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Messaline

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  1. Like
    Messaline reacted to RugesV in Idea: Get Rid of/change Boring Mini Games   
    PSST, you dont have to play the mini game.  And you can skip allot of the transitions by clicking the box.  Then once you click Start quickly press ESC.  This will exit out of the mini game without a confirmation window appearing.  It will increase your calibration percent by 35%. (no bonus ore).  This can be done in VR every 5 days. Basically allowing 1 person to calibrate 34 MU's every 5 days. With a couple hour grace period. 
    will try and get a screen shot tomorrow when I do callibrations. but you can see the hotspots under the edge without surveying. 
  2. Like
    Messaline reacted to Midacre in Move the schematics container link to Advanced   
    Entire factories can be taken offline mistakenly with one click.
     
    Please move "Set as schematic container" to the Advanced menu so players don't accidentally take their factory offline. Anyone with container privileges can do this, even if they have no privileges to the industry units.
     
    I would have posted this to the Ideas forum but that is shutdown.

  3. Like
    Messaline reacted to GrayLeader in Better ground modification.   
    Several people have come together on this idea of having a better ground modification setup. (aka terraforming)
    So idea as follows.
    We would love a way to use square ground modification instead of just a circle. (i would say more of a smoothed cube for server performance.)
    As and example allowing us to smooth out some roads of have better territories and not so much randomized structure placement because of ground leveling.
    Benefits
    1st. way less cores in the world for getting  roads in the game.
    2nd. race tracks!
    3rd. getting more realism out of dual universe.
    4th. lowering server lag due to jagged edges due to the round tools and flattening tools.
  4. Like
    Messaline reacted to Leniver in Atlas Honeycomb Museum open his doors   
    Hello everybody,

    After hours and hours of hard work, the museum is ready for the public.

    I started this project because I like our builder community and support them. 
    The goal of this museum is to display all the honeycomb of the game and give the possibility to anyone to have access to them at a decent price.

    Every honeycomb of the game has his own display and dispenser from Tier 1 to Tier 5, for a total of 1382 different color and structure.

    I have try to keep the price as low as possible to push the creativity of our nice community one step further.
    All the honeycomb are produced in place.
    If for any reason one specific honeycomb is empty or you want a high amount of a specific honeycomb. You can contact me, I will do my best to sort it.
     
    You can visit the museum at by using the VR station Atlas Honeycomb Museum T1-T5
    Or flying to the location: ::pos{0,2,44.9404,86.2643,45.2091} (You can't miss it, it's under the Statue of Liberty)
     
    PS: Working on landing pad for our visitor, currently you can use an elevator at bottom of the structure to go in the museum.

    Kind regards



  5. Like
    Messaline reacted to GraXXoR in Could we get rid of those scam?   
    You lost me at dumb. I guess you wrote other stuff after that. /shrug/
  6. Like
    Messaline reacted to Atmosph3rik in Could we get rid of those scam?   
    Personally, i think an intelligent person would see the obvious danger in leaving the cover off a manhole and focus on solving the simple problem.   Rather than patting themselves on the back for not falling into it themselves.
     
    A truly intelligent person would be confident enough in their own intelligence that they wouldn't want to set other people up for failure just to make themselves feel a bit smarter.
     
  7. Like
    Messaline reacted to reggamm in plasma is only for the elite?   
    Dear developers of the Dual Universe game!

    What do you think about the resources that are owned by the two largest corporations?
    Are there any plans to add a drop of justice for the rest of the community, which also needs rare resources? In particular, we are talking about plasma and the inability to build a warp beacon without this component. Or do you think that long flights add interest to the game?
    Add the possibility of obtaining rare resources in other ways, even if with great risk, or exclude this resource from the components of the construction of a warp beacon.
  8. Like
    Messaline reacted to DBxWanderer in Idea: Show Applied Buffs to a Construct (Handling and Otherwise)   
    Idea: Show Applied Buffs to a Construct (Handling and Otherwise)
    Maybe for buffs that occur when you "Start" a refining on industry, you could have something at the top that would show the skills being applied to the "run"
  9. Like
    Messaline reacted to Neirin in Idea: Abandon Inactive Tiles for Unsubbed accounts After two weeks.   
    HQ tiles already abandon after 3 months unsubbed iirc.
    2 weeks would be far too short.
  10. Like
    Messaline reacted to Tordan in Could we get rid of those scam?   
    I would also very much like to be able to see and filter WHO is selling. blacklists, whitelists, etc.
  11. Like
    Messaline reacted to Leniver in Could we get rid of those scam?   
    Hello,
     
    I know that for some people it's OK to scam others. But NQ should at least give us tools to filter those scams.
    Many people are complaining about the game not having enough player, not sure that this type of gameplay push new player to get interested into the game.

