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NQ-Deckard

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Everything posted by NQ-Deckard

  1. The vast majority of them can actually be spotted from the surface. But you need to be lucky enough to find them. And no, we won't be making them show up on radar and give them away that easily. So on your first point, I'm going to suggest that the many near collisions are not actually with asteroids, and more likely other constructs which is possible as they do exist in space. The actually chance of crashing into an asteroid without looking for it is low. Astronomically low. Like if all asteroids happened to be at their minimum distance to the planet and you flew away from the planet in a random direction. We are talking around about... 1 in 126000000 chance of an accidental collision. Sure, it can happen, and probably will happen in rare occurrences. Statistically, you're far more likely to collide with another player in warp, or other and other constructs while in transit. Should we remove the possibility of that happening for that rare of an occurrence by making your ship "phase through it", no I personally don't believe we should as it creates potentially far more problems, exploits and bugs than it solves. In terms of travel times through space, we do offer warp drives to get their quicker!
  2. To clarify, this is in relation to elements that are jammed inside each other. Who's collision boxes are overlapping. Several terms used by the community for this are: Element Stacking, Jankomancy, and Overlapping. Ultimately, it should not be possible to still do. And old designs will cease to function correctly if they do. For example, placing 20 engines inside each other is not the intended design and is prohibited by standard element placement. Circumventing that restriction by abusing a bug, is indeed an exploit. However, unless if involved in any form of PVP we won't act upon it, and the elements in question will cease to function properly following the Panacea update.
  3. In short, I suppose this is possible. The chances of that happening however are very very small. How often have you accidentally collided with asteroids so far? Zarcata hit this nail on the head. We still have no intention to reset everything at this time, and will avoid doing so if we can. Quite a few of those are still out there undiscovered! All these questions will be answered in a later devblog when we have more information to share with you. Many of the listed features and systems are still undergoing a lot of change. As such it's to early for us to go into specifics at this time. The Camera Lua API will provide a way for control units to retrieve the view direction of the player. Allowing for improved tracking and overlaying in player made Lua scripts such as some of the already very impressive "Alternate Reality" overlays some of our players have been making. It will not however introduce new camera views. Sure, it needs to happen during a maintenance. The materials for the maintenance are not ready, and rather than introducing new bugs and issues to the game it was postponed by one day. - NQ-Deckard
  4. We have identified a bug that permits the initiation of combat while constructs are in warp. This is an unintended behaviour and will be removed and prevented in a future update. From 17:30 UTC on January 4th, 2022 going forward, the action of initiating PvP between two constructs while in warp will not permitted and will be subject to intervention by Novaquark.
  5. Ring in the new year with a parade of Dual Universe community streamers in the second-annual Stream-a-Thon! The two-day event starts at 14:00 UTC | 9:00 am EST on Friday, December 31st. Throughout the remainder of the day and into the next, you’ll be entertained by a variety of streamers including Gottchar, Shamsie, and many others who will share their expertise about the game. You’ll also have a chance to win gametime codes and in-game goodies*! SCHEDULE Friday, Dec. 31 14:00 - Gottchar 17:00 - Rexsilex 20:00 - fridaywitch 23:00 - Shamsie Saturday, Jan 1 2:00 - AngryDadGaming 6:30 - NeoCrypter Head over to the official Dual Universe Twitch channel now to follow and turn on notifications so you don’t miss the fun. * Please note that these are community-donated gifts. Novaquark is not responsible for any lost, misdirected, or undelivered items.
  6. It is very clear, we had an issue, and we have implemented a solution. The specifics are simply not up for sharing. The announcement is there to let you know that territories have been credited with additional time as part of the solution and why. I will not being going into technical detail for every change or alteration we make, we will let you know what effect it has on our players however. That's the purpose of the communication. ? - Deckard.
