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Wolfram

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  1. Like
    Wolfram got a reaction from Hazaatan in PLANNED HONEYCOMB CHANGES - Discussion thread   
    Honestly, I didn't really like the honeycomb changes, it took quite a bit of realism out of the building aspect, and I really liked the realism aspect of this game. I understand things need balancing and well, even though some things like the max speed cap and floor aren't very realistic, I understand they are balance etc, now HC mass should not me messed with. If you guys want to balance it, why not do it by only changing resistances and HP? We don't need any more dumbed-down systems on his game.
     
     
    I have to agree with @Deathknight here, I'm honestly tired of those "discussion" threads where you ask us about feedback but it goes nowhere, feels like we're just here talking with the walls or a door. I understand you all want to be more "open" and in-touch with the community, but if you're not going to do anything with feedback just don't ask for it, it's gonna save everyone's time.
  2. Like
    Wolfram got a reaction from Immortallis in Suggestions to make the whole asteroid experience interesting!   
    So, a bit of feedback here on how the current DSAT/Asteroid Mining experience works and what could be improved to make it more interesting with the upcoming release.
     
    Spawn asteroids across the week instead of just Saturday
    Basically, instead of spawning all asteroids over a single day of the week, you do it over a week, maybe even have a timer showing on the DSAT window showing how many days until that specific asteroid leaves the Helios system. This would "funnel" more people into the asteroids, which for any asteroids outside the safe zone would mean more chance of encounters, since almost always people would want to be the first on those "tasty" T4/T5 rocks, and also allow for those who don't have much time during the weekend (or just prefer playing during the week) to have a chance at participating on asteroid hunting too!
     
    Remove the middle-section (recently discovered) from the DSAT screen
    Simply make the DSAT show an asteroid as either discovered or not discovered. If you still want to give a timer before publishing then fine, but don't make that timer public. Having participated on asteroid hunts before the only two uses I noticed for it are either letting people know that something was found, so they might go for another asteroid, or for ganking and piracy. We don't need yet another camping-based PvP mechanic in the game.
     
    Allow us to retract/close the DSAT antenna when not tracking anything
    This is more of a cosmetic thing than functional one, but would be nice to be able to retract the antenna when the DSAT is not in use, would fit designs much better.
     
    Well, those are my 2 cents on things that could be improved, I'm sure other players might have more ideas, but thought about bringing up that discussion out of Discord into a more official place...
  3. Like
    Wolfram got a reaction from Zireaa in Suggestions to make the whole asteroid experience interesting!   
    Having a belt being partially in the safe zone but majoritarily on the pvp zone would make lots of players "dip their toes" into the pvp aspect of the game and I'm sure it would also promote more encounters too (that is, at least if they could find each other in the belt), but I'm sure would add lots of fun to it! It's a very nice risk-reward balance.
     
     
    Yeah my big concern is that when new players realize how the whole asteroid mechanic works, specially the fact they are only refreshed on a single day of week, we'll see the game have quite low activity during week days but a rush of players on weekends, potentially leading to lag, since they all are going to the same places. Sure, if someone wants to spend every day of their weeks mining they would be able too...
     
    I'm not sure if NQ still checks their forums for suggestions (unless when tagged) but I really hope they take a second look at a few core mechanics before release. I really enjoy DU and would be quite a shame if players get turned away from it because a few mechanics aren't polished.
  4. Like
    Wolfram got a reaction from Novean-69407 in PLANNED HONEYCOMB CHANGES - Discussion thread   
    Honestly, I didn't really like the honeycomb changes, it took quite a bit of realism out of the building aspect, and I really liked the realism aspect of this game. I understand things need balancing and well, even though some things like the max speed cap and floor aren't very realistic, I understand they are balance etc, now HC mass should not me messed with. If you guys want to balance it, why not do it by only changing resistances and HP? We don't need any more dumbed-down systems on his game.
     
     
    I have to agree with @Deathknight here, I'm honestly tired of those "discussion" threads where you ask us about feedback but it goes nowhere, feels like we're just here talking with the walls or a door. I understand you all want to be more "open" and in-touch with the community, but if you're not going to do anything with feedback just don't ask for it, it's gonna save everyone's time.
  5. Like
    Wolfram got a reaction from DJSlicer in PLANNED HONEYCOMB CHANGES - Discussion thread   
    Honestly, I didn't really like the honeycomb changes, it took quite a bit of realism out of the building aspect, and I really liked the realism aspect of this game. I understand things need balancing and well, even though some things like the max speed cap and floor aren't very realistic, I understand they are balance etc, now HC mass should not me messed with. If you guys want to balance it, why not do it by only changing resistances and HP? We don't need any more dumbed-down systems on his game.
     