    Again, I don't complain for myself but to keep the game healthy and bring in new players.

     @NQ
    give us a way to ignore all the buy order below a certain amount in the settings the first time you open the market in the game (for new player) the player has a "help" message telling him that he can set default filters. (maybe also the reason why)  


    Kind regards
  12. Like
    Messaline reacted to DBxWanderer in Idea: In-game Mailbox?   
    I'd like to send a message to people so that they can see it next time they log on.
  13. Like
    Messaline reacted to RugesV in DUAL UNIVERSE: WHAT'S COMING NEXT   
    There is only one solution to this. Items that are marked for deletion are dropped in space as temporary containers.  There are many times during combat that you need to move resources from one container to another (IE moving ammo from a main hub to an ammo box, or moving fuel from a container to a fuel tank, moving scrap from a container to your nano, Even moving fuel ammo and scrap from one ship to another).  There are even times when you dump  your load, not to prevent attackers from getting the loot, but to increase your speed to get away. Limiting any of these legit reasons would be worse than leaving it how it currently is. 
  14. Like
    Messaline got a reaction from Kanamechan in Boutique de cosmétiques ?   
    Bonjour et bonnes fêtes,
     
    Je voulais faire une suggestion mais il n'est pas possible d'en rajouter, alors je la pose là. 
     
    **NQ, pourriez-vous mettre sur votre site une boutique permettant d'acheter les animaux de compagnie, costumes, et autres gadgets ?**
     
    Si une âme charitable voulait bien traduire ma demande, j'en serai fort Honoré 
     
    PS : je suis jaloux pour un "Pionnier" de ne pas avoir eu d'animal de compagnie
     
    --
  15. Like
    Messaline reacted to TonyTones in Boutique de cosmétiques ?   
    Translated from above by google:
     
    Hello and Happy Holidays,
     
    I wanted to make a suggestion but it's not possible to add more, so I put it here. NQ, could you put a shop on your site where you can buy pets, costumes, and other gadgets? 
     
    PS: I'm jealous of "Pioneer" for not having had a pet
     
    This has come up alot, it will probably exist some day
  16. Like
    Messaline reacted to GraXXoR in T1 fuel market effect opinions.   
    I often see posts on twitter by people saying things like, "I said xxxx but (unnamed other) did yyyy to me...."
    Often "unnamed other" is expanded in their post to "everyone"...

    Yet strangely I never see much in the way of actual twisting/trouncing/schooling/teaching/destroying/burning/flaying/scalding..  When I look back at the history, it's usually just one or two people disagreeing with the OP.
    Funny stuff...

    Anyway, I posted several times about deflation death spirals for this game, here's a recent post I remember posting less than two months ago... and the posts created some lively debate.
     
  17. Like
    Messaline reacted to RumRunnerI in The server issues have create a no-win situation.   
    Yea this is frustrating and I feel your pain. My T1 flowers weren't making more money then the taxes on it and paying those kept me in a constant state of broke. I was never more than a few days of missing a tax bill. I was running missions but it takes too long and isnt fun so to survive, I pulled all of my miners, left my flowers to the dust bin of history and have been far richer since. It doesnt solve your problem but it is a bandaid until your issues are finally resolved. 
  18. Like
    Messaline reacted to StoneSpoons in The server issues have create a no-win situation.   
    Over the past several weeks, we've been dealing with some pretty significant server issues that have made this (rightly) challenging game into one that's almost impossible to play.
     
    On two occasions, while running missions, my ship has completely lost the ability to brake.  This is happening with a ship that I've used for that same mission many times before and after.
     
    This has happened to some of my org-mates as well. One said, "I just landed on thades. and instead of landing I shot into the air at 16k kmph and disabled 223 modules".  Another said, "coming down for a landing - brakes are working and then the ship just drops to the ground damaging half the elements".
     
    Another said, "yesterday late in the day i was leaving atmo on talemai .  at 16km above surface my ship disappeared and my body floated down. ship got stuck 16 km above me."  -  I know that this same exact thing happened to another player in my org about three weeks ago.
     
