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NQ-Naunet

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  1. Like
    NQ-Naunet reacted to SansBar in Let's talk DU quits   
    There is a rather simple solution to this. If you play/build/grind in the "easy mode" sector of space, your creations simply can't leave that "safe" area and there is no PvP, and include a "closed" market with its own unique currency. This would encourage players like yourself to venture out and take the game as a challenge. 
  2. Like
    NQ-Naunet reacted to XKentX in Let's talk DU quits   
    About 90% of the people I play with dumped the game. They still have sub but they just don't login. Some still do but usually only to change the skills of about 20 alts each of them have.
     
    Digging some, building a ship and getting to space is all this game can currently offer. It's a luckster content but I think that's OK for the early game. 
     
    The biggest game-breaker is "no sand in the box".
    It's advertised as sandbox game but there is no sand in this box atm. People can't affect other people. There is 0 way to have ANY meaningful PVP. There is no way of creating like drama/alliances/enemies as all this is just doesn't matter. Dramas and people fighting each other or spying etc that what makes sandbox games work and self-generate content.
     
    DU Just made a safe heaven with poor toys that get old fast.
  3. Like
    NQ-Naunet reacted to Skimus in Let's talk DU quits   
    As a mostly solo player, I got nothing to do anymore. In 1 week I made enough quata to buy everything I wanted or needed (not with exploits, but just buying low and selling high). I could probably continue to collect more stuff, but nobody can attack my base to take it so there is no excitement and challange in this kind of play. I have always liked the solo play in Rust, where the more I have, the more I need to protect it. Generally, I hoped that DU will be more like Rust in space, but without periodic wipes. Unfortunately for me, it is nothing like it.
     
    Also, I don't like the communication style of NQ. The best I could describe it is childish and a bit arrogant (please note that I do not follow every news on DU, so this reception comes from my limited perspective, after seeing some interviews, posts, social media comments and comparing it with the ingame reality).
     
    And bugs... oh maaan, one month ago it was on average 1 crash every 15-30 min. I logged on yesterday and it was 1 crash every 1-2 minutes, so no thanks.
     
  4. Like
    NQ-Naunet reacted to DarkAster in Let's talk DU quits   
    I dont think being self sufficient is bad. I spend about the same amount of time in the markets as I have in other games. (When I wanted something or for convenience) the economy needs help but forcing the already dwindling player base to something radical will probably won't bode well.
  5. Like
    NQ-Naunet reacted to michaelk in Let's talk DU quits   
    I know I already posted once...but also Xsolla. 
     
    If NQ had an actual subscription system, maybe they wouldn't need to ask players to dump in a forum because they would have proper exit surveys.
     
    If the process to cancel wasn't so scammy and purposefully obfuscated, people would be less angry and provide better feedback. 
     
    Asking why people are quitting really shouldn't be an afterthought because you won't get objective, actionable data.
     
    It's too easy to dismiss complaints here as "just one opinion" when you don't have real data...devs are human beings that become intensely personally attached to projects, especially after so long. Objective exit survey data might help cut through some of that anxiety.
  6. Like
    NQ-Naunet reacted to Emptiness in Let's talk DU quits   
    Even with the precision move keys?
  7. Like
    NQ-Naunet reacted to Eternal in Let's talk DU quits   
    I'm the one here with the least varied sentence structure and limited word choice to the point that people have accused me of being a chat bot as they see the same rhythm on my writing. To be honest, I find it very difficult to write in English (ironically I'm from Canada); it takes me a lot of time than what it normally should take and I rely on Google Dictionary to compose my writing. I'm running out of words or perhaps I've already ran out of words but I will repeat my points once again: Dual Universe is a space MMO building game. I bolded "building game" because I want to emphasize this particularly. Let's talk about broccolis; they don't taste like raspberry shake because it's a "vegetable" -- all vegetables taste like leaves! It's a property of vegetables to taste like this! A building game should have a flexible and intuitive (easy) building editor, not just extensive as this game's building editor currently is. The current building editor is capable of producing extensive results (and I do acknowledge this), but this extensiveness is gated behind voxelmancy, a workaround method of manually moving vertices of a voxel to modify it's shape. With how the building editor works and how it is designed, it is very complicated both in terms of difficulty and time-consumption to use. It is not a productive and is a very complicated building editor by design. You are required to have or to build your own voxel libraries to even get started in building/designing which is very complicated itself to create. The process to build/design in this game is very time-extensive and very difficult. Content creators will see how capable and extensive the editor is, they will try the game, they will see the process of building, and they will quit. This is the problem here! This kind of editor is not good! It requires too much effort because the flexibility is locked behind a very complicated process. It should be about the creativity of players! Lock the flexibility in voxelmancy and all content creators (real content creators) will have to voxelmance because they must have access to the flexibility. They will create their own voxel libraries because shapes are very hard to produce manually (they will do this to make those shapes reusable and save time). More brushes of shapes on default shapes (on "e" key) will not fix the problem! What will fix the problem is eliminating the voxelmancy process completely by adding flexible intuitive tools on the editor. If voxelmancy should remain because of the lack of available tools, it is a problem and no content creator want an editor like that!  We got a problem with this editor!
     
