Jump to content

SiLeNCeD

Member
  • Posts

    11
  • Joined

  • Last visited

Profile Information

  • Gender
    Male
  • Location:
    Maine
  • Interests
    Games, 3d Modeling & Printing, Sci-Fi, Application Architecture, Software Testing

SiLeNCeD's Achievements

  1. That's what I'm saying. Maybe one idea would be: • Non-HQ tiles - Will become abandoned after X days of inactivity. • Allow us as subscription payers to have 3 total HQ tiles that can have an _inactive_ state and not be abandoned (doesn't allow mining, etc. etc.). Anything beyond those 3 will require taxes and activity in order to keep them going (better push for the expecting groups / clans / guilds of players for a bunch HQ tiles - the more the bigger their org is). • If a subscription ends, give the player the chance to come back later on and NOT loose months worth of work. I'd say 6 months isn't a long time in the MMO world and you can even send a notice out 30 days before those tiles become abandoned. Even 3 months would be a fair amount of time with the notice. • This allows those who grind the pleasure of not running into this misfortune. • This allows those who can't play regularly time and an option to keep those efforts instead of losing them entirely (even pushes a reason to squeeze another month out of them if needed). • This allows those who quit a grace period to decide if it's truly done with (maybe in a few weeks they decide to see what's new instead). • NQ could also offer a small fee (like $3 or $5 per month) to retain your HQ tiles as inactive without abandoning them at all (you wouldn't be able to sign into the game but you'd know your items are safe while your account was dormant and NQ would retain a small income to cover space usage). But that's just an idea... nothing that couldn't be replaced or modified if I'm missing some perspective anywhere. My bad around all this, was that I didn't realize I needed to mark my other territory as an HQ tile (I figured "HQ" meant my "one and primary head quarters"), which is what led to my loss. A learning experience for sure and not the best way to loose a fair amount of effort. It definitely turned me away a bit... but I'm still here (at least for now). Still a little aggravated it all happened so quickly though.
  2. That's pretty interesting RugesV... Thank you. I'll think about that a bit.
  3. Thank you Hecticus. That's helpful (apologies if I sound like I'm complaining... I just don't have a fair amount of time to play so I don't end up getting much done each time I'm on). I'll try to get some extra advice on that. Thank you Talocan. I can see where you're getting at with that. I also like your idea. It would be interesting if you could purchase from a different planet and choose to optionally pay for a delivery fee (if you don't want to pick it up) and have the markets send haulers around for pickups. Would add a little more interaction in space. You could probably add some mission ideas to that too (ex: "Protect the hauler as it's going to Thades").
  4. Thank you Distinct Mint. That is helpful. I definitely didn't mark the 2nd location as an HQ (I thought that was only for your primary base / 1 at a time). That may have helped in my situation. 500K quanta per week is insane... definitely not meant for all gamer types. I didn't come here to focus on managing my market 80% of the time and pushing to get enough resources to sell (it's a pain just to get the resources and parts I need to build what I want to build lol).
  5. Thanks Neirin... I'll double check in case I missed something. In beta I would just look for items and buy them from the perspective markets (all were listed). Maybe they changed that... I don't think my process on buying things has changed much but I'll take another good look. Much appreciated!
  6. Thank you both for the feedback. I had only had the 2nd location for about a month if that's so I don't think it related to the timing. For the fee stuff, it is possible I didn't "pay up" enough in some odd way I guess... seems pretty quick though (definitely nothing around 90 days). I'm not sure if it was a glitch or not, but I can't discount the issue didn't show itself until I had the card issue (maybe just bad timing or something). As for the fees... if every other location is up for grabs without paying a fairly high fee, then I guess non-grinders like myself should only have 1 location. I'll have to think about that one. There's good reason to snatch up at least 1 location on each planet at a distance as a place to store resources around those areas. I just don't have as much time as I'd like on here and it makes the feeling of "achievement" or "success" highly unreachable. I know I can do plenty in one spot... but getting all the resources to a single place is time consuming on it's own (space travel including staying safe, generating parts, generating the devices you need, building the things you want to build, etc). That questions who the game specifically is targeting... those with a lot of time to grind? That will keep the player base pretty low. I'm just looking for a good home to take my mind off my work and get a bit creative (love making ships but I've only been able to get to that point in beta so far).
  7. Hello Noveans! Since DU has officially released, I noticed things are picking up pretty slowly. Some of those who are all about the "grind" are able to really push and get things going. But even then, they are usually trying to get ahead of the game in order to enjoy more of it. Others going at a fair or slow pace are a bit stuck in the trenches for a much longer period of time, which means it takes time to even get to the point of actually building some of your best work (for those of you who are builders or deep-space explorers). I would love to see a base-level of merchandise provided from the markets. Nothing fancy... you can save the "extra shiny" stuff for those who create and sell it for a profit. But, if I'm thinking of this correctly, if each market allowed some specific rules around what they sell outside of normal players, DU should grow at a more rapid rate and allow players to enjoy the bigger picture of the game. Some thoughts: * Each market gets a "delivery" once or twice a day of base components (iron, silicon, etc) and low value hardware (basic small engines, containers... the little stuff). The quantity of the delivery and cost of those items would be based on player supply and demand. * For a "Market Merchant" who provides this, supplies are limited to each player per day (ex: A player can only buy 5K to 10K iron; A player can only purchase up to 10 small engines). Why do this? * Decreases the time people can start building. * Decreases the time people can start moving around the planet. * Decreases the time people can start getting off planet. * Increases players enjoyment of the building process: ** They can start more quickly with a little less "farming" of resources. ** They can put lower tier items together much more quickly (it can be painful to not only create the systems that can generate the parts, but also find the proper resources to even create all of the parts). When I go to the markets now, I can't even hardly find any items I need that I can't make and Helios is not one for having much in regards to resources. This has already pushed me back from reaching a stable point in space exploration. I've finally gotten to Alioth, but then find I pretty much have to start over and repeat the slowest cycle of getting back to a stable point (hence I haven't even gotten out of the safe zone at this point or even been on an asteroid). The gist of this is to simply kick-start new players and allow other players to create the basics without such hardship and time exhaustion. Anyone agree or am I picking at bones here? I don't want to see DU die off because the players could never reach the bigger picture (which in my mind is a fair amount of player made cities all around the system). Play on and explore it all! SiLeNCeD
  8. Hello DU Forum! When I read the rules, I see "where everyone feels empowered to have an open and friendly discussion with us (the Novaquark team)". Do I thought I'd come here to have a general discussion about what happens to people who's account is disrupted by off-situations. First off, I'd point out that I've been playing since December of 2020. So I'm not as long term as some, but have been part of beta and the release for some time. I pay my subscription annually and due to the type of career I run, I'm only able to pop on in short spurts. Last December (2022), I found out that my credit card was fraudulently targeted. I had updated every account I could think of, but missed Dual Universe when I got the new card. There was some email changes in there that added to the confusion (Microsoft stopping support for IMAP/POP3 connections to places like GMail), but I'll try to stay focused. I finally found the email complaining about my card several days later and updated the account. I wasn't able to get on and play for several more days. When I finally got on, I found that my secondary base on Alioth (primary on Helios) had been "reclaimed" by someone else. Along with that, I lost my ship that was parked there. I understand that those who have account disruptions can't expect to keep what they have, but my suggestion is that if someone pays you annually at a time and it takes an unreasonable amount of time just to get enough resources and credits to get to the point of getting to a 2nd planet and starting a new base (since I don't grind), that Novaquark be a little kinder about the accounts achievements and provide a bit more time to deal with such issues. Having a 30 day grace period to straighten out things like that doesn't seem unreasonable to me (maybe I'm wrong). It took 4 months since the official release to even get that far and I'm still quite aways from getting to a fun point as I did in beta where I can properly hit asteroids and start venturing out further into space. Killing off my ship and base resources may as well of been a deduction in the "gifts" for us beta players crossing over to the official release. And with the slow growth of the economy and no low-tier merchants, it will probably take another 4 months just to get resituated, all because DU had a lapse in my payment for less than a week (after 2 years of patronage). What do you all think? 1. Give other players the ability to steel most of your work right after your account stops even if just for less than a week? (even if you've been playing since they started) * Note: If a player deletes their account, I'd expect everything is up for grabs immediately. 2. Give paying patrons a 30 day grace period after account faults on their assets before allowing others to start taking some of your most expensive assets? (a "decline" doesn't necessarily mean "I'm done with the game"... that's what an account deletion is for) I wish you all well on your progress and exploration! SiLeNCeD
  9. I'd like to expand on that and say that if you're holding alt (or maybe shift), the selection tool becomes a Deselection tool. Example: * I over-shot by 1+ voxels * I hold shift and click where I want the selection to reduce to (so the voxel I clicked on is will not be selected and will shrink the over-all selection box to that point on those sides like it does when you're selecting a voxel) Edit: As Taelessael mentioned, this would be an affect for multiple tools using the same selection techniques (selection, replace, etc).
  10. I like this... sort of reminds me of that gravity grenade in Guardians of the Galaxy. To add some balance, I'd recommend adding: Distance interference (only 1 device per SIZExN) - You can still cover a fair area, but this reduces how many of those have to be tracked on by the system. If set to close, you will get a warning that there is another device causing interference. Active for X minutes/seconds - Reduce the time of the device and it's gravity well effect once it's activated by an incoming ship. This one device impacts the actual physics of how ships fly and leaving it on for extended periods of times means the system will have to compensate all over the system to impact ships with that change, which could be heavy. Power core - Run for X hours on full core charge. This ensures the plot to attack is centralized to a smaller period of time instead of these being left all over space, randomly disabling ships when the provoker has decided to do other things. Power core instability - Once the power core has drained fully, it will become unstable. After 1 day, it will