Jump to content

FuriousPuppy

Member
  • Posts

    235
  • Joined

  • Last visited

Reputation Activity

  1. Like
    FuriousPuppy reacted to Kruzer in The game released in 2020. Why wipe?   
    If it wasn't a scam, it is now.  That video showing their 'concept' of ship combat is being used now on Youtube video adverts for the game when they know perfectly well combat will never look like that.  Pretty blatant false advertising.
  2. Like
    FuriousPuppy reacted to Snipey in The game released in 2020. Why wipe?   
    If you are paying a monthly sub to a game that promised no wipe from the start. 
     
    NQ IS RUNNING A SCAM

  3. Like
    FuriousPuppy reacted to Leppard in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    Well, i already canceled my subscriptions, and when a wipe happens i never return. It's a matter of trust. A company that does'nt keep their promises is not trustworthy - i'll spend my money elsewhere.
     
    And by the way - a dissatisfied customer spreads the word far more than one who is satisfied - this whole thing will damage the reputation of NQ far more than they may think.
     
  4. Like
    FuriousPuppy reacted to StarfordRaffles in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    Would talent points be preserved? That's really the only thing I can't live without--YEARS of accumulating talent points.
     
    If those were set to zero, I'd never come back.
  5. Like
    FuriousPuppy reacted to BlindingBright in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    NQ has slapped a few peoples wrists today... Just gotta make funnier memes? So far I've had zero warnings for the memes I've made, and I've made some spicy ones.  Maybe the powers that be at NQ still leiks me, idk. Will say that before this mess I was more "constructive" in my posting on the forums, now it's mostly satire to stoke the flames of constructive discussion. Though the line between satire & trolling is pretty thin....

    From the sounds of it several people have been reprimanded in the last few hours on the forums. The sad thing, instead of working to communicate and work with their community to resolve the issue(they created through multiple wipe mentions without an answer, and continue to pick at the scab!) they let it fester like a wound... day after day. and now their stop-gap is to start reprimanding people that are upset for what I see as largely legitimate reasons... for many MMO's are hobbies, and playing for many is a hobby due to the time investment. 

    This is the first time playing a game where I've been this upset with the developers... have wanted to tell them how it is and well... doom/gloom. Have written a couple things out and was like 'Nah, this is just over the line' and figured "if I didn't have anything nice to say, don't say anything at all"... which is sad, I love DU, the community at large, and there are several key developers I think are legitimately trying to make it work under not the most ideal conditions on a tech/platform that does something no other game really does with pieces that no other platform uses.

    Feels bad man.
  6. Like
    FuriousPuppy reacted to Kurock in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    I have never read a bigger pile of one-sided bullsh*t basically advocating for full wipe in order to easily do away with schematics.  Just announce the decision and get it over with.

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

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

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

    What a wipe also does is remove the history of DU such as it is... like Thoramine.  Deleting a piece of DU history like that is unforgivable.
  7. Like
  8. Like
    FuriousPuppy reacted to blazemonger in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    That promise was never made, you think it is, but you are mistaken. No matter how many times you or anyone who thinks the same  for some reason tries to make that stick, it won't.
     
  9. Like
  10. Like
    FuriousPuppy reacted to FatRillos in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    Having PAID for my sub since the start of Beta under the impression that there wasn't going to be a wipe, based on what you told us. I want my skill points and my BPs. I paid for that stuff. 
  11. Like
    FuriousPuppy reacted to GarbageKnight in BEST MINING SIM EVER! thanks NQ for SPACE MINECRAFT   
    1 mine rocks, use crappy hover to sell rock to bots.
    2. use money to buy ship parts - to build ship that can carry more rocks - while traing up mining only skills
    3. mine more, train more, sell more.
    4. Make bigger ship to haul more rocks to sell to bots.
    5. mine more train more sell more rocks to bots.
    6 BUILD BIG SHIP to scan for large underground rocks to mine, then sell to bots, while more mining skills train.
    7. mine more, train more, sell more. 
    8. BUILD MASSIVE SHIP WITH WARP TO TRAVEL TO OTHER WORLDS IN A BLINK----WHY?
    9 TO MINE MORE, DIG DEEPER, BUT NOW ON ANOTHER PLAENT....YAY END GAME!
     
