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Joxico

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  1. Like
    Joxico reacted to NQ-Deckard in VOXEL COMPLEXITY AND THE VERTEX PRECISION TOOL   
    Voxels make up almost everything you see in the world of Dual Universe. Currently, most creations are made using the basic tools we provide with standard shapes such as cubes, spheres, cylinders, wedges, and tetrahedrons. 
     
    More intricate designs can be achieved through the art of ‘voxelmancy’ where players customize the shapes of voxels using a variety of methods and techniques based on how voxels react to each other when placed. This very advanced technique allows voxelmancers to place each corner of a voxel exactly where they want it. To do that, they use what is called a ‘voxel reactor’.
     

     
    Voxel reactors, as amazingly useful as they are, have three major drawbacks:
    They are time consuming to use. They are not very intuitive for beginners. They are laid out in a checkered pattern in all three dimensions.  
    The last item on that list poses some technical problems. 

    VOXEL COMPLEXITY
    When we are effectively applying a checkered pattern of voxels of different colors or even air, it creates a relatively large amount of small surfaces. This doesn’t really pose a problem for a single reactor, but can be a performance burden for some voxel libraries that consist of thousands of reactors.
     
    With more and more detailed constructs of complex design being built, it’s become problematic for the ‘mesh service’ system that generates the shapes that you see when not in build mode. On a few rare occasions, highly-detailed constructs may not render at all or their honeycomb will disappear. 
     
    To prevent this from happening, we will gradually implement a limitation to the complexity that can be created in a single chunk of voxels. It will start with a simple complexity gauge in Demeter:
    With the launch of Demeter, you will start by seeing a new feedback gauge while building which highlights the region you’re actively working on and will appear as a bar in the HUD that indicates the complexity level of that region as a percentage.  In a future update (exact update number still to be discussed), we will introduce the eagerly-awaited vertex precision tool (Known to many of you as the fabled vertex editor) as a way to ensure that the limitation to voxel reactors doesn’t hinder players’ ability to create amazing constructs in the game. (More on that below.) In a subsequent future (and yet undefined) update, we will enforce the complexity value limit to be 100% for any new voxel operations. As such, old constructs and blueprints will not be altered by this but may become unalterable if they are above the limit in a region. Rest assured that if you have an existing construct that’s above the limitation, you will still be able to use it as is.  
    With all that out of the way, let’s get to the fun part!

    THE VERTEX PRECISION TOOL
    There is currently a bit of a gap between learning how to build using the basic tools and more advanced voxelmancy techniques, something we’ve wanted to address for a long time. The introduction of the vertex precision tool in a future update will allow you to take any vertex (a corner of a voxel) and move it to a new location on any of its three axes inside the vertex's moveable area at different resolutions. This will provide an intuitive way that fills that crucial gap between basic building and advanced voxelmancy to fine-tune your builds.
     
    See the video below for a demonstration of how this works. Please keep in mind that the video only shows an early prototype, but we think it’s already promising enough to make you as excited as we are about the possibilities of this tool.
     
     

     

     
    VENI, VIDI, VOXIED
    I came, I saw, I voxeled 
     
    We hope that these voxelmancy changes, along with all of the great new Lua functions added in the Selene update, will inspire and encourage you to make even more amazing things than you already are. 
     
    Check out our Tutorials page for even more ideas and tips on using voxels to bring your creativity to life in Dual Universe. 
     
    As always, we’d love to hear your comments and answer your questions on the forum. 
     
  2. Like
    Joxico got a reaction from hdparm in Call for Demeter-related questions   
    Hi NQ, 
    For me the value of the Mining in L/h is sooo ridiculus ! in ONE HOUR 1/2 scoop of traditional mining ? how to build something or create something ? 
    the atmo break stacking is the onlty way to have enought break without kill the ship design !! please leave it !
    thanks for your feedback !
  3. Like
    Joxico got a reaction from Fembot68 in Call for Demeter-related questions   
    Hi NQ, 
    For me the value of the Mining in L/h is sooo ridiculus ! in ONE HOUR 1/2 scoop of traditional mining ? how to build something or create something ? 
    the atmo break stacking is the onlty way to have enought break without kill the ship design !! please leave it !
    thanks for your feedback !
  4. Like
    Joxico reacted to Xarius in Call for Demeter-related questions   
    QUESTION: 

    Are you trying to punish PvE, New, and Solo players? First the miniscule number of PvE Asteroids, and now the taxes on territory that yield less ore per hour than you can mine per 5 second scoop currently. 