     
    I have to agree with @Deathknight here, I'm honestly tired of those "discussion" threads where you ask us about feedback but it goes nowhere, feels like we're just here talking with the walls or a door. I understand you all want to be more "open" and in-touch with the community, but if you're not going to do anything with feedback just don't ask for it, it's gonna save everyone's time.
  6. Like
    Wolfram reacted to Deathknight in PLANNED HONEYCOMB CHANGES - Discussion thread   
    NQ, why do you ask for our input (and why do we waste our time on it) when there is zero response and you go ahead with every change regardless?
     
    You are trying to address one area of the game (PvP) and are using a very broad brush. Please allow for at least one metal HC type (aluminum being the current popular choice) to be light weight. Ship builders for PvE ships have no metal textures at their disposal, except those starting at weight 50 now.
     
    Building is one of the most popular aspects of this game. Please don't just casually impact the great parts of the game while you are trying to fix something else.
  7. Like
    Wolfram reacted to Yoarii in PLANNED HONEYCOMB CHANGES - Discussion thread   
    Others have already pointed out how out-of-touch this change is, but I have to add my voice too.
     
    Really, NQ? Can we please have some semblance of reality in the relation between the HC types? This cookie-cutter version is just....sad.
     
    Welcome to DU where we build space ships in concrete, wood and carbon fibre!
     
     
  8. Like
    Wolfram reacted to Wyndle in Suggestions to make the whole asteroid experience interesting!   
    I too would like to see a "permanent" belt of rocks.  Perhaps when the tech is ready that can be the physical divide between safe and not safe for new solar systems.  No belt, no safe zone other than Sanctuary if even that.
     
    Edit:  If such a thing as a belt is used to divide safe/not it should span 80/20 with only 20% being in safe.
  9. Like
    Wolfram reacted to Distinct Mint in Suggestions to make the whole asteroid experience interesting!   
    These are all great suggestions, and have been proposed by the community previously. Asteroids are currently very annoying and staid, and there will be complaints from the New Player Influx if we go with the current system. Adopting even some of the suggestions above would go a long way to making them more fun and accessible.
  10. Like
    Wolfram got a reaction from Kanamechan in Suggestions to make the whole asteroid experience interesting!   
    So, a bit of feedback here on how the current DSAT/Asteroid Mining experience works and what could be improved to make it more interesting with the upcoming release.
     
    Spawn asteroids across the week instead of just Saturday
    Basically, instead of spawning all asteroids over a single day of the week, you do it over a week, maybe even have a timer showing on the DSAT window showing how many days until that specific asteroid leaves the Helios system. This would "funnel" more people into the asteroids, which for any asteroids outside the safe zone would mean more chance of encounters, since almost always people would want to be the first on those "tasty" T4/T5 rocks, and also allow for those who don't have much time during the weekend (or just prefer playing during the week) to have a chance at participating on asteroid hunting too!
     
    Remove the middle-section (recently discovered) from the DSAT screen
    Simply make the DSAT show an asteroid as either discovered or not discovered. If you still want to give a timer before publishing then fine, but don't make that timer public. Having participated on asteroid hunts before the only two uses I noticed for it are either letting people know that something was found, so they might go for another asteroid, or for ganking and piracy. We don't need yet another camping-based PvP mechanic in the game.
     
    Allow us to retract/close the DSAT antenna when not tracking anything
    This is more of a cosmetic thing than functional one, but would be nice to be able to retract the antenna when the DSAT is not in use, would fit designs much better.
     
    Well, those are my 2 cents on things that could be improved, I'm sure other players might have more ideas, but thought about bringing up that discussion out of Discord into a more official place...
  11. Like
    Wolfram reacted to NQ-Wanderer in DUAL UNIVERSE LAUNCH DATE - WISHLIST US ON STEAM   
    Dear Noveans,
     
    We’re going to launch Dual Universe! If you missed our launch announcement live stream, you can watch the replay here, and you can also read on for all the details below.
     