  7. Following last Tuesday's maintenance, we monitored the effect of territory upkeep as it was applied for the first time to the live server. Our findings were that the culmination of all the upkeep caused an issue in a specific subsystem. To prevent this from happening again, we have staggered territory upkeep. This means that the upkeep period this week for all territories will be extended by up to three days. For example, if your territory tax was originally scheduled to be due on Tuesday, it could now be due on Friday. Following up on the release note regarding that territories without assigned headquarters, we want to clarify it in response to players’ questions. Auto-assignment is done as follows for each player who had 0 headquarters assigned. For each territory they own, starting with the highest number of static constructs owned by that player on that territory, we set the territory to be flagged as headquarters, with up to a maximum of five territories per player. This only applies to player-owned territories; organization-owned territories cannot become headquarters and do not receive that benefit. Please note that our data indicates that even with auto-assigned HQs, there will still be plenty of abandoned territories opening up for claiming and requisitioning. While a player-owned territory flagged as HQ still owes taxes and will go into an offline state if taxes are not paid, meaning that mining units and factories will not be operational, it will not go into an abandoned state that would make it vulnerable to claiming and requisitioning by another player. For more information about Territory Upkeep, see this devblog. Join the conversation here.
  8. Sorry, but that is specific information I will not be disclosing. What I can tell you is that systems are being developed to aid some of these aspects of the game. More on that will follow in later devblogs however.
  9. Unfortunately that's a little beyond my own scope, however I can tell you it's related to how its converted for storage. Perhaps, if there is a lot of demand for it. I can look into a more extensive devblog on the topic. However that will greatly depend on time available for the team members who's scope that does fall into. ? Static and Dynamic constructs are pretty much the same from that perspective, although they do have some behavioural differences obviously as one supports movement and the other supports industry.
  10. Very well written feedback, a pleasure to read. Much appreciated! - Deckard
  11. As those are the sizes of the voxel chunks handled inside the game. For example, and XS sized core, is made up out of 8 chunks. - Deckard
  12. You would indeed be correct in that it is an edge case, However, even from the ground you have the ability to file a generic report if you feel you need to. For example: - Deckard
  13. Hello everyone, Surface ore does indeed not respawn, nor was it ever intended to. - Deckard
  14. Hello everyone, To be very clear, this is not the right place to report constructs. We have a new in-game reporting feature which you can use to simply right-click on a construct and report it, that goes directly to the GM's. I hope this clear this up. - Deckard
  15. Hey GreasedLightning, For this issue you can simply contact support here. If the constructs were underground prior to Demeter, they will be able to assist you. Please bare in mind that its a first in, first out system and it may take a little time for them to assist you. - Deckard
  16. Hello everyone, The complexity limitation is there primarily to protect our server infrastructure. The protection of client side performance and framerates is secondary for this implementation. There is also an aspect of compression and storage involved. - Deckard
  17. Hello Shiromar, This is mostly a design choice and it is unlikely to change soon, singular dispensers per container hub / container covers a few edge case scenarios currently. I hope this answers your question. - NQ-Deckard
  18. If you haven’t already, we highly recommend that you read the Territory Upkeep devblog before reading this. It’s okay. We’ll wait. ………. ….. =^-^= ….. Back? Cool! Now we want to tell you about what’s going to happen next. In the devblog, we wrote that “the first tax payments will be subtracted from the territories two weeks after the Demeter release date. Once the update is live, we will announce the exact date and time the first tax cycle will begin.” This is that announcement: the first tax cycle will begin on December 7th at 09:45 UTC. If you have claimed your territory, designated your headquarters, and primed your wallet with enough quanta to cover the taxes (1 million per week per territory), you’re all set and don’t need to do anything further to prepare. Still, you may want to continue reading in case you’d like to know how to benefit from situations where territories have unpaid taxes. ABANDONED TERRITORIES Territory owners have a two-week “offline territory” grace period to pay. They still own the territory and the constructs on it, but any mining units or industry on the territory will be forced offline, only returning to service if the taxes are paid. When two weeks of unpaid taxes pass, the territory enters an abandoned state and becomes available for another player to claim. Once a territory is abandoned and claimed by a new