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Wolfram

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  1. Like
    Wolfram reacted to CptLoRes in How would you have fixed DU ?   
    There is A LOT that went wrong. But the fundamental problem has always been communication.
     
    Here is what NQ said during the kickstarter.

     
    But as we all know, this lasted only a short time before they went the complete other way and started to ignore the community instead.
    And remember this was back when the community was under NDA restrictions and played with the sole purpose of testing and giving feedback on early game play no less!
     
    And NQ was never able to receive constructive criticism. If you played the cheerleader and told NQ how great they where, they would interact and be all smiles and thumbs up. But any type of constructive criticism or legitimate concerns with the game design and it would be radio silence or at best some boilerplate  "don't worry guys" and "we know best" type of answer. And when things would boil over and the entire community would rage, we would get some "we hear you" type of deal with promises to do better. All promises that where broken over and over again..
     
    And that is why the community turned toxic against NQ, and things are the way they are today.
    And it is basic math really. When testers are telling you that things aren't working, but you ignore them and keep doing the same things. Then chances are that you will fail.
     
  2. Like
    Wolfram reacted to Zeddrick in How would you have fixed DU ?   
    So for me, there were all sorts of small failures along the way (many in beta, some since) but they are all really just details next to the central problem.  One of the key features of the design for DU was that players would provide *all of the content*.  That meant that the game just needed to provide the mechanics and frameworks and literally everything else would be player driven.
     
    Now players did actually try to do this.  There were people who created puzzles, etc for people to solve, created factions who fought each other, tried to build whole cities and many other interesting things.  The game and its developers seem to fight against content creators at every turn - recent examples being ship builders being put off because the stacked element checker means they have no way to know whether or not they are selling ships which will error 6 months later and warring factions being put off because nobody can shoot each other in battles.
     
    Putting that aside though, I think that the one thing this game has proved beyond all doubt is that a game with solely player built content does not work.  You need to have some other content created by the game itself first in order to create gameplay loops that players can do when they aren't doing any group content.  A player needs to be able to just log in, play for 1/2 an hour, enjoy that time and profit from it.

    So the one thing I would have done right away is add some background life to the game.  Put creatures in that might attack the player, make some basic challenges on the ground and in space, give players something to shoot at and reasons for doing so (protect base, get resources, whatever).  That would also give them a reason to team up, live in walled villages or space stations with a large shield, etc.  Some of this was in the original game design videos which were put out.  Then I would have built on it by adding more of a survival element to the game, adding PvE and NPCs to allow players to make their spaces more interesting.  I can build a huge space station but it has nobody in it at the moment, let me make it more interesting, make a bar where NPCs come and players I let in might be able to get missions from those NPCs.  I think that would have given players much more of a sense of shared purpose and struggle and a reason to come together into groups and play together.
     
    As it is the game is, frankly, boring.  It's a game relying on player created content which literally deletes player created content on a regular basis made by a company which has no problem with breaking existing content and blaming that on the players trying to create it.  The world itself, and the constructs the game allows you to create, are fairly static and uninteresting too and it is difficult to come up with actual functions for many of the rooms in a construct.  I can add a bed but it has no use.  A lot of the cool stuff I see is just huge empty shell buildings with one or two rooms because people made them to look pretty rather than because they needed the space for things.
  3. Like
    Wolfram reacted to Castanietzsche in How would you have fixed DU ?   
    Hi
    We pretty much all were hyped about the Dual Universe game concept but most of us actually abandonned the game.
    What went wrong ?

    IMO, the very fundamental gameplay bricks were very frustrating.

    voxelmancy is counter-intuitive and crafting a ship is hard. having smooth surfaces, a canopy and a functionnal ship is so hard, most players chose to travel space with a space brick.

    missions were also very frustrating (long, repetitive). the flight model is awesome but doing the same mission again and again is lame. As is mining. having to endure this grind every day to pay taxes is another frustration.