    Dual Universe has spent eight years in development, with the past two of those in beta. Our team has delivered industry-leading voxel technology, enabling players to build amazing worlds in a single-shard MMO like no other. We’ve advanced by leaps and bounds, adding systems like asteroid and territory mining, missions, new PvP mechanics, and more reasons to fight, as well as creation systems like the Vertex Precision Tool, new Lua API, and the Exchange for our creators to exhibit their works.
     
    In short, we’re proud of what we’ve accomplished and are excited for what is yet to come.

    Thank you for walking this road with us so far, and it is with great pleasure that we can finally release the details of the launch with you here today:
    Dual Universe is launching on September 27, 2022. To enable the launch, we will close all servers on September 22, 2022, and keep them closed until the launch. All active subscriptions (excluding beta keys and full beta access) will receive 6 days of subscription at launch to compensate for this downtime.
     
    Here’s a message from Novaquark’s CEO, Nouredine Abboud, on the launch:
     
    STEAM
     

     
    We’re launching Dual Universe on Steam! It’s an exciting time for us at NQ as we bring our game to as many players who may enjoy it as possible and give those who prefer it the option to purchase the game on Steam.
     
    Our Steam page is already live! You can support us by wishlisting Dual Universe on steam and recommending it to your friends, even if you already have the game!
     
    The game will also continue to be available to buy on our website, as well as from our official reseller. And of course, you can still play it on almost any computer via the NVIDIA cloud-based platform, Geforce NOW.
     
    FREE TRIAL
     
    We will implement a free trial of Dual Universe with the game’s launch, which will be available exclusively on Steam. We’ll have more details on this in future communications, but for those who want to try the game's mechanics without committing to a subscription, we’ve got you covered!
    We will be opening a separate server for the free trial to allow anyone the chance to try the game for free without impacting the persistent server. This separate server will be regularly reset.
     

     
    The game has come a long way during these two years of beta. We want to give every player, including those of you who stopped playing before the game’s new systems and gameplay loops were introduced, a chance to try them.
     
    If you were subscribed to the game at any point during the beta, and your subscription has lapsed, we’re adding two weeks of game time on your account from the 27th of September. These two weeks will give you full access to the main universe. Come see what the game has to offer at launch; it’s on us! 
     
    A NEW HELIOS
     
    The launch will come with some welcome additions to the game. A major one is that we’re upgrading planets. The launch is a great chance for us to bring the game's worlds to life more and to breathe more identity into them. As NQ-Sirg has described before in Ask Aphelia, we had built the Helios system for the launch of Beta and didn’t have as much time as we would have liked to make fleshed-out, living worlds. 
     
    If you want a sneak peek at some of these changes, you can see them in the replay of our launch announcement live stream. 
     
    This upgrade means you will see new biomes that feel more vibrant and alive. Players will initially have access to:
     
    Alioth + Sanctuary + Haven (+ Moon 1 + Moon 4) Jago Teoma Madis (+ Moons 1, 2, and 3)
     
    Thades (+ Moons 1 and 2)  

     
     
    We’ll add more improved worlds back into the game in several phases. Please note that the release order below is still subject to change.
     

     
    We are also adding more planetary body types into the game! The asteroid belts of Thades will be replaced with new, bigger asteroids which can now be claimed by players. We hope to introduce more claimable rocks around Helios after the launch.

    BLUEPRINTS
     
    Whether you’ve got a small holding or a sprawling, multi-core space station, rebuilding after the reset will be easier with better blueprint deployment tools. As a reminder, you will keep your core blueprints after the reset, so we wanted to make your life easier when deploying them at launch. We have already added pre-visualization to blueprints with the ability to finely move their placement using keyboard controls. We’re also adding three new features at launch and in the first patch after the launch:
     
     
    SNAPPING - When deploying a blueprint, you can snap to the grid of another, already placed core, like when placing a Space Core Unit. Along with pre-visualization and keyboard controls, this will allow you to perfectly align cores with one another while deploying blueprints. HONEYCOMB SWAPS - You can now change any honeycomb type inside of a blueprint with any other of your choosing. ELEMENT OMISSION - You can now opt to deploy blueprints with elements missing should you lack them or to simply choose different elements to omit from deployment by choice.  
    COSMETICS
     
    Another addition to the launch is better cosmetics. We’re adding the much-requested purple plastic and colored luminescent honeycomb. Our newly announced Pioneer Packs will reward beta players and backers with collectible items only available to them as a thank you for helping to bring the game to life. We’re also building on the NOVEAN OVERVIEW to help players better manage their customizations and skins, with much more cosmetic and quality of life improvements to come!
     
