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NQ-Naunet

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Posts posted by NQ-Naunet

  1. Hey Kirth,

    If you disagree with moderation you received, please contact the moderator that issued the warning/ban/mute to discuss your situation further.

     

    Also note that while we try to be as consistent as possible, there will be times when both NQ staff and the volunteer mod team misses incidents due to the speed of chat on Discord. (We strongly encourage everyone to report any rule breaking behaviour to ensure nothing slips between the cracks.)

     

  2. 1 hour ago, Mordgier said:

    Yup  - poor @NQ-Naunet joined at a pretty rough time and got to take a beating for JCs awful decisions in Discord....

     

    I do wonder how a lot of the NQ team feels about the direction of the game, if they agree with it, or just get ignored by JC when they speak up ....or if they learned long ago that their opinion about how things should work matter exactly as much as mine - meaning not at all.

     

     


    Ha. Yesterday was certainly an adventure in fire-fighting.


    From my perspective regarding the direction of the game, I can see what the long-term vision is. I intellectually understand the choices made, as do many players. I can also understand how many players seem to be left wishing the changes were introduced more gradually and announced earlier. I think the entire team learned a lot from the happenings of 0.23, and I feel we will do better in both areas with the next update.

     

  3. Hello everyone,

    We are preparing an update for next week (Monday, December 14th is our aim) that will enforce DRM protection for constructs in Dual Universe with the ultimate goal of facilitating construct trading in the game. :) 
     

    There are several possible cases though that we would like players to be aware of.
     

    We have currently have three types of constructs in the game:
     

    • Constructs made before the introduction of creatorID earlier this year, which therefore have no creatorID on them because the feature did not yet exist.
    • Constructs made from a blueprint created after the introduction of creatorID but before 0.23. These have a creatorID, but DRM were not activated on them.
    • Constructs made from a blueprint created post-0.23 have both a creatorID and DRM protection by default (unless the creator decides to make a DRM-free blueprint).
       

    Type A constructs will unfortunately forever be unprotected as they do not include a trace of their original creator. Players who wish to trade them or make blueprints out of them should be aware that no DRM will be enforceable on them.
     

    For Type B constructs, we will forcefully activate the DRM for you with this update. This means that in certain rare cases, if you have added yourself a Control Unit or a Screen (not part of the original blueprint) to this construct, it will get DRM protected as well in the update. You will not be able to access the content of those Control Units or Screen Units after the DRM activation patch. Instead, you can either:
     

    • Remove them and redeploy them. (You will need a copy of the content somewhere in a file elsewhere on your computer because you won’t be able to save it in-game).
    • Contact the construct creator to ask him to unlock DRM on these specific elements.


    Type C constructs behave as expected and already benefit from DRM protection for all elements that are part of the original blueprint. New elements added to them by the owner are not DRM protected, so the owner can freely edit them; however, the update made on a Type B construct will unfortunately impact them as well, and the DRM protection will be forced upon all elements, new or old. You may have to resort to the two possible solutions explained above for Type B.

    We hope this information was useful! Thank you for reading! ?
     

  4. Hi everyone! ❤️ 

    I promised I'd be in here to answer questions, but the list grew A LOT! I'm having the entire team pick at the questions to ensure I'm delivering the best answers. :) (Just so you know why I'm delayed.)

    NQ-Pann is in the process of writing a stream recap as well, so please be on the lookout for that in the coming days.

  5.  

     

    Hello Noveans,

    With the latest release (0.23), we are introducing some pretty radical changes to the industry gameplay. We would like to take the time here to explain the rationale behind those decisions. 
     

    First, let us start by reminding everyone that we are still in Beta, which is a place where core balancing is supposed to happen in order to prepare a game that will stand the test of time at release. We understand that some changes will impact the current game style of many players, but keep in mind that everything is done for a good reason, which we will try to explain below.

    Industry Recipes as Items

    The central idea behind the industrial gameplay is that an Industry Unit (Assembly, Chemical Reactor or others) is a sort of mini factory. It should come with an initial and substantial cost you have to invest before starting to commit yourself to mass producing the goods that this unit allows to produce. 


    Mass production is a key element here. If you need just one or two items it should not make sense to build a factory to produce such small quantities. You should instead go on the markets and buy it from a specialized producer. This is the basis on which we can hope to see a healthy economy strive in the game.


    It follows then that the initial cost to build a factory must be much higher than the cost of production of one unit, and by a very large margin. This has not been the case so far. The price of an industry unit was often on par (or even far below) the unit cost of products it could output. 


    As a result, buying on markets made little sense. Markets overall were not being used as much as they were intended to, and players built omni-factories to produce anything they needed even if they only needed it in small quantities. This would be a great design for a single player game or a hosted-server game but not for a civilization-building game with a single-shard approach where player specialization is central and paramount.


    This is what the “Schematics as Items'' modification is intended to fix. (We renamed “recipes” to “schematics” because even if we are a French company, we don’t want to bring cooking too much into the factory!) We don’t intend to touch the price of existing Industry Units, but instead we have added a schematic item that you must load individually into a single Industry Unit (there is now a small schematic bank container integrated).


    Having the schematic item in the Industry Unit schematic bank is needed to run a particular schematic, so you will need several instances of the same schematic item if you want to produce the same item on several Industry Units at the same time. Those schematic items are sold by bots on markets, and they are much more expensive than the Industry Unit they run on. Each factory needs a schematic associated with it. This is why you need to buy several of them if you want to run production on several lines simultaneously.
     

