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le_troll_des_bois

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    Liffré (35), France
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    Gold Founder
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    Yes

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  1. Ok... Something might have just dropped. I restarted my PC, and launched the game again. The launcher ran and closed 3 times again, but instead of displaying its error message, it finalized an update... Game works now.
  2. Hello, I'm having the same issue. I've run the game just fine yesterday, and successfully updated late yesterday night (european time). Avast warned me of the launcher potentially being infected this morning (first time it ever did this), but I whitelisted it. Still got the error, so whitelisted the launcher in my firewall, but that didn't work either. As there's very little info regarding this error, I can't say if this is a connectivity issue (which il pretty likely) or software-related. Note: the launcher seems to run and closes automatically 3 times before displaying the error.
  3. discordauth:CpN82WE27qg-5IkVowWUz4hLhrWQ2Kyvwe77Uxh2yyo=

  4. Okay, back on track. JC is absolutely right when he says NMS hurt the indi devs and caused a general distrust towards crowd-funded games these past weeks/month. I'd say this is not the first time people are "fooled" by unrealistic game designers who can't tell when the bar is too high... Peter Molyneux is a prime example and has been cited, rightfully so, to be quite the man to over-hype his games and under-deliver (ie Fable series, Milo) despite his brilliant career and multiple incredibly successful games under his belt. However, people are learning from Murray's mistakes. Novaquark is a very good example of clear communication and setting realistic expectations, but they are not the only ones. The folks behind astroneer (another game that had the NMS-like trend slapped on it by various media outlets) recently made a post about what can be expected from the game, especially during its alpha stage. This is a very smart, appropriate and sane move from an indie dev who will heavily rely on its community to fund its development... Personnally, I think the mayhem caused by the "NMS debacle" as some like to call it, was for the greater good (as painful as it can be for Murray and his dev team). Devs are now more open about their projects and the development cycle they are getting through. They know they have to, because people will now be more careful about how and where they put their money in. So yeah, it's a hard time for indi devs, but it's for the better for the backers, and maybe some people will now think twice before trying to fund an unreliable or unrealistic project. So, yeah. Crappy title but excellent article
  5. Seriously, can people (youtubers, article writers, blog posters etc) stop comparing any f*cking space-related game to no man's sky when the core mechanics and focus of games involved are clearly unrelated ? Jeez... I have nothing against the game itself, but I'm sick of this NMS trend... It's litterally everywhere, especially where unrelevant ! EDIT: sorry, I slightly derailed the topic, I didn't even bother reading the article... The title itself turned me down... I took my chill pill and gonna read it now.
  6. À coverage from some famous youtuber might help. I'm thinking Scott Manley, but unfortunately, there is not much more to be shown or experienced from what novaquark already released in previous vidéos. Maybe à hands on from Scott while intervirwing JC might interest him, but whi knows ? Maybe novaquark already contacted him and hé declined (or simply didn't see it, I believe he is quite a busy Man)
  7. At the moment, the flight mechanic is as bare bones as it gets. It's just a test build to see if things work or break at the most basic level. Things like center of mass, thrust to weight ratio, thrust distribution etc does not matter: as long as you slap all the required components on your construct, it will fly. However, their plan is to make these things matter. If you want your construct to fly properly, you will have to take into account your center of mass and center of thrust, especially for maneuvering thrusters (the farther from the CoM, the better angular torque they will provide). I think this has been stated in one of NQ's video by the way, can't remember which though. What we had on our hands was a dev build, not even an alpha. It's clearly not meant to be representative of what the gameplay is intended to be, so I don't think any of us will be able to provide any valuable input on how the game will eventually play. The basic features are here, but they are extremely simplified just to test stuff. Still, as basic as it was, it's been a great time
  8. No, we didn't have that much time as we had to make sure everyone could have a shot at the game. And honestly, we were more excited about fooling around by ourselves than actually try to make something relevant with multiple players
  9. Here are a couple of pictures taken from the event. Even if we all agreed that our faces might come online at some point, if any of the people who attended want one of these photos to be removed, feel free to MP me. Much higher quality pics will surely come with an offical NQ post