    wheres the PvP - dead due to industry change.
    where is the industry - WELL YOU GOTTA MINE MORE, SELL MORE, TRAIN INDUSTRY- 
     
    10 so you can start making a starter factory.
    11. MINE MORE SELL MORE TRAIN MORE INDUSTRY
    12 - now spend that all on thousands of schematics needed to produce anything at a rate you can profit off of. but basic stuff only right now.
    13. MINE MORE DIG MORE SELL MORE TO BOTS, TRAIN THAT INDUSTRY.
    14. Buy a dozen more machines, 
    15. MINE MORE SELL MORE, TRAIN MORE.
    16. now SPEND ALL THAT ON THE 500 SCHEMATICS you need to run the next set of machines you bought.
    17. MINE MORE SELL MORE TRAIN MORE.....at some point you might be able to use the ORE TO ACTUALLY MAKE STUFF WITH INDUSTRY...but not yet...
    18....
    19....
    20.....
    21...........
    22.............. BANG BANG BANG BANG BANG....sound of keyboard keys hitting the floor. 
     
    NEWS : in news today, developers of game Duel Universe, sent out an apologies, for all the computers that players smashed, in frustration, becasue all they did was make Minecraft Eve online. With the promise of more..but somehow went sidewise somewhere... in other news,  NQ uses the tears of players everywhere to make new, life extending tea. 
  12. Like
    FuriousPuppy reacted to Akroma in DEVBLOG: PVP COMMUNIQUÉ - Discussion Thread   
    why having to increase the pv of light voxels not only to have lower all the life points of voxels ? Carbon - 68 hp / kg Silicon - 68 hp / kg Aluminum - 64 hp / kg Steel - 34.5 hp / kg Copper - 32 hp / kg Silver - 28.5 hp / kg Gold - 16.5 hp / kg which makes the voxels of T1 [Carbon, Silicium, Aluminum] superior in armor to the voxel t2 t3 t4 t5 is that it is not normal.
  13. Like
    FuriousPuppy reacted to Greasie in Feli Blockade!   
    The AC has grave concerns over intel received this last week of missions being introduced into the universe. There are several groups of shady organizations delivering contraband out of Feli to several surrounding planets.
     
    These shady organizations in question have been disguising dangerous shipments as mundane and routine ore and mineral shipments, such as scandium and chromium. Core Samples from these intercepted shipments are rumored to have been transported to the AC's home world where their best and brightest scientists will conduct further analysis. These materials can ABSOLUTELY not reach the hands of citizens for it could be devastating to the population!
     
    The AC has formed the largest fleet the universe has ever seen to combat this threat and stomp out illegal and dangerous activities. Effective immediately all vessels seen attempting to leave Feli must stop and submit to cargo inspection or be immediately disabled.
     
    All civilian traffic is warned that a convoy of AC haulers transporting valuable space fuel for these operations will be transported to the planet of feli at 3pm EST. This convey is being guarded by the AC fleet and unidentified vessels will not be allowed to approach.
  14. Like
    FuriousPuppy reacted to GraXXoR in Looking for a window cleaning service   
    That’s because their “small team of staff” would be more accurately described as “team of small staff” since they appear to be about 13 years old judging by some of the decisions taken on graphic design textures and UI. 
  15. Like
    FuriousPuppy reacted to bramborakov in DEVBLOG: THE FUTURE OF DU - Part 3 - Discussion Thread   
    Hello, first it is good to see that you acknowledge mistakes/problems/issues and work on fixing them. 
    Before, I found these parts of the game:
    mining - not enjoyable
    flying - fun
    crafting (with machines) - not quite fun, but pleasent enought distraction from mining.
    building (ships) - kind of hard to build good looking ship that works well, but that is the way it should be. Not something I could to for long.
    pvp - never got to it.
    programing - never got to it (wanted to get to later on)
    playing with people - most of the activities didnt seem like something made with being-done-as-a-group in mind.
     