    I think industry wasn't a great idea. interaction between real time and in-game time is frustrating. scan mining was a good idea on the paper but all tiles should behave the same. there shouldn't be T1, T2 or T3 ore.
  4. Like
    Wolfram got a reaction from Frank2 in [Tools] Online Item Database / Planetary Calculator   
    Hello there, Noveans!
     
    Today I'd like to present you with two online tools (possibly more coming soon) I've been recently working on, that aim to make the Dual Universe life easier!
     
    Item Database Explorer
    Link: https://dual.wolfe.science/tools/item-database-explorer
    An online database containing useful information related to DU items and their recipes.
    It has a search bar where you can search for any item or resource, and by selecting one from the list you can see the following set of information:
    Basic  data such as ID, category, tier, volume, mass and density; All available crafting recipes for that item, including when it is a by-product of something else; All recipes that use that item as an ingredient; All honeycomb types that can be produced using it; All resources, parts and items where that resource is required as part of the chain (except when it's part of a Catalyst);  
    As a starting example, you can check out Pure Iron and see how many parts and items use it
     
    There's also a new section in the works that will list all planets, moons and moonlets where a certain resource can be found, but it's still a WIP, due to some divergence I found when comparing in-game ore lists with the Atlas file.
     
    Celestial Body Calculator
    Link: https://dual.wolfe.science/tools/calculators
    This one is more like a general-purpose visualization of the Atlas, but also supports few calculations on things based on altitude. At the moment it offers:
    Gravity information, including the altitude where gravity is 0.01g; Atmosphere information, including the altitude where atmosphere density is 10%; Surface minimum, average and maximum altitudes; Construct build limit altitude; Total surface area and number of territories; Calculation of gravity, atmospheric density and total circumference length at desired altitude;  
    I hope that information is somehow helpful for the community and I'm completely open to suggestions on what could be improved or added!
  5. Like
    Wolfram got a reaction from Yoarii in [Tools] Online Item Database / Planetary Calculator   
    Hello there, Noveans!
     
    Today I'd like to present you with two online tools (possibly more coming soon) I've been recently working on, that aim to make the Dual Universe life easier!
     
    Item Database Explorer
    Link: https://dual.wolfe.science/tools/item-database-explorer
    An online database containing useful information related to DU items and their recipes.
    It has a search bar where you can search for any item or resource, and by selecting one from the list you can see the following set of information:
    Basic  data such as ID, category, tier, volume, mass and density; All available crafting recipes for that item, including when it is a by-product of something else; All recipes that use that item as an ingredient; All honeycomb types that can be produced using it; All resources, parts and items where that resource is required as part of the chain (except when it's part of a Catalyst);  
    As a starting example, you can check out Pure Iron and see how many parts and items use it
     
    There's also a new section in the works that will list all planets, moons and moonlets where a certain resource can be found, but it's still a WIP, due to some divergence I found when comparing in-game ore lists with the Atlas file.
     
    Celestial Body Calculator
    Link: https://dual.wolfe.science/tools/calculators
    This one is more like a general-purpose visualization of the Atlas, but also supports few calculations on things based on altitude. At the moment it offers:
    Gravity information, including the altitude where gravity is 0.01g; Atmosphere information, including the altitude where atmosphere density is 10%; Surface minimum, average and maximum altitudes; Construct build limit altitude; Total surface area and number of territories; Calculation of gravity, atmospheric density and total circumference length at desired altitude;  
    I hope that information is somehow helpful for the community and I'm completely open to suggestions on what could be improved or added!
  6. Like
    Wolfram reacted to Yoarii in Lua in 1.4   
    Just read the devblog in the launcher on changes coming to 1.4. Awesome news, all of it.
     
    Just a small ask, @NQ-Ligo, please document the exact changes to the API so that we can determine what we need to change.

    > We've added a compatibility patch to prevent your existing scripts from breaking.
     
    Could you please elaborate on this a it?
     
    We're all dying to know more about the getInstructionCount and getInstructionLimit functions, could you please let us know more about those too and how they are intended to be used?
     