    KICKSTARTER REWARDS
     
    In-game Kickstarter rewards will start being rolled out at launch, and we will share details about them in a dedicated communication. It will include topics such as how to update your physical-reward delivery address and how to claim your in-game rewards.
     
    However, there is one piece of news that we want to share with you here. It’s an exciting time for any game developer when the project you have devoted years of your life to comes to fruition. We can already confirm that our Crowdfunding backers will be able to finally see their names in the credits at launch. 
     
    ------------------------------------------------------------------------------------------------------------------
     
    Launching Dual Universe is the start of a new chapter in the game’s story, a story that we as developers and you, our community, are writing together. We still have much to do, and we’re more excited now than ever to deliver a game that can live up to Dual Universe’s incredible potential.
     
    If you have questions about the launch, please send them to us here so that we can answer them in a dedicated episode of Ask Aphelia.
    You can also share your thoughts and feedback with us in this dedicated forum thread.
     
    Thanks again to our players for an incredible journey so far. We can't wait to continue it with you.

  12. Like
    Wolfram reacted to Distinct Mint in RESET NEWS ANNOUNCEMENT - Discussion thread   
    An exclusive T5 ore that very few people managed to get hold of in events that weren't really accessible to the majority of the playerbase. Retaining it in game serves no purpose except for mis-guided bragging rights, and its good for the game as a whole that its deleted.
     
    Or change my mind 🙂
  13. Like
    Wolfram reacted to Nayropux in RESET NEWS ANNOUNCEMENT - Discussion thread   
    There are two issues I have with the Thoramine event, and the Thoramine itself.
     
    1. While it was bad enough the event was hidden to 99% of players, it is even worse than that. The event was started in alpha, so naturally the alpha players already knew about it before beta launched, and so alpha players were the ones who completed it.
     
    2. A significant portion of the Thoramine was real world traded. In fact, one of the players in this thread who doesn't want it to disappear was involved in that transaction.
     
    Hopefully this resource doesn't return in the same fashion. Maybe as some rare spawn in exotic asteroids would be fine, but making it a limited spawn in a hidden event is just asking for it to be found by someone with inside knowledge, and just asking for the reward to be RMT'd.
     
  14. Like
    Wolfram reacted to NQ-Nyzaltar in Time to move on..   
    @le_souriceau
    Enough with the conspiracy theory that you share with a few people.

    If you were at Novaquark, you would have seen that the decision about the wipe has been taken quite recently and make the launch much more tricky than if it was decided to have no wipe. For a long time, it was thought that "Magic Blueprints" could have been the solution to make a very partial (and nearly painless) wipe. The problem was, after careful reviewing, it would in fact brings a ton of problems in terms of balance, and also many loopholes that were hard and long to fix. So It was a painful decision to make, even on the Novaquark team side, but a necessary and healthy one. This promise was not broken with a light heart. If it could have been avoided, this road would have been taken, the easiest way to proceed being "no wipe at all", but far from being the healthiest one for the long term of the game. The Novaquark team has absolutely no motive to frustate a part of the Community for no reason. Ideally, we would prefer to make everyone happy.
     
    However, you're not part the company, so you didn't know what really happened or what has been discussed internally and you prefer to present your (wrong) assumptions into facts.  Between that, and the slandering regarding your statement not so long ago that a player need to be "friend" with a Dev to make changes happen in Dual Universe (based on zero evidence), you're truly putting a lot of efforts to paint the Novaquark team as a bunch of evil, manipulative persons. If this is your vision of being constructive, well... Spoiler: it's not.
     
    Furthermore, as this thread has been necroposted from more than one year, it will be locked.
     
    Best Regards,
    Nyzaltar.
  15. Like
    Wolfram reacted to NQ-Ligo in Data Input/Output/Terminal Unit   
    This is a good topic and good ideas. Redesigning the databank element is on the table for many reasons, including the impact on performances. However, I can't promise when, how...etc but it will certainly address some of the points in your suggestion.
  16. Like
    Wolfram got a reaction from NQ-Ligo in Data Input/Output/Terminal Unit   
    This would be an element very similar to a Data Bank, with the exception it stores a large raw string (similar to the HTML of an Screen) that both can be read and written via Lua.
     
