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Heidenherz

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  1. Like
  2. Like
    Heidenherz reacted to NQ-Naunet in DevBlog: The Maneuver Tool and Disconnecting Ships - DUscussion thread   
    Happy Friday, Noveans!

    I'm coming to you with a few more answers/clarifications for your reading pleasure.  I really appreciated everyone's patience while I rode the merry-go-round of feedback handling.
     
    Alright, let's dive in!
     
    To start, I think it's prudent to address the question of "why did you make a tool change without fixing [insert bug description here] first?"
    As predictable/banal as this may sound to some, it's worth saying; while we are forever working hard to fix *all* current bugs, certain issues will be looked at before others. We deeply respect your opinions about our priorities (NQ is especially fortunate to have a community full of game-dev-savvy people), but we simply won't be able to please everyone no matter what direction we take. We ask that you continue to trust in the internal knowledge we have (combined with your feedback) when it comes to bug fixes paralleling feature development and/or changes. Alt+F4:
    As many of you are relieved to see, we fixed a longstanding limitation to the feeling of continuity in DU; quitting the game should never stop a ship! The recent changes we've made ensure that as soon as any player sees a construct, that construct will remain visible to everyone in the vicinity. So, using Alt+F4 during a fight will no longer 'freeze' your ship. Instead, she'll still be simulated for any other player who is still there. (And if nobody is around you, you won't have to worry about a thing!) By making this change, we hope to prevent players from "gaming the system" using Alt+F4. Of course, we'll be keeping a close eye on your feedback and will rebalance things accordingly to make sure this gameplay pillar keeps retains its depth! Regarding the 50m restriction:
    Based on feedback from all of you, this has been increased to 128m, which is the size of the largest build zone! As for concerns about moving unwanted constructs from player-owned tiles go (@casegard):
    We've seen some solid points raised about how the maneuver tool was being used to clear away constructs - the scenario quoted above being a great example. We're currently thinking hard about a viable solution for this! AGG:
     As mentioned previously in this thread, the intended meta for AGG will reveal itself in 'atmo PvP'. We acknowledge that it currently functions as a temporary solution for hauling heavy loads from the ground into space, and that players like to leave their ships hovering above their base. We will consider formally implementing an “anchoring” at high altitude feature in the future!   I sincerely hope this has been helpful to everyone, but please continue to deliver your (welcome) feedback here.

    Have an excellent weekend!!



     
  3. Like
    Heidenherz reacted to Umibozu in DevBlog: The Maneuver Tool and Disconnecting Ships - DUscussion thread   
    50 % of population doesnt care  nor want to  pvp, another 25% can live with it and occasionally will participate, only 25 % at best is interested  and treats it as main focus, make a full pvp system and barely anyone will be considering a move.
  4. Like
    Heidenherz reacted to Booker in DevBlog: The Maneuver Tool and Disconnecting Ships - DUscussion thread   
    Please provide your system specs.
  5. Like
    Heidenherz reacted to vertex in DevBlog: The Maneuver Tool and Disconnecting Ships - DUscussion thread   
    Hmm... I wanna say I strongly disagree, because I feel that having to build another construct and carry it around all the time just to go up and down 1km from surface to carrier is a very interesting trade off for not having to carry around too many atmospheric elements on a ship that's mainly designed to travel through space. But I'm curious why you'd think otherwise?
     
    YES! Definitely.
     
    Thanks a million for that follow-up ❤️ 
     
    Even tho I'm really sad about losing this since I kinda loved my carrier hovering over of me. But parked in geostationary orbit doesn't work, as that's still within the gravity well of the planet and planets don't spin - even if they did, that orbit would be considered movement, which stops when I log out and... I kinda fail to align this part of the response with DU physics..? So I guess orbit must refer to "far far away where there's no gravity anymore" (meaning not in orbit) which translates to "Dock at a space station!" and "Forget about docking an L core at all, btw." and I feel ships like that don't need an AGG in the first place.
     
