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NQ-Naunet

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Everything posted by NQ-Naunet

  1. Speak to me like I'm a toddler viewing this for the first time, haha! What are the wonky mechanics, specifically? What problem does Alt F4 solve?
  2. For my own learning, can you delve further into the use of Alt-F4 as a workaround? I'm currently chatting with JC about the feedback in this thread.
  3. Hahaha, don't you worry!! Hand out the 'likes' to other players first. I'll survive! Your assessment is probably bang on, and I like your solution. Seems simple enough to implement! I'll see if there's some way to set that up in the back end.
  4. Good day, Noveans! Much of the allure of Dual Universe is the ability to be the captain of your own destiny as you pilot the ship of your dreams. Piloting your ship requires skill and a strategic use of the tools available. The Maneuver Tool is an important part of that toolbox. In its current state, however, it wasn’t working quite the way we planned. As we approach the launch of the 0.23 update, we wanted to talk about changes we’ll be making to the Maneuver Tool as well as changes to issues around what happens when you’re disconnected from the game (intentionally or not) when actively flying your ship. The Maneuver Tool is for maneuvers The Maneuver Tool was originally introduced to offer a simple way to get your ship out of a small hole or to flip it over when it landed upside down. It also provided a handy way to lift your ship off the ground a bit so you could work on it from below. But as is often the case when designing video games, the cunning imaginations of players found unexpected ways to use the tools that were not intended by the designers, some of which are detrimental to gameplay and could cause issues in the not-so-distant future. Let’s take a closer look at some of the issues caused by the “creative” use of the Maneuver Tool and the upcoming changes we’ll be implementing in the imminent 0.23 update to correct them. Cooperative play is all about collaboration and players helping other players. That’s great, and we don’t want to discourage players from doing that, but how it’s done is important. The Maneuver Tool was not intended as a way to move a ship “by hand” over kilometers or to create a ladder of two ships used as intermediary steps to reach space. These uses went clearly beyond the original intent of the tool. To address this, we’re introducing some limitations in line with the purpose of the tool: A ship will not be able to move more than 50m in total between accumulated uses of the tool. The distance between the start and end points is added at each run of the tool. The moved distance is reset after three minutes to ensure that players aren’t stuck forever. It is, of course, a per-construct limitation. Unless the player was in contact with a planet ground or a static/space construct, a ship will no longer freeze in the air during the use of the Maneuver Tool. This will make it possible to lift it up to work under it, but no higher than that. No more instant stopping of ships upon disconnection Everyone has “the need for speed”, the desire to get from Point A to Point B in the shortest time possible. So you pull that throttle back, amp up the power and blast off. The danger is that if you don’t carefully monitor your speed, you’ll smash full-force into a planet, your ship will blow up, and you’ll find yourself either returned to your bind point or resurrection node. Ouch! A common workaround for this has been to disconnect from the game just before impact. Upon reconnection, your speed would be reset to zero, and thus you could approach with a safe speed. Although it’s convenient, that’s not how it’s supposed to work. With the upcoming change, upon reconnecting, as soon as you get in range of the construct, the speed and rotation will be restored to whatever they were when travel was interrupted. The benefits to this change are twofold. First, it will close the aforementioned loophole. Second, it will prevent you from expending twice the amount of fuel to reaccelerate a ship at maximum speed if you had been disconnected for whatever reason. Further, if you disconnect while another player is in range, the server already assigns the task of handling the physical properties of your ship to that nearby player. This means that your ship will continue to move in this situation. On a large ship with many people on board, disconnecting will no longer have the effect of freezing your ship because there will always be other players nearby to continue the simulation of your ship’s movement. We will also add the option to have the Emergency Control Unit (ECU) activated in that case, so that an emergency “braking” can take place if the ship capacity allows it. Keep Doing What You’re Doing We tip our hats to the ingenuity of our Beta testing community. The way you use the tools and mechanics we toss into the sandbox gives us lots of food for thought, showing us the changes we need to make to make the game we all want to play. We encourage you to maneuver your way to the discussion thread to tell us what you think about the adjustments we’re bringing to DU! ❤️
  5. Done and done! Aaaaaand subscribed!! If this is something you haven't already covered in your videos, I'd absolutely love to hear about the direction you'd ideally want to head in as a DU player. If everything was ideal, what kind of role would you master? Also, how deep does your RP usually go? Are you someone who enjoys contributing to lore at all? You're clearly a creative sort given your video production abilities, so I'd love to hear about the ways in which that creativity factors into your style of gameplay!! Don't worry at all - we want to hear your honest thoughts about DU. Obviously we regret that gameplay feels less than optimal for you right now, but that doesn't mean we get to plug our ears and pretend we don't still have lots of work to do! We know we've got something awesome, here. The more we learn about the ways in which it's not working, the better we can fill in those blanks and make sure this game lives up to its full potential. ❤️ Oh, and here's your 0,05 q:
  6. Hey! I'm back! I've been rooting around in the back end of these forums, and I've found where reactions live. Woo! The current limit appears to be set to 10 reactions per day, and I suspect it was set this way because reactions have an impact on everyone's forum reputation. (For anybody reading who isn't sure what a forum reputation is, it's the little green number you see below your current forum rank. In the example below, you can see it appear right under the word "Member". It indicates the number of 'likes' that member has received.) ? Having said that, I don't see why we can't change it up. I've also found where the other reactions live, so it seems possible to enable a wider variety outside of our current "like" button. As I'm a newer staff member, I hope you don't mind that I'm going to poll the rest of the Community team to see what they think about making these changes. I'm almost certain whoever set up the DU forums had their reasons for the current configuration, but let's see if we can't freshen things up a bit! I'll get back to you on this. ❤️ Thanks for bringing it to my attention!
