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Cabana

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  1. Like
    Cabana reacted to Leniver in Anti-cheat don't serve his purpose   
    Hello,

    First of all, I would like to thank NQ for making efforts to find new solutions to fight against cheaters.

    However, following the implementation of the new anti-cheat tool has been drastically impacted the player experience.
     
    We are no longer in Beta, the anti-cheat solution should be tested before being deployed in production.
    Almost every time we log out we have the same problem, which means that it is not a rare bug but a recurrent and frequent problem.
    In addition to this, there are various other errors.

    One of Easy-Anti-Cheat's slogans is "Our mission is to keep games fun. Easy Anti-Cheat is non-invasive and trusted industry-wide. Experience your favorite games the way they were meant to be experienced by complementing your security efforts with established technology and practices."
    I must say that my experience as a player has been degraded since we have EAC and it should be the opposite.
     
    In conclusion, the current solution is not viable and only adds one more reason for some players to unfortunately stop playing.

    Kind regards
  2. Like
    Cabana reacted to Midacre in Move the schematics container link to Advanced   
    Entire factories can be taken offline mistakenly with one click.
     
    Please move "Set as schematic container" to the Advanced menu so players don't accidentally take their factory offline. Anyone with container privileges can do this, even if they have no privileges to the industry units.
     
    I would have posted this to the Ideas forum but that is shutdown.

  3. Like
    Cabana reacted to RugesV in number of players connected   
    Lets look at numbers we actually know,  instead of feelings.
     
    Allioth had a peak claimed territory count of 18,100 back at the end of november.  It has 14,710 today.  Although in that same period of time Jago went from 1478 to 1765 today, Same for Teoma.  Madis and Thades have had up and downs but are about the same.  Have not tracked the moons.  But so far 22,880 accounts have been created and landed ingame.  Over 200 new accounts have landed in the last week alone. 
     
    Only 19 percent of steam players have played more than 3 hours.  15% of steam players have crashed a ship. 
     
    So what does all this mean? Well these numbers mean steam players dont stick around to play the game. No wonder the steam player base is so low. Although I suspect some of this might be, you cannot resub on the steam page. So if you sign up on steam. Once your time is up you have to buy from NQ or that other site, and I suspect most dont know about that other site. Which means you gotta jump through more hoops. And I am sure several players have stopped playing because they cannot be bothered with the resub process. 
     
    I can agree that NQ does as abysmal job of player retention. And was adamite about keeping the bot orders for T1. New players need a source of income. Hopefully PVE brings that to us, as that will help with new player retention. But it just seemed odd for them to have so many negative patches at launch. 
  4. Like
    Cabana reacted to NQ-Nicodemus in Luv Me DU Event   
    Greetings Noveans!
     
    February is here and love is in the air! 
    We think it is a great time to show our love for our players by offering the chance to get some free goodies with the “Luv Me DU” event.

    “Luv Me DU” Event Details:
     
    Stop on by and get your free gifts from the “Luv ME DU” Event dispenser, which is located in the center of the Alioth Exchange, in front of the Red Hall, here:
     
    ::pos{0,2,24.3790,99.3714,123.9987}
     
    The “Luv ME DU” dispenser will be available until Monday February 20th 2023 @ 18:00 UTC.
     
    Along with the free loot, there will be the makings of your very own Luv ME DU Decoration construct.
     
    We would really LUV to see your best screenshots, of you and your Luv Me DU construct, in your favorite location or interesting situation.

    You can share your screenshots here in this thread, or send them along to the Community Spotlight.

    We want to send our appreciation out to our players, and thank you all for being part of Dual Universe!
     
  5. Like
    Cabana reacted to NQ-Wanderer in Update 1.3 is on its way: Maintenance Units, schematic containers and more   
    Dear Noveans,
     
    Update 1.3 is on its way! As we finalize the Maintenance Unit and prepare for its public test session (more on that below), we are excited to share the details of update 1.3 with all of you.

    We also want to thank you for your patience as we work towards bringing you a new PvE system in Dual Universe. Our development team is working hard to create an exciting and enjoyable feature that provides the best gaming experience for everyone. We are prioritizing PvE and are working to bring it to you as soon as possible. In the meantime, you can still look forward to other new features (like the ones below), with more details coming on our Social Media and teaser livestreams on Twitch.

    With that, let’s look at update 1.3!
     
    THE MAINTENANCE UNIT

    We’re replacing Repair Units with Maintenance Units, giving players more flexibility in maintaining their constructs by allowing repair and disassembly.

