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fiddlybits

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  1. Like
    fiddlybits got a reaction from JoeKing in DU is BORING!   
    One thing that I noticed since 0.23 is a psychological change to how I view parts of the game. I started a few weeks before the patch, I did not lose a large factory or a big investment. What I lost was an aspect of the game that provided motivation for the other areas of game play. As a new player, designing a factory and building elements for my own ships was fun and provided a challenge. I wanted to mine and discover ores on other planets because it let me build something new. The accessible industry provided motivation to explore and play the game. After the schematic changes it turned mining into a wage labor proposition. I was just raising quanta to buy stuff. It reminds me of a job where your working on an exciting project you're invested in compared to a job your working at just for a paycheck. I'm still enjoying the other aspects of the game, but I have a far greater sense of having to spend some of my time "going to work."
  2. Like
    fiddlybits reacted to JayleBreak in Now Available: Reactor/2D+ Voxel Planner   
    Continuing on beyond the original 2D Voxel Planner, I'm releasing today a new in-game building tool: Reactor/2D+ Voxel Planner. It extends the original 2D Voxel Planner's limited layer support with a Layer definition screen while adding a tool to design the 3 dimensional shape of a single voxel.
    To support these features, a new XS Dynamic core construct has been built with a unique Voxel stack (derived from the NRD Voxel Cube which also inspired some aspects of the interface). The construct also has new Reactor frame
    The blueprints (at nominal cost) for the construct and the original 2D Voxel planner are available at the Objective Driveyards headquarters at the open space location which will hold their future sales office. There is plenty of parking! In game location: ::pos{0,2,23.2925,73.1635,9.1008}
    Also available is a limited number of blueprint+elements+voxels from a dispensor. These will cost 100 000 quanta and are limited to 1 per player.
    More information can be found on this short  Video tour.
  3. Like
    fiddlybits got a reaction from WylieFox in Past 15 core units...   
    These skills are under Mining and Inventory -> Organization Construct Management .
  4. Like
    fiddlybits reacted to Roustabout in Market Analysis Update 12/27   
    Markets by the Extraction Cartel has added several new features as well as expanded the sampling of orders for a more accurate reflection of the Pure and Ore markets.
     
    At the moment, over 90% of the items have a base price calculation. This calculation uses the current pure prices to determine the cost of a single unit of each item without taking skills into account effectively setting a guideline Manufacturer's Suggested Retail Price. The future state of this will include skills, machine costs, and schematic costs to get to a better MSRP number.
    You will also find a baseline component analysis and calculation on the pure inputs needed to create an item.
     
    Upcoming features
    Sampling and analysis of other key trade goods (like warp cells) Commentary Ability to factor in skills to the prices Schematic Amortization calculations Visual representation of the markets Trade Routes  
    Feedback is welcome and we are always interested in new ideas to expand this market analysis
       Please visit http://www.extractioncartel.com/
  5. Like
    fiddlybits reacted to The Pharaon in We need a CURVE TOOL !   
    Hi guys,

    I'd like to suggest a new tool ! Something that could actually allow us to create curved shape.... At the moment, we need to cheat the system to make something that look like a curved shape...

    I am trying to build ship from Stargate series and it is a pain in the neck to do it...

    So a curved tool is an idea. What do you think about it ?

    Attached, see the 2 picture of the example ship I am trying to make....Curves all the way... I did some replica but not as curvy as needed...It could be a big plus....


  6. Like
    fiddlybits reacted to NQ-Naunet in A Look Ahead   
    Hello again Noveans,
     
    While this year may be winding down, the Dual Universe team is winding up for all the great things players can look forward to 2021.
     
