

    how about slots removal too?
    core.getData(uid)

    etc...

     

    feels like when ever there are 3 functions added in the game, dev feels completely free of any current lua problematics

     

    when will this game start to be refined instead of adding more incomplete content????????????

     

    when are we going to see lua exchange and copyright integrated in the game?

     

    when does lua will really allow us to communicate between players/constructs, instead of beeing nerfed for personal use where you have to explicitly press F on a control unit?

     

    why the hell adding a MU api when ppl in VR cannot start a programming board? feels like dev really think 100% of players are owning 30 territories and moving personally to them for calibration???????????????????

     

    When is GD team going to really play their game for god sake?????????

     

     

     

  8. 47 minutes ago, Zarcata said:

    Is this now going to be a discussion of when p2w is bad or not?
    where does p2w start? From an advantage? a large advantage? Advantage over other players, even if you only play for yourself? Advantage in the endgame, when there is no traditional endgame at all?
    he fact is, almost every game can allow advantages through multiple accounts. In the case of DualUniverse, however, these things are already significant, simultaneous and, depending on the playstyle, completely irrelevant, depending on what a player does with them.

    - 150,000 Quanta Login Bonus
    - MiningUnits maximum calibrations 50/50
    - transport mission packages in one piece, instead of only one max 9,5m/package
    - more connected areas and consequently more percentages for MiningUnitsBonuses 10-60%
    - in PvP control several ships equipped with weapons, instead of only one 
    - unlock more coreslots 200/200 (to be able to build more, although there is a limit per player)
    - more independence in skill order (players could achieve complete autarky)
    - ...

     

     

    multi accounts is not pay 2 win
    its pay to progress faster, and does not hurt anyone, its common and no one cares about it


    multi accounts + dual clients is real actual pay to win when we talk about PVP

    you are alone or in small group facing dual client single player or group
    you cannot not win, but you ll 100% loose everything you spent long long time to build and gather
    no matter you are full pvp talents + t5 grade voxels
    they will always have double of your fire power

    dual client = double fire power per player = pay 2 win

  9. 1 hour ago, Cergorach said:

    That depends on how you do it...

    Examples:

    Training, you can train x times faster, certain characters can do thing 1, the other thing 2, the other thing 3, etc. I have two dedicated pilots, everything to lvl 5, one dedicated Element placer and one industrialist. You could train dedicated gunners, split up the Industry stack across multiple accounts, etc. You, as a player, can do everything well (it might just require a different character).

     

    Automining, allows you x times the charges to automine, allowing you to mine more ore then a single account. Use for your main account.

     

    Missions, gives you multiple valuable packages to transport. Makes more quanta you can use for your main account.

     

    Multiple accounts can't run on a single PC, but they can run on multiple PCs. Which is allowed by NQ, as long as you don't use multiple chars in PVP.

    One PC flying missions, one PC doing other stuff...

     

    Multiple accounts do make the progression of the 'collective' faster. More quanta, more ore, cheaper production, more profit, better ships/industry, etc. This snowballs quickly!

     

     

     

     

    you didnt really need to explain
    we all know this, but ppl like him are just trolling...

  10. 51 minutes ago, Habitant said:

    Hi !

    I agree with you. Also i made a similar post but I didnt read this before making it . Thankfully is a bit different than yours one as it describes economy and fearness .

    I think they should think of making DU a single player game , allowing players to operate only one account . But that is just me.

     

     

    it will be impossible for them to control accounts, but yes gives huge progression advantage to players owning multiple accounts
    Its like that we have to do with it, other games are same, and NQ will never say no to more sub/money

    But other games allow multiple characters per account


    They just have to do things right for that doesn't disadvantage in any case single account players

    And right now is the PVP the most affected/unbalanced by geforcenow or other PCoIP, more than the economy itself

  11. 9 hours ago, Knight-Sevy said:

    If you want to do PvP on the game, it is mandatory to have at least 2 accounts.
     

    Unfortunately any player wanting to do PvP, this one being most of the time unpredictable, when your cargo is 6 hours away you don't know when we may need you, you have to be ready all the time, you can't allow you to be doing another activity.
     

    It is therefore obligatory to permanently keep a character ready to fight next to or in a ship. While you do your stuff on another.
    This is the bare minimum.
     

    And then for the most competitive in PvP, it is also mandatory to have 2 accounts to be able to use a second gunner with GEFORCE NOW.
    This is what most people do in PvP.
     