    Br,
     
    Yoarii
  7. Like
    Wolfram reacted to Zeddrick in GETTING READY FOR 1.4? Dev Q&A Summary   
    I reckon it would be easier to just supply the data as nested dictionaries instead of JSON in the first place.  Perhaps with on-demand loading of the data to deal with things which are rarely accessed.
  8. Like
    Wolfram reacted to NQ-Wanderer in WE'RE UPGRADING LUA IN DUAL UNIVERSE!   
    DEVBLOG: 1.4 LUA API UPDATE
     
    Greetings, Noveans! This is NQ-Ligo again,
     
    Some time ago, we redesigned the Lua API of Dual Universe, introducing new features and opening up many possibilities. Today, we’re launching the next major update to the game’s Lua, addressing the remaining fundamental issues and adding numerous new features.
     
    In this post, I’ll present some upcoming 1.4 changes to give you ample time to adapt your creations. I’ll walk you through the changes we're making to the backend, as well as some cool additions to the game’s Lua API.
     
    Fundamental Changes
     
    Let’s start with the fundamental issues we had yet to address in the game’s Lua.
     
    - Update of the Lua Environment
     
    To leverage the optimizations and basic improvements in the Lua environment, we have updated it to version 5.4.4. You can review the changes on the official website of the language (https://www.lua.org/manual/5.4/readme.html#changes. Still, please note the introduction of new features such as:
    New generational mode for garbage collection
    New attributes for variables (const and to-be-closed)
    New implementation for math.random
    New semantics for the integer 'for' loop
    Optional 'init' argument to 'string.gmatch'
    New function 'coroutine.close'
    String-to-number coercions moved to the string library
    New format '%p' in 'string.format'
     
    - Replacement of the dkjson Library
     
    For some time, we have been addressing performance issues with Lua systems. A significant factor related to these performance issues is the use of JSON. Thus, we reduced the use of JSON in favor of Lua tables. However, after consulting many of you, it appears that JSON is still widely used by our players. Hence, we decided to replace the dkjson library with the json.lua library (https://github.com/rxi/json.lua), a pure Lua library that is much more efficient.
     
    We've added a compatibility patch to prevent your existing scripts from breaking.
     
    - Boolean Type and Nil Support
     
    Until now, booleans returned or used in the Lua API were treated as integers 0 or 1. While this may seem minor, it was crucial to resolve for several reasons, including performance and backend considerations.
     
    Good news: we've now resolved this issue, allowing the Lua API to accept arguments and return real booleans! This will allow you to optimize your scripts.
     
    Additionally, we've integrated nil. Until now, we could neither return nor accept nil as an argument. Again, while this may seem minor, resolving this issue allowed us to introduce the concept of optional arguments and optimize the Lua data stack. You will see its application in the additions we are introducing.
     
    In addition to these visible fixes, we've made several backend improvements to the game's Lua binding. Consequently, we decided to use this opportunity to increase the instruction limit of the Lua environment (the limit that triggers the CPU OVERLOAD error). Starting from version 1.4, this limit will be increased from 2,000,000 to 10,000,000 instructions, accessible with the getInstructionCount and getInstructionLimit functions added to the Lua system API.
     
    With this change in Boolean support, you will need to adapt your existing creations to ensure they continue to function as expected. We believe the benefits of these updates justify the effort and we appreciate your understanding and cooperation as we continue to improve the game's Lua environment.
     
    Improvement of the Syntax Highlighting
     
    We've enhanced the syntax highlighting in our code editor interface to simplify your coding experience. We understand that coding can be challenging, especially for beginners. That's why we took the time to create a straightforward syntax highlighting system to make coding in Dual Universe easier and more enjoyable.
     
    While we've improved syntax highlighting, it isn't a full-fledged code analyzer. It's merely a tool to help you read and understand your code more easily. We aim to make coding more accessible and affordable for everyone, and we hope this update will contribute to that. The new system incorporates the coloring of APIs for system, unit, library, construct, player, and Lua operators.
     
    Enrichment of the Lua Codex
     
    We're thrilled to announce a new section in the Lua CODEX - the "Usage Example" section. This section provides detailed explanations and code examples to help you better understand how to use the functions within our API. It will be added to each function or event that requires further explanation.
     
