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admsve

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  1. Like
    admsve reacted to NQ-Ligo in UPDATE: MERCURY (0.30) - discussion thread   
    It seems that this information has not been detailed, but the panel overview contains two pages, home (home icon) and skins.
    So if it can reassure you, the home page will contain general information like :
     - Current balance
     - Current owned constructs (with the maximum based on your talents)
     - Current territories count (with the X/5 HQ reserved)
     - Linked container range
     - Current calibration charges (with maximum based on your talents)
     - Charge regeneration time (based on your talents)

    Don't worry about values, developer accounts have super-powerful talents.😁

  2. Like
    admsve reacted to NQ-Wanderer in UPDATE: MERCURY (0.30)   
    Summer approaches and with it comes Mercury, our next update to Dual Universe.

    As Cyrille Fontaine, our Creative Director, mentioned in his letter, our focus is currently on polish, and Mercury is no exception. This update also brings new features such as The Alioth Exchange, better lighting to improve visuals, Summer DACs, and more.

    Read on for an overview.
     
    THE ALIOTH EXCHANGE

    We’re about to deploy a new installation in the heart of Alioth where players can apply to build a display to advertise and sell their creations. Applications will be open to all players who want to advertise their ship shops, markets, Lua Scripts, organizations, voxel libraries, or anything else that they create.
    More details about, ‘The Alioth Exchange,’ will be available in an upcoming dedicated post.
     

     Note: constructs featured are samples only.

    CONTINUED GRAPHICAL UPGRADES
     
    We’re tackling illumination, vegetation, and explosion visual effects with the Mercury Update. You’ll find that the game world will be more radiant and realistic with our new global illumination, vegetation asset fixes will improve the look of foliage in the game, and whether you’re fighting or simply crashing a ship, you can enjoy more vibrant explosions.
     

     
    SUMMER DACs
     
    We’re implementing a separate, test version of DACs, allowing every active player to invite a friend to try Dual Universe free for one month. 
    These Summer DACs are separate from real DACs, and will not impact your accrued pool of DACs from crowdfunding packages when gifted. 
    One Summer DAC will be given to every active player and can only be redeemed by new accounts not yet subscribed to the game. They will expire by the end of the summer if not used. Summer DACs should allow us to test our web-based DAC system before the game’s release while offering your friends a chance to try the game for free!

    NOVEAN OVERVIEW

    We're adding an in-game interface which provides an overview of your general account information and unlocked possessions. We’ll expand this feature moving forward, but in Mercury, you’ll be able to see your unlocked cosmetic skins in a dedicated tab.
     

     
    LUA API
     
    Our vision for Lua has evolved over the years and with the new directions we’ve taken, it’s become necessary to entirely revamp our Lua API. These changes will future-proof the API and make it better serve the game by improving and tidying the system. We’re starting this process in Mercury. 
     
    Naturally, such a major change will come with an enormous changelog, but to give you a brief overview of what’s coming ahead, we’re going to:
     
    Restructure the entire Lua API Prepare an object-oriented approach to be ready for future evolutions. Reduce the use of JSON in the API to favor the use of real Lua tables. Rely more on event-driven code to reduce player loops and server requests. Reduce the complexity and size of scripts Add some of the, ‘nice to have,’ features Add further points of interest to some elements such as the telemeter.  
    To summarize, our goal with this update is to reset the API and prepare it for future evolutions. Rest assured that your codes will still work in Mercury and that we’ll give you ample time to adapt your creations.
     
    TALENT POINT RESET

    Every character will have their talent points refunded back to their pool with the Mercury Update. While we must perform this reset for technical reasons related to upgrading our systems, this is also an opportunity for players to refocus talents into different areas and try new ‘builds’, or to simply correct training away from unwanted talents.
     
    ------------------------------------------------------------------------------------------------------------------------------------------------------
    As always, we’ll publish a series of articles delving deeper into Mercury’s features, but for now, thank you for reading, Noveans! We’re excited to move forward with Mercury and are eager to hear your thoughts in this forum thread.
     