    After the schematic thingy, suddenly large part of the game was paywalled off (with ingame money, but still something our small org. couldnt deal with) So we stopped playing.

    To me it seems like the schematicks should never have been needed for basic recipies. 
     
    While yes, that system will need rework, I think removing schematics for basic (1st tier) items and parts and making the uncommon ones reasonably cheap, while buffing the more advaced ones would be a “quick” fix. 
    Maybe formula of +10% for each (positive) stat of the item (like engine) with +30% for its specialization    for each “rarity tier” could be something to go of.
     
  16. Like
    FuriousPuppy reacted to Heartbeat1 in Hyperion/AC vs Boo at the Star Wars Event   
    Hey everyone,
    so the event was a few weeks ago but no one talks about what happend their.
    At the moment when at every PVP Battle something wierd happens and an Member from Hyperion taken part of it, everyone says that Hyperion is using Cheats or Glitches.
    Yes the two ships which takes part of this Battle uses Stacked Elements and Burried Elements, but both is allowed from NQ at the moment and thats really not the Problem.
     
    After this Battle we dont know what happens, so we decided to do some research. We figured out one really big Problems that game has at the moment.
    We have this Information a really long time but i dont know why my Leadership or NQ didnt put an offical Statement on the Forum or so.
     
    So what we figured out:
    If your ship gets enough DMG from PVP fights your PC uses much ressources.
    In this Fight the most AC members shoot with Railgun which makes good Damage but the Damage per Seconds are low. Both Hyperion ships shot with laser which has after Cannons the highest DPS.
    Both Ships got 4 Seats of Laser which means per Ship 24 Lasers. At the moment Hyperion engaged the Boo Ships their getting so much damage in an shot time that their PCs are "Burning".
    The pc off the Pilot is the "bottleneck" in this Part, on his PC the Ship gets calculated. But the biggest Issue in PVP fights at the moment where the Damage at the Voxels, at every shot your PC Downloads the "new Voxels" of your ship. The Boo Ship got a really big Part of Gold Voxel which creates microvoxels with every shot/damage so your PC Downloads really much Voxel changes.

    We tested it and the Download is the biggest Problem in the actual PVP.
    My PC in the Video got:
    i7-8700k(overclocked to 5.0Ghz), 32GB Ram, Readon RX 6800XT, Samsung 970Evo M2 and and 1Gbit Internet Connection.

    First test
    11 Gunner, 50 Missiles, 4 Railguns to a Plate of Gold Voxels
    Most shots missed, network spike 40Mbit/s, lowest FPS around 20
     
    Second Test:
    8 Gunner, 48 Lasers to a Plate of Gold Voxels
    Min of FPS: 2, Network spike to 254Mbit/s

    Third Test:
    8 Gunner, 48 Lasers to a Plate of Iron Voxels
    Min of FPS: 5, Network spike to 159Mbit/s

    Fourth Test:
    Ethernet Limited to 16MBit/s 
    8 Gunner, 48 Lasers to a Plate of Iron Voxels
    Min of FPS: 5, it takes around 2 Minutes to load every Voxel Change.

    You can watch these Results in the Video:
  17. Like
    FuriousPuppy reacted to blazemonger in pay to win   
    Let me get the popcorn.. this is too good so far..
     
     
      
    Which memory macros in PVP?
    If you have any proof of these being used, report the player as it is a violation of TOS
     
    Multiboxing in the generally accepted definition is not a thing in DU as it is not possible to run multiple clients on the same machine. Having several character and logging them in when you want to play in their specialization is not multi boxing
     
    In the few cases where players will have several computers running different characters working together, a group of players working together will always beat them. And frankly, I would not worry about single players using multiple characters in these cases, I would feel sorry for them not having friends to play with instead.
     