    NQ knows there is a problem. And I know they're going to fix it. But until they do, I can't run missions. If my ship crashes like that again, it's done.  
     
    If it happens again then my ship is broken forever and I'm screwed.
     
    I had a cushion of quanta in my account that I've used to pay my tile taxes, but now that money is depleted. If I can't run missions, I can't earn money.
     
    So what am I supposed to do here, NQ?  These server issues have been going on for weeks!  I really like this game and I want to play it. Because of these server issues, which are out of my control, I can't earn money.  And so I won't be able to pay my tile tax.  So I'm going to lose my tiles because the server is having problems. 
     
    So I'm asking you, NQ.... what do you expect me to do here? This is frustrating and we've been patient. Are you guys going to do anything?  Please just help.
  19. Like
    Messaline reacted to GraXXoR in Do you think it's Sadistic Tendancies?   
    Why on earth would NQ set an exact 24 HOUR TIMER for recalibrations and not allow skills to reduce the time other than to hurt the players of their game?
     
    EVERY SINGLE DAY I'M HAVING TO STAY UP LATER AND LATER TO CALIBRATE MY MEAGRE T2 MINING UNITS....
     
    Because on day 1 I set my mining units at 9:20pm after i finished work IRL and the next day, I wasn't able to set them until AFTER 9:20.
    As it happened, it was about 9:30 by the time I finished calibrating them.
     
    The next day, a client phoned me just before I could calibrate them and ended up calibrating them at 10:15...

    Now the next day, I was unable to calibrate them until 10:15 finishing at about 10:30
     
    The day before yesterday, I went out for a drink and got back at gone 11pm. Now last night I was unable to calibrate them before midnight. So I had to skip calibration until Saturday afternoon at 12;30pm...
     
    I've used Hanlon's razor so much this last two years that the blade is duller than a taxman's suit. To the point where I could easily believe NQ chose 24 hour cooldown SPECIFICALLY TO IMPEDE their PLAYERS and INTERFERE with their PLAYSTYLE. There is no other reason why a GAME DESIGNER would PURPOSEFULLY choose such a PLAYER HOSTILE cooldown.
     
    This means that once a week I am effectively either losing sleep or losing a day of calibrations.
     
    Thanks for willfully and purposefully making your game a POORER EXPERIENCE at EVERY OPORTUNITY you get.
     
    Wearily yours,
       Jinx.
  20. Like
    Messaline reacted to Msoul in Lighting in Dual Universe   
    The following is an examination of the various player lighting options in Dual Universe as of Update 1.1. Please keep in mind this is not my area of expertise and many of the conclusions drawn here are highly subjective. Hopefully you still find it useful and free of errors.
     
    Summary of Findings (TLDR)
     
    The Headlight XS is uniquely situated as the spotlight of Dual Universe and it does that job exceptionally well Long and Square lights are functionally equivalent and best suited for illuminating surfaces that need to be seen from a distance The Vertical light has the lowest effective range but being omni-directional with high intensity makes it ideal for indoor lighting of complex geometries. Luminescent Voxels are best suited for decorative highlighting rather than general illumination. Physical properties of lighting elements are standardized but be aware that the Vertical light L has increased mass, volume, and health XS light elements are tier 1 + nanocraftable while S, M, and L sized lights are tier 2 with standardized recipes Current fabrication costs for light elements are primarily from schematics and manufacturers are fully capable of supplying consumer needs right now  
    Introduction
     
    There are 4 different types of craftable light elements Headlight XS, Long Light, Square Light, and Vertical Light with the last 3 having size variations XS, S, M, and L. Each of these elements can be configured to blink at a regular interval and/or output RGB colors through the right click menu. Note that the RGB values must be scaled between 0 and 1 so if you are referencing integer color values (ie: 1 to 255) simply divide it by 255 before inputting. In addition there are 11 different kinds of Luminescent Voxels creating a fairly diverse color palette that spans the visible spectrum. These lights as shown below are the primary focus of this post, but it is also worth noting there are a large number of alternative sources such as fireworks, deco-lamps, engine VFX, and of course the sun itself.
     

     
    Lighting Characteristics
     
    The main objective behind adding lights to a construct is to use them to illuminate surfaces. These are the key parameters that influence this.
     