     
  3. Like
    admsve reacted to NQ-Ligo in LUA API additions   
    Hi @Dakanmer

    Let me reply to your proposals in order of your list :
    Get docked construct name by ID This is a gameplay choice, we always wanted to keep this aspect of needing a sensor to get information outside the construction. Just like a telemeter for example. So the use of a radar is a gameplay choice. However considering it's "docked" construct ... potentialy 🤔 Get docked construct position/orientation by ID Same that the first point. Get active waypoint Can be a privacy/security issue to get the waypoint of the player, could be used to track other players destinations. 🤔 Even if we put that on explicit use only this issue still relevant. To consider ... A category for "database" in the codex Will see if we can add it to the codex (which is auto generated and do not parse Lua libs). Categories for other function types that aren't listed but can be used, if there are any others (like database), or updating existing categories with functions that aren't listed but exist Same, I see the point as Navigator ...etc Same than the previous point. Warp drive API Setting the warp destination is a bit complex, considering it's not a position but a warp beacon or planet. It adds some consideration as "How the player get the destination ?" "How do we designate a destination ?" ...etc An other point is automation on that point. Getting warp destination, same issues, but not really for the automation, but for the "How". Warp cell cost ? Absolutely nothing against on that point ; a function getWarpCost, getWarpAvailableCells (or something like that 😅 ) Deactivate ... automation possibility 🤔 Warp beacon API and/or perms RDMS API is a complex subject. What do you expect as API ? There is no action to do on the element without Lua, so we don't see what to add on Lua. Clear waypoint Hmmm, no real problem in mind. So it could be added. Do not hesitate to ping me, else I can miss some useful topics like that  
  4. Like
    admsve reacted to Dimencia in DEVBLOG: ATHENA LUA IMPROVEMENTS & ADDITIONS - discussion thread   
    Awesome update, the screens are really getting powerful
     
    I'm most excited about the Item API, but I hope it gets a few extra things; notably, a field to indicate the blueprint ID for a given item, and a function to retrieve an Item ID from a core Element ID; i.e., a way to see what size that fuel tank is, without linking to it and without having to use its HP to estimate
  5. Like
  6. Like
    admsve reacted to MelTuc in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    Oh and NQ while your at it give me a One Click Core Destruction Functionality, Where I can walk up to a CORE of any size that I own Dynamic or Static and have it revert back to elements and voxel into my link container. A cherry on top would be the have it return the associated blueprint as well if used. Now that would be exciting.
  7. Like
    admsve reacted to DecoyGoatBomb in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    One of the first things they teach you in game design (in college) is there is a list of things you do not take away from a player at all cost.
     
    In approximate order of importance:
     
    Name/Identity Unique Achievement Progression Time Currency NQ attempts to prevent the loss of 4. Time with talent points and BP retention but with a full wipe they would take away almost everything on this list except for 1. Name/Identity. Maybe we can hit that one too by making the name database reset to give a fair playing field on names. Super unfair that beta players got an advantage on reserving names
     
     
  8. Like
    admsve reacted to Doombad in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    There you go buddy. 
  9. Like
    admsve reacted to Leppard in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    I like this game, but i don't like companies that betray their customers.
  10. Like
    admsve reacted to MelTuc in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    Clearly you have not been playing the game long if you think I will accept 5 Million Skill Points compared to the amount I have accumulated over the past 2 years that not even a drop in the bucket. This sounds ridiculous and totally unacceptable.
  11. Like
    admsve reacted to Caldog in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    Wipe every 25 new players... we have to be fair to all new people coming into this evolving changing world.
  12. Like
    admsve reacted to EasternGamer in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    Let's preface this: I'm a scripter, I own minimal assets in the game, and my main enjoyment comes from scripting. The wipe has a very small affect on me, but that won't change my opinion on how terribly reasoned it is here and terribly unnecessary. 

    Kurock's post says it all. They were so, so clearly biased in that post, it's like they already made their decision, and if our response is lukewarm, it will go through.

    They ignore major, major points on the pros for the no wipe and partial wipe, and they put the full wipe with the most pros, but they all say the same thing: Simpler. 
    Based on how they did the other pros and cons, all they should have said was:
     
    Pros:
    Simpler for us to do
    Schematics are what caused so many people to leave, and they have left. Your comment on schematics probably revolved around the idea that removing them would somehow bring those people back. Newsflash, it won't. They have moved on to other games. Personally, I don't own a single subscription game where I would return to subscribing after so much time has passed. BS you say about a wipe is somehow required for removing schematics. They're just an item.
    Complete BS that you say you can't revamp planets.
    Even greater BS you say you can't rebalance the economy... do you even look at your in game economy? One update and 10,000 m^3 of honeycomb goes from 100 million to 10 million. That is where it should be. The economy is perfectly, perfectly fine.

    As Kurock said, leveling the playing field is a temporary concept that will disappear quickly. It's an MMO. You think someone who plays the weekends or once a month will somehow be on the same level as someone who plays several hours a day, every day, who knows the game already? Don't be delusional, please.