    Lastly, many of these instances are backers who used their beta keys for alts. Once the game goes to release and beta ends, so do these alts.
     
     
    Have you checked the percentages on occupied tiles in game? Care to share specific examples of this happening?
     
     
    You can't "fast track" several characters and use the accrued point across all of them. WHat you are saying here it's unfair to solo players when others decided to join an org and have org members apply their specialized training across the org which is _far_ more effective that jumping between alts.
     
    Also, you seem to not have a basic understanding of the DU talent system at all
     
     
    Getting 150K/day is peanuts once you get going. It is easy enough to make millions very quickly with minimal effort. The argument really has no merit at all.
     
     
    Why is it bad when some choose to have several characters to enjoy different playstyles?
     
     
    In general, sure, there are and will always be some outliers who will minmax using multiple characters. Frankly, I am way more concerned about how some will use untrained alts in PVP as beacons. That is something NQ should address
     
     
    Overall, I'd say  your "friends" really have no clue about any of this and you and the game would probably better of without them in regards to the game. There's several here who seem to agree with you, at least to a degree. Why do you guys not team up, get into an org and start working/playing together to show how that is the optimal way to do things instead of complaining over non issues.
     
  18. Like
    FuriousPuppy reacted to RugesV in Dragnet Gun (PVP stuff)   
    The Idea is a weapon that you shoot a dragnet from ship A at Ship B.  When the dragnet hits Ship B  a physical component is added to the surface of ship B.  This lowers ship B's max speed/ acceleration by 10% for each dragnet that connects with ship B.  The players on ship B can then use a repair tool and scrap to remove the dragnet.  Multiple dragnets can be launched at a ship to continue to reduce its max speed. 
     
    This will vastly improve PVP encounters in the game.  As currently you almost need to have consensual PVP to even engage as one party can simply avoid PVP by running away, and once your at max speed it is almost (almost) impossible to catch up as your max speed is the same on each ship.  This will also increase PVP encounters as players will need to actively go out to remove them. 
     
    The range on these should be in the 1,000km range (5SU) (although maybe more, maybe less, opinions?) They will have seat capacity just like weapons do and need to be hooked up to a gunners seat.  They will need to have a fairly long reload. like tens of minutes.  And maybe even require a special antenna  that must be placed externally. 
     
    To bring this a step further. Have a special version of the gun that fires a laser at any ship in warp that is withen the 1,000km range that stops the ship and disables the warp for 10 minutes (ships normal engines are still functional).  This eliminates the problem of ships warping from safe zone to safe zone without any threat. (although players will still be able to warp within safezones without threat (IE the alioth to madis or thades)). Gun only works in PVP space.
  19. Like
    FuriousPuppy reacted to NQ-Deckard in DEVBLOG: DOCKING AND BOARDING REVAMP   
    Space can be lonely, and, if some adages are to be believed, no one can hear you scream out there. You may want to bring along some friends, maybe not so much for the screaming but for sharing fuel and good times. That’s where docking and boarding comes in. 
     
    Previously referred to with the blanket term “parenting”, breaking them off as boarding and docking clarifies what they are and what they do. Just as the name implies, boarding allows passengers to come aboard your ship. Docking makes it possible to have ships connected to other ships, even when both are moving. This boarding/docking relationship basically has the same functionality and behaviour as before but with the added benefit of rights management.
     
    In its original design, boarding or docking a construct was not consensual. Neither the player who owned the construct being boarded/docked nor the player whose construct was being attached to another could decline. They may not have even been aware it had happened in some cases, it simply occurred due to their proximity. 
     
    This was a problem for a few reasons, most notably that it opened the door for bugs and exploits. In addition to negating those, revisiting the feature also gives us the opportunity to make it more intuitive and purposeful. 
     