    Repair:
    You can choose to repair damaged elements, honeycomb, or both Use scrap to repair damaged elements or replace them Choose what happens to extra elements: If damaged elements are not part of the original snapshot, they can either be recycled or repaired with scrap and recovered. They will be recovered if they are undamaged but not part of the original construct snapshot. Destroyed extra elements (those with no remaining repair counts) will be recycled.  
    Repairing honeycomb structures requires the exact amount of honeycomb missing, and elements still need the same amount of scrap to fix.

    Disassembly:
    You can remove all honeycomb and elements on a construct, including the core. The maintenance unit will use its linked container to retrieve all items instead of using it to repair. Damaged elements can be repaired with scrap before recovery or recycled. Destroyed elements (those with no remaining repairs) will always be recycled.  

     
    THE CONSTRUCT SCHEMATIC CONTAINER

    Following popular demand by our community members who grew tired of manually inserting schematics into industries, we’ve now added the option to designate a single container on a construct to act as the schematic provider for all industry units on the construct.
    This feature is accessible by simply right-clicking on a container and selecting “Set as schematic container” from the context menu.
     
    UEF SHOP EXPANSION

    Looking to buy ships from Aphelia? We’ve grown the UEF shop with new floors and a Blueprint Basement that sells copies of all outposts and speeders. Before launch, we ran the ‘Build Your Legacy’ contest, giving DU builders a chance to be woven into the game by building speeders and outposts for new players. We’ve added the winners to our First Time User Experience and into the Blueprint Basement of UEF stores. We’ve also added four bonus speeders and an extra outpost!
     

     
    INTRODUCING EASYANTICHEAT (EAC)

    Accessing and manipulating game files is critical to many disreputable players who want to cheat by automating actions or gaining hidden data, for example. To combat this, we shortlisted EQU8 and EasyAntiCheat (EAC) when implementing our original solution for Dual Universe. With the sale of EQU8 to 1047 Games and the closure of their service to third-party customers, we will switch to EAC.
    We want to thank EQU8 for their amazing service and responsive support and are excited to transition into EAC. The only change that should be visible to our players is seeing EAC instead of EQU8 as the anti-cheat system in Dual Universe.
     
    UPCOMING PTS SESSION

    Many of you have requested a PTS testing session, and our goal is to open the PTS to the public between Friday, February 10th, at 10:00 UTC and Monday, February 13th, at 10:00 UTC.
    The PTS will allow you to test all features of Update 1.3 and help us with information and feedback on the PTS Forum thread to tune the features.
    Your involvement has been invaluable in helping us shape the future of Dual Universe. As we progress with development, we want to thank you for your continued support and engagement and invite you to share your feedback. We’re working hard to give you all an enjoyable and immersive gaming experience and look forward to introducing more upcoming features.

    Thanks for playing, Noveans!
  6. Like
    Cabana reacted to NQ-Wanderer in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    Development forges ahead in Dual Universe. In update 1.2 (arriving on the 13th of December 2022), players will see new game systems and overhauls all about exploration, discovery, and salvaging.
     
     
    THE TACTICAL MAP
     
    Are you looking for a fight or trying to avoid one? Whatever your aims, we’re adding a new tool for you to navigate with more precision and awareness of the space around you. With integration into the piloting and gunner HUD, the Tactical Map allows you a clearer view of your surroundings and a better ability to interact with the map.
     
     

     
    ASTEROID REWORK
     
    Following frequently requested feedback, each asteroid now has an independent lifetime parameter that determines when it will despawn, meaning that asteroids will spawn randomly and despawn independently of any cycle based on their lifetime parameter. Players will see a constant spawning and despawning of asteroids in the game world.

    The ‘Discovered Category’ is being removed. There will still be a timer to broadcast the discovery of an asteroid, allowing players to mine them before their location is moved from the ‘rumored’ list to the ‘broadcast’ list.
     
    We’re also removing the tier information from undiscovered asteroids before their broadcast. Asteroid tier information is still revealed after the broadcast. However, this change will allow solo players and small groups a better chance to mine the high-tier asteroids they’ve invested in discovering.
     
    SALVAGE OPERATIONS
     
    Quanta floats out there, adrift in space, waiting to be claimed. Space recovery and reclamation have never been more profitable. Until now, Noveans would have to fly, hoping to stumble across wrecks, but that’s changing. We’re adding wrecks as ‘Abandoned Wreck’ items in the ‘Landmarks’ tab of the map. These are not pinpoint locations, however, and some searching is required to find the wrecks.
     
    ------------------------------------------------------

    We’re excited to bring you this next step in our development of Dual Universe. We have streams planned to show you the upcoming features of update 1.2, and we will have more information on update 1.3 soon. Let us know what you think of this update here, and thank you all for your continued support.
  7. Like
    Cabana reacted to Msoul in Lighting in Dual Universe   
    The following is an examination of the various player lighting options in Dual Universe as of Update 1.1. Please keep in mind this is not my area of expertise and many of the conclusions drawn here are highly subjective. Hopefully you still find it useful and free of errors.
     