    Comments on question.

    Based on the numbers from PTS, you need 20-30 territories and many more miners to yield a steady flow of resources

    All this is going todo is assure is that the inflated ore market becomes more inflated, and that smaller orgs, solo players, and new players have virtually no chance to ever progress, and force people into just doing hauling missions, which in turn forces them to risk PvP Conflict, which with the new changes increases the chance of now being not able to replace what you lost.

    I understand this is a civilization building game. To have a civilization you have to have groups, large groups, even nations or mega corporations. But if you remove the ability to make an impact as an individual, or even be able to function self sufficiently to a good degree, what's the point? 

    What is the attraction for a new player?  "Welcome! Now pick one of 5 mega organizations to join, or spend the next month collecting your daily reward to build your first ship. By the way, if you want a Territory not on Sanctuary, you are going to need to find a way to make more money, because the daily reward won't even pay for your taxes for one territory."

    Honestly I have rarely said anything about the game updates. Even schematics. I enjoyed the challenge of working hard to build something. But honestly, if these extraction numbers stay anywhere in the neighborhood where they are now, I honestly think my time will be better spent elsewhere. This is not a threat, or me generally just whining. I love this game, I truly do, but this will literally suck the enjoyment of the game right out of me. 

    You have the ability to create and maintain what is likely the best MMO in a generation - Don't waste it on bad  decisions. Listen to your player base, what remains, learn from the many people who have left. When Beta hit, the first couple months were amazing, despite the bugs. When you looked at Dual Universe on a streaming site, it was loaded with people building, PvPing, exploring, and enjoying the game, with thousands of people enjoying watching them.. But if you look now, you see the same few streamers, with maybe a couple dozen viewers, if anyone is online at all.

    Listen. Learn. Debate. Act. Do better.
     
  5. Like
    Joxico reacted to Area51 in Call for Demeter-related questions   
    So all the tier 2 ores on Alioth are 0L/H - that's a bug right? an 200L/H for Tier 1 - that's approx. 1/2 a single scoop of traditional mining - that ain't gonna power no industrial complex - who comes up with these numbers???
  6. Like
    Joxico reacted to LosNopales in Call for Demeter-related questions   
    generally you can find most thing on PTS available their.    It's a PTS secret that they should advertize a bit more.
  7. Like
    Joxico reacted to Doombad in Call for Demeter-related questions   
    I want to voice a strong agreement with this post and add the atmo brake change will be disastrous to nearly every ship. Something like this needs more time and socialization.
  8. Like
    Joxico reacted to Virtuoso in Call for Demeter-related questions   
    Question about space stations, where does the grid end for space taxation? If space grid is infinite I need to move my station cause its apparently within someone else's grid. Its 69.2km above Alioth surface and previously the grid would stop showing around 60km so I thought space after that was not under territory control. if I have to move my 8-Lcore space station to one of my territories I'll need some warning beforehand, dont want to lose it xD
  9. Like
    Joxico reacted to Shaman in Call for Demeter-related questions   
    I am loving the changes so far (especially the ability to play your most recent emote), but I would like to mention:
    I don't think you should be taxed for the first tile you place on a planet, just like how the first tile was free pre-demeter, so that you can safely have your house on a tile without it being evicted if you leave too long. Not doing this will leave most planets empty as many people will migrate to space. IK you guys are taxing for mining but I think its a bit unfair if you don't want to - e.g. you sell ships and money can be few and far between, so could you guys maybe consider changing this? Perhaps you could add an option to your tiles where you don't get taxed, but can't mine either? I'm usually pretty stoic about changes you make, but the new brake system really struck a nerve. these things are too flat and large to fit on the outside of sleek / detailed ships. can we see some changes so that we don't have to scatter them around our constructs like plate armour? maybe xl brakes? thanks! -Shaman ?
  10. Like
    Joxico reacted to Hagbard in Call for Demeter-related questions   
    i just opened another thread just before this Q/A was created...
    Ok, usually i am not negative but the balance of Demeter on the PTS server has some severe problems.
     