    ASSIGNING RIGHTS
    Owners can use the Rights & Duties Management System (RDMS) to assign Right to Board or Right to Dock to their constructs that will let others board or dock, or to forbid such requests. 
     
    Dynamic constructs have the ability to move, as opposed to static constructs - like buildings - that are immobile. With the necessary rights, avatars will be able to board dynamic constructs, and smaller dynamic constructs (let’s call them shuttles) will be able to dock with bigger ones (aka carriers). When boarded or docked, the player or the shuttle moves with the carrier, and their mass is added to the carrier’s physics. 
     
    A player or a shuttle will need to be near the carrier in order to board or dock, it can’t be done from a distance. The distance is commiserate with the size of the target vessel, the minimum distance being 32m and 128m being the maximum. 
     
    BOARDING
    Players are able to board any inactive dynamic construct. This makes it possible for them to tour constructs on display in a marketplace or the like. The construct will go into the “active” state when the owner or someone else with piloting rights jumps into the driver’s seat, and unauthorized passengers will be automatically ejected.
     
    If a player enters a dynamic construct with the proper rights or when the construct is inactive, they will become boarded and can move freely around the construct. 
     
    The UI display may look something like this: 

    This is a sample of the UI that is still in progress 
     
    If the construct is active and the player attempting to board does not have the necessary right to board, they will be repulsed. The effect is similar to hitting an impassable barrier with no damage taken. The UI display may look something like this:

     
    DOCKING
    Once shuttle pilots with the necessary rights are within range, they can manually dock to a carrier. This is done through a contextual menu that is accessed via right-click. The shuttle will then be invisibly tethered to the exterior of the carrier. 

     
    Without that clearance, the shuttle will be repulsed.

     
    Authorized shuttle pilots will receive an opt-in confirmation to signal when they are within docking range. 

     
    The “Docking” widget in the piloting UI informs the pilot of the shuttle when they are in docking range through this small open chain link icon.
     

    This is a sample of the UI report to show a shuttle’s docking status.
     
    PARENTING ADVICE
    The owner of the carrier is considered the parent, and those who are granted boarding or docking rights are children.   
    Just as real-world moms and dads, construct owners can give their “kids” the old heave-ho when it’s time for them to leave the nest and fly solo. This is done in a Build Helper’s submenu where all boarded players and docked shuttles are listed.
     

     
    Buh-bye! Boarded avatars can be ejected at any time directly through the carrier’s Build Helper interface. 
     
    This results in ejected players suddenly finding themselves adrift, possibly in deep space. Here, they have two options. Jetpack to a safe place. Depending on the distance, this could take quite a while; however, it’s safe (they can’t be attacked) and they will arrive with the inventory in their nanopack. The second option, suicide, will get them on terra firma faster, but they will lose whatever they were carrying. Probably a good idea to stay on the good side of the carrier captain to avoid being in this predicament. 
     

     
    With a few simple clicks, the carrier pilot can easily de-dock shuttles, too. 
     

     
    TAKE IT FOR A SPIN
    These changes will be featured in an upcoming release on the public test server (PTS). We highly encourage our community to explore it when it’s available, then let us know what you think about the ease of use and convenience. Until then, feel free to join the discussion on our forums.
     
  20. Like
    FuriousPuppy reacted to NQ-Naerais in Market Clean Up - Today!   
    Despite our recent efforts to expand and clear out Market 6, we are still getting reports about performance and clutter. We want to assure our players that we understand your frustration and are still working to find better permanent solutions. 
     
    Meanwhile, we will be addressing clutter across Alioth this weekend. Our plan is as follows:
    Dynamic constructs that have not had direct interaction with their owner over a set duration (currently 30 days*) will be hidden.  Constructs at the market that violate our rules,  Code of Conduct and EULA will be removed.
    If your construct is hidden, you can unhide (recover) it by using the Fetch tool. To do this, right-click on it in the Construct list on your Map screen. Any constructs that you own, whether visible or hidden, will appear on this list.
     