explode and destroy the gravity well device. If the owner of the device gets to it before then, they have the ability to repair it, charge/replace the core and reset it back to active. For fun, I'd add the following effect: When a ship passes to closely to this device while in warp... Their ship will jolt toward the direction of the device Their ship will drastically lose speed and begin spinning out of control toward the device (not enough to sicken anyone... just a spin at an angle that they'll have to focus on to correct). The larger the ship, the less spin and pull (but still pulls them out of warp). Warp engines take a 10% hit on hit-points due to the failure to follow proper shutdown procedures Ships warping together have a small chance of colliding into each other when they are affected by these devices. Large ships are not as affected by this, but could be berated by colliding smaller ships if they're in between them and the device. Those are just random suggestions... but I think your idea is pretty decent and fits the different types of professions DU wants to support.
  11. First off, Great start to a game! I did add something like this suggestion to https://upvote.dualuniverse.game/, but couldn't find it. Figured I'd share here and not seeing quite the same suggestion, so I hope this one is worthy. I would like to see the ability to attach special dynamic movable elements that allow functional movement of elements and/or voxel 'parts'/'groups'. Things like a hinge, pistons, rotators... stuff like that. One example would be a dynamic 'Hinge' element that allows attaching 2 elements and/or voxel "parts" (a group of voxels considered as an 'object' - after a selection is copied and pasted, which defines 'grouping'). Elements are easy to consider an 'object' as they are. Individual voxels must be moved to the movable hinge element and separated from the rest of the construct so it can define a grouping of those voxels that will allow movement (think of it as creating a sub-group of voxels in order to define a piece that can be manipulated using movement). Dev note: This can likely be set using the copy and paste feature (I copy a selection at a certain point and when I add the 'movable' object (and it is voxels), I use paste so that it treats it as a sub-object of the entire construct) Workflow (Door using hinge): User buys a Movable Hinge element User attaches the hinge to an opening in their base (the base acts as the 'locked' object) User attaches a wall piece to the unlocked side of the hinge By default, the hinge element will think the 'wall piece' can swing from start of the 'locked' hinge side all the way around to the other side - 360 degrees) User then sets the movable side of the hinge to have a 'max open' at 45 degrees from the 'locked' side of the hinge A controller can be added to use the default 'open' and 'close' functions (users could set individual stopping points as well to give it extra position options that the control could pin-point and/or cycle through). User steps back and now has very new options to how they open the entry-way of their base, the ground, a garage, etc. General Examples: The first thing I thought of when this popped in my head was making an x-wing fighter. Unfortunately, I didn't proceed because I love the functionality of the actual x-wing, which are wings that will separate after you've taken off. The hinge element I described would actually be perfect for that... attached a second wing directly above another using the hinge, set the angel to like 15 degrees (you can flip and repeat to do the same thing to the other wing if you want them to open away from each other) and attach a controller that would open the wings together. The door I mentioned in the above workflow. It also opens up some other opportunity about creating very flashy entrances with interesting moving mechanisms (build whatever size Tardis you want and throw on some swing doors). Note: It may be worth while to define a 'max amount of moving elements' a person can have within a single construct. Imagine you're flying in and you are within range of a remote door at your base. You click a button and the ground separates open (using sliding door elements or possibly the hinge element), then a landing platform raises up (using piston(s)). You land, hit the button again, the landing pad lowers you into your personal hide-away and the doors above close once you're clear. Very batman-esc lol... but actually a nice plan for "pirate stashes" and Note: The movable elements could probably support the different sizes like cores, but they should also support a max weight. That gives DU more control over what the user is trying to add to the element (ex: Max weight stops user from attaching a building to another building since that would distract from the reality of the game and doesn't line up with physics in general) (Added on 1/14) Gun force - You see a ship coming in. Looks like it's just a freighter. As it gets closer, hatches open on the sides of the ship (sliding doors or voxel doors - flip with hinge or slide open using pistons), guns slide out (pistons) and you realize it's a pirate/bounty hunter. Note: On a fun note, you could have a "camper" ship (think "Space balls")... you bring it to an event for display. When you arrive, you hit a couple of control boxes and your camper ship extends out "for show" rooms with fun and interesting decor. Additionally... I believe this can actually set a 'foundational' framework for "attachable constructs" where you can link one construct to another and it will move together (this one is pretty straight forward, but a really clear example would be something like a train where I have my dynamic construct at the front pulling smaller dynamic constructs). A funner example would be the Enterprise D... where I build the saucer section separate from the body. In that case, attachment allows control to be ran in different sections, but to move the 2 constructs as 1... then depending on the situation, allowing from my "Number 1" to take the helm and split off for tactical or escape advantage. It could also be a desperate move to save half your ship (perfect movie moment). I've attached a draft of the hinge (more of a side view just to keep it simple). What are your thoughts?
×
×
  • Create New...