owner, it’s for keeps. The previous owner can’t swoop in, drop some quanta and take it back. REQUISITIONING CONSTRUCTS If there are static constructs on the territory, their ownership does not immediately convey with the territory to the new owner. Rather, the new territory owner must requisition ownership from the previous owner via the construct context menu. The previous owner then has two weeks to retrieve the construct content by disassembling and removing them. If the original owner does not retrieve the constructs by the due date, the new owner can take ownership of them by confirming the requisition. As much as we know some players would enjoy Fireflying around salvaging construct content from abandoned territories, it’s not possible without claiming the territory first. This can only be done by the new owner of the territory. THE COUNTDOWN BEGINS Here are the important dates to remember: First territory taxes are due for pre-Demeter claimed territories: December 7th at 09:45 UTC Unpaid taxes result in industries and mining units going offline on pre-Demeter claimed territories: December 7th at 09:45 UTC The first requisitions will potentially go through on December 7th at 16:00 UTC. Pre-Demeter claimed abandoned territories are up for grabs: December 21st at 09:45 UTC Potentially, you can lose ownership of the static constructs that were deployed on YOUR territory that you owned pre-Demeter starting from January 4th Post-Demeter claimed abandoned territories are up for grabs: December 10th at 16:00 UTC Dates for when new owners may requisition for ownership of abandoned constructs and when ownership will transfer will vary depending on when the requisition is submitted. But since the requisition takes two weeks, you cannot lose the ownership of your static constructs before December 7th, 16:00 UTC . And if the construct is still on territory claimed before Demeter, it cannot be lost before January 4th at 09:45 UTC. READY, SET, GO! If you’ve had your eye on an abandoned parcel of profitability potential, it could soon be yours. Save the date and ready your fastest ship to make sure you get there first to claim the prize. If you have questions, we’ll do our best to answer them. Hit us up in this thread.
  19. Hello Noveans, We have just released the 0.27 Demeter update, and we would love to hear your feedback. Let us know what you think below!
  20. Demeter, our sixth major update of the year, was published today. And when we say “major”, we mean really, really super big game-changing major. Demeter’s finest features include: Terrain Update - The many changes and new features in Demeter came hand-in-hand with the integration of new tech for voxels on planets called hexoctree, which helps with data storage and performance. Watch the Inside Novaquark: Demeter Edition vlog to get a closer look at what it can do. Mining Optimization - With the release of Demeter, we have decided to do away with the tedium of manual mining for resource gathering. Players may still wish to do some fancy terraforming to shape their territories to their taste, but they no longer need to do bowl-of-spaghetti-like tunneling. The mining units introduced in Demeter changed the dynamic by fully automating mining operations through the use of mining units that can pull from infinite pools of resources. You’ll also score an adjacency bonus for running mining units on your adjoining territories. Get the full scoop in the Mining Units 101 devblog. Territory Management - Changes to territory management provide more balanced land ownership, with territories now requiring the payment of weekly taxes. Unless it is marked as headquarters, the territory goes into an abandoned state when taxes go unpaid for a period of time, allowing for the requisition of static constructs deserted by the previous owner. This presents lucrative salvaging opportunities for cunning players who seek them out. The Territory Upkeep devblog will give you more details on claiming territory, declaring your headquarters, and how to score cast-off constructs. Visual Improvements - We’ve made significant improvements to the biomes of some planets. With Demeter, the biomes of both Jago and Teoma received impressive makeovers with new flora, fauna, and even a covering of snow in some locations. The addition of ambient effects, such as butterflies, provides lovely, ambient touches that breathe life into Helios. Important note: The territory changes include a geometry reset that will remove underground tunnels. Subterranean constructs will still be there but will be encased. Players may choose to excavate their constructs themselves or may contact Support for assistance. See Prepping for the Geo Reset for more information. A full list of the improvements and changes in Demeter is available here. If visuals are more your thing, this video will show you the major additions to this new release.
  21. Hello Noveans, Subject to change, maintenance is currently planned for the release of the Demeter (0.27) update next Tuesday, November 23rd, from 08:30 UTC until 15:30 UTC. There is a small chance this could be postponed. Players are encouraged to complete excavation requests before that time. The form to submit your excavation requests can be found here. We want to thank you all for your passionate feedback on Demeter so far and your continued support.