    Leaves only surface landing AGG ships and for these I don't understand what "missions that require altitude consideration" means. I'm sorry, but after reading this it feels like I can kick my AGG in the bukkit and forget about that technology, as I don't see any real advantage of carrying that weight around anymore  
     
    I'm trying to find an application for it, but..
    Vertical engines don't work properly to jump to 1km altitude and go down again in a comfortable way. (at least not vanilla (meaning without some serious Lua scripting)) If my ship got enough airfoil and is powerfull enough to lift with a full haul, I'm not going to wait an hour for the AGG to climb to 15 or 20 kilometers altitude and just use those engines to get away. If my ship is parked so far away that I need several hours to either take it down to fill the cargo, or need even more hours to load it going back and forth with a smaller hauler, I can just as well do multiple jumps between planets and not use a big hauler in the first place. It already hits diminishing returns when going big on a hybrid and the only thing that makes large AGG haulers a good investment is dropping the hybrid tag and going for the fact that you can skip the weight of most atmospheric elements to reduce the hours long chore of "hauling up and down" to one trip that takes approximately 1 hour down, park, load and then 1 hour up again.
     
    I guess I may go for option 1 above.. add some vertical engines, sweat through the awful period where your binary inputs shut down the engines completely, so they need to spin up first before braking your fall, carry 10L containers as dead weight with me to mine into them, then launch empty and vertically to 1km to transfer cargo once AGG kicked in and then use my elevator 10 times to get all the dead weight L containers back into my carrier.
     
    ...
     
    Wait a second... that doesn't sound fun at all. Especially considering the price I paid for the AGG, I think I should sell it while at least some people remain who think that element is worth anything?  
     
    ...
     
    Okay, given some more minutes of pumping crocodile tears... maybe it just means that we need to establish a base of operations on every planet and have atmospheric mining carriers ready while the AGG carrier only comes down for a short period to load up and be gone again. Okay, I guess that might work out too.
     
    Still, I will dearly miss that carrier hovering over me, making me feel like "YES! You did it!" all the time - and the amazing feel of using my own elevator platform that worked so incredibly well in tandem, taking visitors up, talking about tech, just having everything working perfectly and showing off while inspiring, explaining and giving advice how to do it.
     
    To me this decision takes away much of the awe that the AGG brought us and leaves a rather shallow feeling. Sure it might clear up the sky a bit - but I always loved the sight of massive carriers up there, dreaming about being one of those captains once. Luckily I did it and was able to experience this time before that bubble got popped  
  6. Like
    Heidenherz reacted to SpaceGamer in DevBlog: The Maneuver Tool and Disconnecting Ships - DUscussion thread   
    Then I see no use at all for AGG as described...IF the ship can lift the weight without AGG and navigate from the ground anyhow....What then is ANY use of Agg as it can already obvously navigate at 1000M in atmos. Could JC provide a scenario so we understand the intended use? Also how the heck do powerful engines and fuel park anything above a base?
     
  7. Like
    Heidenherz got a reaction from W1zard in DevBlog: The Maneuver Tool and Disconnecting Ships - DUscussion thread   
    How can I dock a ship that is to be rescued by me, when I cannot lift it up on my L core ships back? The manouver distance should be at least L core long to be usable.
  8. Like
    Heidenherz got a reaction from Emptiness in DevBlog: The Maneuver Tool and Disconnecting Ships - DUscussion thread   
    How can I dock a ship that is to be rescued by me, when I cannot lift it up on my L core ships back? The manouver distance should be at least L core long to be usable.
  9. Like
    Heidenherz reacted to Emptiness in This is Dual Universe   
    Please stop with the rules lawyering, and just engage in this discussion like a regular human being.
  10. Like
    Heidenherz reacted to XKentX in This is Dual Universe   
    W1zard has created the ticket and attached all we have. W1zard can you please put here the ticket id or whatever it is he needs ?
     
    Still don't get why you can't just say what was your experience. I mean, the gunner-killer bug. NQ knows it happens and it benefits everyone that we all know that this is what happens so we can compensate. It's not like we damage the "image of DU" by discussing a bug in a beta game. There are a lot of bugs, this is expected as the game is in beta. Making a list of it so everyone knows about it makes a level playing field instead of only Big Orgs knowing the bugs and being able to cope while rest are left in the dark.
     