    A few reasons this element would be useful:
    - Simple and clean way to export and import data with Lua
    - No need to dump large strings into Screen elements with the only purpose of copying that data, possibly less intensive than updating Screen elements
    - Can be used as an table-less alternative to a Data Bank, for those who prefer to store JSON or Lua-encoded stuff directly
    - Data is kept private similar to a Data Bank, only those with edit permissions could access it, maybe allow for DRM-ing of it too?
    - Limits can be either similar to a Data Bank or maybe closer to what we get from Screen HTML like ~50KB
  17. Like
    Wolfram reacted to Yoarii in Data Input/Output/Terminal Unit   
    Except the size, this sounds just like another data bank?
     
    What is the use case you want to solve?
     
    Edit: Personally, I'd like to extend the databank or a new element that you can paste/copy larger text data to/from, like you can do with a programming board.
  18. Like
    Wolfram got a reaction from Belorion in Data Input/Output/Terminal Unit   
    This would be an element very similar to a Data Bank, with the exception it stores a large raw string (similar to the HTML of an Screen) that both can be read and written via Lua.
     
    A few reasons this element would be useful:
    - Simple and clean way to export and import data with Lua
    - No need to dump large strings into Screen elements with the only purpose of copying that data, possibly less intensive than updating Screen elements
    - Can be used as an table-less alternative to a Data Bank, for those who prefer to store JSON or Lua-encoded stuff directly
    - Data is kept private similar to a Data Bank, only those with edit permissions could access it, maybe allow for DRM-ing of it too?
    - Limits can be either similar to a Data Bank or maybe closer to what we get from Screen HTML like ~50KB
  19. Like
    Wolfram got a reaction from Sawafa in Data Input/Output/Terminal Unit   
    This would be an element very similar to a Data Bank, with the exception it stores a large raw string (similar to the HTML of an Screen) that both can be read and written via Lua.
     
    A few reasons this element would be useful:
    - Simple and clean way to export and import data with Lua
    - No need to dump large strings into Screen elements with the only purpose of copying that data, possibly less intensive than updating Screen elements
    - Can be used as an table-less alternative to a Data Bank, for those who prefer to store JSON or Lua-encoded stuff directly
    - Data is kept private similar to a Data Bank, only those with edit permissions could access it, maybe allow for DRM-ing of it too?
    - Limits can be either similar to a Data Bank or maybe closer to what we get from Screen HTML like ~50KB
  20. Like
    Wolfram got a reaction from Yoarii in Data Input/Output/Terminal Unit   
    This would be an element very similar to a Data Bank, with the exception it stores a large raw string (similar to the HTML of an Screen) that both can be read and written via Lua.
     
    A few reasons this element would be useful:
    - Simple and clean way to export and import data with Lua
    - No need to dump large strings into Screen elements with the only purpose of copying that data, possibly less intensive than updating Screen elements
    - Can be used as an table-less alternative to a Data Bank, for those who prefer to store JSON or Lua-encoded stuff directly
    - Data is kept private similar to a Data Bank, only those with edit permissions could access it, maybe allow for DRM-ing of it too?
    - Limits can be either similar to a Data Bank or maybe closer to what we get from Screen HTML like ~50KB
  21. Like
    Wolfram got a reaction from Eviltek2099 in Data Input/Output/Terminal Unit   
    This would be an element very similar to a Data Bank, with the exception it stores a large raw string (similar to the HTML of an Screen) that both can be read and written via Lua.
     
    A few reasons this element would be useful:
    - Simple and clean way to export and import data with Lua
    - No need to dump large strings into Screen elements with the only purpose of copying that data, possibly less intensive than updating Screen elements
    - Can be used as an table-less alternative to a Data Bank, for those who prefer to store JSON or Lua-encoded stuff directly
    - Data is kept private similar to a Data Bank, only those with edit permissions could access it, maybe allow for DRM-ing of it too?
    - Limits can be either similar to a Data Bank or maybe closer to what we get from Screen HTML like ~50KB
  22. Like
    Wolfram reacted to NQ-Nyota in PLANNED HONEYCOMB CHANGES   
    Hello, Noveans,
     
    This is NQ-Entropy here to talk about our upcoming honeycomb HP and mass rebalance.
     