    Field of View (FOV) – The angle centered about an object’s normal within which light is cast Intensity Factor – The relative power of a light source measured in multiples of 100,000 lux Attenuation Distance – The distance between a light source and a surface, beyond which said surface is no longer illuminated Penumbra Factor – A measure of how fast projected/surface light intensity decreases from the epicenter  Visible Distance – The distance between an illuminated surface and an observer, beyond which the light on said surface begins to fade out  
    When it comes to FOV all light elements have approximately the same value of 100 degrees with the exception of vertical lights which are omni-directional. The remaining stats are plotted below with reference to element size. Note that gaps in the bar graph represent break points on the y-axis which were added to prevent exceptionally large values from obscuring the rest of the dataset.
     

     
    The headlight XS has the greatest light intensity and attenuation distance which makes it effective at illuminating distant surfaces, but the high penumbra factor causes that intensity to rapidly decrease as the light spreads outwards from the point of incidence. Consequently it functions as a powerful spotlight that is great for lighting up distance objects with a narrow beam. The long and square lights closely mirror each other with the larger variants exhibiting slightly longer range. These lights also have the highest visible distance making them well suited for general illumination of mission critical surfaces like runways and landing pads. Vertical lights on the other hand have the lowest overall range but being omni-directional, with moderate intensity, largely makes up for that. They are well suited for locations that require many nearby surfaces to be irradiated at once such as building interiors or complex voxel geometries. In order to further highlight the differences between these light sources, the following visual reference was created. It showcases the amount of light spread that would occur on a 32x32m (ie: S-core size) flat surface when illuminated by each source from the respective distances listed on the left side.
     

     
    Physical Characteristics
     
    When it comes to general properties all light elements are approximately equal with the exception of the vertical light L. It has over three times the mass, four times the storage volume, and triple the amount of functional surface area. It is also the only light with any meaningful amount of health although it is still not recommended that they be utilized for defensive purposes since these decorative type elements do not even have damage resistance. In terms of dimensions each increase in the size category roughly doubles the primary side length of each respective element.
     

     
    Fabrication Costs
     
    The production recipes for XS lighting elements are all Tier 1 and can be made in the nanocrafter. All other sizes are Tier 2 and must be crafted in industry units, specifically an Assembler XS for everything except the vertical light L which requires the S sized variant. An overview of the fabrication costs per individual element produced is provided below. From it we can see that if you neglect schematics the only differences between baseline unit costs are associated with an item's tier. However once again the vertical light L proves to be an exception as it also has a substantially longer crafting time, likely due to it being paired with with the Assembler S.
     

     
    Under current market prices these schematics represent upwards of 50% the overall cost expenditure to manufacture said lights. Taking a brief look at public market orders it becomes clear that despite this, there is a moderate surplus of elements available for purchase (note that outliers with absurd +/-1000% prices have been removed). Smaller sized lights in particular appear to have been produced in excess of player demand and are now being listed at or below that of production costs. It is difficult to estimate when the existing supply will be exhausted as player demand for small lights is not easily quantified. However due to the low fabrication costs and crafting times, affluent manufactures will be able to quickly restock this market should the opportunity arise. The situation with larger sized lights is more dynamic right now. The low volume of units that are presently on the market have been listed with profit margins of about 20% which is indicative of a more limited supply and/or a greater demand.
     

     
    To assess supply concerns, the following plot compares the fabrication costs for lights to that of atmospheric engines. From it we can see that the total schematic costs for engines is slightly higher while the requisite ore requirements are substantially higher, particularly for M and L sizes. Despite this, market sell volume for engines is much greater than that of lights while also maintaining above zero profit margins. Thus we can infer that player industries exist which are capable of meeting supply requirements for the large lighting sector but they are instead targeting other items like engines, likely due to even higher consumer demand and hence greater profits. 
     

     
    Luminescent Voxels
     
    Unlike lighting elements these voxels appear to operate solely as emissive surfaces and produce a highly localized glowing effect. In terms of the ore costs per m3 they are similar to the other Tier 2 light elements but only require about a fourth of the T1 ore (more specifically 11 and 30 litters of T1 and T2 respectively). Schematics cost per m3 is exceptionally low at 172.45 quanta. This would ordinarily make luminescent voxels the cheapest form of Tier 2 lighting but their more limited range also means that a substantial amount is needed to achieve the same level of illumination as the other light elements. They do however have the unique ability to be precisely shaped and seamlessly integrated into other voxel structures. Considering all of this I believe luminescent voxels are best suited for decorative highlighting rather than general illumination.
     