  7. You're not wrong to ping me at all! I'll look into this. Hang tight.
  8. Your post reminds me of the phrase "dress for the job you want, not the job you have". If I understood the gist of what you said @Olmeca_Gold, you're floating out an early warning signal to NQ suggesting we "develop for the players we want, not the players we have", in essence. It's an interesting bit of food for thought - you've certainly got my wheels turning! Excellent discussion topic. I'll take a crack at weighing in: The feedback that's being collected from the forums, Feature Upvote, Discord Servers x 3, Reddit x 3, Youtube, Twitter, Instagram, Facebook, etc. captures a fairly diverse range of player wants & needs. We recently released a 2020 Player Survey as well, the data from which we'll use (in conjunction with feedback from the aforementioned sources) to help steer our development plans. @Moosegun is correct, and this ties in nicely to what I was typing above the quoted text - we've got solid data and a fab team of professionals who are very adept at data analysis. Don't forget that NQ also has a formal roadmap and development goals that we're always working on, too! We simultaneously attack both long-term roadmap development and player-requested quality of life fixes/lighter features in an effort to strike the right balance. Sometimes priorities get shifted around, absolutely, but we're always marching toward our planned goal. I know it can feel like you're just sitting in an echo chamber of "vertex editor when" if you oscillate solely between the forums and Discord, but I can assure you there's a vast array of players who make their voices heard, and we see them. I'm currently working on a little side project with one of my team mates that will, hopefully, boost these playstyles in the eyes of the community. ❤️ This is a fantastic point (one of many - everything you wrote has value), and something that was raised quite a bit in the PvP player round table that was held this past weekend. In order to participate fully in PvP, players need a reason. Hopefully we're able to provide that reason (or reasons) very, very soon. Let's keep this chat rolling! I think it's a really interesting topic.
  9. Hello everyone!! You know the old saying, "in space, no one can hear you laugh?" Yeah, that old chestnut... Well, we're here to change that!! if you haven't done so already, we strongly encourage you to check out our all-new (hilarious) Community Collider video!! Enjoy watching DU streamers as they experience the lighter side of the game. There's plenty of chuckles to be had! ? And that's not all! We're now accepting video submissions from all of YOU! If you want to contribute an "epic fail" moment, a blooper, a moment that "wowed" you, or even just a clip of something interesting you found... we want to see what you've got. ? So! If you'd like to be featured in our next Community Collider video, please submit your best clips to: community@novaquark.com Happy playing and filming, Noveans!!
  10. Hi all! I'm hunting for info - hang tight.
  11. Naunet chiming in with a friendly reminder to stay on-topic! This thread is primarily for meeting & greeting, not a place to have in-depth game questions answered. ❤️ (But Pann, feel free to tackle whatever you'd like! )
  12. Triangle windows won't be elusive forever...
  13. I'm 10000% getting it. I CANNOT wait to play Cyberpunk. ?❤️
  14. ? (I'm having a bit of trouble getting the image you included to load - would you mind trying it again? Thank you!!)
  15. Hey all, I've locked this thread pending our review of both tickets submitted because, upon further reflection, I'm not a fan of the Discord conversation screenshots being shared here. It almost feels doxxing-adjacent to me; even if the conversation screenshots being shared are fairly benign, it's not something we want to encourage for privacy reasons. (We don't know if all those involved consented to having their Discord usernames shared here on the forums, for example.) This conversation also feels a tad "name-y and shame-y'', which is not accepted in this space either. (I do understand that PvP will spark occasional org tensions, and that those tensions can make for excellent lore/entertainment for those watching. When emotions run high and org reputations are hanging in the balance, it's totally fine to come to the forums to talk about it. However, whenever there's a question of exploits, bugs, or complaints about any NQ staff, we'd really prefer that any "receipts" players want to share with us be done directly, either in the form of a ticket or via DM, so that we can handle it appropriately.) It does look like a desync issue. Once I get final confirmation on that, I'll let you know.
  16. Hi Kent. I would prefer that this request come directly from the player who submitted the ticket. That way, I can ask them for their in-game name/other relevant details in order to pull up the ticket in our system. We can't investigate claims from people on behalf of other players for privacy reasons.
  17. I'm really disappointed to hear that the response(s) you received did not feel satisfactory. I will share your post with the customer support team. (I can assure you there are no support bots - we have a team of real (awesome) people who are doing their best to work through the queue.)
  18. Yep, no problem - just wanted to let you know I had closed the loop on this. Carry on!
  19. I've just coordinated with another staff member and learned you've been instructed to submit tickets. I'll be keeping an eye on this, though. Thanks all!
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