    Edit:
    It's not like a dupe-bug or something that can ruin the game and it is better to not share as people will dupe and economy will fail. It's some kind of glitch of ship just disapearing and don't know what, appearing elsewhere ? Did it stay there ? Did it see us just standing and staring at him ? The ship in the video was about 100km from it when it disappeared. 
     
  11. Like
    Heidenherz reacted to blazemonger in This is Dual Universe   
    People get emotional and do/word things in a bad way when they feel cheated (justified or not).
     
    Slapping a passage from EULA in someone's face when they (admittedly) in a heated state come in to get clarification.
    Especially someone in a leadership position should know better and be more diplomatic in such a case, hear the person out and provide a sensible response.
     
    Giving the "we may have gotten lucky and got desynced which we all know still happens in these situations sometimes" would have probably ended it there. 
  12. Like
    Heidenherz reacted to W1zard in This is Dual Universe   
    Only one, almost dead ship, out of 8 in range suddenly desyncs? when all their engines are down and speed is 0? Sounds veeery suspicious
    After 45 mins of PvP encounter it somehow desires to desync only when it's almost dead? I can get if it was like 5-10 mins fight, but we were shooting this target for 45 mins straight.
  13. Like
    Heidenherz reacted to XKentX in This is Dual Universe   
    We all know the state of PVP is beyond miserable and big engagements are rare.
    Here is our story of what you get when you try.
     
    We spotted an AC HYP Flotilla leaving Locobus to Alioth. They had 3 XS ships, 1 S ship and 1 M ship.  We were heavily outgunned so we had to improvise.
    The plan was to kite the XS ships away by showing only 1 XS core and then engage the M core with the rest of our ships (We had 2 S, 1 XS)

    Part 1) The trap:
    I am the pilot of the first XS ship that burned from alioth to intercept and then aligned back so they "catch up to me".
    The rest of the ships were held closer to Alioth (like 10 SU from me) so they engaged only once I kited the XS away.
    AC HYP flotilla cached up to me at about mid-way from Locobus to Alioth. I accelerated to max speed and got the M-Core at about 1-SU and opened fire with 4 L Railguns.
    About 5min later the XS cores undocked from the M-Core as expected but couldn't catch up to me as we were at max speed. M-Core started slowing down forcing me to slow down too so the XS cores can get a lock on me at closer range.
    I started changing trajectory as the XS cores were now slowly approaching me as I was not at max speed and slowly taking the XS cores away from the M-Core trajectory to alioth.
     
    Part 2) The sheep:
    Once I got the XS cores trajectory very well off the alioth trajectory, I instructed the rest of the ships to slow down and engage (so the M-Core that is heading to alioth will catch up with them, now without escort).
    That worked and the XS cores got their trajectories all messed up and flew in different directions leaving the M-Core ship alone with 2 of our S-cores (about 16 L guns) opening fire on the M-Core.

    The M-Core, left alone without escort, decided to run to Alioth and accelerated to max speed.
    I changed my speed vector the other way and had intercepted the M-Core too (that was not planned but luck was on our side).
    We now had about 22 L Railguns all engaging the defenseless M-Core freighter.
     
    Part 3) The way out:
    We were firing at the M-Core ship for about 20 minutes and then one of our gunners reported a player-kill + a crash. It happens when you kill an avatar, a known bug since the start of beta. The gunner-killer crashes.
    The M-Core ship suddenly stopped (I assume, anyone who was on-board logged off or was dead). We all burned all our fuel to slow down and verified that the M-Core ship is now standing still and is a sitting duck.
    All our ships started approaching and continued fire on the M-Core ship and trying to evade some XS-cores that finally arrived to try to save the M-Core freighter. 
     
    Our own M-Core heavy gunship friend was about 40SU away and now burning towards us from Alioth so we didn't worry about XS cores spread all over as they are now outgunned and disorganized.
     