    Next thing that I want to emphasize is "MMO". An MMO is not just about co-existing in one space, it should also foster interaction. Hardly anyone interact with each other in this game because the game is systematically designed like that! How can we have an economy if everyone is self-sufficient? If a country is self-sufficient, do they have to import anything? A country like Singapore export assembly and chemical products, all of which are finished products from raw resources that they import because they got no raw resources. If you don't export anything, you don't import anything for balance of payment (BOP) to be 0. If you import more than you export, you got a BOP deficit. This brings down your current account and increases your capital account. This means you are plunging into debt! Singapore has no raw resources, what do they export? they export human and mechanical resource to balance their trade! We can do this in the game: A player balancing their trade to acquire the things they need. You must not be self-sufficient! Self-sufficient means you don't need to trade with other players!
    Also, economy is consumption and production. If there is no consumption mechanics in this game, why the need to produce? You can see this reflect on the increase of purchasing power of quanta (deflation) everyday continuously. There is too much production and very little demand! Add consumption mechanics! Continuous deflation is bad for the economy because it doesn't incentivize you to invests the cash, instead it incentivize you to hoard! Why invests on items if they go down in price indefinitely? Ofcourse you will invests on liquidity!  So here is another problem: the economy of the game is broken! 
    Also, why are ores more expensive than the finished products that they produce? How can this ever pay for the logistics? How can secondary and tertiary sectors exist if there is no money to pay for them? If the chair is cheaper than the wood needed to create the chair, where is the profit? You see, you don't incentivize production at all! You only incentivize production for self-sufficiency! Why would you craft to rip yourself off by sellling it off on the market? I've played other MMOs with player-driven economy and I can tell you that this is the worst I've ever seen!
  8. Like
    NQ-Naunet reacted to DarkAster in Let's talk DU quits   
    This. ^^^^
     
    It could probably have more explanation but at its core this.
     
    The game wants to be tedious because "realism" or because that's the "designers vision" in areas it really doesn't need to. But where is the realism in bot trading, magical safe zones, scrap repairs, nano pack crafting, etc.
     
    Also, one of my biggest complaints would be that they want to make the game harder and I don't think is going to pay off like they want it to. 
     
    One example I can think off is with the new power management system is going to make ir so you can't use the same amount of brakes you can use right now.  A new player goes building a ship so he can leave atmosphere and when coming back he crashes because breaking and landing from atmo is not as easy as most space games. You can say realism but loss of progression because of mechanics in game that are not well explained will make a lot of new players want to rage quit on the spot..... they crashed in....
  9. Like
    NQ-Naunet reacted to Mordgier in Let's talk DU quits   
    DU makes the common mistake of confusing tedious gameplay with challenging.
     
    For example, getting T4 ore is simply tedious. It's a time sink. There is no skill involved. It's literally just bite down on something and sink in 10 hours looking for nodes.  It's time consuming and tedious and the only real 'challenge' is forcing yourself to suffer through the waste of RL time that it is. In short - mining is a time sink.
     
