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NQ-Naunet

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Posts posted by NQ-Naunet

  1. Youtube.jpg

    “A sensor on the Arkship has picked up an ancient beacon from a ship. Her detected name is incomplete: “GO_D ST__”. 

     

    Noveans,

     

    I come to you today with intriguing news: we’ve been alerted to some kind of signal from what appears to be a ship. ?
     

    This time, however… something feels… different. New. Odd. There’s a tingle in our collective space suits. This whole thing feels... simultaneously mysterious and exciting with a touch of, dare I say it, danger! ?
     

    If you’re ready to embark on an all-new journey in search of loot and levity, we encourage you to suit up and head out and find the first clue.


    That’s all, folks. Good luck out there...
     

  2. 10 hours ago, GraXXoR said:

    Agreed and reacted. This game will appeal to the creative builder types, no doubt about it... with the added lure of having others ogle your works. 
     

    ps.does your name come

    from Japanese? If so, it can have two meanings

     

    Sea Monk...

     

    or my personal favourite 

     

    Pus Monk...

     

    without the kanji, it’s hard to determine which one since we can’t hear the pronunciation. Lol. 


    'Pus Monk' sounds like the name of a garage punk band! ? @GraXXoR

  3. Hey everyone!

    I wanted to kick off this section of the forums by inviting you to post about your fave in-game creations. :) 

    If you've made something you're really proud of, we'd really like to see!!

    Take care, and happy Monday!

  4. On 11/27/2020 at 11:10 PM, XKentX said:

    Hello NQ-Naunet.

     

    Thank you for providing us with the information ! Much appreciated.

     

    Can you please describe what would happen in those scenarios please?:

     

    1) Ship X is firing on ship Y from 1 SU range. Ship Y pilot is hit and dies or logs off(or alt-f4 or game crash etc). Ship Y has no other pilots on board. Will ship Y continue to move ? Will it stop once the core is destroyed ?

     

    2) Ship X is flying toward a market district and is at 1 SU range from it, market district has N amount of players in it. Pilot flying ship X has game crash or does alt-f4. What will happen? Will the ship continue on like it's trajectory and crash ? (Does ECU has any effect here?)

     

    3) Ship X is in space at 30,000km/h. Only 1 player P on it and no other players in 10 SU range. Player P logs off or alt+f4. The ship will freeze(please correct me if I am wrong). What happens if another player approaches the ship while player P is logged off ? Will the ship start moving when another player approached it ? Will it be standing still and instantly gain 30,000 only when player P logs back in ?

     


    We've got a Q&A scheduled with JC very soon (that I'll be part of!) - I will bring this set of questions to him. If he can't answer on-air, I will try to at least get his thoughts and bring them back here. :) 

  5. Happy Friday, Noveans!

    I'm coming to you with a few more answers/clarifications for your reading pleasure. :) I really appreciated everyone's patience while I rode the merry-go-round of feedback handling.

     

    Alright, let's dive in!
     

    To start, I think it's prudent to address the question of "why did you make a tool change without fixing [insert bug description here] first?"

    • As predictable/banal as this may sound to some, it's worth saying; while we are forever working hard to fix *all* current bugs, certain issues will be looked at before others. We deeply respect your opinions about our priorities (NQ is especially fortunate to have a community full of game-dev-savvy people), but we simply won't be able to please everyone no matter what direction we take. We ask that you continue to trust in the internal knowledge we have (combined with your feedback) when it comes to bug fixes paralleling feature development and/or changes.

    Alt+F4:

    • As many of you are relieved to see, we fixed a longstanding limitation to the feeling of continuity in DU; quitting the game should never stop a ship! The recent changes we've made ensure that as soon as any player sees a construct, that construct will remain visible to everyone in the vicinity. So, using Alt+F4 during a fight will no longer 'freeze' your ship. Instead, she'll still be simulated for any other player who is still there. (And if nobody is around you, you won't have to worry about a thing!)
    • By making this change, we hope to prevent players from "gaming the system" using Alt+F4.
    • Of course, we'll be keeping a close eye on your feedback and will rebalance things accordingly to make sure this gameplay pillar keeps retains its depth!

    Regarding the 50m restriction:

    • Based on feedback from all of you, this has been increased to 128m, which is the size of the largest build zone!

    As for concerns about moving unwanted constructs from player-owned tiles go (@casegard):

    Quote

    Not sure if it was mentioned before.

     

    But the maneuver tool is also used to get constructs off of your 'lawn'. If the tool has a 3min timer it will be awful to remove parked ships from your territory. Also I bet the guys who make the next expo will have to say something against that. This will  make  such community things very hard to manage.