    Summary of Findings (TLDR)
     
    The Headlight XS is uniquely situated as the spotlight of Dual Universe and it does that job exceptionally well Long and Square lights are functionally equivalent and best suited for illuminating surfaces that need to be seen from a distance The Vertical light has the lowest effective range but being omni-directional with high intensity makes it ideal for indoor lighting of complex geometries. Luminescent Voxels are best suited for decorative highlighting rather than general illumination. Physical properties of lighting elements are standardized but be aware that the Vertical light L has increased mass, volume, and health XS light elements are tier 1 + nanocraftable while S, M, and L sized lights are tier 2 with standardized recipes Current fabrication costs for light elements are primarily from schematics and manufacturers are fully capable of supplying consumer needs right now  
    Introduction
     
    There are 4 different types of craftable light elements Headlight XS, Long Light, Square Light, and Vertical Light with the last 3 having size variations XS, S, M, and L. Each of these elements can be configured to blink at a regular interval and/or output RGB colors through the right click menu. Note that the RGB values must be scaled between 0 and 1 so if you are referencing integer color values (ie: 1 to 255) simply divide it by 255 before inputting. In addition there are 11 different kinds of Luminescent Voxels creating a fairly diverse color palette that spans the visible spectrum. These lights as shown below are the primary focus of this post, but it is also worth noting there are a large number of alternative sources such as fireworks, deco-lamps, engine VFX, and of course the sun itself.
     

     
    Lighting Characteristics
     
    The main objective behind adding lights to a construct is to use them to illuminate surfaces. These are the key parameters that influence this.
     
    Field of View (FOV) – The angle centered about an object’s normal within which light is cast Intensity Factor – The relative power of a light source measured in multiples of 100,000 lux Attenuation Distance – The distance between a light source and a surface, beyond which said surface is no longer illuminated Penumbra Factor – A measure of how fast projected/surface light intensity decreases from the epicenter  Visible Distance – The distance between an illuminated surface and an observer, beyond which the light on said surface begins to fade out  
    When it comes to FOV all light elements have approximately the same value of 100 degrees with the exception of vertical lights which are omni-directional. The remaining stats are plotted below with reference to element size. Note that gaps in the bar graph represent break points on the y-axis which were added to prevent exceptionally large values from obscuring the rest of the dataset.
     

     
    The headlight XS has the greatest light intensity and attenuation distance which makes it effective at illuminating distant surfaces, but the high penumbra factor causes that intensity to rapidly decrease as the light spreads outwards from the point of incidence. Consequently it functions as a powerful spotlight that is great for lighting up distance objects with a narrow beam. The long and square lights closely mirror each other with the larger variants exhibiting slightly longer range. These lights also have the highest visible distance making them well suited for general illumination of mission critical surfaces like runways and landing pads. Vertical lights on the other hand have the lowest overall range but being omni-directional, with moderate intensity, largely makes up for that. They are well suited for locations that require many nearby surfaces to be irradiated at once such as building interiors or complex voxel geometries. In order to further highlight the differences between these light sources, the following visual reference was created. It showcases the amount of light spread that would occur on a 32x32m (ie: S-core size) flat surface when illuminated by each source from the respective distances listed on the left side.
     

     
    Physical Characteristics
     
    When it comes to general properties all light elements are approximately equal with the exception of the vertical light L. It has over three times the mass, four times the storage volume, and triple the amount of functional surface area. It is also the only light with any meaningful amount of health although it is still not recommended that they be utilized for defensive purposes since these decorative type elements do not even have damage resistance. In terms of dimensions each increase in the size category roughly doubles the primary side length of each respective element.
     

     
    Fabrication Costs
     
    The production recipes for XS lighting elements are all Tier 1 and can be made in the nanocrafter. All other sizes are Tier 2 and must be crafted in industry units, specifically an Assembler XS for everything except the vertical light L which requires the S sized variant. An overview of the fabrication costs per individual element produced is provided below. From it we can see that if you neglect schematics the only differences between baseline unit costs are associated with an item's tier. However once again the vertical light L proves to be an exception as it also has a substantially longer crafting time, likely due to it being paired with with the Assembler S.
     

     
    Under current market prices these schematics represent upwards of 50% the overall cost expenditure to manufacture said lights. Taking a brief look at public market orders it becomes clear that despite this, there is a moderate surplus of elements available for purchase (note that outliers with absurd +/-1000% prices have been removed). Smaller sized lights in particular appear to have been produced in excess of player demand and are now being listed at or below that of production costs. It is difficult to estimate when the existing supply will be exhausted as player demand for small lights is not easily quantified. However due to the low fabrication costs and crafting times, affluent manufactures will be able to quickly restock this market should the opportunity arise. The situation with larger sized lights is more dynamic right now. The low volume of units that are presently on the market have been listed with profit margins of about 20% which is indicative of a more limited supply and/or a greater demand.
     