    We know that our current system doesn’t serve the game well and we want to improve it. We are changing the way that honeycomb masses work, specifically, we are detaching them from their base material mass and unifying honeycomb masses into categories. We will also change how honeycomb HP is calculated and rebalance resistances across the board.
    We also want to invite your thoughts on the proposed changes. The honeycomb mass and hp system impacts almost every area of Dual Universe, from shipbuilding to piloting and PvP. There’ll be an image at the end outlining the details of our proposed changes and a feedback thread where we want to hear your thoughts.
     
    Now, let’s dive into the details.
     
    SEPARATING HONEYCOMB MASS FROM ITS BASE MATERIAL 
     
    In the past, our baseline for the weight of our honeycomb materials was directly based on their base pure and product materials. While a calculation was made to transform it into “honeycomb mass”, it was a straight transformation. 
     
    For example: currently, the unit mass for a liter of Pure aluminum is 2.7kg, making its honeycomb mass 27kg for 1m3 (1000L). If a material weighs 2.2kg, its honeycomb mass would be 22kg/1m3.
     
    This will no longer be the case, and we will take some liberties when transforming pure and product materials into honeycomb. This will allow us a wider range of weights, with a better distribution of weights at all tiers.
     
    While we are taking precautions, this will have an effect on existing constructs. There are certain materials that will relatively drastically change in weight, and that could have an effect on existing constructs. We are actively trying to match the new and old masses as closely as possible, but there will be some outliers. It's worth noting that some materials will also benefit from weight reductions.
     
    UNIFYING HONEYCOMB MASSES
     
    To summarize, each pure honeycomb tier can access four mass classes: very light, light, heavy, and very heavy. Each existing pure material will take one of these 4 mass slots per tier.
     
    Each product honeycomb will have 2 weight classes: light and heavy, with the addition of a special very light honeycomb at tier 1 for plastic. Similarly, each existing product honeycomb will take a light or heavy slot per tier.
     
    Finally, we will have building materials such as Concrete, Brick, Wood, Carbon-Fiber, Marble, and Luminescent. These will have exceptionally light weights and are designed to be used explicitly for building with minimal mass.
     
    Currently, our proposed values go as low as 2-3kg/m3 for the lightest building honeycomb and up to 100kg/m3 for Very Heavy Pures, which are now the heaviest honeycomb in the game.
     
    HEALTHPOINT CALCULATIONS
     
    Pre-combat core stress and pre-Shields, we had linear honeycomb HP based on mass. At that time, the meta was huge blocks of indestructible gold capable of absorbing massive amounts of punishment. This was possible in high part due to our poor initial voxel balancing, which specifically made gold a significant outlier. In an effort to curb that strategy, we made a number of changes to voxel health, firstly drastically reducing honeycomb HP and eventually introducing CCS. By the time that was done, Shields had taken over, and voxels were sparsely used on PvP constructs. Additionally, we now also have to consider the new speed limitations in the mass vs HP choice when it comes to honeycomb.
     
    Now, with unified masses that we can better control and with CCS to control the extreme upper end, we are bringing back linear calculation of honeycomb HP based on mass. Simply put, a multiplier is applied to the voxel mass, which defines the HP of that material.
     
    This will allow players to select light and heavy materials without feeling like there is a bad tradeoff in regards to their mass and their HP.
     
    Currently, the mass to HP multiplier is set to 45. For the aforementioned very heavy materials of 100kg/L, that will give you 4500 raw HP.
     
    REBALANCING RESISTANCE
     
    We are not fundamentally changing how resistances work but are adjusting their values across the board. Resistances are generally increasing to provide better absorption and superior effective HP compared to previous iterations.
     
    Resistances will still go up on a tier-by-tier basis, with building materials having the lowest resistances, then pures, and finally, high-tier products, which will have the best resistances.
     
    We paid attention to two numbers in particular: Effective Healthpoints and Effective Healthpoints per unit of mass.
     
    First, we wanted effective health points to make sense. We wanted honeycomb bulkheads to be capable of absorbing real firepower, and we wanted honeycomb to be good enough to protect elements inside a construct. While the final values and balancing may not be perfect, this is currently something that is starting to work. We’ve run tests with honeycomb bulkheads about a meter thick, roughly representing the armor on a medium-sized ship, and it was more than capable of absorbing multiple hits from max talented L weapons and protecting the elements we had placed behind them. Only after a good amount of shots did holes appear and elements behind start being vulnerable.
     