    The M-Core ship started trying to repair some parts and accelerating but it had all it's engines down due to being under constant fire of about 22 L Railguns for the last 20 minutes. It started spinning and couldn't keep up with the repair.
    Then, when AC HYP Gizzly ran out of options to survive, this happened:
     
     
     
    For those who don’t understand what happens, The M-Core is standing still, is under fire (so the warp drive is in cooldown) and it suddenly just disappears. All 4 of our ships on field (about 12 players) just had it vanish from their radar. Can I get the skill to switch Universe too ? This is Dual Universe.
     
    When I asked in Hyperion discord for comment, they threatened me that disclosure of this violated EULA and I will get a ban.
     
    I believe I can disclose the footage of my video and share my experience. I don't see any EULA violation here.
     
  14. Like
    Heidenherz got a reaction from admsve in How do you share a seat now?   
    This one is rather easy, if you want to share your chairs with everyone, you can go to the RDMS and set up a policy.
    Actor: All
    Right: Use element
    Tag: .. here is the magic, do not use a tag, but search for chairs and select this item group. This will unlock all chairs (not command chairs, cockpits, only the ones to sit on) for everyone to sit on. No matter if you have set them up now, in the past or anytime after you have set this policy.
     
    This will have to be set up for the organisation too, if you are using any organisation constructs with chairs to transport new players.
  15. Like
    Heidenherz reacted to Greasie in idk if this were i need to post this   
    deploying voxel librarys in this game it always happens the core blows up n they take off flying thats not the players fault thats a bug on ur guys end we should not have to fight to get our construct back when its a in game bug sorry just upset all this throwing around that just happened to me 
  16. Like
    Heidenherz reacted to blazemonger in Organisation Logo?   
    Add the png to your account on the website and then you will be able to paste the below once it is approved into the org settings;
     
    <img style= "max-width: 100%;  height: auto;" src="<INSERT LINK HERE>" />
     
     
     
    You may need to tweak the style settings to fit the image but the above works fine for me
     
     
  17. Like
    Heidenherz reacted to Mordgier in Refund update   
    Dude digging into voxelmancy made me hate everything about it.
     
    The tools we have to work with feel like playing a game that has intentionally clunky controls like surgeon simulator, I am Bread or octodad. 
     
    Voxelmancy as it stands is torture to me. There is nothing that feels fun about it. It infuriating and unpredictable and much of it basically comes down to hours of trial and error till you are able to get the shape that you want. 
     
    There is no sane way to defend the current state of the voxel tools. It's not even fair to say that they are unfinished - they are not even tools. 
     
    Making good looking ships in DU is about as frustrating as doing needlework while wearing oven mitts.
  18. Like
    Heidenherz reacted to Ater Omen in Planet Resource Deserts Are Not A Good Experience   
    Or plug in an ore respawn mechanism.
  19. Like
    Heidenherz reacted to MaxTheGrey in Planet Resource Deserts Are Not A Good Experience   
    I wonder what percentage of the planet tiles have either been scanned or had at least one node mined from them. This week I've scanned over 100 contiguous tiles on Jago in the middle of the oceans, as far from any markets or obvious settled bases (multiple tiles claimed) as I could. Barely any high end resources and I've mined through at least 6 mega node empty caverns (and those are the ones I've randomly encountered). I kept going further and further to see if I'd get into an untapped area and just fell into another mega node cavern.
     
    The problem with this mining experience is not only is it RNG to get the high end resource you might need, but the odds of finding them continue to decrease with time. We are barely into the launch of the beta here and great swaths of the planets are scanned and cleared of the best resources. Yes, I'm sure there are "many" untapped tiles out there but the odds of finding one are continuing to decline. This is not a good experience and will only get worse over time. 
     
    Yes, new planets might help, leaving this system a resource desert. I really think some kind of ground healing, random resource respawn system is needed.
  20. Like
    Heidenherz reacted to NQ-Naerais in “Marketplace Heist” Response   
    Hello Noveans, 
     
    At this stage it’s hard to ignore that the “Market Heist” has definitely caused a stir of dialogue and reactions both in our community and on the internet.
     