    We understand that learning to use a new API can sometimes be daunting, especially if you're new to coding. Therefore, we believe that providing examples, use cases, and deeper instructions on how to use the various functions in our API will help you better understand our game's API, making your coding experience more enjoyable.
     
     
    Radar Data Pre-filtering
     
    Despite our efforts to optimize and make the processing of radar data more flexible, particularly by integrating the getConstructs function to return the list of constructs in scope as a Lua table, we've considered and studied additional improvements.
     
    Thanks to the integration of nil support in our Lua environment, we decided to improve the getConstructs function by adding the following optional pre-filters:
    [bool] isMatching: True to filter out constructs with a matching transponder, false otherwise
    [int] constructKind: The construct kind id to filter out constructs (Universe = 1, Planet = 2, Asteroid = 3, Static = 4, Dynamic = 5, Space = 6, Alien = 7)
    [string] coreSize: The construct core unit size to filter out constructs ('XS', 'S', 'M', 'L', 'XL')
    [bool] isAbandoned: True to filter out abandoned constructs, false otherwise
     
    This filter is in the form of a table in the third argument of the getConstructs function. So you can, for example, filter:
    {isMatching = true}, to list only constructs with a matching transponder
    {isMatching = false, constructKind= 5}, to list only dynamic constructs with a non-matching transponder
    As you can see, this filtering is combinable and optional, enabling you to filter the data you receive before processing it through Lua, allowing you to optimize your scripts.
     
    Conclusion
     
    We hope these updates and performance upgrades will improve your Lua experience in Dual Universe. There are still many other additions to the Lua API waiting to be discovered in this release. Happy exploring!
  9. Like
    Wolfram reacted to Leniver in Dual Universe running on a device similar to a Steam Deck!   
    I did some test on Linux, for the short period of time I was able to play on it the FPS were better than on Windows 10 on the same PC.
    Sadly if I want to continue the tests on Linux I will have to pay 1 month on steam.
     
    I had some issue with EAC, but I think it could be resolved because it seems to be only a "communication" issue.
  10. Like
    Wolfram reacted to NQ-Nyota in GETTING READY FOR 1.4? Dev Q&A Summary   
    Hello, Noveans!
     
    During our most recent livestream, NQ-Deckard and NQ-Entropy joined us and answered questions about upcoming features in update 1.4, which will be coming soon to Dual Universe. We know you have many questions, and to make it easier for you to stay informed, we wanted to summarize what was shared.
     
    PvE Missions
     
    We are excited to add PvE Combat missions in update 1.4, where players participate in missions against NPCs using familiar PvP mechanics. Here's an overview of what to expect in PvE Missions:
     
    Difficulty Levels: Missions will have various difficulty levels, from very easy to very hard. Players can solo the lower tiers, but as the difficulty increases, players will need to team up to complete the missions using ships with a crew equipped with multiple sets of guns.
     
    Challenging Gameplay: Even for experienced players, the higher-difficulty missions will be tough. Players will need to strategize and optimize their ships to achieve victory.
     
    Customizable Mission Ships: Players must build their own mission ships within the parameters set by each mission. Restrictions may apply, such as not allowing large battleships in easy missions. Players can choose their preferred weapons, shields, and variants for their ships.
     
    Instanced Battles: Missions will be instanced, using similar technology as VR challenges. However, players can now bring their own ships and enter the same instance alongside multiple other players. You must also supply your own ammunition, scrap, and fuel; any lost elements during the mission will be your loss.
     
    Rewards: Completing missions will earn players quanta, addressing feedback requesting more ways to make in-game currency. PvE Combat provides an alternative method for players to fund their gameplay, similar to hauling missions.
     
    Scaling Difficulty: The intention is for very easy missions to be accessible to new players with a few days of talents without requiring perfect equipment. As players progress to higher difficulties, missions become more demanding and require precise strategies.
     
    Loss Consequences: We are currently finalizing what happens when players lose a mission, with the goal of not being overly punishing. One possibility is allowing players to salvage their ships if they fail a mission.
     