    We went from an unkillable ship to:
    - Massive nerf to voxel HP
    - Added CCS
    - Addition of the game on GFN so doubling of the TTK
    (- Still little point in using higher tier voxel rather than T1 plastic)

    And there are still plenty of Alpha players in the game.
    Half of our most active members are still people who started in alpha. The other half being people paying 2 subscriptions.

     

     

    thx for sharing you experience Knight-Sevy

  12. 44 minutes ago, blazemonger said:

    Source for this statement?

     

    It's not an exploit

     

    Again, you clearly have no idea how Shadow PC works.. and I very much doubt that there is players who spend $30 a month per shadow account just to dualbox several alts in PVP in DU. That idea is just silly as there are much better options in PVP games to do that cheaper and easier.

     

    You make a lot of assumptions and statements for which you really have not presented anything that validates them.

    active accounts are said to be around 3000 by NQ
    active accounts includes active players with all their alts
    hopes at release are to be around 95k subs

    if there is couple of the alpha tester i never ever encountered in game, you are one
    first you come play the game, and you ll se how dead it is, join big orgs and see how many active players are in compare to total members
    if active players are ready to pay for 8 accounts, 30$ more for a shadow play is nothing, and shadow Pc is nothing else but a PC over IP, so can even be used to play with a tablet pc
    there were also a bunch whiling to pay more than 1000$ for playing this game

    so dont say there arent players that will do everything to dominate at all costs


    if a dozen players abuse of this dual client out of 3000 today, it will be couple hundreds out of 95k players tomorow

  13. 34 minutes ago, blazemonger said:

    There is no actual evidence of a good number of players multiboxing in PVP with several Alts, unles you can show that, your argument falls flat.


    And if you actually understand how a Shadow PC will work in this regard you'd know that it really is not a viable option for multiboxing PVP. A group of players against a muiltiboxing solo player will always favor the group in a massive way. INstead of complaining about this, even if true, get a group together and go punish them..
     

    Alts in general are not a NQ or DU issue, besides it not being an issue at all IMO, it is a general occurence in MMO games. 


    all mmos are skilled based and unless having 4 arms and 2 pairs of eyes, dual client is unpraticable
    DU is lock and fire, where you only press couple buttons then it does the job for you, with only 1 hand can handle easily 2 clients

    we are no more than 500 active players, i personally dont have other account, but i m surrounded by others who have up to 8 accounts to be able to cover all talents
    the more time will go after release the more players will join the more this exploit will be abused if nothing is done!

    punishing them is stupid, prooves that you didnt adventure that much in space, pvp is obviously awaiting around asteroids, but not only, it can be anywhere around the corner
    space is large. and i know no one around me or in my orgs whiling to loose hours doing nothing in space but looking for a needle in a haystack
    and what i want is a fair fight when i want to do a mission alone and not ask 10 of my mates to company me for such task

  14. 1 minute ago, Cergorach said:

    Multiple accounts are allowed in DU.

    Multiple clients in pvp were not allowed (unless NQ changed their mind on that front).

     

    The problem is then not that it p2w, but that it's cheating in pvp.

    Of course, there are arguments to be made for multiple accounts in DU to be p2w, but win what exactly?

    Of course a single account with 20 months training in piloting and gunnery will win from a single account with only 3 months of training in the same skills... That first account started earlier, has more talent points and paid more in subscriptions then the second account. Is that also p2w in your mind?


    multiple accounts will be impossible to control, unless they let us build multiple characters with 1 account (what 100% of mmos do btw)

    but having normal client plus running DU on shadow PC on same computer is common place for lot of PVP users
    gives them enormous advantages, the first 1 is to double their fire power and be only 1 person out there, they dont need to move with friends and orgs, they are fully equiped for taking and having 100% of chance against any other single player even with full talents and max tier elements
    is that cheating? not really, because NQ allows it, and did nothing to counter it. so its pay to win
     

  15. The planets need a wipe
    This game officially called  in beta stage, is in reality still in alpha stage

    Planets are same since 5years ago, fast designed placeholders that have been worked on for years but never replaced

    We have experiences in pre alpha and alpha stages dozen of wipes, and there were different goals for those wipes and solutions given for better transitions

    The best solutions that was adopted once was that we were given magic blueprints, tokens of our previous constructs that we could spawn at no cost after the wipe
    this is something players should fight for, aswell as keeping our quantas and talent points

    But planets MUST be wiped and replaced with new one
    As a reminder an old dev blog:
    https://www.youtube.com/watch?v=mAqa-miWhxg&t=92s

  16. You are going to feel the pain and unbalance coming with Athena dont worry

    They are implementing those aliens core and space warfare, where we will need to hold onto temporary built space fortress for the longest time possible
    That will completely immobilise entire orgs members daily activities just to guard a mining unit that give 1 item per 6h


    Unless of course you have multiple accounts and can just leave your pvp perk that you can log in with anytime at no cost but the cost of an additional subscription

    = pay to win

  17. It is quite obvious Athena is adding more features for pvp so that more players and orgs participate.
    PVP never been popular among majority of players that own only 1 account. Participating or wanting to, requires levelling hundreds of pvp related talents that most players wont, because there are other hundreds more vital talents to enjoy better a quiet life. 