  10. I just got back from the event held in Paris at Novaquark offices. I had to leave a little early, but still, this was quite an awesome evening. I'd like to thank all the team members at novaquark for hosting this event, you guys rock ! Quick run down of events for those who didn't attend: - Introduction to the dev build we would lay our hands upon a few minutes later by the man himself: JC Baillie - Fool around with the dev build previously showcased in NQ videos with some members of the dev team to help us out when needed - QA session with JC again - Little drink with the rest of the team and attendees Where do I start ? First, we met very dedicated and enthusiastic people at NQ. At no point did I feel I've been fed some PR bull*hit, or that the enthusiasm or willingness from dev to talk about their game was faked. These guys really want to push themselves to deliver the best possible experience with this project, that's for sure. I viewed JC as a strong leader, with a clear vision for the game, an acute knowledge of the challenges ahead and how to overcome them. From what we've seen from the team, my guess is that this project is in pretty good hands. As expected from a dev build, the control scheme and performance were not ideal, but it ran perfectly. The nice thing is that the game ran on a server, meaning that we had 5 computers running at the same time with people fooling around. I gotta say, seeing people zooming by in a newly built ship (the first one was built within a couple of minutes), or vandalizing editing those already placed by the devs was really cool. There was a lot to cover during the QA session and little time to answer all the questions, but the community managers who waited for us with the drinks were kind enough to answer all of the remaining questions. Thanks for your golden patience and, again, enthusiasm guys ! I'm glad I was able to attend and meet the people behind the project, it really gives another meaning to my backing on KS. Anyways, thanks again guys, and all the best for the things to come !
  11. Hmmm, I disagree for several reasons. First: you are not supposed to "earn" IRL money by any extent of the meaning. In this regard, I have trouble understanding why OP insists on being paid with DACs instead of in-game currency if he really gets that popular and really get a metric-ton of DACs which he ultimately finds useless... You can buy play time with both ingame money, or IRL cash, but the fact that YOU are converting DACs bought within the game market into IRL cash in your head is pretty irrelevant in my humble opinion. It doesn't change anything regarding the gaming experience you can get from the game, it does not provide any perk or upgraded feature, and it does not hinder the experience of other players in any way. Secondly, unlike DU, Robocraft is a free to play with a premium subscription to help you boost your progression in the game (research points and credits earned with each match). In that regard, almost every player in DU (except for those with a free access/limited functionalities) will play the same game / have the same "potential" in earnings, features etc. In robocraft, you can either put IRL money in the game for a temporary boost, or have people buying your creations to try and have an equal income as those with a paid account. This is not the case un DU, but I beleieve you will certainly see people spamming the general chat to promote their creations indeed. These people will certainly get muted / warned by GMs within minutes though.
  12. Hello Muttley, I'm pretty new to the forum and the community, but not new to gaming by any extent. I also understood exactly what GrandMasterApex described in the post above, so I can only grant a "+1" for his extensive and (as far as I know) accurate answer. I'm also a bit relunctant in paying a monthly subscription for various reasons. For example, I might want to check another game during the month and end up being completely sucked into it, thus "wasting" my monthly fee, or worse, end up forcing myself to connect and play the game just to get the feeling that my money didn't go to waste. I kow it is possible to buy DAC with ingame money, but how much work this will require is still to be determined, especially with a "limited" access. I backed the game nonetheless, because I think this is a pretty cool concept, and I end up having a whole bunch of DACs I will save for playing the game. If I'm really getting into it, Maybe I'll buy some more when I run out. To be honest, most MMOs have a F2P option nowadays, even EVE online is getting a somewhat limited F2P access by november, so it kinda feel like Novaquark is taking a road fewer and fewer developper take. Guildwars had the best option in my opinion: one time buying for the game with unlimited access, a shop to earn extra cash for people willing to pimp their characters with cosmetics, or getting small (and balanced) boosters/perks, + paid DLCs along the way. Novaquark being a small company, limited financial support and having no plan for DLCs (as the world will evolve 100% based on player actions), generating revenues in the long run might prove very difficult to keep the company afloat. Some sort of "premium shop" could also feel a little out of place in this universe, so really, susbscription looks like a decent compromise, especially if the fee is kept at reasonable levels. So, while this is not *MY* prefferred method of gaming, I do believe paid susbcription is logical for a game that will be extensively demanding (and costly) on the server side while keeping the player experience at a good level.
  13. Hey everyone ! No word so far on what the perks for pledging will be ? I'm surprised nothing slipped so far, or did I miss an official thread on the subject ? Can't wait for tomorrow and the KS page to show up !
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