    Industry isn't much different. Anyone can build a giant factory that will produce everything given that they are willing to sink in enough time to produce 500 transfer units.  There is no real challenge here either - and that's strange given how countless games have managed to lay the foundation for how industry design games can be challenging by  having complex ratios and the like. Factorio,  Satisfactory, X3/4,  Fortresscraft Evolved - I could go on, but all of these have industry design challenges that DU simply does not. Industry in DU is a  time sink - assuming it works right - which it frequently does not with "unknown error" constantly breaking production lines.
     
    So the two most fleshed out features of the game are simply time consuming.
     
    I would say that currently, the only actually challenging aspect of DU is voxelmancy - and ironically - it's the one that should NOT be challenging at all.  Anyone should be able to sit down and build a passable looking ship without having to resort to watching hours of youtube videos and hunting for voxel libraries...
  10. Like
    NQ-Naunet reacted to Supermega in Let's talk DU quits   
    I literally wrote a detailed forum post over a year ago saying the exact same thing. So, I completely agree with this point, I wish someone a novaquark would at least take the time to read it, and read the comments suggestions by other people in that thread.
     
    Here:
     
     
  11. Like
    NQ-Naunet reacted to CptLoRes in Let's talk DU quits   
    Exactly. There is a limit to how many times you will bother reporting bugs and sometimes OBVIOUS design problems, when years later nothing has happened or design was implemented with all the problems we already pointed out beforehand. And then we have to watch NQ scramble to make quick fixes that only address the symptoms and not the actual cause.
  12. Like
    NQ-Naunet reacted to le_souriceau in Let's talk DU quits   
    NQ clearly promised to this "two world parts" in KS presentation text (that can be considered first official statement document).
     
    Devil in balance.
     
    I totaly agree that creative/isolation component now obviously and dangerously bloated in expense of competitive/interaction one. This is my exactly point with corresponding demographics -- in way whole "build in peace pillar" thing was kinda hijaked from actual buiders (who for most part have parrellel, not competing interests with "action guys") by agressive "poweplay" caregrizzlybears who are insaitable in grabbing free and easy stuff, even if such balance harmful for game as whole. This is different playerbases, even if they look quite similiar at first glance.
     
    I feel this especialy sharp as very old minecrafter, where same issues was everywhere on big multi servers.
     
    One guy just cut some trees and dig stone around and build something great, never asking or needing anything else. Other whining to administration no end that he had not enough diamond blocks for his diamond block box house. They both can be called builders, but fundamentaly they are very different. Same thing here.
  13. Like
    NQ-Naunet reacted to blazemonger in Let's talk DU quits   
    I do not think it's a misconception at all.
     
    NQ promised and promoted an open world game where what you do and how/where you do it matters and right now that is not the case.
     
    NQ has instead created a game within a game where those who want a creative mode can just stay in the safezone triangle and have all they need while staying out of harms way instead of creating a challenging game where you can, provided you work together with others and  build communities (and no, creating a self sufficient org is not "building communities"), be fairly safe and secure to do what you enjoy doing and in doing so, contribute to the community/society you are a part of.
  14. Like
    NQ-Naunet reacted to le_souriceau in Let's talk DU quits   
    I think there is one of greatest misconceptions of our community that builders (at least true ones) somehow in opposition to challenging mechanics or pvp. They are not. Because all what they need is access to T1-T2 voxels, safe tile and some social aspect to have fun. It simply little conflict of interest, they can even coincide (like its more fun for builder to observe drama while building something in comfort).
     
    Real opposition and category of players NQ catering (voluntary or not) is who I call "hoarders-braggers", people who are not nessesary super into building (sometimes totaly not) -- ones who want to have everything in game (as fast, easy and in large quantities as humanly possible, not nessesary honest way) to show it off, brag about, feel rich and powerful, but never ever risk.

    Generaly, same guy...
     

     
    Dupes diamond blocks in Minecraft, then mocks noobs that they are poor.
     
     
    > Sorry for little derail, but I think its important point in terms of our dicussion.
  15. Like
    NQ-Naunet reacted to blazemonger in Let's talk DU quits   
    This is a big part of what is happening and it's not new as us backers know all to well. And no disrespect to fresh blood bringing an attempt to get this fixed but if the core of the  company does not change it's trajectory it will not have the effect we may all want to see.
     