     
    To assess supply concerns, the following plot compares the fabrication costs for lights to that of atmospheric engines. From it we can see that the total schematic costs for engines is slightly higher while the requisite ore requirements are substantially higher, particularly for M and L sizes. Despite this, market sell volume for engines is much greater than that of lights while also maintaining above zero profit margins. Thus we can infer that player industries exist which are capable of meeting supply requirements for the large lighting sector but they are instead targeting other items like engines, likely due to even higher consumer demand and hence greater profits. 
     

     
    Luminescent Voxels
     
    Unlike lighting elements these voxels appear to operate solely as emissive surfaces and produce a highly localized glowing effect. In terms of the ore costs per m3 they are similar to the other Tier 2 light elements but only require about a fourth of the T1 ore (more specifically 11 and 30 litters of T1 and T2 respectively). Schematics cost per m3 is exceptionally low at 172.45 quanta. This would ordinarily make luminescent voxels the cheapest form of Tier 2 lighting but their more limited range also means that a substantial amount is needed to achieve the same level of illumination as the other light elements. They do however have the unique ability to be precisely shaped and seamlessly integrated into other voxel structures. Considering all of this I believe luminescent voxels are best suited for decorative highlighting rather than general illumination.
     
    Conclusions and Recommendations
     
    Based on the above, it is my determination that Dual Universe currently has adequate lighting options which when employed correctly, will handle the majority of scenarios. There is however plenty of room for expansion and/or further diversification down the road, when time permits. In terms of expansion I recommend adding a secondary element with omni-directional properties such as a sphereical light. Also consider decreasing the overall effectiveness of the headlight XS and instead utilizing its original properties on a larger sized variant (ie: headlight S). In terms of diversification, the most restricted parameter right now is FOV so assess the merits of adding that as a configurable variable or providing more FOV variation across the existing element set. 

    Finally @Aaron Cain your original inquiry was with regards to crafting costs for L sized lights with respect to T2 engines, considering the associated player demand for both (static building vs dynamic construct). Based on market trends alone, it is safe to say that the demand for large engines is presently higher. From a practical standpoint this examination shows that it only takes a couple strategically placed L sized lights to fully illuminate an S core sized surface. I also reason that illuminating a dynamic construct of identical core size will typically require more lights than its static counterpart due to the need to handle both interior and exterior surfaces as well as the more complex geometries associated with piloting elements. So the question becomes why are large lights less popular then large engines? Rationally, it is either because the majority of players are less interested in them and/or are unwilling to invest into them. With regards to baseline costs these lights are already a fraction of the cost of said engines, primarily due to their sparser ore requirements. Perhaps that is still not sufficient, but with engines flying off the proverbial shelves it is difficult to say this conclusively. The only thing I can conclude is that the majority of players place low importance on lighting. The next step would be to reach out, ask why, then determine if anything should be done or if players are satisfied.
     
  8. Like
    Cabana got a reaction from Msoul in Unable to pick up Dispenser   
    Have you tried first empty the dispenser ? maybe it has stuff inside . Last time i used one mine had a last batch of items inside it.
  9. Like
    Cabana reacted to GraXXoR in NQ is Killing "Casual Gameplay"   
    “I’ll get my coat” sometimes written as “I’ll get me coat” is a British euphemism for recognizing the futile / ironic nature of one’s own action or comment even while doing or making it.
     
    popularized on UK TV in the 90s by “The Fast Show” and later online in the early noughties by the likes of majority-British tech site, “The Register” and certain choice message boards. 
     
    TLDR it means  “tongue in cheek” or “in jest”… a joke. 
     
    You can also use it as an alternative to “I effed up” or even “spoke at far too much length about something trivial and it’s likely that everyone is by now just staring at me as if that last line of Bolivian marching powder I snorted was a couple of inches too long.”
     
    Ahem.. I’ll get me coat. 
  10. Like
    Cabana reacted to Xarius in A Roadmap to new PvE and PvP Content   
    So to begin I want to state I understand that not everyone will like or agree with what I am saying below, nor do I expect them to. I am in my last year of College for my Bachelors Degree in Video Game Design and Development and taking what I have learned both from my studies and from many many hours playing Dual Universe I brainstormed the following. Again, I do not expect anyone to agree, nor do I think that my chosen field of future Professions makes me any better or smarter than anyone else. This is my opinion, and I am sharing it. Also, this will be a long post. Disclaimer over.