    1. Territory costs of 1m per week:
    this will lead to almost nobody claiming any tiles any more outside of the sanc moon unless the territory can produce some serious income. so all "player made content" will disappear after some time
     
    2. Scanning results do not get deleted and show l/h for mining units
    this will lead to ALL really valuable tiles being claimed within the first 24h after demeter goes live, as it is really easy to identify  the most powerful tiles for mining units if you have containers full with scanner results.
    so after day 1, the fun is over and the "mega tiles" will be claimed by those players/orgs that have all the existing scans.
     
    NQ, as demeter is balanced on the PTS, it would kill the game if it goes to the live server
     
    - New players some days later would not have a chance to find income opportunities despite missions.
    - earning quanta will be a lot harder, so people would stop spending.. this would kill industrialists workflow.
    - the imbalance between experienced players/orgs and new players would get worse and even more players would demand a wipe or simply not enjoy the game

    please reconsider your decisions.
     
  11. Like
    Joxico reacted to Snipey in Call for Demeter-related questions   
    With these changes how are we supposed to test the live functionality with all our ships broken?
  12. Like
    Joxico reacted to Yoarii in Call for Demeter-related questions   
    Can we please have more calibration charges on the PTS so that we actually can test the units more than once?
  13. Like
    Joxico reacted to Novalok in Call for Demeter-related questions   
    While I don't disagree with the changes to Airbrakes, can you explain why Demeter is the time to implement this? A time where we are all already experiencing a game changing shift in the way we will play Dual Universe, with entire systems being implemented and changed, why would adding an previously un-announced change that will go and cause the majority of constructs to not function properly, be something you thought should be included with Demeter? 
  14. Like
    Joxico reacted to NQ-Deckard in Upcoming Organization Changes   
    We’re making some changes to the way organizations work. 
     
    Currently, organizations can cascade within themselves thus making it possible to create a near-infinite multitude of sub-organizations. This poses a problem from both a design and cost perspective as it removes any form of scaling limit to the amount of constructs and organization that can be in the game. It also leaves the door open for various ways to circumvent limitations needed for balancing. 
     
    These changes will address these issues as well as clear up a number of anomalies that are affecting some existing organizations. They will be included in the 0.26 update, which gives you more than a month to reorganize as needed. 
     
    New regulations for organizations will be:
    Each organization must have a player as its super legate. An account can only be the super legate of one organization. Nested organizations will still be possible but will require a player as super legate of that organization, and that player cannot also be the super legate of the parent organization.
      To ensure a smooth transition and have things set up the way you prefer, we encourage you to restructure your org(s) accordingly. Organizations that have not been updated will undergo an automated modification process. This will be done in a prioritized order as described below. 
     
    For players that are the super legate of multiple organizations:
    One organization will be selected as the player’s primary organization according to the following parameters: The number of players in the organization. The number of constructs in the organization. The age of the organization. The player will become a designated legate for any other orgs to which they belong.
      To address situations where an organization is nested within another so that there is no player designated as super legate, these are the solutions we’ll pursue: 
    The legate with the most seniority that is not already a super legate of an organization and has connected over the past month at the time of the change is promoted to super legate. If no legates exist, the oldest member that is not already a super legate of an organization and has played within the past month at the time of the change is promoted to super legate. The oldest legate that is not already a super legate of an organization is promoted to super legate. The oldest member that is not already a super legate of an organization is promoted to super legate. If none of the above apply, the organization will be disbanded.
      Constructs and territories for any properly structured organizations or organizations that are assigned a new super legate will be unaffected and remain in ownership of that organization. The constructs and territories of disbanded orgs will be reassigned to the first former super legate in the chain of organization parenting. Any other construct will be abandoned, and territories will be unclaimed.