    Mission Retreat: If players find a mission too difficult, they can retreat to the entry point to save their ship and resources. Completing the mission isn’t needed to escape.
     
    More information about PvE Missions, including specifics on the consequences of losing a mission, will be provided as we develop and refine the feature.
     
    PvP Changes
     
    We are implementing significant changes to our PvP mechanics, including:
     
    We’re changing the tracking formula that runs hit or miss calculations, especially the impact of ship cross-sections on the formula. We expect this to shift the meta away from lighter ships with small cross-sections by removing the protection they currently enjoy from the low probability of being hit by medium and large guns.
     
    We’re also adjusting most parts of PvP, with changes to systems such as base weapon stats and removing debuffs from weapon variants.
     
    Shield venting is also being changed, and stasis weapons are being buffed to make them more powerful and relevant to their role, for instance, in tackling small ships that get caught.
     
    We are also investigating server issues and lag in PvP. To help us address these problems, please submit detailed reports with player names, ship names, times, and any other relevant information when lag occurs. These issues are difficult for us to replicate on our end, and being specific in your reports will enable us to analyze our logs better.
     
    Planets
     
    In Update 1.4, we aim to reintroduce two planets, each with exciting new features and locations:
     
    Sicari: Retaining its original feel but visually enhanced with more interesting elements and a new location.
     
    Sinnen: Completely reworked from the ground up and placed in a new location.
     
    Following player feedback, we are experimenting with closer positioning for the new planets. Stay tuned for upcoming images showcasing these planets in the coming weeks.
     
    Additionally, Update 1.4 will introduce three new Alien Core Units, enabling access to all types of plasma in the game.
     
    LUA Changes
     
    We are implementing several updates to the Lua system, which may cause temporary disruptions but are essential for long-term improvements. Some changes include:
     
    Update Lua version to 5.4.4 Slightly improve the syntax highlighting Fixed the boolean type to return 'true' or 'false' instead of 1 or 0. Seeking faster solutions for JSON encoding and decoding.  
    We've taken the opportunity to introduce some minor changes to radar to help filter signals.
     
    We will have more detailed information coming on the Lua changes soon.

     
    Joystick Support
     
    This feature has taken significantly more resources than we had anticipated, but it does look like we’ll have full joystick support in update 1.4.

     
    Thanks for reading, Noveans. If you have any questions about the PVE Mission System, you can submit them to our upcoming PvE special episode of Ask Aphelia using this form and we’ll do our best to answer them.
     
    The Novaquark Team
  11. Like
    Wolfram got a reaction from Leniver in Dual Universe running on a device similar to a Steam Deck!   
    Hey folks! What's up? It's been a while
     
    Well, today I finally got my Ayaneo Geek delivered, a handheld very similar to the Steam Deck, but slightly more powerful and running Windows 11 natively, and as a first test, I decided to see how DU would run on it (obviously not expecting much):
     
    Zero issues with EAC or anything like that, since it's running fully natively. The only "different" thing I had to do was plug a keyboard into the USB-C port so I could type things faster and move around, since I couldn't get the joysticks to work. It's ridiculously laggy though, I couldn't measure it but I'll bet somewhere around 10 fps or so at 22W (I think I can get it up to almost twice that on charger, haven't tried though).
     
    Anyways, kudos to the DU development team, even though we all know the game is quite heavy, just the fact it somewhat runs on such small device already shows how much optimization happens behind the scenes.
     
    Well, that's mostly it! Now back to my small hideout, see you around someday!
     
  12. Like
    Wolfram got a reaction from Leniver in Dual Universe running on a device similar to a Steam Deck!   
    I had 30 construct limit, yes, everything else on default. If you read below, I'm sure you will get a nice surprise
     
    On my second attempt I did increase power settings to maximum (33W TDP, 3A GPU), but couldn't feel much of a difference, the game still felt really slow, so I decided to go and disable every single graphic setting I could (no shadows, no volumetric clouds, no bloom, no chromatic aberration, etc) and THAT gave a quite massive improvement, with the framerates going up to around 30 fps average. It seems the main culprit on that case were dynamic shadows, since disabling it made the fps jump so much
     
    Also, though that didn't see to affect much (since initial framerate was still 10 fps), this time I ran the thing while connected to my 100W charger, along with keyboard and mouse from the previous test. While I agree with Deckard, this isn't a game meant to run in such small devices, it's quite nice to see it working! Tech has definitely gone a really long way.
     