     In this video, Creative Director J.C. Baillie highlights a number of upcoming features and improvements that will take DU to the next level, including: 
     
    Beautiful graphics enhancements A mission system that will create more emergent gameplay Wallets for organizations let you share (and protect) your organization’s financial assets Territory warfare to entice more gritty player-versus-player action  
    Watch now to hear more about all of this and much, much more! ❤️
     

     
  7. Like
    fiddlybits got a reaction from CptLoRes in DU is BORING!   
    One thing that I noticed since 0.23 is a psychological change to how I view parts of the game. I started a few weeks before the patch, I did not lose a large factory or a big investment. What I lost was an aspect of the game that provided motivation for the other areas of game play. As a new player, designing a factory and building elements for my own ships was fun and provided a challenge. I wanted to mine and discover ores on other planets because it let me build something new. The accessible industry provided motivation to explore and play the game. After the schematic changes it turned mining into a wage labor proposition. I was just raising quanta to buy stuff. It reminds me of a job where your working on an exciting project you're invested in compared to a job your working at just for a paycheck. I'm still enjoying the other aspects of the game, but I have a far greater sense of having to spend some of my time "going to work."
  8. Like
    fiddlybits got a reaction from DanilShe in DU is BORING!   
    One thing that I noticed since 0.23 is a psychological change to how I view parts of the game. I started a few weeks before the patch, I did not lose a large factory or a big investment. What I lost was an aspect of the game that provided motivation for the other areas of game play. As a new player, designing a factory and building elements for my own ships was fun and provided a challenge. I wanted to mine and discover ores on other planets because it let me build something new. The accessible industry provided motivation to explore and play the game. After the schematic changes it turned mining into a wage labor proposition. I was just raising quanta to buy stuff. It reminds me of a job where your working on an exciting project you're invested in compared to a job your working at just for a paycheck. I'm still enjoying the other aspects of the game, but I have a far greater sense of having to spend some of my time "going to work."
  9. Like
    fiddlybits got a reaction from Bobbie in DU is BORING!   
    One thing that I noticed since 0.23 is a psychological change to how I view parts of the game. I started a few weeks before the patch, I did not lose a large factory or a big investment. What I lost was an aspect of the game that provided motivation for the other areas of game play. As a new player, designing a factory and building elements for my own ships was fun and provided a challenge. I wanted to mine and discover ores on other planets because it let me build something new. The accessible industry provided motivation to explore and play the game. After the schematic changes it turned mining into a wage labor proposition. I was just raising quanta to buy stuff. It reminds me of a job where your working on an exciting project you're invested in compared to a job your working at just for a paycheck. I'm still enjoying the other aspects of the game, but I have a far greater sense of having to spend some of my time "going to work."
  10. Like
    fiddlybits got a reaction from IvanGrozniy in Spaceboys ask big wipe   
    This is a really good point. Several planned features that have been mentioned involve more overhead and cost to what we're doing now (energy management, the quality of tiles in territory warfare). I think it will be important in future releases to provide a better balance of new content to enjoy vs. additional overhead and limitations on current functionality.
  11. Like
    fiddlybits got a reaction from Demlock in Spaceboys ask big wipe   
    This is a really good point. Several planned features that have been mentioned involve more overhead and cost to what we're doing now (energy management, the quality of tiles in territory warfare). I think it will be important in future releases to provide a better balance of new content to enjoy vs. additional overhead and limitations on current functionality.
  12. Like
    fiddlybits reacted to Roustabout in Market Analysis   
    Within the next few days (maybe a week) all items in the game will have a base price calculation. 
     
    Further down the road I'll add in the skill calculations which should allow you to see the market cost of the items at each level of skills.  Beyond that, I have plans to include the schematic and equipment costs and provide an amortization schedule you can bake into the price.  Lot's more to come!
  13. Like
    fiddlybits reacted to Demlock in Spaceboys ask big wipe   
    0.23 was the feature that made the game excessively difficult for many but not all. My personal view is that NQ needs to be focusing on adding features to the game that make it fun and enjoyable for the community to even have the energy to get involved in.
    "There's no where to go but up from here"

    I'm going to make this claim:
    If NQ doesn't push to make this game fun, to offset the difficulties they've created it will not survive long after launch.
    Many people don't like coming home from work to do more work. It's what won't make money for NQ's DU to survive as a game. The only thing left to do would be to sell the technology and close up shop and move on to the next project.
  14. Like
    fiddlybits reacted to CptLoRes in Whatcha Been Makin'   
  15. Like
    fiddlybits reacted to Bobbie in Whatcha Been Makin'   
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