     
  15. Like
    Joxico reacted to NQ-Nomad in Beta 1 Release Notes. Last updated on September 8th   
    Hi Noveans! 
     
    Today, we release the first 0.25 version of DU on the Live Server. As with the 0.24 updates, the full content of the 0.25 will be released incrementally. Features coming later include the Mission System and Challenges. Today's version is marked as 0.25.5 and is mostly focused on the performance and database storage improvements we mentioned in our recent blogposts. You'll find its changelog below: 
     
    Improvements
    We have implemented large, fundamental changes in how voxels are stored server-side, optimizing and improving player bandwidth usage going forward. Introduced level of detail (LOD) for constructs in the distance. Ships and bases in the distance will now load and display a lower resolution version of the mesh. This should improve framerate in some places and allow for faster loading times overall. [Settings] FPS limit has been enabled by default to prevent some GPU overuse when Vsync is not enabled when the game is minimized or while in the main menu. The option to disable the limit is available in the game settings. [GUI] Polish of Repair Unit panel. [Anti-Cheat] Added a clear error message when game files are corrupted. Added an example for how to use the "/emote_name" command to avoid confusion. Construct key no longer has the "delete item" context menu action. (It was wrongly displayed since a construct key can not be deleted.) Item inspector now displays the scale of the item in the name of the item. Data size of decors (grass, tree, rocks, etc.) received from the network, stored and computed is now smaller. [GUI] RDMS panel polish. Small performance improvement on element display. Optimized industries rendering for big factories. Added a warning notification when there is no price set and no batch defined for a player dispenser. [Market] Added line separator between orders list. [Market] Set default value to the maxQuantity. [GUI] Implemented wallet shortcut in the global menu and in settings. Quick polish for Surrogates panel. Changed jetpack icon/polish of quick status. Polish for RDMS Tag Manager Panel: Added an item icon node to the left of the description. Removed the title above the tag manager item node wrapper. Polish of crafting UI. Added new and last ground textures replacements in order to complete our full upgrade for the planetary ground visuals.  
    Gameplay Balancing/Changes
    Talent adjustments Over the past several weeks, we have identified several talents that were not behaving as expected or intended. Many of these issues have since been addressed; however, we have since discovered that there was an error in the calculation for the following percentage-based talents, and we have deployed  a fix for them now. 
     
    These are: 
    - Element Healthpoint Talents
    - Engine Power Talents
    - Organization Construct Management Talents
     
    Where previously these talents were Base Value * Percentage Talent 1 * Percentage Talent 2, they are now Base Value * (Percentage talent 1 + Percentage talent 2). This is most notable for the Organization Construct Management talents where the new maximum amount of constructs is 275 for a single organization with all talents at maximum.
     
    Should your organization go over the currently available capacity, your constructs will not be affected. The organization will be unable to deploy constructs for that organization until your talents allow you to go beyond the currently deployed construct count, either by increasing the talents or reducing the number of deployed constructs.
     
    There are a small number of organizations that currently go beyond the maximum. We will reach out directly to notify them of their current construct count.
     