    We ran multiple tests and generally found that they aligned with our expectations. Lower EHP materials were relevant vs xs and s weaponry but rapidly fell to larger weapons, medium EHP honeycomb was relevant versus medium-sized weapons, while high EHP honeycomb was capable of taking hits from large weapons.
     
    Secondly, we wanted an EHP/mass curve that made sense as you progress up the material tiers. As of right now, going up a tier of a pure or a product guarantees a superior EHP/mass ratio with high-tier products having the best ratio on offer. This should ensure that going up a tier and upgrading your construct to a superior material is never a bad choice.
     
    Finally, a small note on Core Combat Stress. It is currently unchanged as the tests we made noted the new honeycomb values lined up well with the old CCS settings. In view of that it is also a case of not wanting to change too many parameters at once so that in case of further iterations, it is easier to identify issues for tweaking.
     
    FEEDBACK
     
    It’s important to us that we get this rebalance right. Honeycomb’s role in PvP has impacted players significantly from the beta’s start. These changes will also impact many other areas of gameplay such as shipbuilding by altering honeycomb mass. Before implementing these changes, we want to invite your thoughts, especially on the numbers. If you have opinions on how we’re rebalancing honeycomb, please share them with us in this forum thread.
     
    Here is the full breakdown of the proposed changes:
     

     
    We look forward to hearing from you, Noveans.
     
    Until next time, thank you for your attention.
     
    - NQ Entropy
  23. Like
    Wolfram got a reaction from Shiromar in NEW SCHEMATICS - Discussion Thread   
    I want to publicly congratulate NovaQuark on keeping up with the traditions, not only of going silent, but also of ignoring player feedback and specially on the tradition of screwing things up with schematics. You're doing a great job there, shoving up this update where EVERYONE TOLD YOU it was a bad idea and yet you did it, maybe because of the greed of getting some people to buy extra alts so they can keep their mega factories around, because that's how NQ does things: as far as you pay, you can completely go around limitations.
     
    You could've done WAY BETTER by getting the long awaited power system up, that way no matter whether you had one or a hundred accounts, you would still be limited to how much power you could generate or extract from the tile and there you go, problem of mega factories completely solved. Now instead what we'll see is whale players still owning 100s of accounts just to keep their factories and some artificial numbers that I'm sure you will use to promote this dead empty game around.
     
    Very good job. Great way to kill whatever remained of this game right before release.
  24. Like
    Wolfram got a reaction from Captain Hills in NEW SCHEMATICS - Discussion Thread   
    I want to publicly congratulate NovaQuark on keeping up with the traditions, not only of going silent, but also of ignoring player feedback and specially on the tradition of screwing things up with schematics. You're doing a great job there, shoving up this update where EVERYONE TOLD YOU it was a bad idea and yet you did it, maybe because of the greed of getting some people to buy extra alts so they can keep their mega factories around, because that's how NQ does things: as far as you pay, you can completely go around limitations.
     
    You could've done WAY BETTER by getting the long awaited power system up, that way no matter whether you had one or a hundred accounts, you would still be limited to how much power you could generate or extract from the tile and there you go, problem of mega factories completely solved. Now instead what we'll see is whale players still owning 100s of accounts just to keep their factories and some artificial numbers that I'm sure you will use to promote this dead empty game around.
     
    Very good job. Great way to kill whatever remained of this game right before release.
  25. Like
    Wolfram reacted to Novean-32184 in NEW SCHEMATICS - Discussion Thread   
    One thing that really irks me here is the inconsistency this new system has with previous systems and with the rest of Industry.
     
    Everything is based on tiers being named as Basic, Uncommon, Advanced, Rare and Exotic
    Schematics are suddenly Tier 1-5
     
    The UI is really terrible > a simple GET SCHEMATIC option in the industry UI would already improve this a lot
     
    Now you have to open the industry UI, check which tier and for what type you need, exit the UI, enter the schematic UI and "order" the UI.
     
    Better would be open industry > click "GET schematic" and go straight there
     
    The schematic UI itself should have a built-in filter by using a tree structure for the list
     
    But that would mean you actually have devs who design UI and understand how to get a good UX ..
     
     
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