    Here's an updated video showing it reaching the 30 fps mark:
     
     
    See you all in the verse!
  13. Like
    Wolfram reacted to Midacre in Move the schematics container link to Advanced   
    Entire factories can be taken offline mistakenly with one click.
     
    Please move "Set as schematic container" to the Advanced menu so players don't accidentally take their factory offline. Anyone with container privileges can do this, even if they have no privileges to the industry units.
     
    I would have posted this to the Ideas forum but that is shutdown.

  14. Like
    Wolfram reacted to DatsunE46 in Very frustrated with the talent tree not telling you what you need to activate specific factories   
    right click to inspect, scroll in the new window and you will find an impacting talents drop down box, open it and youll find out what you need. it could be alot more intuitive i do agree.
  15. Like
    Wolfram reacted to choxie in RIP Burn Tiles: Another tale of not an exploit to removed from game.   
    Yes Hi I'm here to agree with OP. This ruins the game for a whole lot of us, especially smaller orgs that were only able to get tiles with 2L/h of T2s or 3s.
    Please reverse this change. You said that this is not an exploit. This makes industry and even a huge amount of income completely unattainable. Change this now
  16. Like
    Wolfram reacted to blundertwink in RIP Burn Tiles: Another tale of not an exploit to removed from game.   
    Honestly...there's no such thing as any game studio that has an objective understanding about what's fun or engaging in their game.
     
    That's what happens when you spend 100s and 100s of hours making something...it's human nature. 
     
    That's why beta testing and player feedback is something professional studios care about! 
     
    Anyone that's ever worked in game dev (even a little) knows how easy it is to only see faults or to make big (and stupid in hindsight) assumptions about how players will play or what players will understand.
     
    NQ's blanket unwillingness to read or engage with feedback (unless it is "balanced" with lots of compliments) is bad practice for any professional, but is especially dangerous in game dev. 
     
    Most devs are humble enough that they only see faults, but NQ seems to have the opposite problem. They only see good things, and are arrogant enough to think that they alone know what players want and that player feedback is therefore a waste of time.  
     
    Their CEO is a web3 fanatic obsessed with the metaverse...good luck getting him to ground the team in reality, buckle down, and fix things with the humility and focus this industry demands.
     
    It sucks for the employees that have been let down by this self-defeating company culture, but sometimes people just can't learn no matter how many times a lesson slaps them in the face. 
  17. Like
    Wolfram reacted to Aaron Cain in RIP Burn Tiles: Another tale of not an exploit to removed from game.   
    Playing this sionce alpha this is kinda the general NQ improvement strategy.
    What you forget is that the term Improvement is not clarified. NQ never uses improvement if a feature or game thingy is actually changed to make player experience better,
     
    Improvement is only used when talking about cost effectiveness, server load, game stability, scrapping features etc.
     
    In DU improvements Never produce a better gaming experience, 0.23 was their Best industry improvement.
    Adding Talents was an improvement untill people noticed that the max talent was close to the previous "normal"and thus everything got downscaled and talents were needed to get back to previous levels.
     
    Improved mining gave us mining units but before we had those i hauled in kilotons of ore per day on sanctuary alone, now abit less but thats an improvement? to whom.
     
    In general we get limitations and improvements and all those do is scrap features or minimize them.
  18. Like
    Wolfram reacted to Thunderblaze in RIP Burn Tiles: Another tale of not an exploit to removed from game.   
    This has serious alt mission running vibes where they said intended gameplay mechanic to later calling it an exploit and removing it.
     
    What gives?
     
    What's next? Changing where airbrakes need to go without warning?
     