    Phase 1
    With there already being auto-generated alien ships, alien cores, and shipwrecks that spawn into the game, the mentality of “Everything in Dual Universe needs to be player made” has already been discarded to an extent. The game, while fun in many aspects, lacks content. Both in PvP and PvE. There needs to be an alternative to running missions, or trying to turn a profit by mining or building industry. Those are core aspects of the game, but they only offer so much in the way of “content”.
    PvP also offers a style of gameplay, but it is niche and lacking as well in content. You fly around in PvP space hoping to find someone you can kill that won’t kill you, or trying to mine minerals off a valuable asteroid without your ship being exploded.
    NPC Ships is a first step in adding content to both.

    Phase 1, Step 1: Ships, Safe Zone PvE Combat and Simple AI
    The ability to spawn ships and other things into the game already exists and is being utilized by current systems such as Asteroids and Shipwrecks. Using those systems to build off of, it would not be a far stretch to spawn in functioning ships of Varying types. Additionally, since Autopiloting systems are implemented by players via LUA, it also would not be a stretch for NQ to implement simple AI scripts for the generated NPC Ships.
     
    How it could work:
    The system spawns a ship randomly, no closer than 30su to a Safe Zone Planet anywhere inside the Safe Zone. Then at random the script choses a destination. One of the SZ planets or their moons, and sets course. As the ability already exists for the game, or a construct to know when you are within a certain area of the game, the ship would despawn if making it within 1su of its target.
    Before reaching its destination, it is vulnerable to attack from a player who spots it. Upon being attacked the ship would use whatever maneuverability it can to try to escape. If it’s core is destroyed it is of course available to be looted, ownership taken, etc, just like in any other PvP Combat.
    Of course attacking an NPC Ship inside of the Safe Zone should not come without consequences, but those are laid out in an additional update. The purpose of Step 1 is to get the system into the game, see how it is working, and work out the kinks.
     
    Benefits:
    New PvE Content that helps teach simple PvP to people looking to learn.
    PvE content for PvPers who may be on at odd hours and have fewer real player targets.
    An additional income mechanic especially with component recycling coming into the game, that does not rely solely on grinding and time gating (other than searching out the randomly spawning ships).
     
    Phase 1 Step 2: Law, Order, and AI Update 2
    With the implementation of NPC Ships, and the ability to attack them in the Safe Zone, mechanics should be developed to give consequences for being a pirate in the SZ. Aphelia designates a safe zone, but how does she enforce it? Currently it is just a circle around three planets where weapons do not work. Much like the poor NPC ships being destroyed, this step would introduce some new ships and mechanics that offer that enforcement, if even in a limited way.
     
    How it could work:
    The System Spawns peacekeeping ships that travel the pipes, and a few that travel courses around the SZ in general. The ships would vary from smaller to larger obviously, with different types of armaments and difficulty.
    When a player attacks a NPC Ship just as it likely would in a Real Scenario, the ship would send out an SoS on the attacker. This flags the attacking player, or player construct as a pirate for a given amount of time. During that time any flagged character, or character construct that comes into contact with a NPC Peacekeeper Ship can be engaged and attacked by the NPC. The combat can result in the player being killed, the NPC being killed, or by out maneuvering and getting out of contact range of the Peacekeeper.
     
    Benefits:
    New PvE Content that helps teach a slightly more advanced form of PvP.
    Makes being a pirate actually feel like being a pirate running from the PoPo.
    Make the Safe Zone a Safe Zone for a reason that makes sense.
     
    Phase 1 Part 3: Bounties
    NPC Organizations already exist in the game. Aphelia gives missions for them all the time. They also exist in the Challenges. So it would only make sense if you start racking up kills on their NPC Ships that they would start getting cranky with you.
     
    How it could work:
    When you reach a certain notoriety with a NPC Organization a bounty could be issued by them through the mission system that lasts for a certain amount of time. If a player has a bounty on them, they are free game within the Safe Zone. This, much like the Pirating flag that instructs Peacekeeping Ships that you are attackable, allows you to be engaged by other players, even within the Safe Zone. It would have to come with some features though, and consequences for being a bad pirate and getting yourself killed by a Bounty Hunter.
     
    1: If you are killed while you have a bounty on you there would be a cooldown that prevents you from being able to attack the NPC’s in the Safe Zone for a certain period of time. This would help prevent someone spamming the system to let their friends kill them for bounty money.
    2: Players in an organization you are in are not eligible to collect the bounty. No gaming the system peoples. 
    3: During the cooldown you would also not be available for Special Missions outlined in Phase 2.
     
    Benefits:
    Eases players into full PvP situations.
    Additional Content for PvPers who wish to be Bounty Hunters.
    A more realistic universe.
     