    Fetch functionality now works for organization-owned constructs as well. For hidden constructs that belong to your organization, your legates can retrieve them via that same functionality. 
     
    Our customer support team is at the ready if you still need assistance recovering your constructs. Simply ping our Live Support staff in the in-game help chat with “@GM” or file a ticket on our support page and we will dispatch help right away!
     
    Please note that this is intended only as a temporary measure to aid performance and improve your experience when visiting these areas. 
     
    We look forward to seeing the results from these changes over the weekend.
     
    May your frames be plenty.
     
     
    *Duration may change based on our findings 
  21. Like
    FuriousPuppy reacted to blazemonger in Why PVP is important to the game.   
    Well, no that I have your attention, yes I do think that PVP and specifically combat PVP is important to DU. It is not vital but it is important, if not very important.
    For Combat PVP to work it is required that the mechanics that drive it are stable, solid, balanced and well tested.
     
    In that regard I think two things that I expect will happen and/or we know will happen are vital
     
    1. Asteroids and Asteroid Mining
    For this to be a good driver in combat PVP, it will need to first _actually work_ and in a live service game where there is hordes of bloodthirsty players who are craving their shot of pewpew, testing this mechanic outside of safe zones is a risk. Keeping the mechanic safe at least initially makes absolute sense even when it means  that the pewpew will need to wait.
     
    Asteroid mining wil need to be lucrative, flawless and worth the risk for those that want to get the goods to venture in to PVP space. If the value of the mechanic is not established or if attempt to get to them is quickly bashed in by pewpew flotillas camping these sites they will die a quick death. I'm sorry you guys, but the pewpew will need to wait
     
    2. TW in space
    Could this be a ploy by NQ to tick the TW box and move planet side TW beyond release as they will do what they must to hit release end of the year and will push out what they can to get there? Of course that is possible and frankly not outside of the possible outcomes.
     
    I think and hope it more likely NQ wants to be able to gather data and get experience wit the core mechanics in a more controlled environment which is PVP space. This intermediate stage would mean a better way to test and control ECM and shielding, an initial option to test base and tile defenses. Frankly, from a game design perspective it makes sense. 
     
     
    Overall, NQ once more shows their lack of understanding the need to set clear expectations and drive understanding of their choices through clear communication. It's almost funny to see how some of the things they say they have understood and will need to do better going forward are already thrown out the window on the first opportunity they have to show they mean it, the third part of those blog posts.
  22. Like
    FuriousPuppy reacted to NQ-Naerais in DEVBLOG: THE FUTURE OF DU - Part 2: Under the Hood   
    PART TWO: UNDER THE HOOD 

    In our previous blog, we spoke about improvements we’re making to our processes in order to get more efficient use of our resources and deliver the best game possible. Today, we’re taking a look at operation costs and how we’re working to make improvements in that area, too. 

    THE COST OF DOING BUSINESS 
    The server and database architecture behind Dual Universe is new and quite complex. As we had about the game itself,  we had made assumptions about how much running a game like DU was going to cost in various areas. What we found was that our estimations proved to be far too conservative. We had to confront the actual cost of scaling up operating costs for a larger, global player base. And that’s okay. We have a plan. 
     
    After reevaluation, we determined that some of our design decisions have had a major impact on our operational costs (i.e. what it costs to run the servers). In particular, databases are a major part of these costs. For example, because the world can be entirely edited and every edit needs to be stored in a database then communicated between the server and the clients, it eats a lot of our I/O allocations, which in turn increases our database costs. 
     
    THE IMPACT ON UPDATES
    The consequence is that, in the upcoming months, we will be rolling out significant backend improvements in order to optimize these operational costs. We made the conscious decision to keep pricing low in order to make the game more accessible for people who want to play, but that means that we need to keep operational costs in check. Developing these optimizations is time-consuming, but it is fundamental if we want to have a viable game as the playerbase continues to grow. 
     
