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NQ-Deckard

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Posts posted by NQ-Deckard

  1. 52 minutes ago, blazemonger said:

    The removal of logging only really hurts the players who use it in a productive and functional way, effectively creating the "emergent gameplay" NQ like to refer to.

    It is trivial to write an overlay that is completely invisible to the game (or EQU8) to then write information to a screen and/or the HUD and OCR it off of there to use it outside the game, A bit more work than getting it from the logs but not by much once the tool is written (which is really, really easy)

     

    We are never out to hurt anyone, however we do have to protect the security of the game. On top of which, what you're describing above is very much not in accordance with the EULA and will see you get into trouble for it. Reading the log files alone however, does not. There are a number of other concerns, such as the ability to write directly to a players hard drive through the logs. Which is one of the primary concerns about the logging functions.

     

    We have also been very clear about this from day one when players found this function. We were not enforcing it, but it was never a "feature", and never included in the codex. I have mentioned on multiple occasions in multiple locations that the logging functions would likely one day be redacted but we would observe what came from them in the meantime.

     

    As such, the audio feature is being developed to provide a suitable replacement for the community created audio framework.

     

    41 minutes ago, ReconDo17 said:

    things said by NQ about auto mining were not true like being able to recalibrate in VR. Yes you can do it but at what cost your talents no longer work in VR so your wasting time doing it this way as you are not getting the full benefit of the miner.

     

    To be clear, this was also very clearly stated in the patch notes. If you read them carefully you'll notice that the VR capable talents that are mentioned are the ones that count towards the generation of Calibrations. Not the ones that consume them. :)

     

    1 hour ago, Metsys said:

    What immediately comes to mind is a "maliscious" move someone could do with that, namely we already have auto-triggering scripts that go off when anybody comes close at the markets. If anyone can "force" my camera view to look at their "ad" on the markets, then I would very much hate any such change.

     

    The camera Lua feature set does not permit a Lua script to take control of your camera. It grants the Lua the ability to read orientation of the camera. Allowing for such things as accurate "Alternate reality" HUD designs, that move with the background and allow you to have virtual "panels" around you. It does not however allow a Lua script to force your camera to look at something.

  2. 6 hours ago, FatRillos said:

    If they are under the ground and there's no reason to dig underground any more wouldn't you say that's fairly poorly implemented then? Maybe throw us a bone and let the scanners pick them up.  

     

    Salvaging could be a nice addition if it was flushed out and the wrecked ships weren't a finite resource. Maybe let newer players be able to salvage elements that they can't build or are expensive for them. Lots of options available with tools already in game. We're getting bored here.


    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. ;)
     

     

    5 hours ago, Zarcata said:

    Not against asteroids themselves, for that I also fly through space much too rarely, since it is not interesting for me, who only wants to build, to fly through empty space. My teammates in the organization, however, have already experienced many near-collisions. Whereby it is probably also partly to blame that some simply go AFK during a 4-5 hour mission flight and watch a series or start cooking lunch during this time. This immediately raises the question - is such Afk game content really wanted by NQ? Having a game open for hours, burning power even though you're not even playing? in this day and age, that's honestly sickening behavior and I don't understand how you can encourage such things.


    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! ;) 

  3. Hello Noveans,

     

    We have released an update today, DU is now in version 0.27.13. The changes can be found below:

     

    Balancing

    • All current territory upkeep has been postponed, effectively adding a tax-free period of two weeks starting today. Newly-claimed territories following this update are, however, subject to normal taxation and will not benefit from the tax-free period. This is a temporary measure that will allow the Design team time to do a balance pass on territories, mining units, and calibration parameters.


    Exploit Fixes

    • Fixed an exploit in the mining calibration minigame.


    Bug Fixes

    • Element stacking feedback not displaying correctly. This can be found in the build helper element list under the “Construct Information” tab. Overlapping element types are highlighted with a red warning indicator and will have their functionality disabled in the Panacea update unless they are repositioned in such a way that they are no longer listed with the warning indicator.
    • Reduced engine obstruction cone: the angle is now 10° for all engines except airfoils (they remain at 0°/45°) and airbrakes (they remain at 30°).
    • Improved canopy visibility (previously disappeared too early).
    • Engines are no longer mistakenly obstructed for a few seconds at startup.
    • Fixed wallet log operations when organizations receive money from a player.
    • Fixed not being able to transfer money to a previously tokenized territory.
    • Fixed ore spawn outside territory after calibration.
    • Fixed ore not spawning after calibration if the extraction point is too low inside the surface.
    • Fixed resolution settings not being correctly saved for certain resolutions.
    • Fixed mission containers that needed to be renamed before being available in the mission panel container list.
    • Fixed "territory requisition action by you" and "territory requisition request by you" (use "you" instead of territory owner name).
    • Fixed display of static construct on planet map.
    • Fixed notification on force territory abandonment.