    DU is not like a game where wiping should happen. You've already implemented plenty, and many will say too many updates that make it so wiping is completely unnecessary. HQ tiles, tile tax and construct abandonment over time, just to name the ones that come to mind.. Those are systems that work.
    DU lives off player content, which is essentially what you're advocating to remove with a wipe. It's like saying: I let you build up my limbs over the last two years so I can crawl, and now walk. Now, I will chop them off for you so you can rebuild them better this time.
    Your post is not an unbiased opinion on pros and cons. Fix it. It is misleading. Some people who read it will not think critically about what you just wrote. Who the hell thinks no wipe will only satisfy "some" long term builders and traders... are you... actually dumb? A significant majority is a better word there. You wanna know something? Your wishy-washy response mostly advocating for a wipe is why some people don't want to invest time into this. And it is because you even brought up a wipe. You sour the waters and poison the air with having the idea about, even more so by your extremely biased post. 

    You wanna see what I mean by a biased pro/con? Here's a great example:

     
    As you can see, depending on where you cut the cake, you can say a lot and steer the narrative, bloating reasons and diminishing others. 
    This is, essentially what NQ have done with their entire post.

    This is all I have to say in this, post, I've spent enough time writing out the obvious. Kurock said it in a neater package, but felt I should elaborate.
     
  13. Like
    admsve reacted to Kurock in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    I have never read a bigger pile of one-sided bullsh*t basically advocating for full wipe in order to easily do away with schematics.  Just announce the decision and get it over with.

    At beginning of beta it was announced "no more wipes except as required for updates" (like the mining update that was done).  So if NQ do decide to wipe, it would be yet another promise broken.  This also completely ignores that people have been paying monthly to play...

    As for "removing unfair advantage" and "level playing field". These are fallacies to help people sleep better at night.  The players with the know how will return to the positions of abundance they have now in short order.   There will always be "haves" and "have nots".   All a wipe does is a slap in the face of the people that put time into the game after being told a wipe would not happen.
     
    Make a system that creates schematics rather than remove them.  The problem with schematics, like the markets, is that they do not give player agency.  A player cannot make a schematic at all, they have to be bought.  Make science research a thing.

    Cons for wipe have already been mentioned:   As I said, the "NQ thoughts" are heavily aligned to a wipe disregarding promises and small details like leaving an empty world, avid supporters of the game just leave, and paying customers just get their stuff removed.  

    What a wipe also does is remove the history of DU such as it is... like Thoramine.  Deleting a piece of DU history like that is unforgivable.
  14. Like
    admsve got a reaction from Hirnsausen in Ability to turn off specific Engines   
    There is a tutorial on YT
     
  15. Like
    admsve reacted to EternalAlpha in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    NQ, Seems this is not well thought out as you see from everybody's reaction.
    If you are going through with some sort of variation of this, AT LEAST give us a Core deconstruct option that deposits materials and components of the core into the linked container. 
     
    Thank you
  16. Like
    admsve reacted to P4rty_Boy in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    This long past due!!!!!!!!!
    If we need to deconstruct, please at least, make it easier to do!
  17. Like
    admsve got a reaction from ADCOne in Ability to turn off specific Engines   
    There is a tutorial on YT
     
  18. Like
    admsve reacted to Koriandah in DEVBLOG: PANACEA 'REMEDIES" ON THE WAY - Discussion thread   
    The fact that Industry can run on offline hexes is a saving grace for many people and new players. You no longer have to mine in order to produce stuff - Good.
    Less Calibrating - Also Good.
    Higher Numbers of Charges to allow for more casual miners - also a good change.
    Animation speed up - good.
    Less Tax - Sure.
    Trying to remedy boring harvesting of rocks? - I'll wait for news on this one.
    Talents for harvesting - actually more important now that Demeter is a thing.

    I'm happy. I'm sure many people are also pleased with this. Well done NQ.

     
  19. Like
    admsve reacted to NQ-Wanderer in DEVBLOG: TRA$H TO TREASURE   
    Wallet feeling a little light lately? Get ready to remedy that when the Panacea update hits, bringing with it two lucrative, quanta-producing possibilities: space wrecks and inactive asset requisitioning (IAR).
     
    SPACE WRECKS
     

    You’re going about your business, flying through space from one market to another or heading out to join some friends when your radar unexpectedly reveals something. Curious, you move closer to investigate and find wreckage. There’s no indication of who left it behind or why. Finders keepers, right? It’s yours now. And you’ve got some choices to make.
     