  22. Hello Noveans, We would like to hear your feedback on the new territory upkeep.
  23. The Dual Universe Demeter update is fast-approaching. In addition to the geometry reset and the introduction of mining units, Territory Upkeep will also be part of the package. Territory upkeep presents two benefits from a design standpoint: it should help prevent infinite land grabbing by introducing a constant financial constraint to massive land owners as well as provide a resource sink to help keep the economy in check. We looked at different options to bring some form of balance in the control of territories. For example, the current setup for organizations, that allows infinite nested organizations, ruled out a progressive tax system, as nested organizations with one territory each can be created to only benefit from the lowest tax level. OFFLINE, ONLINE AND TAXES For now, the cost of claiming a territory will be at a fixed price of 500,000 quanta. After the Demeter deployment, the territory will be free from taxes for three days, which is the equivalent of having a tax break for the first week. Accessing the Territory interface through the Wallet menu will show you a list of your territories and their stored funds. Here is where you will add quanta to the balance for any of your territories. Taxes will automatically be withdrawn from this balance at a rate of 1,000,000 quanta per week. Each territory can hold up to 13 weeks of quanta. Territories with unpaid taxes will go offline. Once funds have been added, you will be able to activate the territory once again and it will come back online, allowing mining and industry processes to be restarted. If the territory was online before the tax was successfully withdrawn, industry and mining will simply continue to run. In the event that the territory successfully pays its tax, and the balance is reduced below the point that the next taxation cycle will have insufficient funds, a notification will be sent to the owner or the legates of the organization that owns the territory. If the territory does not have enough quanta to cover the week, the territory will go offline and cease all mining and industry operations and a reminder notification will be sent to the territory owner or legates of the organization that owns the territory. During this period, the affected territory will not contribute to the adjacency bonus of the mining units. If a territory remains offline for two consecutive tax cycles (two weeks in total), the ownership to the territory is lost and it becomes abandoned, unless that territory is flagged as a headquarters from the territory interface. HEADQUARTERS Each player will be able to assign five territories as their headquarters. These territories do not lose ownership when offline and remain in the players' ownership even if taxes are unpaid for longer than the two week grace period. This feature is only available to player-owned, not organization-owned, territories. We will monitor how this develops; in the future, these territories may be subject to the loss of their headquarters state if the account in question is unsubscribed; however this will not be the case in Demeter. TERRITORY EXCHANGE To allow for the transfer of territory ownership to another player or organization, a territory can now be tokenized. By simply right-clicking on the territory unit, a token can be generated similar to the way constructs can be tokenized. Once tokenized, the territory will be frozen, preventing the deployment of new static constructs and terraforming operations. Mining and industry units placed on the territory will continue working as intended so long as the upkeep taxes are paid. The token itself will contain information about the territory and the static constructs deployed on it. Although it can be used to take ownership of that territory, this does not grant ownership of the static constructs on it. The quanta balance of that territory will transfer with the territory to the new owner. If the token expires, it disappears and the territory will be unfrozen and remain in the token creator's ownership. REQUISITIONING CONSTRUCTS While territories can be lost by remaining offline due to unpaid taxes or they can be traded to other entities, static constructs may still be present on those territories. The new owner of a territory can requisition any static construct present on his territory. Requisitioning will start a two-week window where the new territory owner must allow access to the static construct for the former owner and where the former owner of the static construct is able to remove that static construct by dismantling and removing it from the territory. If the static construct is still present after two weeks, its ownership will automatically be transferred to the new owner of the territory. Constructs on abandoned territories that haven’t been claimed by a new owner can’t be requisitioned though. STARTING WITH DEMETER… We understand that players will need some time to adjust to the new Territory Upkeep system. In order to allow time to prepare, the first tax payments will be subtracted from the territories two weeks after the Demeter release date. Once the update is live, we will announce the exact date and time the first tax cycle will begin. CAVEATS AND COMMENTS As with most new systems, many things are subject to change, including UI, naming conventions, tax rates, etc. Your feedback has already made a difference as the system was being developed, and we’ll continue to look at our players’ input to see what further adjustments need to be made. Share your thoughts in this forum thread.
  24. Hello everyone, Just to update you all, the two issues causing the crashes have been resolved. One on Nvidia's side, and one related to shaders on our side. The new client should trickle down through Nvidia's servers in the next few hours, at which point Nvidia will run a final check and return the service to an online state. We apologise for the inconvenience and thank you for your patience and understanding.
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