    Conclusions and Recommendations
     
    Based on the above, it is my determination that Dual Universe currently has adequate lighting options which when employed correctly, will handle the majority of scenarios. There is however plenty of room for expansion and/or further diversification down the road, when time permits. In terms of expansion I recommend adding a secondary element with omni-directional properties such as a sphereical light. Also consider decreasing the overall effectiveness of the headlight XS and instead utilizing its original properties on a larger sized variant (ie: headlight S). In terms of diversification, the most restricted parameter right now is FOV so assess the merits of adding that as a configurable variable or providing more FOV variation across the existing element set. 

    Finally @Aaron Cain your original inquiry was with regards to crafting costs for L sized lights with respect to T2 engines, considering the associated player demand for both (static building vs dynamic construct). Based on market trends alone, it is safe to say that the demand for large engines is presently higher. From a practical standpoint this examination shows that it only takes a couple strategically placed L sized lights to fully illuminate an S core sized surface. I also reason that illuminating a dynamic construct of identical core size will typically require more lights than its static counterpart due to the need to handle both interior and exterior surfaces as well as the more complex geometries associated with piloting elements. So the question becomes why are large lights less popular then large engines? Rationally, it is either because the majority of players are less interested in them and/or are unwilling to invest into them. With regards to baseline costs these lights are already a fraction of the cost of said engines, primarily due to their sparser ore requirements. Perhaps that is still not sufficient, but with engines flying off the proverbial shelves it is difficult to say this conclusively. The only thing I can conclude is that the majority of players place low importance on lighting. The next step would be to reach out, ask why, then determine if anything should be done or if players are satisfied.
     
  21. Like
    Messaline reacted to Zeddrick in Dishonest Advertising   
    Today my characters received an e-mail entitled 'Unlock new pets and skins now in Dual Universe'.  When I open the mail it shows a picture of the new outfits and the text 'New skins, new pets, new emotes awaits you in Dual Universe'.

    I was briefly excited because I didn't think these characters qualified for any of this stuff, but when I logged in I found out it was just a pack of lies.  I am not able to unlock any pets or skins and no skins, pets or emotes were, in fact, waiting for me.
     
    Does anyone else think this is just outrageous clickbait?  If you're going to make a release where half the content is only available to alpha backers, send this message only to the alpha backers and send a different one to the rest which talks about blueprint snapping, recycling and, well, whatever else there is.
     

  22. Like
    Messaline reacted to Mncdk1 in Recycling   
    The implementation we're going to get of recycling, seems to be - at the same time - both the laziest implementation they could have done, and also, a needlessly complicated implementation.
     
    The needlessly complicated part is the need to rightclick on everything that I want to recycle. If I crash a ship a few times, and take the parts off when they reach one life each, then I now have a ton of parts that I need to rightclick>recycle on each one individually. You know, you could have just made a random machine that had an input box, and an output box. And players would have been fine with that. The machine only needed an "on or off" state; "Recycle the contents of the input box, yes/no?". Instead it was made pointlessly tedious to do.
    At least that part feels familiar.
     
    Secondly, the way the output seems to be chosen, at least according to NQ Riply and what was shown on the stream, the recycling process just picks a random input material, and gives you all of it? What kind of nonsense if that? I've destroyed and repaired an element X numbers of times, but every single piece of Y input materials that went into making it, is perfectly fine and the lot will be recycled?!? COME ON. At least make element lives matter. Give all of the materials, but some percentage of each, which is then reduced as element lives are reduced.
     