     
     
  19. Like
    Wolfram reacted to blundertwink in How to bring T1 bots back   
    I think NQ has a weird obsession with the economy -- what matters most is creating engaging gameplay that will retain new players. That's always the first goal for an MMO that's struggling to grow and retain players. 
     
    The economy is meant to be a tool to help drive engagement..."balancing" the economy or trying to prevent some people from getting too rich isn't meant to be the main goal for any design. The game doesn't magically become engaging just because the economy is "balanced"...
     
    Video game economies aren't real economies and they never will act like them...people talk about sinks and faucets a lot in terms of gameplay, but the biggest sink in any MMO is churn rate.
     
    What percent of items or currency in any given MMO get hoarded into people's inventories or banks never to be touched again because the player unsubs...? I'd wager a huge majority. In real life, people's participation in the economy isn't exactly optional short of fleeing into the woods with a hatchet. 
     
    If NQ is really worried that refreshing bots will print too much money, they should check their churn rates...
     
    And really who even cares...? At this point, having a "balanced" economy shouldn't be their main goal, attracting and retaining new players should be their only concern. 
  20. Like
    Wolfram reacted to NQ-Nicodemus in Exploit with mining units   
    Hi, Danny_UK!

    Thanks for letting us know about this. What you described is not considered an exploit.
    This is a trade-off for an immediate chunk of ore that costs players ore in the longer term. It’s also limited by the number of available calibration charges.

    We’d also advise that you use our support ticket system when reporting potential exploits. Thanks!
  21. Like
    Wolfram reacted to Daphne Jones in Mission Running - Quanta Explosion again   
    I suspect that NQ is not greatly upset about players paying 50 subs to have enough alts to stack lucrative missions. That might even be key their business plan.
  22. Like
    Wolfram reacted to Atmosph3rik in Get rid of schematics already.   
    It's the T1 Products though.  I finally had to set up some Smelters, but i feel like i spend half my time queuing up T1 product schematics now.  For Steel, Silumin, AlFe, Polycarb, Glass.  It's rough.
     
    The thing that has really been frustrating me lately is the odd number of schematics that it requires to produce some things.  Why do i need 15 schematics to run a batch of Scrap?  Or 18 to run a batch of Honeycomb?  Why not just make the schematics more expensive, or take longer to produce, or both?
     
    Why does one batch produce 25 T2 scrap schematics and then it requires 15 of them to run one batch of scrap?  
     
    Why does scrap require schematics in the first place?
     
    I think the idea of needing schematics to produce actual elements is great, if you want to make one element, you need one schematic first.  That makes sense.  I can plan for that in my head without my brain melting.  But i don't think we should need schematics to process things like ore, product materials, honeycomb, scrap, or fuel.  
  23. Like
    Wolfram reacted to NQ-Wanderer in THE FUTURE OF DUAL UNIVERSE   
    Dear Noveans,

    With the launch behind us, it’s time we give you better insight into our direction of development for Dual Universe.

    Before the release, our Creative Director gave an overview of many upcoming game features, and we want to expand on his letter by giving you a more precise look at what we’re working on specifically in our upcoming updates.

    We are currently continuing to focus our work on the initial stabilization and resolution of issues following the launch, and we are also working on update 1.1 which we are aiming to release in December.
     
    What’s Coming in Update 1.1?
     
    Kickstarter Rewards: Part Two

    We want to take this opportunity to thank you once again for your incredible support and patience. Kickstarter backers are the supporters that helped start Dual Universe. We’re working hard to deliver your rewards.
     
    In update 1.1, you can look forward to the following:

    - Two versions of pets, with a total of eight variations.
     
    Automata Tier 1: Automata Nora-SP pet_agnes_tier1.mp4
     
    Follow us on our social media to see the others in the coming days!
     
    Automata Tier 2: Automata Nieve Automata Tier 3: Automata Spud-7 Automata Tier 4: Automata Max-E  Automata Tier 5: Automata Elite  
    Anicham Tier 1: Anicham Scrap pet_alex_tier1.mp4
    Follow us on our social media to see the others in the coming days!
     