    DECISIONS, DECISIONS
    Will you: 
    salvage the ship for materials and elements? tokenize and sell the whole ship? sell the information about where the wreck is located? create a mission to get someone else to salvage it? The decision is all up to you.
     
    RADAR AND RARITY
    No special equipment is needed to locate these space wrecks, your standard radar is enough to detect them.
    They will spawn randomly throughout Helios. There are five tiers of rarity, with lower-tier wrecks with low-value contents spawning at a higher frequency. The highest-tier wrecks will be harder to find; those who discover and harvest them will be rewarded with high-value materials and elements.
     
    INACTIVE ASSET REQUISITIONING
     
    This system is being introduced to address one of the chief complaints we’ve heard from Noveans, namely abandoned constructs cluttering up the universe, especially in public markets.
     
    The purpose of IAR is to:
    create salvaging opportunities for players around the game world. ensure cleanliness and performance around markets and other Aphelia zone hot spots. clean up older, unowned constructs.  
    In other words, IAR has the potential to create a less cluttered environment for everyone and a fatter wallet for you.
     
    ABANDONED CONSTRUCTS DEFINED
    Players with a subscription, even if they have not logged in for a while, are in no danger of having their constructs flagged as “abandoned”, with the exception of constructs parked in Aphelia territory as noted below.
     
    In effect, constructs belonging to unsubscribed users and not on their owners’ sanctuary zones will eventually lose their ownership, putting them in an abandoned state and making them vulnerable to be salvaged by other players. Likewise, constructs owned by an organization will lose their ownership when the org’s last remaining legate ends their subscription.
     
    During the unsubscribe process, players will be reminded that their constructs will be in danger of becoming abandoned. When the constructs lose ownership, a blueprint will be placed in the owner’s inventory should they choose to return to Helios at a later date.
     
    TIME’S TICKING 
    When an account becomes inactive due to a canceled subscription, a countdown will begin on all constructs belonging to that account. After a period of time, those constructs will lose their ownership and other players will be able to salvage or capture them.
     
    Then, all unowned constructs will have a countdown timer and it will count down from the moment it is unowned, regardless of why they are unowned (PvP destruction, IAR, abandonment, etc.) At the end of this timer, the construct will simply be removed from the game world.
     
    The ‘ownership’ timer for unsubscribed players’ constructs is three months (90 days/2160 hours). The timer is the same for organization-owned constructs and begins when the last active legate of the owning organization’s subscription expires.
     
    Each time a construct is unclaimed, whether due to an owner’s inactive game account or if abandoned via PvP, a one-month countdown to decay is set and is visible to everyone. If no one salvages the construct, it will be permanently removed from the game.
     
    As with most newly introduced systems, this is subject to change in the future depending on the metrics we see as time passes.
     
    SPECIAL RULES FOR MARKETS 
    A modified version of IAR will be used on Aphelia territories, including all market zones.
    Regardless of whether or not the owner is an active subscriber, all constructs on Aphelia territories are subject to IAR. As soon as a player exits their construct in Aphelia territory, a 168-hour (seven-day) abandonment countdown will begin for that construct. This is considerably shorter than the default IAR timer. Once that countdown reaches 0, the construct will lose its ownership. A new countdown timer of 48-hours (two days) before deletion will start ticking.
     
    HAPPY HUNTING
     
    Will you be among the happy scavengers scouring the skyways and byways for wrecked ships and abandoned constructs? Join the conversation about this devblog here.
  20. Like
    admsve reacted to EasternGamer in DEVBLOG: PANACEA LUA CHANGES - discussion thread   
    Hello, and first off, thank you, thank you, thank you. 

    Not only did you add camera read data, you also are adding sound support. Removal of the log stuff scared me for a second, but then I released it was only those methods that got removed, not the actual logs. I think that is perfectly fine now that you've added support for sound playing. Though, I'm sure many people will come out of the wood work to complain now that it's planned to be removed.

    However, what I wanted to say was the camera API could also be expanded in future. We only have read data, which is really good, but when someone brought it up in the post the other day, I actually started to realise it could be so much better as well.

    The idea is to give, at least, very limited control over the camera, or even better, full control over look direction. Here me out on this one.
     
