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D4nkkn1ght

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  1. Like
    D4nkkn1ght reacted to NQ-Deckard in Look back at 0.25, look ahead at 0.26   
    The three-part devblog series we published in April, “The Future of Dual Universe”, addressed the cost of doing business and our plans for the ramp-up to launch. We took the first steps in delivering on those changes in May with the incremental 0.25 updates, adding more gameplay content and improving both performance and visuals.
     
    Our 0.25 updates brought players:  
    Voxel compression  Constructs LOD  Hauling Missions The Job Forum The first of a series of Challenges The integration of PopcornFX for visual effects And, of course, many bug fixes and additional improvements  
    If you haven’t had time yet to check out these changes, we released some videos showcasing them. Watch this video for a closer look and missions and challenges and this first look at the new visual effects. 
     
    About the latter, It was fun to watch the real-time reactions from our Twitch streamer community as they saw the changes for the first time. 
     
    Now that 0.25 is wrapped up, development is underway for our next big milestone. Codenamed Apollo, the update centers around the first phase of a major mining revamp. The addition of asteroids will provide rare and precious ore, which in turn will create opportunities for conflict as the hunters become the hunted. To that end, PVP will receive a first wave of balancing changes and the introduction of shields. Keep an eye out for devblogs on these topics! 
     
    In the meanwhile, we’d like to invite you to post your follow-up questions about the changes we introduced in 0.25 in this thread. In turn, we’ll take the best questions for an upcoming Q&A. Your insights and constructive feedback go a long way not only in helping us identify any lingering issues that should be addressed but are also helpful in how we can make things better in future updates. 
     
  2. Like
    D4nkkn1ght 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.
     
  3. Like
    D4nkkn1ght 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 
  4. Like
    D4nkkn1ght got a reaction from CptLoRes in DU Racing - what is possible so far   
    Hello fine sir. I would like to submit my resume for this job ?
  5. Like
    D4nkkn1ght reacted to NQ-Naunet in [Jan DevBlog] The Mission System   
    Hey there, Noveans!

    As we ramp up for the next Dual Universe update, we wanted to begin sharing information about some of the interesting new features you can look forward to with the arrival of 0.24.
     
    One of the key highlights of 0.24 is the Mission system, affording the movers and shakers an opportunity to, well, move and shake their way to a wealthier DU lifestyle. And who doesn’t love the delicious sound of quanta cascading in their coffers? ?
     
    OUR MISSION

    In listening to player feedback, we know that players have been looking for more ways to make money. The Mission system will provide those opportunities in a number of ways that suits a wide swath of playstyles and experience.
     
    The intent of Mission system is to:
     
    Offer new ways for players, especially new players, to make money. Allow merchants to focus on creating goods rather than spending time traveling to markets to sell their wares. Give those who enjoy traveling more than making things a lucrative reason to take to those beautiful, wide-open skies. Create more traffic in space, hence more opportunities for pirates. Help organizations to coordinate internal work.
      The long-term goal is to enrich the Mission system with more mission types, starting with “taxi” missions, SoS, and later adding PvP and various other “formalizable” activities. For now, we’re introducing the Mission system with transport-type hauling missions.

    It all starts with the Mission Panel, a dedicated dashboard tab for job and hauling missions. It is equivalent to other dashboard tabs such as the organization dashboard tab. Within the Mission Panel, you’ll find the "Job Forum" section and the "Hauling" section. Each of these contains a similar page: a home page, a search page, a creation modal, etc.

    THE JOB FORUM

    The Job Forum allows players to create jobs with various specifications. (Please note that the UI for the Mission system is still in progress. The images below are samples of what it will look like.)


     
    The upper part of the interface lists “Aphelia” jobs, which are created by Novaquark to provide information about game events, like discovering new wreck ships, etc.
    Players can inspect job details in a dedicated window and engage in a conversation with the job issuer in a mini-chat integrated to the mission.


     
    You will also find Aphelia (NPC) missions that will provide new ways of making money. And, lastly, issuers can limit their missions to fellow org members only as a way to keep transactions and missions in-house.

    HAULING MISSIONS

    These come with formal guarantees on the rewards, collaterals, time, etc. It is tightly-coupled with the possibility to create sell orders so that you can express your intention to sell a good on a distant market and simultaneously create a transport mission to arrange transport of the goods to the said market.
    The definition of a hauling mission includes:
     
    Start/end point + indication if this is in PvP zone or not. Collateral (lost by the mission responder if the mission is not completed). Time limit. Reward.
    The game enforces these, picking the rewards and putting collateral in escrow when the mission is created. The content of the mission is to be retrieved either from a “mission container” (a new type of container dedicated to hauling missions, think of it as a mailbox) or from a market container. It is then stored as a package with the content hidden for the mission responder. (Opening the package voids the mission and the collateral is paid.) The package can be retrieved or delivered by interacting directly with the associated container (via context-menu entries) or within a 2km range by using the controls on the interface.

    Failing a mission can occur if:
     
    The responder does not deliver within the given time frame (including if the package is destroyed). The package is opened by either the responder or someone else (i.e. pirates). The destruction of the destination container does not fail the mission. Instead, the mission responder can keep the package and open it without penalty; however, this means the mission cannot be completed anymore.
      CAVEAT EMPTOR

    What is important to remember is that negotiations about rewards, or even the job description and purpose, are entirely declarative and non-binding. It is there as a statement, made clear with various warnings and “Are you sure?” windows.
     
    There’s often an element of danger involved when doing business. For some, the lure of pulling one over on an unsuspecting stranger has an even larger allure than the money to be made. Sure, you can scam sweet, trusting little lambs for a time, but eventually you’ll be the one to pay the price. Both the Job Forum and the Mission system have the possibility to rate the interaction for the issuer and the responder. Scores between 0 and 5 are attached to players as responders or issuers of missions (both formal and jobs), which will help to identify and potentially weed out scammers.
     
    YOUR FIRST MISSION STARTS HERE

    Your mission now, should you choose to accept it, is to head over to this section of the forums to share your thoughts about this devblog. Which do you anticipate doing the most: creating missions, doing missions, or pirating missions?
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