    Phase 1 Part 4: Beyond the Invisible Safe Wall
    Taking everything learned and refined from the first four phases, extend this system to the other outer planets and areas. Higher profile NPC Targets with more goodies and parts. Except these ships are armed. This would provide both a PvE avenue for out of Safe Zone Combat Content, while also allowing for PvP players and Organizations to hunt down, and even fight over the NPC Ships. The same Bounty System would apply to these ships, and likely give a higher reward fee considering the ships taken down were more valuable. Could easily see a Scenario where a few players are fighting over the same ship, while also fighting each other, as the ship fights them as well. Pure Chaos. Love it.
     
    Benefits:
    PvPvE
    More fun content and options
     
    Phase 2
    Now that we have added some new features and life to the Universe, things are definitely looking up. But we can expand upon the new systems and the old to add more things for players to do and make their place in the Dual Universe.
     
    Phase 2 Part 1: Work Orders
    With the prices, especially of T1 ores constantly fluctuating in value, generally in the case of T1, dropping like a rock, Work Orders could be an amazing solution to this problem. Many Elements can be made with the cheap ore, such as wings, basic engines, containers, etc, but unless you have mega factories with a generous flow of materials, Life can be rough to build your empire. Works orders a Solution to that problem. Markets can already give you the average value currently being set market, region, or universe wide, so why not integrate that into Work Order Missions.
     
    How it could work:
    Work Orders for T1 ore can be issued by various Markets or Organizations for delivery. This can be adjusted and valued by averages. In addition to being paid fair market price for your ore at the going rates, you could also cash in on some mission income for delivering to complete the order. Much in line with how missions work now, the missions would require you to deliver OreX to PlaceY.
    Work Order for Components can be issued by various Markets or NPC Organizations.  These could range from parts, manufactured materials, or complete elements. (Someone has to make those Ailerons being delivered to Market 12). Again, paying fair market value plus a mission completion reward.
     
    Benefits:
    * Offers additional ways to make money without having pure bots to buy up ore at the Market, which NQ has said will not come back while utilizing the Mission System.
    *Someone just dropped 200 Wing M’s on the Market and undercut you? Fine. Sell the ones you have made to Aphelia for components plus the mission delivery award.
    *Stimulates the Economy and helps diversify the monopoly of component manufacturing.
    *Give industrialists more incentive to do what they enjoy doing and make an earning off of it.
    *With Ore, Components, and Elements being flushed into oblivion, it would help raise the actual value of the Ore used to produce and make T1 more profitable.
     
    Phase 2 Part 2: Extended Bounty System
    Someone blew you up while you were just trying to run that mission package to Jago? Do you want to return the favor, but aren’t much of a PvPer? Do you just want people to blow up people from Legion?  Is it -worth- it to pay someone to enact revenge on your behalf? Then the Bounty System is for you.
     
    How it could work:
    A bounty system added to the current mission system. You offer up a Bounty, choose the target, and place the bounty. When/If someone kills the target with the Bounty mission, they get the payout, minus Mission Fees of course. Of course they will know who put the bounty out on them... So might want to watch your own back!
     
    Benefits:
    Sweet Sweet Revenge.
    More content for players wanting to be Bounty Hunters.
     
    Phase 2 Part 3:
    With the implementation of the mechanics in Phase 1, a dark opposite to Aphelia has emerged, just on the edge of the Safe Zone and PvP Space. A Rogue AI working for who knows who or what, has missions available at its station. These missions send you after specific targets for specific things, and none of it could be considered legal.
     
    How it could work:
    Taking a mission would provide you a general location where the target will spawn, and a general time frame of when to expect the target to be passing through. The missions could range from just destroying the target and pirate what you want, or maybe the mission requires something from the cargo hold of the ship you just blew up for cash. What it would ever want with the Terran DNA samples, who knows. Value of the mission reward would depend on the difficulty of the mission. Some targets may be armed, or not, or maybe there is a very brief window in which you would be able to find the ship. Regardless, you like getting your hands dirty and as long as you haven’t failed recently being successfully hunted for being a pirate, these missions are for you.
    Benefits:

    PvE Pirate Missions in both Safe Space and PvP Space.
    More Content = Things for players and new players to do except grind = Good.

    ------
     
    So as stated previously, this is just a thought experiment based on my own opinions and things I think would bring some much needed content and life to the game. What are your thoughts? Would you like to see these types of things implemented? Are you hardcore ZugZug stay the course? What do you like, what do you dislike? Please discuss.
  11. Like
    Cabana reacted to GraXXoR in Is it safe yet? (November 20th, 2022)   
    Sounds like an NQ bot, but we know NQ never reads the forums, so this is likely a legit player... SMH
    As with everything... ever... It's the trend that is far more important than the absolute figures.
  12. Like
    Cabana got a reaction from OrionSteed in When the White Knights turn Black (an open letter to the community and NQ)   
    I feel you all . seriously ...
     