    It’s important to make players aware of this because some of our upcoming releases may not seem like much to you. While they won’t appear to include much in the way of new features, they will be updates to deploy these fundamental under-the-hood changes. For instance, the upcoming 0.25 release will be primarily focused on introducing a “game-changing” incremental storage mechanism for edits to the game world that will have a major positive impact on our database costs. The good news is that we think that some of these modifications will improve performance for the players.
     
    Speaking of performance: that’s another area where we’ve been doing a lot of work, using the in-game telemetry to optimize areas where performance was dropping. There are several projects in the works to address performance. Although these may not seem particularly sexy when you read about them in the patch notes, the difference in how much better the game runs and feels while you’re playing should convince you it was worth the time and effort we spent on them. 
     
    One example is the in-game screens. They ended up being quite popular among players, but the use of HTML for screen customization has proven to be quite a performance bottleneck in areas where there are a lot of screens. We recently started testing a new system using simple Lua draw commands instead of HTML to achieve the goal of screen customization. This change should seriously alleviate performance issues in areas with a lot of screens while providing the added benefit of unifying customization languages in a more user-friendly way.
     
    There are other optimizations like this in our pipeline, and they will be presented in due time. 

    MORE IN STORE
    Tomorrow, in the third and final part of this series, we’ll talk about DU gameplay, and the challenges of maintaining a delicate balance between staying true to the original vision while taking player feedback into consideration. 
     
    Discuss today's blog here!
  23. Like
    FuriousPuppy reacted to NQ-Naerais in DEVBLOG: THE FUTURE OF DU - Part 1   
    PART ONE: REFINING OUR PROCESSES 
    As promised last week, we would like to give you a glimpse at the changes, improvements, and additions we have in store for Dual Universe. 
    We’ve learned many lessons since our beta began seven months ago.  Going from a backer-focused game in alpha, under NDA, to a public, wide-open beta with many new players gave us a lot of insight in several areas: processes, economics, and gameplay. In this blog, we’ll focus on processes with the latter two being the topics of subsequent blogs. 

    THE LONG HARD LOOK
    At Novaquark, we’re still a fairly small team. Given the ambition and complexity of this game, it can be quite a challenge to make the right decisions on how to make the most of our resources. To date, we’ve been focused on bug fixing, stabilization, balancing, scaling, and improving our server and database infrastructure - plus firefighting when necessary - to make the game work better. 
     
    Not to say that this is all behind us; it never will be (such is the way of MMOs), and we know some bugs and exploits still need to be addressed - this is a beta after all. Still, we paused earlier this year to ponder what the next phase of development of DU should be, to stay the course of the original plan or adapt to how things have evolved since beta began. After taking a  long hard look at everything we’ve learned from the beta, we decided where we need to focus next, based on what we think will be best for Dual Universe and its community. 

    “IF IT’S BROKE, FIX IT”
    Maintaining a live game while we continue to develop it ended up being quite the leap from our tightly-controlled alpha environment. As much as we prepared for it, actually doing it was a whole different beast. That’s probably one of the areas where the reality check was the most brutal for us. The world of Dual Universe is a persistent one, and every time we introduce something, it impacts the player and the delicate balance of its economy. There’s no safety net, and player feedback often came once bugs or balancing issues had already impacted the game’s common universe. 

    Let’s start with how we plan to improve our processes and quality control, because this is an area where doing something wrong can have a major impact on players. We have three goals in this area: 
     
     
    Gather feedback from players earlier in the process, so that when new features and changes are introduced in the game, their impact on the persistent universe is properly measured.  Have a more flexible and collaborative development approach that will allow us  to take player feedback into consideration, modifying plans when we’re able.   Overall, improve the quality of our releases, which means fewer bugs and exploits, and less hot-fixing.
      When it comes to gathering feedback from players earlier, we are evaluating some options on how we might get feedback on game design ideas from players at an earlier stage before they have actually entered the production pipeline. We are already seeing significant improvements in this area since the launch of the public test server (PTS), which lets us test prospective new features, improvements and bug fixes in a non-persistent environment where it won’t impact players’ progress on the Live server. If enough players test features on the PTS, we’ll be able to prevent bugs and balancing problems from making their way to the persistent universe. 
     