    The latest example is the changes to the forum but it is a trend throughout, NQ comes out with " here's what we are looking at, what do you think" while in fact the call is already made. Then when community members bring up arguments against or to improve these actions it's pointless as the action is already set in motion. NQ does not engage in discussion with the community at all ,they do not talk with/include us in any way. The just talk at us and do what they intended to do anyway if it's not already done.
     
    So many just do not bother any more and others just gave up and left. NQ seems to be oblivious to this and just keeps going in the same way they have for over three years now. It's just somewhat painful to see some who frantically and sometimes passionately opposed me and others bringing this up early on now pretty much coming out and voicing the exact same concerns and being disillusioned because NQ is not  listening at all and seems to just not care.  Frankly there is still time to fix this but NQ will need to make some tough and possibly painful choices (and do that quickly) to right the ship and be able to bring what is such a fantastic vision and concept to and over the finish line.
     
  16. Like
    NQ-Naunet reacted to Lethys in Let's talk DU quits   
    I stopped months ago because
    - gameplay is super boring or so tedious (and I played eve for more than 10k hours) and useless that I get cancer when playing longer than 2min
    - UI is garbage 
    - mechanics I'm interested in (pvp) are super boring
     
    But thats all really not that bad compared to the main point why I really got fed up with NQ: cause of NQ themselves. 
    Pretend to listen but really don't. I told them about errors/bugs/possible exploits/possibly bad ideas years ago but they don't want feedback anyway, they do their thing no matter what and after it Turns out to be a shitshowthey Half heartedly "fix" the issue which introduces even more problems.
     
    Asked questions YEARS ago and they're still open and "coming soon".
     
    Sell us a game on KS and change it as they go, without even getting basic stuff in order first (UI). 
  17. Like
    NQ-Naunet reacted to Poliwopper in Let's talk DU quits   
    I haven't played for awhile because the core features are extremely unsettled and I don't want to spend a bunch of time on a project only to have the core gameplay change. But it's Beta.... it is what it is. That's just the stage of the game.
     
    The core issue with DU, though, is in my opinion that it must choose between being a building-with-friends game and a game that people play who enjoy challenging progression. It feels like it tries to be both, which I do not believe is possible.
    As someone who enjoys progression, I played a lot of DU but simply ran out of things to do. Everything is far, far too easy to get. I don't have an issue with the *amount* of content, for a Beta game... But the ease with which you can get to late-game content really seems bad.
     
    Some players want to play more or less in creative mode, and if NQ adds 10x the content depth those players will want everything to be 10x easier. This is a perfectly reasonable thing to enjoy and a reasonable game to make, and it looks to me like the direction DU is going.
     
    Other players (like myself) prefer to struggle, to need to work at progress, to lose ground every now and then. To fight for resources, to team up for protection. Doing this, after some *years* of playing, it should be possible to reach late-game toys.
     
    It looks to me like DU will never be satisfying for players like me, at least not for long. Prioritization decisions made - leaving PvP for last, the balance of resources in the game, the ease of crafting, the balance of recipes, etc. - have cast this die already.
     
    But I hope that NQ does not continue to try to straddle both gameplay styles, because that cannot be done. You cannot have creative mode on one or two planets and challenging progression gameplay on another. Whichever style of gameplay DU will be, it needs to be a choice and it needs to be baked deep into the design of the game.
  18. Like
    NQ-Naunet reacted to blazemonger in Let's talk DU quits   
    The game has an extremely high initial bump which, combined with the very rough state of the game's development and rushed move into open and paid "beta" makes it hard to get into. Much of what is missing or what is not working well has been brought up and discussed long before beta started. NQ has never acknowledged any of this and has never shown any indication of being able or willing to adjust their development plans to accommodate this.
     