    I think the main reason for this is the game economy .
    This is caused by the lack of bots and in combination of taxes causes players to get to sell their ore at any price just to keep their tiles or fullfill their any needs.
    Also lack of money in an  increased money sink demand for starting the game in schems ,claim costs and other needs demanding money . Even sales.
    We are looking for water in the desert and for apples on an orange tree . Completely wrong direction.
    We tested this in a beta where everyone was flowing in a lots of cash generated by a different mission system and ore system .
    Unless NQ is planning to adopt asteroids as the only main mining system and sometime remove mus , if they want to keep mus in game worthy they have to recalculate the whole maths about it . And as for me i dont have any serious problem at all because i use alts. But for someone who is just playing with one character is a major issue . that player can hold only 1 flower and thats it . Not really much that is... 
  13. Like
    Cabana reacted to Nick__1 in Better Ore Supply   
    What if you made every tile in safe space except possibly Haven have a good supply of a single random T2 ore and maybe a trace amount of a single random supply of T3 ore. This would boost market sales, community cooperation and also even out the balance gap of players who were able to lock in on the few good tiles currently available without  adding more planets that would only further dilute the population. This will give every player including the very importation new people access to some advancement in manufacturing progression from T1 to T2 items while also encouraging  PVP action  for access to the more advance ore's.
     
     
       
  14. Like
    Cabana reacted to choxie in 24 hour mining unit cooldowns. terrible. please remove   
    As others have expressed, waiting 24 hours to calibrate a mining unit is a completely unnecessary and game-breaking change. What's the point of "trace" tiles now? Why even put tiles in the game with 2L/h?
    Please do the right thing and reverse this change. There's no need for this
     
    Edit: Alternatively, how about just giving all the T2/3 tiles equal amounts. The competition is over, just let us have some resources
  15. Like
    Cabana reacted to Doombad in THE FUTURE OF DUAL UNIVERSE - Discussion thread   
    I like it and have thoroughly enjoyed the launch so far. I was furious over the wipe. Still a bit disappointed. That said, it has been refreshing to be poor and manage through rebuilding. 
     
  16. Like
    Cabana reacted to Aaron Cain in Get rid of schematics already.   
    nope, not fix schematics, kill schematics. first try in fixing them resulted in this mess I really do not want to know how many development hours were put in this but their time is precious and should go to more needed things like ava or whatever.  schematics have had a chance, two times the testers told NQ the proposed system sucked, two times nobody listened, lets not do this again, just delete the whole idea, give a bonus to whoever does that and...Move on.
     
    probably server costs will be lower without schematics so make your investors proud!!! kill schematics
  17. Like
    Cabana reacted to DealerSix in Get rid of schematics already.   
    Schematics are just stupid. Remove them already and fire the person that came up with that idea, thanks. 

    1. Way too expensive to be considered a "useful" game loop
    2. Only being craftable in inventory is beyond frustrating for your smaller/casual audience.

    It will kill your game in the long run. How is money distributed to players? By selling ores to bots? *Insert big brain .jpg here*
    So the entire goal of this game is to grind T1 ore to sell it to bots, to be able to afford schematics for their production. Buying stuff/parts from other players in the markets isnt worth it since they will put the schematic price on top.

    I quit during alpha/beta when schematics were introduced and came back to review this on release. This system is still beyond garbage, considering I have to manually look up all the schematics needed for a product. Should at least give people the option to "Que up all required schematics for this element" button.

    Cheers
  18. Like
    Cabana reacted to Novean-32184 in What kind of in-game events would you like to see in Dual Universe?   
    Someone would like to see NQ organise the equivalent of  EVE's Alliance tournament
  19. Like
    Cabana got a reaction from Msoul in What kind of in-game events would you like to see in Dual Universe?   
    What about PVP Tournament with commentator(s) streamed over twitch?
    Small fleet fights tournament  with rewards every year .
  20. Like
    Cabana reacted to Walter in A menacing Dreadnought patroling the space between planets   
    I grind ore fuel and elements for the sole reason to be able to PVP in Dual Universe.
    Sadly due activity is being low these days there is no one to fight on an Asteroid or an Alien core. 
     
    - I suggest for NQ to make a Dreadnought that patrols the pipes and fires at anything that comes close to it 2 su with maybe 8 seats of firepower and 90 mil of ccs. When dead in the containers to find random advance rare and exotic shematics. 
     