    When we deployed 0.24 on the PTS first, players gave us invaluable feedback, helping us to identify several issues that we were able to address before they reached the production server. Although  our PTS-to-production process isn’t perfect yet, we are still working to improve it and think it’s getting significantly better with each iteration.  In the future, we will expand the use of the PTS to testing prototypes of features, outside of regular releases, so that all players can give their feedback as early in the development process as possible. 
     
    Another major improvement to our processes that we are addressing is flexibility. On our way to beta, we had a fairly rigid roadmap that was dictated by the necessity to lay the foundations for all of the gameplay pillars for beta as well as fulfilling our promises to our backers. While the overall plan and long-term goals for DU haven’t changed, we need to be able to adapt to the feedback of players along the way whenever it’s feasible. For example, if we decide to make a major overhaul of our mining mechanics, we need the flexibility to iterate as much as necessary until we find the right formula before we move on to something else. 
     
    Although they may not be visible to players, there are many other things happening internally  that have already proven to improve our releases. First and foremost, our internal release process is undergoing a revamp, based on the learnings from our past launches. We’ve allotted more time for QA than we used to, and we will postpone a release if we think it’s not ready (as we did  with the 0.24 update.) These new processes are still being refined, but we’re seeing improvements already.
     
    We remain steadfast in our promise to deliver the best game possible. We feel confident that the changes we’re making now to our processes are a big step toward making that an attainable goal. 

    Ready to discuss part 1? Click here.
     
  24. Like
    FuriousPuppy reacted to Gottchar in Ship exploded for no "visibe" reason, suspect draw lag due to shipp spam at markets   
    No punishment.

    Turn crafts into a magic blueprint after a while*, which is stored in the market container and usable within 500m of the market container, similar to placing something via linked container. All the tech to do this is already there. 

    As it is stored in the closest market, it would be easy to find. Cant find your ship? Check market containers via "J", which can be done from remote already.

    Want to abuse the system? Sure, wait for your ship to despawn so you can spawn it again 500 meters further west. There is no way to abuse this if you are unable to take the bp with you.

    Somebody "innocent" is hit? No harm done, just spawn the ship again. 

    This would be a super easy pill to swallow, because nobody is punished, it would just get rid of all the permanent stuff at the markets.



    *: So what is "after a while"? Best thing to make the game look alive, but not trashed would be the following rule: 
    If there are more than X crafts within the tile, the oldest ship is despawned, unless it was parked for less than Y minutes.

    So at market 6 there would only be X crafts at the same time, unless a lot of people arrived just now, it also means you would see different ships everytime you arrive (which is the difference between looking alive and looking deserted). Alioth moon markets would pretty much never despawn anything, or any of the outer planets.

    At some point in the future you can of course add stuff like public advertisement space, an item that stops your craft from despawning which can only be used in a certain zone at the side (and in limited numbers at a time) etc. So any stuff that allows people to have semi-permanent presence at the market, you can add that later. For now we need something to get rid of stuff, not something to allow more.
  25. Like
    FuriousPuppy reacted to Moosegun in Ship exploded for no "visibe" reason, suspect draw lag due to shipp spam at markets   
    I have played a lot of games which make players do certain things to ensure security of there assets and if they dont do those things they lose there assets.  Which WILL be the case for all of the assets of unsubbed players if and when NQ include atmos pvp.  I am not sure I am suggesting anything that radical.  Just asking people to make sure there stuff is on a secure tiles once every seven days.  Hardly suggesting nightime raiding lol.

    I guarantee you, if this was in place from the start of the game, noone would leave there stuff out.  That said I am quite happy with your solution. 

    Still not going to concede that parking your stuff at your base once a week is asking a lot.
×
×
  • Create New...