    Adding a line of production for a new item will come with a steep initial cost investment. This makes total sense if you plan to mass produce the item, but is suboptimal if you just need a small quantity of this item. You would be better off going to the market to buy at minimal cost from specialized producers competing against each other. If you're only planning to produce a couple of decorative plants to customize your underground lair, it’s probably going to be more cost-effective for you to buy them from a market than buying a schematic for it or else the cost of this couple of plants would be excessive.


    What does this mean for industrial players? If you already have a giga factory, you will still have it, but it will now need a significant starting investment to buy the schematics needed for production and a commitment to mass produce and sell in order to make economic sense. You could specialize it to improve its returns or you could even consider reselling part of it on the markets to revert to another strategy. You could perhaps take it as a new challenge, a reboot of the game goal where the balancing between initial setup cost and cost of a single item will be central to your success.


    Something else to note is the fact that the introduction of items for schematics means that we may later be able to introduce a Research gameplay feature where players can improve schematics to get an edge not only in productivity but also in the quality of the product they create. This could additionally open the possibility of selling schematics, an option we may consider for the future (though it will not be anytime soon).

    New Talents

    Before the 0.23 update, there was no barrier to use any advanced Industry Unit or advanced weapon. If you had it, you knew how to use it. This was both counter-intuitive in general (before you buy new gear, it’s normal that you learn how to use them) and went against the idea of character progression as intended in the game. 

    We have now introduced new talents to unlock access to basic industry (very easy) and also the more advanced versions or the larger versions, which are more advanced talents. This will contribute to player specialization, which is a central idea in the design of Dual Universe.


    That’s it for now. Thank you again for your support and your constant help along the path. See you soon in Dual Universe!


    JOIN THE DISCUSSION!
     

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  6. Greetings, friends!

    Buckle up and get ready for lots of juicy new information about Dual Universe directly from Creative Director J.C. Baillie in our livestream at 6 pm UTC/1 pm EDT on Monday, December 7, 2020. 
     

    JC will talk about the changes introduced in the 0.23 update and what future changes are in store before opening the floor to take your questions. 


    Head over to the Dual Universe Twitch channel now to hit those Follow and Notification buttons so you won’t miss it! 


    In the meanwhile, you may want to read these recent dev blogs to learn more about additional changes coming in the 0.23 update:
     

    We invite you now to discuss some of the hot topics you’re looking forward to talking about with J.C. 


    JOIN THE CONVERSATION HERE!
     

  7. On 11/30/2020 at 9:39 AM, Umibozu said:

    Thats where i found mine, it felt like NQ punched me in the face , proudly announced content that doesn't deserve that name.  Warp cell cost to get to that planet was higher than whole wreck altogether.


    I'd love to attempt to reverse the punched feeling, if I can!

    What would make wrecks feel the most satisfying for you? What *should* this event look like, in your opinion?

    I posted elsewhere about this (I believe it's in the feedback thread re: GO_D ST__), but the current version of any event we run is in no way indicative of what'll happen in the future. Right now we're trying to figure out what works and... well, what doesn't. And you've all been great about helping us understand what doesn't work. ?

     

  8. 16 hours ago, DylTheRipper13 said:

    I heard recently theres a ground pvp update coming soon and I was wondering what resource I should use to see all announcements and information from novaquark. Im assuming theres a specific discord channel or forum area where they post all announcements and update notes.

     

    Additionally, Im wondering what the details on this ground pvp is going to be. Thanks


    JC will be doing a Q&A session, hopefully next week, that will touch on update information! :D 

  9. 11 hours ago, le_souriceau said:

    I wanted to talk not about any particular, concluded NQ-made events, but more about their overall direction and organization in future.

     

    Can we expect?..

     

    1) Prior anouncement (at least week before start, better - two).

    2) Scheduling on week-end. 

    3) Inclusion of long-term events, where players can meaningfully participate in active stage in duration of several days or even week.

    4) Inclusion of more solo/new players friendly events, where they doing more individual goals, not being clearly pitted against groups of veterans.

     

    What else do people want?

     

    Fire away, we now have CMs that like to read our ideas and feedback ?

     

     

     

     

     


    Excellent questions, @le_souriceau ❤️ I passed this feedback along to the team this morning, and have returned with some answers.

    1) You're right, and this is a goal we're actively striving to meet. :) (As the NQ team and game grow, so to does our ability to develop better processes/alignment between Community, Marketing and Game Design; the trifecta of event-related departments.) Put plainly, we're getting organized and finding our rhythm. The earlier events are announced, the better. (Unless of course we purposely want to sew the seeds of mystery & surprise.)

    2) This one is tougher to do at present, but it's not out of the question in the future! Running events in/for DU is obviously a newer experience for us, so the first handful we run are not indicative of what will happen down the road. We'd love to try some weekend events eventually, we just have to do some serious finessing on our current iteration of events. Once we've hit an events 'sweet spot' as it were, we can staff for weekend coverage and go to town. Right now however, we want to stick to weekdays so everyone at NQ is at their desk and ready to jump in should anything happen.

    3) We're heading in this direction! It's always been our desire to hold events that last for long stretches of time. This particular event was obviously limited in some ways, but again - that's not indicative of what you can expect for every future event. We're just getting started.

    (If I may add a little comparison for point 3: we've seen the community ask us to please prioritize the fixing of bugs before the implementation of feature changes. This is the philosophy we're applying to events, essentially. Fix any issues with events first, THEN upgrade to weekend event 'features'.)

    4) Noted!! One team member raised a good point that I'd like to volley back to all of you: "right now, it's tough to design an event that works for solo/new players that also can't be overwhelmed/overrun with more experienced folks". What say all of you? What kinds of solo events would you like to see during Beta that can't be taken over by groups/experienced players?

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