    Miscellaneous

    • Updated in-game roadmap.

     

    Thank you all for your support!

    - Deckard

  4. 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.

  5. On 1/10/2022 at 4:22 PM, Zarcata said:

    The space wrecks, will these be found directly in space and thus be considered a source of danger? So I like to travel through space, mostly with the 30,000km/h. 

    Question: If such a wreck then comes towards me and I can't avoid it because of the distance, the speed or simply because I'm AFK on a 5 hour mission flight, will it therefore kill me and destroy my ship "somewhere in space"?  

    Will space then be just as dangerous as all those hemlines of constructs or voxel libraries in the air?

    Is it possible to make such constructs simply transparent to "fly through" from 1,000 km/h and only active when approaching slower?

     

    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? ;)


     

    On 1/10/2022 at 4:56 PM, Zeddrick said:

    Will there be a wipe on release?  I know it's slightly off topic but it is the big question we were hoping would be answered with the roadmap update ...

     

    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.

     

    23 hours ago, FatRillos said:

    Space wrecks. You didn't even fully implement the salvage wrecks on the planets. Where did those go? Can wee get those to spawn more with this patch also? It's a whole gameplay loop you could be exploring that has been left to rot on the floor it would seem.

     

    Quite a few of those are still out there undiscovered!

     

    22 hours ago, fordprefect said:

    Thanks for listening to our discussions and proposals. And also for the idea of automated abandonment of (I guess) dynamic constructs. 
     

    could you please clarify:

    1) does this happen to all constructs everywhere, just on aphelia‘s tiles or on not-owned hexes (I.e. not on Sanc or HQs)?

     

    2) Does the RDMS on the abandoned constructs stay or will it reset, since the player/org holding it seems to be inactive?

     

    Thanks for clarification ?

     

    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.

     

    2 hours ago, Overstimuloredom said:

    -Camera LUA api... So like special cockpit viewmodes we can customize? Pretty cool. Will we be able to still use screens and buttons in a custom camera mode? Like say I give myself a overshoulder third person view, can I still push buttons in the cockpit? Can it affect visitors? Like could you do puzzles with resident evil like viewing angles?

     

    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.

     

    32 minutes ago, blazemonger said:

    In light of the promise of renewed openness and communicating with your community; could you maybe tell us why you, without announcmeent or notification, changed the date on which you will disable taxes for two weeks from 11 to 12 January  in your announcement?

     

    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

  6. Hello Noveans,

     

    We have released an update today, DU is now in version 0.27.12. The changes can be found below:

     

    Crash Fixes

    • Fixed a bug where static cores could be deployed on asteroids and cause crashes.

    Bug Fixes

    • Fixed expanding a compacted construct with fuel in it.
    • Fixed force fields that could be retracted on a moving construct.
    • Fixed surface rock name display that was ‘undefined’ when focused without the harvest tool.
    • Fixed mining unit calibration charges not accumulating above 5 while being online.
    • Fixed very old packages not opening properly.
    • Fixed a bug where space blueprints were affected by territory rights of a close planet.
    • Fixed a bug where industries running on a space construct were affected by territory rights of a close planet.

    Thank you all for your support!

    - Deckard

  7. 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.

  8. Landscape.jpg

     

    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. 
     

  9. Hello Noveans,

     

    We have released a small update today, DU is now in version 0.27.11. The changes can be found below:

     

    Improvements

    • [Mission System] Removed distance display in the respondent list of jobs following accurate player tracking concerns.
    • Reduced engine obstruction fluctuations.
    • New players now start with a Basic Mining Unit S in their inventory. This is a temporary measure for an easier beginner experience until the new FTUE arrives (no ETA yet).


    Changes

    • [Logs] Removed the ownerId and ownerName fields from the marketOrder client logs. The market logs are still kept in the client logs for players to use as we feel they are a valuable tool for the community.


    Bug Fixes

    • [Territories] Fixed and improved notification messages related to the requisitioning of static constructs on territories. Old notifications will not display correctly.
    • [Mining Unit] Fixed an issue that caused a mining unit to stop after server maintenance if the first connected slot on the mining unit is not a container.
    • [Mining Unit] Fixed a bug where base rate was not updated correctly when using the "reapply talents on construct" feature.
    • [Mining Unit] Fixed mining unit icon position in the mining unit calibration panel.
    • [Mining Unit] Fixed cone action sometimes facing in an incorrect direction.

     

    Thank you all for your support!

    - Deckard

  10. Hello Noveans,

     

    We have released another hotfix today, DU is now in version 0.27.10. The changes can be found below:

     

    Bug Fixes

    • Fixed missing fields in the local atlas.lua library.
    • Fixed a bug where a new player could start with an incorrect amount of talent points.
    • Prevent mining units linking to elements of an incorrect type.
    • Fixed territories incorrectly displayed as offline by collecting territory upkeep a few minutes before due time.
    • Tentative fix to avoid location-based disconnections due to a cache issue.