    Non-deletable items can no longer be put into a package. (The only item that is affected by  this change is the construct key.) The /unstuck command now has a four-second unstuck screen.
      Crash Fixes
    Fixed a rare random crash that occurred during gameplay. Fixed rare race condition in procedural generation that could crash the client if you tried to exit it at the very beginning of loading screen.  
    Bug Fixes
    Fixed claimed fuel that couldn't be retrieved from a fuel container. Fix on Notifications panel (cross button/arrow issue). Various adjustments and bug fixes in tutorials. Fixed blueprints not applying current placement talents on elements when deploying the construct. Fixed the Arkship vertical alignment with its own VFX and some minor other adjustments. Fixed sounds that are triggered by animations and that were not being played on elements such as doors, airlocks, gates. Link tool: Link direction is chosen automatically for elements where only one direction is possible, like fuel tanks and engines. Disabled Settings button when login attempts are ongoing. Fixed color text input in character customization and creation. Fixed automatic read transition for recently acquired hints. Fixed auto-selection of "Combat" tab when starting piloting. Fixed a bug where Surrogate Pod UI remained after leaving a surrogate session. Fixed localization on surrogate tabs. [GUI] Fixed serif font issues on several interfaces. [GUI] Fixed mouse raycast tooltip: When you hover over a tab menu shortcut, a "description" appears next to the cursor. If you close the menu while this text box is present, it will remain displayed indefinitely until you press TAB again. Fixed a bug causing the game to close just after an error popup is shown but before anyone gets the time to read them. [Tutorials] Various bug fixes for tutorials Fixed big freeze upon entering build mode on some ships. [Art] Fixed the Surrogate Pod Station red texture. [Art] Fixed the Arkship collision mesh. Fixed tutorial panel close button. Fixed tutorial panel restart button. Fixed intro cinematics that were missing for new players before and after creating an avatar. Fixed a rare barter validation button issue. Fixed style for bookmark descriptions in bottom left display of the bookmark info. The HUD left menu no longer blocks the mouse pointer input when not visible; fixed an issue with setHTML on 16:10 screen aspect ratio Fixed dispenser issue with set price modal where they sometimes registered x100 of the value or sometimes the value change was not registered at all. [GUI] Fixed some missing font styles on some elements in Inventory and Lua editor. [PvP] Fixed weapon shots occasionally failing at higher talent levels. Fixed wrong appearance of safe zone indicator when leaving gunner seat while on a planet. The safe zone indicator should now be displayed while in the gunner seat if you are not on a planet (and if on a planet, players should see the minimap).  
    Miscellaneous
    Temporarily deactivated voxel cache size limit.  
    Known Issues
    Since the 0.24.4 release, you may notice that there are materials (textures) that have a different look or they might appear less shiny (or shinier). This is due to changes that were made to standardize the materials to bring more consistency for those material types. Metals should look and behave like metals. We’ve also dialed down the glossiness so that it’s not as aggressive. Due to these adjustments, some players may find that textures they’ve used may appear ‘broken’ (though technically they aren’t) or that they are no longer aesthetically pleasing. You may want to spend some time reworking areas of your constructs where this is an issue. Some improvements have already been made and we’re still working on fixing this. Numerous French and German localization issues have already been spotted. A random rendering crash may occur under some conditions due to low GPU/driver resources. Setting shadows to ‘Low’ and disabling Volumetric Clouds in Graphic settings may help. Voxel crashes may occur due to low disk/memory. [Industries] Talents that impact ingredients of schematic products are not displayed client-side, but the schematic updates with the server schematic when starting. [Industries] Some inconsistencies in schematics and tiered elements. [Screens] Transparent screens display as solid white when loading in close proximity. [Screens] High-frequency text updates on screens cause text to not display or flash. [Elements] In certain situations, elements unload at high speeds. [Crash] Triggering a detection zone after maneuvering the construct it is attached to leads to a crash. Various lighting, shadow, and reflection issues might be seen due to ongoing rendering rework.
      As always, thank you for your support! 
     
    Cheers,
    Nomad
  16. Like
    Joxico reacted to NQ-Deckard in The 0.25 update available now   
    We’re pleased to announce that the first of a number of 0.25 updates has been deployed. As with the 0.24 updates, the full content of the 0.25 branch will be released incrementally. Features coming later include the Mission System and Challenges. 
     
    This is an important patch that focuses on some of the performance and database storage improvements mentioned in The Future of Dual Universe: Under the Hood, the second of a three-part devblog series. 
     
    The most significant elements of this update are: 
    Voxel compression - We’ve implemented large, fundamental changes in how voxels are stored server-side, optimizing and improving player bandwidth usage going forward. Constructs LOD - Level of detail (LOD) improvements mean that ships and bases in the distance will now load and display a lower resolution version. This should improve framerate in some places and allow for faster loading times overall.  
    We remain steadfast in our pledge to continue bringing performance improvements. Although this isn’t a “magic bullet” update that promises to fix everything in one fell swoop, many players should now enjoy a smoother performance. 

    Full release notes are available in the launcher and on the forums.
     
  17. Like
    Joxico reacted to SirJohn85 in DEVBLOG: DOCKING AND BOARDING REVAMP - Discussion Thread   
    So guys, let's be clear: if you want ship raiding as content, you don't go to Dual Universe, you go to Starbase.
  18. Like
    Joxico reacted to SpiritOfVengeance in DEVBLOG: THE FUTURE OF DU PART ONE: REFINING OUR PROCESSES - Feedback Thread   
    Doing updates is fine but we need CONTENT like asap. We need new solar systems places to explore etc a actual working market without Ore bots etc, working mission system, NPC's to fight etc the list goes on. On most days you can go into the discord and listen to conversation happening in the voice chats about the state of the game whats missing etc and we all have different opinions but the game in general is missing so much that it is hard to see the game finished. There is so many problems that we currently face along with WE NEED A WIPE as ore bots that keep getting reset has destroyed everything.
  19. Like
    Joxico reacted to NQ-Naerais in A letter to our players   
    Dear Noveans,
     
    We would like to address the recent speculations that have arisen in our community, and openly disclose some changes that are happening at Novaquark.
     