    Most of the game is very much still in Alpha state, if not pre-alpha. When a "major overhaul of the UI" is announced, what basically happens is a reskin of it. The core UI is very basic and not suitable for several of the intended uses cases, most obviously the talent system. It does not appear there is any central management of the project and it appears "coding" devs are tasked with designing the UI and UX which leads to too much information and overly complex actions with too many clicks and important detail 2 or three levels down where they should be at the surface. The general UI design really has not changed at all, except for a different theme, since pre-alpha.
     
    It's not helpful when, from the occasional communication, NQ paints a picture which wants to tell a story of "everything is great, we're pretty much on track and where we need to be" when the facts in front of us show that that is not the case.  And now we hear JC pretty much roll back core promises and vision for the game where "unlimited possibilities" have now become "we will limit what you can do to preserve performance". The amount of work NQ has set up for themselves combined wit he mountain of work that needs to be done to clear technical debt and core issues in the game should be a guide in understanding that it is not possible to get to the state NQ claims the game will be in a year when they intend to "release". The stubborn attitude of not wanting to move the roadmap out and by now plain unrealistic expectation being set by NQ is just not good and will make (new) players tag off and disengage.
     
    I get that much of this will probably be due to the fact that NQ is not in a very good situation financially and needs to work on a very tight and limited budget, but it's hurting the game's progress quite obviously. The amount of work needed to be done to work around the roadblock of "no wipe until absolutely required" for the sake of keeping people subbed is causing ore pain than NQ is letting on. Th underlying tone of NQ having pretty much beg for players to get back to the game or fill out a survey where NQ should and probably does know very well what the pain points are is rather obviously  a PR stunt more than anything else.
     
    From podcasts it seems that NQ in general overthinks what we, as the community brings up in the rarae cases there is a response, which is generally only happening on an ad hoc basis when confronted with a live question, and the "solutions" are often overly complex and in effect miss the mark as far as addressing the intended problem. IN general, NQ seems hellbent on reinventing the wheel over and over while solutions are often readily available.
     
    An example is the call for better building tools, NQ will mostly translate this into "we want a vertex editor" and then go into detail on how difficult that is and how much resources it takes. What we actually need is more options to build without resorting to voxelmancy.. More brush options like slopes broken into two voxels, corner pieces and things like that. Making smooth and beautiful ships using voxeltech is great and some designs are amazing but there is no middle ground here between that and basic blocks/boxes. Why can't we have basic shapes like the ones we see in (or instance) Space Engineers? Why is there no single voxel size tetrahedron making it possible to make corners. here's basic block which IMO should be readily available in game (old SE source but valid here)..


     
     
     
    The "general" public is not looking for a vertex editor, they just want/need more variation in basic blocks and would be perfectly happy with these. The argument "use a voxel library" pretty much rolls back to my earlier comment about NQ (and a good number of experienced players) not seeing the issue of  this being to complex for an entry level player.
     
    What we need is:
    In build mode, select voxel placement tool press E to cycle though basic shapes press-hold E to bring up either a radial menu, use scroll wheel to cycle through all available blocks or the option to "click and pick" from a more varied choice of block "brushes"  
    Another example is power management. It has been discussed with some good suggestions provided since Alpha but NQ never acknowledged any of it or engaged with us on these ideas.
     
    Then, while it's unfortunately a meme by now, the question is a valid one, where is the canopy glass? Why has NQ not ever acknowledged this and why is this element on display in game but not available to players? It is another simple option to make designs easier to make "pretty".
     
     
    Lastly, it is _very_ disappointing and a tell tale sign of how NQ thinks that the NDA forum section has been archived and is no longer accessible. It means a wealth of information and content which could be reused in beta is now lost. Arguments to maintain access to these clearly, and frankly expectedly, fell on deaf ears as NQ does what NQ does regardless of what we, as a community think. Why make a post in the tone of an invite to discussion when you really just make an announcement?
     
    If you, as NQ, intent to do things your way anyway, why pretend to care enough to ask for our input/feedback. I know this post will no doubt trigger the fanbois in the community once more but he fact I get quite a few messages from community members when I make posts like this saying how they agree tells me I'm not wrong. What we're seeing now is pretty much what happened when Naerais joined and it lasted for maybe a month or two before NQ fell right back to being their usual self. I hope I am wrong and this time NQ will move in a different direction but I reserve the right to expect they won't and it's just a temp  band-aid before it's back to business as usual. I'll be happy to be proven wrong though, we'll see.
  19. Like
    NQ-Naunet got a reaction from admsve in 2020 Player Survey   
    What's shakin', Noveans?