     

    As a personal note: anything that needs a timer or counter is in general a sign of bad design. Not sure what the 'abuse' of the maneuver tool is about, but I guess people bring heavy load into space without any fuel or design needs for the ship. Maybe let the tool just move empty ships then? 

    • We've seen some solid points raised about how the maneuver tool was being used to clear away constructs - the scenario quoted above being a great example. We're currently thinking hard about a viable solution for this!

    AGG:

    •  As mentioned previously in this thread, the intended meta for AGG will reveal itself in 'atmo PvP'. We acknowledge that it currently functions as a temporary solution for hauling heavy loads from the ground into space, and that players like to leave their ships hovering above their base. We will consider formally implementing an “anchoring” at high altitude feature in the future! :) 

    I sincerely hope this has been helpful to everyone, but please continue to deliver your (welcome) feedback here.

    Have an excellent weekend!!




     

  6. 19 hours ago, vertex said:

    Most of the time I got my AGG ship parked at 1050m above my base at Sanctuary (using the fact that logging out will freeze it in place because the AGG wouldn't keep it there when I'm gone as I understand it). I use an elevator platform (sometimes called magic carpet) to reach it and go down again. The AGG ship can maneuver in atmosphere but not lift without AGG support. Will my design be invalidated by this change? @NQ-Naunet could you please put child gloves on for us AGG captains and explain exactly how we need to prepare and what to expect?


    First up I'm here to respond to this, as promised! @vertex

    I'll paraphrase the answer I received from JC: "Having a ship 'parked' and frozen above your base is not the intended use of AGG. A ship using AGG should ideally be parked in orbit or on the ground, as AGG's true benefit is in allowing ships to navigate at ~1000m in the atmosphere. For future missions that require altitude consideration, this is where AGG will shine."

    So 1) your design will be somewhat invalidated by this change, yes, and 2) if you still plan to keep your ship parked above your base, equipping it with powerful engines and carrying a lot of fuel will be the thing to do.

    I hope this answers your question!

  7. 10 minutes ago, vertex said:

    Most of the time I got my AGG ship parked at 1050m above my base at Sanctuary (using the fact that logging out will freeze it in place because the AGG wouldn't keep it there when I'm gone as I understand it). I use an elevator platform (sometimes called magic carpet) to reach it and go down again. The AGG ship can maneuver in atmosphere but not lift without AGG support. Will my design be invalidated by this change? @NQ-Naunet could you please put child gloves on for us AGG captains and explain exactly how we need to prepare and what to expect?


    My shift is coming to a close, but I'm not going to forget to reply to this! :) Stay tuned.

  8. So based on what I've read so far here and on Discord, these are my main takeaways:
     

    • Many players are concerned that the Alt+F4-stop-and-login-to-instantly-regain-speed workaround will potentially be used as an exploit piloting maneuver during PvP, giving those that use it an overpowered advantage.
    • While some players are feeling comfortable with the maneuver tool distance restriction, many are requesting an increase of up to ~250m to accommodate bigger elements such as L Cores.
    • There are some concerns about moving unwanted constructs from player-owned tiles.
    • That there are some bugs that should have been addressed before NQ nerfed the maneuver tool.


    Please let me know if there's anything I need to add to the list! 

  9. 9 minutes ago, XKentX said:

    Scenario 1) you crash when flying heavy ship in atmosphere (usually near market)

    If you login you don't have forward speed so you fall down a little and alt+f4 to stop it again. Repeat until you are safely landed and take off.

     

    Scenario 2) You kill a ship, he stops instantly, you alt+f4 to follow his maneuver. There is no other way.

     

    Scenario 3) You get up from your seat at 30,000 km in space. When you sit down you get script error. Game unloads part of your ship at high speed. The only way to get back in control I found is to alt+f4 it will stop the ship and i can enter seat without getting script error. Yea i lose fuel but at least i can get control of the ship.

     

    Fix those issues then disable alt+f4 or disconnect stops. 

     

    Currently it will make more problems than it fixes.

    You're the best. Thank you for this explanation! 

  10. 13 minutes ago, Umibozu said:

    NQ-Naunet it seems like you are a newbie when it comes to DU gameplay.

     

    We invite you to play as one of us, as this is the only way to see, what we have to deal within the game in regards to multitude of issues.


    I am somewhat of a newbie because I've only been at the company for a few weeks now. :) 

    General gameplay doesn't elude me (because I play DU and have played similar games in the past), but when we get into workarounds and bugs I'm still trying to get the lay of the land.

    When DevBlogs like this drop, I like to *really* understand what all of you went through pre and post changes, you know? That's why I'm asking for people to handle me with kid gloves in this thread. I really want to know the full story - it'll only serve to improve my responses in the future!

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