    First and foremost, Novaquark continues to be supported by its long term investors to allow it to launch Dual Universe in line with its original vision. It also puts us in a position to attract experienced talent to complement the team that’s already in place so that we can continue to improve the game.
     
    Next week, we will share with you what we think our priorities should be for Dual Universe and how we hope to approach the development of the game with improved processes going forward.
     
    An important change to note is that Jean-Christophe, the founder of Novaquark, has transitioned from the day-to-day management of the team to better focus on his position as a board member. Over the years since the creation of Novaquark, JC designed and set the standards for the structural and conceptual foundation of the game, and he feels now that a solid base is there for him to move forward as a strategic advisor. The recent changes in the administrative presidency of the company only reflect the transition of JC to his new role. We’re excited to have the team he has built deliver on his vision for the game.
     
    Rest assured that Novaquark’s future is in good hands, and there is a strong partnership between our long-term investors and our team. We believe that the future is bright for the game and for the company, and we cannot wait to tell you where we want to take Dual Universe.
     
    With our warmest regards,
    The Novaquark team
  20. Like
    Joxico reacted to NQ-Naunet in DevBlog: Biomes Improvements and New Voxel Features   
    Hello Noveans,

    The upcoming 0.24 Update includes a plethora of enhancements to elevate the look and playability of Dual Universe. Today, we’re going to take a closer look at two of these: biomes improvements and new voxel features.
     
    BIOMES IMPROVEMENTS

    In this first phase of a significant, ongoing graphics update, we are improving the biomes of our planets to make them more visually diversified. Combining Speedtree, a procedural generation software, with the Quixel Megascans assets library for the textures and meshes, we now have many new tree models!
     
    The Quixel Megascans library also provided many new rock models, which our artist team has then reworked.
     
    Moreover, to achieve maximum realism, our ground textures now utilize scans of authentic terrestrial soils. In addition, we have improved the rendering to increase the textures’ visual quality and performances even further.
     

     

    Rendered models from our Engine Editor.


    These new rock assets will replace all the previous ones and add variety to the environments.
     

     

    We have a new night lighting! To offer a better visual by nighttime, the tree models have been calibrated in order to fit the new night lighting.
     

     

    All tree and rock assets are placed in the game world using procedural generation spawning.
     

    These scans ground textures are the materials from Quixel Megascans used to replace previous ground textures.
     
    NEW VOXEL FEATURES

    One of the most compelling aspects of Dual Universe is its fully editable world. Through the art of manipulating voxel structures known as voxelmancy, the possibilities for channeling your creativity are endless. Our goal is to provide the players with as many tools as possible to edit voxel shapes, and we want these tools to be user-friendly and efficient.
     
     
    The suite of voxel tool shapes is now even sweeter with the addition of the cone shape. Using it is similar to making cylinders. Use the mousewheel to increase the size of the base, and drag up or down to increase or decrease the height.
     
     
    The new line tool allows you to select an area using any of the available voxel shapes and then hit the Alt key to delete them. Hopefully, you will now find it less tedious to remove voxels than with the previous system!
     
    SHARE YOUR THOUGHTS

    Are you looking forward to being surrounded by the luscious new sights and textures of the graphics update? How will the new voxel tools compliment your constructs? Let us know in this discussion thread. ?
     
     
  21. Like
    Joxico reacted to Subakai in [Discussion] DevBlog: The Mission System   
    This is good to hear, though most likely I will be creating missions rather than running them or pirating. The game draw for me is the creative aspect rather than the destructive. Different strokes, and all that.

    More important to me would be a list of other issues that are truly missing. These include:

    * A working journal. Items sold, items purchased, transaction history...
    * Please, a working email system for in game communications between players who may log on at different times from each other.
    * A list of game active org members in chat, maybe with a "do not disturb" function.
    * Wallets, and a transaction system between players and orgs.