    I'm here today to present you with a big, juicy player survey. ? Want a taste of the action? 

    Whether you're a veteran player that's been around since the beginning, or you quit the game after a couple of minutes, your feedback is crucial to pinpoint where our team should focus its efforts to improve your experience.

    Help us bring DU to the next level by clicking ▶ HERE ◀ !
     
    Once you've completed the survey, let us know how you found it by popping a comment right here in this thread.

    Happy surveying, folks! 
     
  20. Like
    NQ-Naunet reacted to Gottchar in Extra Life 2020   
    Total amount donated: 1100$
     
    A pot winners (the pot with the most swapping opportunity, dear winners pls ask if somebody wants to swap)
    Destiny III: Gondhar
    Spruce Goose: Gunner_RageBlackout
    Beta key (AngryDadGaming): fpsrawb (Crazymakers used it for you)
    Destiny II: MarshallSills
    Thunderstruck Anal Power: PlayThePlanet
    Beta Key (Donated by Rick): Maceon
    Destiny II: CrazyMakers
    MK4 Cummings: LGFRBCSGO
    Chinsweater fuel refinery: Narkcast
    3 Scanners: DaChris
    XL Gate: DJU
    3 Scanners: SBesty
    XL Gate: DingoX3Gamer
     
    B pot winners
    Cicada: Jackcrash
    Powerbeard F12 Redhawk Stryker: Maceon
    Hawkmoth: Styles
    Powerbeard F12 Redhawk Stryker: Shamsie
    Scarab: DingoX3gamer
    Powerbeard F12 Redhawk Stryker: Danoweb
    Strider: PlayThePlanet
     
    C pot winners:
    Buzzsaw: DJU
    Black N Yellow pocket rocket: Maceon
    Dragonfly H: PlaythePlanet
    Dragonfly A: Gunner_Rageblackout
    Black N Yellow pocket rocket: Charlemagen
    Bumblebee H: DingoX3Gamer
    Hornet: Blackcat
    Black N Yellow pocket rocket: Jackcrash
    Dragonfly A: Marshall Sills
    Bumblebee A: RickTriesSomeVideoGames (Rawb picked it up for you)
    Black N Yellow pocket rocket: Redlight
    Murder Hornet: Gondhar
    Wasp: K3rmit
    Black N Yellow pocket rocket: Gunner_RageBlackout
    Wasp: K3rmit
    Black N Yellow pocket rocket: Maceon
    Support stuff pack: PlayThePlanet
    mil L atmo engine: Gondhar
    Support stuff pack: RickTriesSomeVideoGames (Rawb picked it up for you)
    mil L atmo engine: DJU
    Support stuff pack: Redlight
    mil L atmo engine: Blackcat
  21. Like
    NQ-Naunet reacted to Gottchar in Extra Life 2020   
    Hey there, 
    saturday afternoon (EU) and likely the whole day and night I do a charity. There will be some activities and of course a big raffle.
    Plenty of people donated so we got lots of stuff to give away, what we need now is people joining and wanting to get some of it!
     
    Ristlin dontates two of her destiny II ships: 
    https://du-creators.org/makers/Dream Designs by Ristlin/ship/Destiny II - Cargo Edition
     
    And even a destiny III with AGG:
    https://du-creators.org/makers/Dream Designs by Ristlin/ship/Destiny III - Cargo Edition
     
    Xennon threw in a whole bunch of S and XS haulers. Visit his showroom via VR as this picture doesnt even include them all:
    https://cdn.discordapp.com/attachments/776537131501223946/776580396892422144/unknown.png
     
    SmokingChaos gave us one of his shiny Buzzsaws, if you ever want to do something, anything, but it has to happen FAST:
    https://du-creators.org/makers/SmokingChaos/ship/SCS Buzzsaw
     
    I am giving away a copy of my "Spruce Goose" heavy S-core hauler, highest cargo mass so far 2.8kt into space from alioth. Screw style, the goose can lift. 
    There will be different pots, each pot will include more and more items as more money is collected. best and worst case scenario is I have to add some of my own currently used ships.
     