    We have taken some time to look at the situation in more detail: the actions of these players are not ok, not condoned, and will not be tolerated. We stand by our decision, and we’d like to better explain it. 
     
    Most of what Novaquark builds within the game world, such as markets, institutes or the Arkship is not a player-owned construct. It is a part of the game play designed to serve all players. There are exceptions, like shipwrecks, which are designed for salvaging, and clearly communicated as such. 
     
    We did, indeed, state to players that if RDMS is not properly set on a construct, and it results in theft, it’s part of the game and we won’t act upon it. This is to acknowledge that treason can happen in an organization, for instance, and is part of the emergent gameplay we’re trying to promote. 
     
    Now, this does obviously not apply to NQ-built constructs, which are designed to serve a specific purpose in the game. It is obvious that these constructs, owned by NQ accounts or Aphelia, are not meant to be interacted with in the same manner as player constructs. Besides, they may contain some highly overpowered and unbalanced elements which were never meant to fall in the hands of players. So the situation with the market is clearly covered by section 5.2 of the EULA: “You must refrain from engaging in any behaviour that could harm NOVAQUARK’s image and/or reputation, that could harm one or more other Users or have a negative impact on their gaming experience, or that is detrimental to the proper functioning of the Game.”
     
    Finally, and for the record, the issue with the market did not result in a wrongly-set RDMS, but rather in a duplication bug. Part of what we use is the same tools as players to build constructs. We create one district, then duplicate it. Something went wrong in the duplication process of one of the markets, which resulted in players being able to edit it.
     
    Were we harsh? Yes. But we had previously communicated that we would no longer tolerate abuses of bugs and issues. We do realize that perhaps this started innocently enough in that someone pressed “B” while standing on a market. But it went beyond this, and that shows intention. The players involved indicated that they reported the issue, and after further investigation, one did, though not by following the proper feedback channel: they pinged a staff account on Discord in the middle of the night. We’ve clearly stated that staff do not respond to pings on Discord, and that the reporting method for exploits and bugs of this nature is either via our ticket system, or via a community manager on the forums. 
     
    Even a proper attempt to inform us about an exploit doesn’t mean that it’s OK to go on and abuse it. Communicating an exploit to the NQ staff doesn’t serve as a way to absolve the players, it’s only meant to ensure that we fix the issue - it’s not a free pass to use an exploit. The banned players destroyed a player market by dismantling it, and the fact that they communicated with us via Reddit with a request not to be banned shows that they knew what they were doing was wrong. They posted on Reddit, proud of their ‘achievement’ and of the destruction. 
     
    In the end, repairing the damage cost us hours of manpower across multiple departments, which could have been invested into further progressing the game. 
     
    That is why we take this seriously. 
     
    Here are a couple of things that we’d like to reiterate:
    We are in beta.  Things aren’t always going to work as intended. But we have a persistent, single-shard universe, and altering its foundations impacts all players. Bug Fixes aren’t instant. They take manpower time to find, investigate, fix, test and roll out. We try to make sure that fixing a bug doesn’t introduce a dozen more. As beta players, we count on you to help us and report bugs, not abuse them. We believe that this is fairly standard for most games.   We genuinely hope this brings some clarity to the situation, and ask you all to remember this is a communal effort. We’re in this together.
     
    Sincerely,
    The Novaquark Team
     
     
  21. Like
    Heidenherz reacted to Mod-Mondlicht in Mistakes made in the Code of Conduct   
    Hey @carijay766
     
    Locking threads is a moderator's decision and in most cases not made by NQ. We do this when members fail to keep it civil, friendly and constructive. Example: if this thread would be locked, your comment would be on the list of reasons for that lock - it's completely off-topic and can be considered trolling and flaming. Please respect the original author's intent for the thread, which is to help improve things - not to spit at your host's feet.
     
    Furthermore please refrain from proclaiming about our, the moderators team's, or NQ's preferences. I for one love pizza, moonlight and friendly discussions. Not only is your comment in violation with our Forum Rules, the statements it contains are wrong too.
     