    As for the question of why this is not being tested on an open test server, I really dislike open test servers and usually avoid them. The reason being, they always involve a second game download and are obsolete as soon as the test is run. Besides, DU is an *open beta*, it's already a test server! The fact that you have done such a good job of creating a reasonably stable game is testament to the fact that people tend to forget this!

    Good job! Keep on keeping on!
  22. Like
    Joxico reacted to JohnnyTazer in DevBlog: The Maneuver Tool and Disconnecting Ships - DUscussion thread   
    It's not about solo or not, it's that it takes no "fuel" for something INSANELY powerful. So the devs probably dont have their priority toward it until they fix that issue. 
     
    Like a warp drive, AGG should have fuel cells to power it. Tho maybe not as expensive as warp, but same concept behind it.
  23. Like
    Joxico reacted to Kingstonian in DevBlog: The Maneuver Tool and Disconnecting Ships - DUscussion thread   
    Well i see lots of negative reactions to the impending changes !!! , 

    However, i experience very few performance issues with lag or disconnects ( even around the markets & districts on Alioth ) so don't have any problems with the intended changes.

    we never miss used the manoeuvre tool in the first place, so no grievance there, waiting 3 mins to move a construct a further 50m isn't the end of the world ( time management ) and in the case of docking ships, players should be using their piloting skills for 95% of the task anyway. 

    I think the system of continued momentum from disconnect to connect is necessary for game emersion !! makes perfect sense to me, 
    ALT+F4 is an abuse imo,  i understand for those who suffer performance issues the frustration this would cause though.
  24. Like
    Joxico reacted to NQ-Naerais in Marketplace Performance Improvements   
    Hello Noveans,
     
    We realize that the districts currently represent a performance bottleneck, as they are a choke point between markets, institutes and the starting zone for new players. Even though we have identified performance improvements that should help solve these issues, we have decided to make some immediate changes to prevent these issues from affecting the performance for new players, until we are able to roll out these improvements.
     
    So we are making some temporary changes such as relocating many of the services you have come to know and expect in the districts: 
    New Stand Alone Markets will be moved approx. 2km from the associated district.  All pending orders will be transferred to the new market building.  All institutes will be removed from districts on Alioth and Sanctuary.  A new single Institute will be created near the Arkship.  Transport stations will be placed at all Districts to be able to get to the Institutes.   
    The institutes appear to be a heavy driver of performance issues, by removing them from higher traffic areas we hope to provide a better market experience for players overall. 
     
    Players who log out on one of the affected construct buildings may find themselves in a new location when returning post maintenance. We recommend bookmarking important places and construct locations. 
     
    As always, we appreciate your patience while we work, and welcome your feedback on the changes and performance improvements once complete.  We expect these changes will occur over the next few update cycles during October. 
     
    Sincerely,

    The Novaquark Team
     
  25. Like
    Joxico reacted to NQ-Naerais in Clarification regarding Bug Exploits & Griefing   
    Hello Noveans, 
     
    We realize there is some confusion regarding whether certain scenarios occurring within the game world are permitted or not, and would like to clarify these points for everyone.  In short, we’d like to ask our community to use common sense when encountering issues in the game;  If it looks like an exploit, smells like an exploit (do pixels smell?), or sounds like an exploit, chances are it is an exploit. Don’t DU it! Report it. (support.dualthegame.com)
     
    We are in a testing phase, and reporting these bugs/issues is important. Abusing them may lead to sanctions against accounts, up to and including removal from the game. We will not take ignorance as an excuse, especially in the following list of scenarios. Please note this is not an exhaustive list, and we will continue to expand upon it as needed: 
     