    Pots:
     
    Pot A : 20$ and up (17€, 27AUD, please check rest yourself)
    Will start with the "Destiny III", every 60$ in the pot will add the following in order:  
    * Spruce Goose
    * beta key (donated by Angrydadgaming)
    * Destiny II
    * Thunderstruck anal power
    * beta key (donated by Ricktriessomevideogames)
    * Destiny II
    * Pack of 3 scanners or an XL gate, alternating
     
    Pot B : 5$ - 20$ will start with a "Cicada", every 20$ in the pot will add the following in order:
    * Powerbeard F12 Redhawk Stryker
    * Hawkmoth
    * Powerbeard F12 Redhawk Stryker
    * Scarab
    * Powerbeard F12 Redhawk Stryker
    * Strider
    * Powerbeard F12 Redhawk Stryker
    * Warpdrives, lots of warp drives
     
    Pot  C : 1$ - 5$ will start with a "SCS Buzzsaw", every 3$ in the pot will add the following in order:
    * Black N yellow Pocketrocket
    * Dragonfly H
    * Dragonfly A
    * Black N yellow Pocketrocket
    * Bumblebee H
    * Hornet
    * Black N yellow Pocketrocket
    * Dragonfly A
    * Bumblebee A
    * Black N yellow Pocketrocket
    * Murder Hornet
    * Wasp
    * Black N yellow Pocketrocket
    * Wasp
    * Black N yellow Pocketrocket
    * (Likely more of the Xennon ships because I screwed up with the parts)
    * Support packs (2x each brake L, verts L, wings L, adjustors L) and Military L engines, alternating

    The VR-pod location is called "Charity event location Gottchar" if you want to have a look around. Feel free to visit my factory if your hardware supports it (you have been warned).
     
    If you want to contribute DU items or services (would be nice to get those ships boosted) please contact me via discord (Gottchar).
     
    Money will be donated via extra-life.org, make sure to use my donation link and include your DU-Name and if possible discord name or other way to reach you. 
    https://www.extra-life.org/participant/Gottchar
     
    Hope to see you saturday
     
    Gottchar
    PS: I am not allowed to advertise it in the discord outside of the content creator channel which sees little traffic. So if somebody feels like mentioning it, I would be grateful!

    (some ships may need a few days to be ready/cleaned, check out what is on site via VR pod)
  22. Like
    NQ-Naunet reacted to blazemonger in Need for more Voxel Brush shapes, and options.   
    This post needs to get back on top and NQ needs to start paying attention to posts like this AND provide feedback on them. It's all relatively simple additions with potentially massive impact on the level of building players can get to without the need for deep voxelmancy or using voxel libraries..
     
    Maybe something for @NQ-Naunet to bring to the attention of the dev team..
  23. Like
    NQ-Naunet reacted to ArcherProudmoore in Megathread: TwoAngryGamers Interview   
    Novaquark has a great game, keep up the good work! If we the community can do anything to help, I’m sure that everyone who could sign up would sign up.
  24. Like
    NQ-Naunet reacted to Gottchar in Forum Overhaul!   
    Regarding the forum, I think it is a very bad idea to have general discussions so high up.
     
    By having it at the top, even including the "for stuff not covered by other forums", everybody just posts there. If you really want people post in the correct subforum, the rest that isnt covered by other stuff should be at the bottom of the page. 

    Will write some more detailed stuff after the weekend, but that one just stands out, a lot.
  25. Like
    NQ-Naunet reacted to Sanguinius in Impulse Drive for more of an added Sci-FI Experience   
    Oh boy that would be super cool. It always hurts my heart when i build a super cool ship and then have to add tons of Wings, Adjusters, brakes, and airfoils so it can fly. But a potentialy new Internal System which combines all these should be challenging for the Player to place. it shouldnt be a shortcut to make shipbuilding easy. It should be a complicated costly tool to improve aesthetics.
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