    Since I just @mentioned you in one of the other two recently locked threads, where your comments were one of the many reasons I locked those, I begin to wonder about your motivation to partake in this community. If it's merely to troll and flame I'd strongly suggest you to reconsider. Respect the rules, turn the aggression down and politeness and constructivity up. Thanks.
     
    In case you want to dispute how moderation is done: take a look at the forum rules as they contain a paragraph at the end about where to send such reports.
     
     
    @Guest Dubble
    As there has been enough off-topic I want to add something of value:
    Reading this I'd think that Starfire maybe meant that you could send a private message to one of our Community Managers like @NQ-Naerais. Since forum members can't really solve this here (and I can't send private messages to guests) in fact yes, I considered to just give this statement and lock right away, since the path this would take given current situation was rather obvious - but I thought it could just as well become a topic where members get constructive and come up with suggestions on how to improve the paragraphs you address or add more observations about where documents are lacking in a positive and constructive way. Maybe a bit optimistic, I admit, but you know they say hope dies last  
     
    Mellow greetings
    Mondlicht
     
    ps
    @blazemonger your post came in while I was still typing. Thanks for taking it back on topic - my words above clearly didn't take your comment into account. Hope paid off  
  22. Like
    Heidenherz reacted to vertex in Mistakes made in the Code of Conduct   
    A convenience store is about to open and the guy installing the self-checkout did what he always does, but the management software of the terminal experiences an exception and didn't finish installing the routine that would trigger the alarm when someone takes stuff through the rfid scan field. Some of the workers notice this and start to take stuff out of the store. Some of these guys return and say "Look, I just took this and went out without issue - something wrong here?" while others take a hike and sell the stuff on eBay. The workers that returned, reported and helped the store owner to fix the issue were fine and continued to work the next day, while the guys who left without notice were fired.
     
    In conclusion? There's no conclusion. This is all completely beside the point of this thread. There is room for improvement on the EULA and on the in-game rule set - that's it. Pretty pretty pleeeeaaase... don't hijack this thread to continue that fruitless M15 topic 
  23. Like
    Heidenherz reacted to Atmosph3rik in Mistakes made in the Code of Conduct   
    Let's say you owned a convenience store.   And someone walked in and bought a pack of gum, and then proceeded to stand there telling every customer who came in how they think your store sucks, and the selection sucks, and the floors are dirty, and the staff is lazy.
     
    Do you think you might ask them to leave?
     
    Maybe put up one of those signs you see in literally every store that says, "we reserve the right to refuse service to anyone at any time".
     
    Why would NQ want to continue to provide a service to someone who is actively trying to harm their company?
     
    If you think they're doing something wrong, let them know.  I do it all the time.  But if you can't do it constructively then do you really expect them to let you hang out in their store, while you try to tare it down from the inside? 
  24. Like
    Heidenherz reacted to NQ-Naerais in Show us your Spooky Constructs!   
    Ready for a spooky good time? We want to see your Halloween Construction creations!
     
    Submit your builds to us here. 
    goodscare1.mp4
  25. Like
    Heidenherz reacted to Mod-Mondlicht in “Marketplace Heist” Response   
    Hey folks,
     
    thank you all for your input. There's nothing wrong with having a debate, but the fronts have hardened and I don't think the opposing sides will come to an agreement any time soon.
     
    To not let it be lost in the stream I'll link the follow-up statement by @NQ-Naerais one more time for others to find and after that I'm going to lock this thread.
     
    As I see it this settles the matter. There have been complaints in the past that the rules are not being enforced properly and I've seen many fights about rule interpretation too. I even entered those discussions on occasion and shared my personal point of view - especially regarding the advice to take a "better safe than sorry" stance - and those comments of mine have been on top of official clarifications and announcements. That we have two strongly opposing sides in this argument is not new and didn't come with the Market 15 incident. I hope that as things become clearer and more streamlined, most of you will find a way to get comfortable with the rules in place.
     
    Let's move on, continue to enjoy the game and build Dual Universe.
     
    Mellow greetings
    Mondlicht
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