    Exploit Fixes

    • Fixed fuel consumption even when the player has no rights on the fuel containers.

     

    Thank you all for your support!

    - Deckard

  11. 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.

  12. Hello Noveans,

     

    We have released another hotfix today, DU is now in version 0.27.9. The changes can be found below:

     

    Improvements

    • For players who haven’t set any headquarters, five headquarters have been automatically assigned based on the highest number of static constructs on the territory.
    • All territories upkeep dates have been staggered and offset by up to three days.
    • Clarified some error messages on the login screen.
    • Improved organization error notification.
    • Improve requisition by adding more feedback and a confirmation popup at the end of requisition duration.

    Bug Fixes

    • Fixed territory scan not working on some territories.
    • Fixed a bug that led to some transactions not being possible where in search fields we did not prioritize displaying the exact phrase that was searched for. This should now allow all players and organizations to receive transactions.
    • Fixed a bug where items were not lost to death when using forced respawn. Data items, Recruit a Friend items, and sanctuary territory units are still safe on death while not packaged. Packages and all items of any type contained within can still be lost to player death.
    • Fixed shortened construct names on marker and radar widget after renaming.
    • Fixed default name of mission containers.

     

    Thank you all for your support!

    - Deckard

     

  13. 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

  14. 1 hour ago, Creator said:


    @NQ-DeckardWasn't really the nature of my question, though I appreciate you responding.

    The real meat of my question is: How much would it benefit NQ's bottom line(monthly server cost) by removing L-Core/M-Core constructs from the game world that are left lying around by inactive players? Would it be very little, quiet a lot, or something in between?

    Does construct size matter in server costs to NQ or is it quantity of construct entities more important?
    Approximately what % of the server workload is dictated by voxel complexity, or number of constructs in game vs. player activity (doing things)?

     

    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.

  15. 2 minutes ago, JayleBreak said:

    You haven't told me anything I couldn't have (and in fact did) figure out for myself. Can you describe the parameters affecting the algorithm determining complexity measure? The number of vertices, the number vertices with an empty neighbour (or 2 or 3) etc?

     

    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. ?

     

    8 minutes ago, Creator said:


    @NQ-Deckard how much do dynamic core sizes impact server cost? Are static structures themselves an impact in server cost to NQ as well? 
    Server cost being cost to NQ to run the servers.

     

    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.

  16. 22 hours ago, antanox said:

    well to be fair, i asume they do, but its kind of an edge case, is asume landing on a construct to use the popup menu might have been an overlooked test case

     

    reporting might be possible sacrificing the ship used to fly up there and jumping over.....

    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:

    image.png 

     

    - Deckard

  17. Hello Noveans,

     

    We have released another hotfix today, DU is now in version 0.27.8. The changes can be found below:
     

    Improvements

    • [Sound] Environment audio has been completely revamped. Added sound diversities across planets, forests, and vegetation areas. Also now reacts to the day/night cycle.
    • Increased crater visibility distance.
    • Added the tile index line on the planet map when selecting a tile in the selected element description panel.


    Balancing

    • Reduced the variance of Mining unit ore pools on Sanctuary Moon:
    • All tiles on the Sanctuary moon now provide a total of 500 l/h distributed among tier 1 ores, with a minimum of 100L/h for each ore.
    • As players couldn’t change their sanctuary territory, the big difference between them could be perceived as unfair. We improved this. 
    • Please note that this is an exceptional change, we don’t intend to regularly change mining unit ore pools unless drastically needed.
    • Please note that this change only applies to Sanctuary territories.


    Bug Fixes

    • Fixed static construct registering on the wrong territory when deployed close to the border.
    • Fixed digging operation not working at the border of hexoctree faces.
    • Fixed wrong notification when withdrawing money from territory wallet.
    • Fixed persistent sound that began when leaving the extracting panel during loading animation.
    • Fixed a bug where resurrection node locations were incorrect and not updated.
    • Fixed a bug by avoiding special characters in number inputs.
    • Fixed a bug where a player would respawn at the north pole.
    • Fixed forcefield length extension.
    • Correctly sort organizations by name when searching for a wallet.
    • Inactive territory (including inactive headquarters) are no longer used for the adjacency bonus of mining units.
    • Fixed a bug where deployed blueprints were registered on the tile of the building box corner instead of the center. This is now fixed and all constructs deployed through blueprint have been corrected.
      Every static construct is now associated with the territory that the static constructs' build-area center is in.
    • Fixed a bug where some static constructs were wrongly parented to other static constructs. They have been reparented to the planet, which should fix mining unit operations and removal.
       

     

    Thank you all for your support!

    - Deckard

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