    Anicham Tier 2: Anicham Comp Anicham Tier 3: Anicham Max 
    - Avatar skins for both body types:
     
    (Gold/Sapphire/Ruby/Emerald/Diamond/Kyrium Kickstarter and Founder packs)
    Alpha Team outfit
     
    Follow us on our social media to see the others in the coming days!

    (Silver+ / Contributors / Sponsors / Patrons)
    Arkship Passenger outfit (Bronze) Military outfit (Gold+ / Sponsors / Patrons)
    Arkship Passenger outfit (Silver) Earth Legacy outfit (Silver)     (Ruby+ / Patrons)
    Arkship Passenger outfit (Black) Earth Legacy outfit (Black)
    - New emotes:
    (Gold+ / Sponsors / Patrons)
    Dance
    Cry
    Thumbs down
     
    Follow us on our social media to see the others in the coming days!
     
    Thumbs up Just DU it  
    (Ruby+ / Patrons)
    Victory Threat Facepalm Silly dance Salute  
    - In-game titles
     
    Features
     
    - Grid Snapping: with this feature, when deploying a blueprint, you can snap to the grid of another already placed core, like when placing a Space Core Unit. This feature will help you to align cores perfectly with one another while deploying blueprints.

    - Steam Achievements

    - Element recycling : dismantling elements back into a portion of their components.

    - Eight new talents linked with schematic creation.
     
    Looking further into the future, What’s in the 1.2 Update?

    - Tactical Map: a visual display providing a tactical view of surrounding constructs detected by your active radar.

    - New tools for finding wrecks and a minor revamp of the radar system.
     
    - Changes to the Deep Space Asteroid Tracker and the asteroid system.
     
    - Adding the ability for repair units to use scrap.
     
    - New Orbital Delivery Challenge.
     
    ----------------------------------------------------------
     
    We still have a lot of development planned in the longer term which you can read more about in the letter from our Creative Director, and we hope that we’ve given you a clearer picture of our immediate direction for Dual Universe. We will update you should this planning change significantly, and look forward to hearing your thoughts and feedback in this forum thread.

    It’s been an incredible month since launching Dual Universe. We’ve worked hard to address issues, and though we always want to do better, we hope you’ve enjoyed the game so far. All across Helios, wonders are already taking shape as you bring the game to life. We can’t wait to see what you’ll build in the coming months and years. From all of us here at Novaquark, thank you for being a part of our game.
  24. Like
    Wolfram reacted to Kezzle in Get rid of schematics already.   
    Trouble is, schematics are the cause of the need for the quanta faucet to be quite so wide-bore. Their initial design purpose was to impose a throttle on the amount of active Industry by gating it behind paywalls that were unbreachable by any but the largest of orgs (who could do it fairly trivially, thus cementing their position as the Kings of Commerce, and being the only game in player-town that counted for anything; everyone else just quit). So they rowed it back to being "cheaper to get into, but an ongoing expense", which meant that everyone and their dog just sells their spare T1 dross to the game to be able to afford to run their industry.
     
    We've yet, I think, to see whether the industry that is forced to lie idle by the combination of quantum choke and players' inability and unwillingness to wrestle with handling Schematics for large Industry setups will save the servers from a premature stroke. If it doesn't (and I fear it won't) then the chicken/egg dichotomy doesn't really matter, either.
  25. Like
    Wolfram reacted to Archaegeo in So Long - And thanks for all the fish (UPDATED)   
    Given a conversation with NQ this weekend and expected rule clarifications next week (not sure which way, just clarified rules) I plan to continue playing for the moment. This might end up being like when you plan to quit a job, you are offered some so you stay, and you end up quitting 6 months later, but we will see. I honestly do want DU to work out, I didnt put 2 years of coding into it because I want it to fail. When you have a game with GM enforced rules, they must be clear and they must be enforced, especially in PvE areas where all other players have no recourse. If we had territory warfare and could have dealt with this on our own, it would be a totally separate situation. Anyway, ArchHUD will be maintained and continue to be improved for now (as much as I was ever able to improve it).
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