     

    But NQ has done the probably unfixable mistake to open market to shadow PC players, which ultimately broke PVP in DU
    There is not a single PVP org member that have less than 2 accounts and play pvp with 2 DU clients open on a single computer
    Meaning a minimum of 2 characters seated in the same ship and ready for pvp, controlled by 1 single person, meaning double of weapon power controlled by 1 "at the same time"

    Us random folks and orgs have absolutely no chance out there

    What should be reviewed by NQ to rebalance this and give equal chance to anyone?

    2 solutions:

    1) Re enable the VR controls, letting player in VR use remotes / programming boards / command seats / pvp seats
    VR could still restrain inventories access, and talents

    2) Remove the number of allowed weapons per seat, but allocate it per construct

  18. Market in space is the result of laziness from dev team, they are not going toward at all the civilisation building mechanics the game is selling and supposed to have.

    This is not a step forward players market and wallet API. 

    But will only create an other pile of polluting trash space stations and abandoned ships all around it.

    This is absolute shame that dev is focusing more on saving their effort by nerfing or under developing everything with the only pretext that an extreme minority of players may abuse of some features.
    How about giving the majority of players better and deeper features/APIs, including some that will let us deal our self with greifers and cheaters?

    Its painful to see after 7 years of development such poor decisions still taken
     

  19. 6 minutes ago, Stratio5 said:

     

    Do you honestly think that's a good idea? That would screw up the economy and wealth even harder than it is now. From day 1 of your plan, the wealthy and established players will make a mad rush to claim everything they currently own and then some. And all the players were were playing casually and all new players are screwed.

     

    I know you want to keep what you believe you've worked hard for... but that plan is FAR worse than just not wiping at all.

     

     

    planets need a wipe, they are the same fast designed boring ugly planets since alpha, have no charm, no natural formations, no continents, just layers of sand, dirt and rocks everywhere. they are not giving a good image of the game. the only good looking thing is the render from unigine.

    as for schematics they obviously don't need a wipe, just a big update

     

    lets say full wipe excluding whats in space and on sanctuary then?

  20. Voting for Full Wipe

    excluding BPs, talent points and quantas


    As a creator and popular seller i have read no other alternative that would protect my hard work
    I have honestly earned my quantas, mostly by selling constructs and non DRM voxel libraries, helping hundreds of players and organisations creating content for the game.
    So if those customers of mine can keep my creations after wipe i should be able to keep my quantas

     

    Players who have accumulated enormous amount of quantas with the missions VR exploits, are those with multiple accounts, and they aren't majority of us, and strongly believe they already have spent big part of it.

     

    I on the side do support schematics wipe and planets wipe, as i strongly hope a big rework of the planets that do not meet my expectations
     

  21. We had it a while back in alpha, the getConstructWorldPos(id) for everything, without transponder, then players started to make construct following construct scripts and amazing AR scripts, which displeased JC who nerfed it hard.

     

    While players outsmart limitations and already found other ways, to get a coordinate, with triangulations, why keeping this function nerfed?

     

    At least allow us the use of getConstructWorldPos(id) for all statics and space cores and why not for stopped and unboarded dynamic cores .

    Numbers of abandoned constructs of all types and sizes, in atmo at any altitudes, and space, agg plateforms, elevators towers, floating bases etc... are increasing day by day

     

    The multiplications of sophisticated autopiloting scripts for example, where those coordinates information are crucial for good functioning and obstacles avoidance, this getConstructWorldPos(id) nerf just making piloting scripts uselessly heavier, therefore impacts on performances

     

     

     

  22. 43 minutes ago, DecoyGoatBomb said:

    There are currently no mechanics for player markets so I am not sure what you are referring to when you say "player markets:". There are "cities" and bases that have dispensers but that is all. I am hoping when they put in Player Markets it will work as a local hub that allows you to buy from any dispenser within a certain radius that is searchable just like the Aphelia markets. 

    right now lets say we have player managed shops, and player never ending greed driven public markets

     

    so yes obviously we will need at one point some market terminal elements for players, that would list up all the items from a linked container or something like that

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