     “ALT + F4 Emergency Brake”: We acknowledge this is not an intended game play loop that is being intentionally used by players. We do plan to counter this action in the future but do not consider it high priority at this time. At this time, we will not take action against an account for using such. [Allowed]  
    Parenting Ships - Dragged to PVP Space: This is a hot topic and one we wish to be very clear on. Intentionally parenting any construct without permission of the owner is not intended for game play. A fix has been rolled out that will address the ability to parent constructs together via the maneuver tool. As we have not previously clarified this point, we will not retroactively punish this abuse, as of this moment forward abusing similar bugs/tools to replicate this maneuver in its current state can result in disciplinary actions on an account. [Not Allowed]  
    Attacking PVP Zone from Safe Space: Our team has been investigating complaints of ships being attacked in the PVP zone from ships outside of the zone. Our investigations strongly point to sync issues between clients. We will continue to work with this feature, but recommend players consider the zone lines for PVP to be somewhat fluid and not absolute. Our version of the neutral zone! We ask that you continue to report cases with positions, but will not action accounts at this time, unless an additional exploit is discovered. [Allowed]  
    Overlapping engines with other elements (obscuring): A fix will be rolled out that will prevent this from occurring. No action will be taken, unless additional abuse is occurring. [Allowed]  
    Theft Via RDMS: RDMS permissions and settings are the sole discretion of each player. We advise you take the time to get to know and understand the system and be cautious when making a construct or element usable by unknown players, including the use of your friends list. Not every player has your best interest at heart. We can not get involved with permission based theft, whether as an individual or an organization. We encourage you to review your friends list each time you add or remove someone and ensure your construct permissions are set accordingly. The context menu options that set public access currently do not have a confirmation prompt, be careful as setting public access to said construct will allow every player in Dual Universe to go into build mode and remove/place elements and voxels.  [Allowed]
       
    Environmental Walls/Creations: Use of the environmental and voxel tools allows the manipulation of terrain on owned and unowned tiles. You may build walls or other structures up to the allowed height, however, said constructions must not:  Block access to market places or tutorials Must abide by our Community Standards (phallic/sexual, political, religious or otherwise offensive shapes are not permitted) Must not be placed with the intention of interfering with neighboring players. When players can not agree, the final decision on what is and is not acceptable is decided on a case-by-case basis by Novaquark staff.
       
    Marketplace Construct Parking: Players are permitted to park at marketplaces with their transport vehicles so long as they are not preventing use to other players or obstructing entry or exit points. Vehicles whose purpose is advertising (organization, service or otherwise) must abide by the following rules.  Organizations and individuals wishing to advertise at markets may have one advertising construct per district maximum Constructs may not be larger than “Small” sized Constructs may not block access to any building, entry points or dispensers Advertisements must not be placed/parented on constructs that don’t belong to you Constructs that violate these terms will be removed from the game without warning or compensation.
      Mass Manipulation in Transportation:  Players who utilize bugs to bypass the weight penalty of their inventory, other players, other constructs, etc to move mass through the game are not permitted. This includes: Adding additional mass to an already piloted ship [Fixed] Docking mass to an already piloted ship [Fixed] Circumventing linked container range [Fix Pending] [Not Allowed]  
    Item Duplication: Any method of duplicating items or resources (including quanta) is not allowed at any time. Any incidents of bugs of this nature must be reported to the support team at support.dualthegame.com [Not Allowed]
      Boarding without permission: As the deployment of the docking update is pending, the boarding of other players' constructs without consent will be considered an exploit. [Not Allowed]
     
    Offenders will be teleported away; repeat offenders may be subject to more serious repercussions.

    If you are boarded by another player and wish to have them removed, please report it either by creating a ticket here or by messaging @gm through the in-game Help channel.

    We do recommend you keep regular backups of your constructs in the form of blueprints in the case you lose a ship (through intended means (sale, give away etc),or undesired results such as in PVP, you can still recreate it later.    
     
    How to Blueprint (to save your ship/build):
    Enter build-mode on the construct, right click anywhere on the construct and click “Create Blueprint”. The blueprint will then be generated inside your currently active inventory. It is wise to keep hold of a copy of any of your blueprints inside your personal nanopack, as these are safe and not lost upon respawning.
     
    We realize this is not an exhaustive list, and we will expand upon it as time goes on. We also understand some members of our community feel that using a bug or exploit prior to acknowledgement by Novaquark is considered okay. We’d like to state that any intentional use of a  bug or exploit will be treated harshly going forward. This is the one and only warning we will issue on this topic. Please just don’t DU it! 

    On behalf of the entire team, we thank you for helping us make Dual Universe a better place! 
     
    Sincerely,
    The Novaquark Team
     
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