    Sorry, Deckard wants balanced feedback, so I should say something nice. The tower with the colored lumi-glass rings looked kinda neat.
  23. Like
    Messaline reacted to Roustabout in Dual Universe "Economy" by the Extraction Cartel   
    It has been 2 months since DU launched and “Economy” by the Extraction Cartel is back up and running. The original market analysis from Beta has been updated for release and has some great new features.   You can find it at http://extractioncartel.com/ or this direct link to the analysis Macro Market View Micro Market by Market view Alioth Board of Trade (raw and refined materials) Item history and analysis Trade routes Real Estate brokerage service Player market service Base Build costs   I started and stopped this post 3 or 4 times as the future of the game seems to hang in the balance. Ultimately, I decided to release this tool to the general public for three reasons:   I’m a huge fan of what Dual Universe could be and I very much would like it to be successful The subtitle of Dual Universe is “THE SPACE MMO ENTIRELY BUILT AND DRIVEN BY PLAYERS”. While I do hope for more market tools from NQ, this is my contribution to the game. Information is power and I hope this tool helps players understand the market and engage in the broader player driven economy   To others who are working on similar market analysis tools, please feel free to reach out to me. I’m looking to collaborate and help deliver a high quality tool to the player base. I hope you find this tool valuable. There are undoubtedly mistakes so if you find one, let me know.   Email: extractioncartel@gmail.com In Game: Roustabout or MissFortune Discord: Roustabout    
     
     
     
  24. Like
    Messaline reacted to ColonkinYT in How to bring T1 bots back   
    I thought a little and I don't understand.
    How do bots for T1 ore give "excessively" a lot of money. Where is it "too much"?
    Let's take a rough look. To calibrate 7 flower tiles to the maximum on T1, you need to spend somewhere around 5 calibrations per 1 tile 1 time in 3 days. A total of 10 calibrations per week (the ideal is not always achievable and calibrations must be saved). In total, 70 calibrations are obtained per flower. As you can see, I'm not overbearing. Even if the skills are not at 5. If the skills for calibrations are pumped to the maximum, then we get one calibration in 3.5 hours. Total for the week 48 calibrations. As you can see, with one character at the maximum, even one flower cannot be held. So you need 2 characters. Moreover, they constantly carry and visit their farms every 3 days.
    Right now I brought a load from one flower. I roughly got 470 kl of T1 ore.
    Let's round up to 500.
    In total, for the "simplicity" of the calculation, we get a revenue of 25,000,000 quanta - 3,500,000 quanta for the territories. On hand for 2 characters we get 21,500,000 quanta.
    And now some other arithmetic. Without flying out of the safe zone, you can put these 2 characters on the ship and complete a mission for 1.8 M quanta once a day. We will assume that we will also perform 6 days.
    For two characters, you get 21,600,000 quanta. Well, minus the fuel. Let the fuel go for 1kk.
    Total 20,600,000 quants.
    So what is the excess of income from bots? And there are generally convenient ways from tades to madis and back, when it turns out 2.7 kk per circle. And fly only 80 su.
    This is the first.
    Second.
    If bots seem excessive to someone - make the price 20 or 15 quanta. What is the problem?
    Why did I write this.
    It seems to me that someone is guided more by sensations and not by numbers. I don't see any redundancy in bots compared to missions. But people have a choice of what to do. Moreover, the ore does not remain in circulation when sold to bots and is actually destroyed.
  25. Like
    Messaline reacted to NQ-Deckard in Static Construct Altitude Limit   
    Hello Noveans,

    It has recently come to our attention that a number of static constructs have been deployed at an altitude above what we previously had defined as the vertical limit of around 1000m.  At this time we are unsure why this limit is not being applied as intended, and we are currently investigating this issue in order to resolve this.

    As we are revisiting this limit while it is not currently functioning, we will be exploring our options to implement a more adjustable approach in order to have different limits for different planets. If successful we will also eventually be including this value at a later date in the shipped atlas.lua file, allowing Lua control units to also read this value for each planet and use it to fly above static constructs.

    Why are you stifling my dream of building a tower that connects a moon to a planet!?
    We also want to be clear about the reason for this limit, it is not here to stifle your dreams of building large towers and structures made of multiple static constructs. It is here, so we can ensure a reasonably safe boundary layer for atmospheric flight by all our players without the concern of encountering a random building in your flightpath while flying at high speeds. Chances are, the build limits will likely be slightly more accommodating than the previous system and allow for slightly more building height in the end, this however remains to be seen.

    So what about the existing constructs that are not adhering to this restriction?
    Well, as we are unsure why this build limit suddenly deactivated and we are refining it anyway. We will allow these constructs to remain for two weeks beyond the implementation of the new height restriction system. Two weeks after the new restrictions are in place, we will begin removing  or moving any static constructs beyond the defined altitude limit of each planet to ensure they are not inside the boundary layer. Keep an eye on the upcoming change logs for a list of the altitudes for each planet.

    I hope this clears up any and all confusion on the topic, and thank you all for reading.
    - NQ-Deckard
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