    This is what I said before on the general discussion, but I wanted to add an addition detail I realised after I posted this. With the ability to control the camera, you can fix the very annoying issue for AR, and that is that it will always be one frame delayed. The simple reason is, you have control over camera data and the camera data you send will need to be used for the next frame, not the current one, exactly like AR. Thus, AR jerkiness is eliminated because the data is in sync.

    That is all I wanted to add to my previous post, but maybe someone else here can expand on what I've said with their own thoughts... making cinematic cameras through Lua could really help with RP videos... so yeah...

    @NQ-Ligo, I hope to see what you say with all of this, if there is some security concerns/exploit concerns... I think camera movement would be difficult to protect, but if you can control it such that it has a range of movement it cannot exceed, it can probably be solved.
  21. Like
    admsve reacted to NQ-Abu in Welcome our new CEO   
    Hi Noveans,
    Thanks for the warm welcome! Since I've joined I've been amazed by the incredible job the Novaquark team is doing, working hard on delivering the dream of Dual Universe. I’m also very impressed by how you, our community, have been supporting the DU project from day one. Let's all keep moving forward together!
    Cheers,
    Nouredine
  22. Like
    admsve reacted to NQ-Deckard in Welcome our new CEO   
    Dear Noveans,
     
    Earlier this year, we announced that JC was transitioning to a new role as a board member and board advisor and that Nicolas Granatino, a long-standing backer of Novaquark via Andurance Venture, had been appointed chairman of the board. 
     
    We’re happy to share with you today that Nouredine Abboud has joined the company as CEO of Novaquark. Nouredine has more than 15 years of experience in the industry and brings a wealth of knowledge and expertise with an impressive catalog of work that includes Ubisoft’s Ghost Recon games. 
     
    As CEO, his primary focus is on the business side of things, so you probably won’t see him participating on the forums much. As we reach the final stretch leading to the launch of the game, the team already in place will continue to work on improving Dual Universe with NQ-Kyrios continuing his work as creative director.
     
    We can’t wait to share with you the exciting things that are cooking for the game and for the company in 2022. Stay tuned!

    Welcome thread is here if you'd like to say hello to Nouredine. 
     
  23. Like
    admsve reacted to Hagbard in Demeter will probably Kill the game if it goes to live servers..   
    maybe we could have a new Mining Territory Unit.. if you use that, you will be able to use mining units and the high tax is due for that tile.
    but if you use a standard TCU, it will remove all ore pool values from the tile permanently ( or for e.g. 3 months) but it will only cost a one time fee similar to as it is today,

    this would allow content creators to get tiles for their projects and only if you ever plan to mine on a territory you would use the other new MTCU. with the fine adjusted taxes / placment charges this would stop people from massivley claiming minable tiles and still allow creative gameplay
     
  24. Like
    admsve reacted to Hagbard in Demeter will probably Kill the game if it goes to live servers..   
    In my opinion every time you make substantial changes to the gameplay, some players will dislike it and some will like it. this is normal and expected..
    the goal should be to create a gameplay to enable the game to grow.
    i completely understand why ground mining has to go in order to lower operational costs.

    we just need to find a way how this change will be beneficial for the majority of existing and new players.
    when 0.23 was released, that was a needed change to the gemaply. but the majority of players felt like NQ took something away from them and thus stopped playing.
    with Demeter it is essential to avoid to create a non working gameplay.
    it has to be assured that the majority of existing players will find a new gameplay and that new players will have a fair chance of progression.

    a possible solution would be to establish mechanics to stop dominance of individual orgs/players. so it has to be assured that no single instance can easily claim all the valuable tiles.
    first delete all existing scans.
    second make it harder to scan huge number of of tiles and remove the "patterns" that allow players to easily hunt down the most valuable tiles.

    the other thing are the territory "taxes".. we need a mechanism that allows new players to claim territories to allow the content creation gameplay.
    then we need a mechanism to stop the "dominance" of single orgs/players to easily claim a unreasonable high number of tiles ( just to claim mining tiles without actively mining them)

    then we need income sources for new players to replace the previously underground mining. missions as they are today are not sufficient for this.

    it is not huge changes that are required to make this work, but rushing out demeter as it is on the PTS would be fatal.
     
  25. Like
    admsve reacted to Physics in Demeter will probably Kill the game if it goes to live servers..   
    Given that the new system does not need to reseed the ground to reset the ore. NQ could always make it a feature of the land efficiency maps changing/resetting to new values every 3-6 months or so.  This will drastically lower the need for hefty safe zone territory taxes and give new and returning players an even chance to discover the rare territories later on in the game. ?‍♂️ 
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