    -If a large org wants to abuse this by sending more ships the Dreadnought spawns more dangerous drones equivalent to the numbers of ships present with in 2 su.
     
    The Dreadnought spawns at random times and goes for an example from Jago pvp border to Sanctuary moon PvP border and despawns
    Archeage had a similar gameplay with the Kraken that spawned on certain times I borrow this idea from there.
  21. Like
    Cabana reacted to NQ-Wanderer in DEVBLOG: MERCURY LUA API REVAMP   
    "Hello Noveans, this is NQ-Ligo.

    Whether you’re piloting with Lua, hauling cargo on a scripted VTOL platform, controlling a factory with screens and programming boards, or simply enjoying an in-game arcade machine, Lua can impact almost every aspect of your experience in Dual Universe.

    After many years of accumulating Lua updates and additions, it’s time to revamp the Lua API of Dual Universe entirely. Our objective is to enhance and future-proof the tools available to those who create the fantastic scripts enjoyed by everyone in-game.

    WHY REVAMP LUA API?

    We must rework the Lua API to prepare it for future extensions by organizing it better, making it easier to use, and enhancing the tools available to our Lua creators. From a global point of view, the vision we have for Lua has evolved, and though we’re preparing a detailed changelog on our forum, here are some highlights:
    Restructuring of the entire Lua API. Preparing for an object-oriented approach to be ready for future evolutions. Reduce JSON use in the API to favor the use of real Lua tables. Rely much more on event-driven code to reduce player loops and server requests. Reduce the complexity of the scripts, thereby reducing their size. Add some nice-to-have features. Garner more interest in certain elements like the telemeter.  
    WHAT’S CHANGING WITH THIS LUA API REVAMP?

    With the many changes coming to the API, we wanted to give you some of the highlights, while as we said above we’ll be giving you the specifics in another communication. For now, I want to discuss some of the most significant changes with you all in this devblog:

           NEW NAMING CONVENTION

    We needed to apply a clean naming convention with this revamp to make Lua easier to use. This will become even more necessary as we expand the Lua API in the future.
    As a result, multiple functions have been renamed, but most importantly, events will receive a name change. Any event will have a prefix ‘on’ from now on, for example:
    unit.onStart() unit.onStop() system.onUpdate() system.onFlush() unit.onTimer([string] tag)  
     
           TWO NEW PERMANENT SLOTS ADDED

    As part of the API restructuring, we have decided to add two new permanent slots:
    `player` - This will represent the player using the script. Usually referred to as the "Master Player" in the current Control Unit or System API. `construct` - This will represent the construct on which the controller running the script is placed. Most of the construct-related functions were in the Core Unit API.  
    Each of these slots will have the associated functions and events and will receive some additions. Let's take the example of `construct`. You will find functions and events coming from the Core Unit API and some additions. To give you an idea, here is just a snippet of the `construct` API:
    [string] getName() : Returns the name of the construct. [int] getId() : Returns the construct unique ID. NEW [table] getOwner() : Returns the owner entity of the construct. NEW [table] getCreator() : Returns the creator entity of the construct. NEW [0 or 1] isWarping() : Checks if the construct is currently warping. NEW [int] getWarpState() : Returns the current warp state (Idle = 1, Engage = 2, Align = 3 …). NEW [0 or 1] isInPvPZone() : Checks if the construct is in the PvP zone. NEW [float] getDistanceToSafeZone() : Returns the distance between the construct and the nearest safe zone. [string] getPvPTimer() : Returns the current construct PvP timer state. [float] getMass() : Returns the mass of the construct. [float] getInertialMass() : Returns the inertial mass of the construct, calculated as 1/3 of the trace of the inertial tensor. NEW [matrix] getInertialTensor() : Returns the inertial tensor of the construct. NEW [vec3] getCenterOfMass() : Returns the position of the center of mass of the construct, in local construct coordinates. NEW [vec3] getWorldCenterOfMass() : Returns the position of the center of mass of the construct, in world coordinates. [float] getCrossSection() : Returns the construct's cross sectional surface in the current direction of movement. [vec3] getSize() : Returns the size of the building zone of the construct. NEW [vec3] getBoundingBoxSize() : Returns the size of the bounding box of the construct. NEW [vec3] getBoundingBoxCenter() : Returns the position of the center of the bounding box of the construct in local construct coordinates. [float] getMaxSpeed() : Returns the max speed along the current moving direction. [float] getMaxAngularSpeed() : Returns the max angular speed. [table] getMaxSpeedPerAxis() : Returns the max speed per axis. [table] getMaxThrustAlongAxis( [string] taglist, [vec3] CRefAxis) : Returns the construct max kinematics parameters in both atmo and space range, in newtons. NEW [float] getCurrentBrake() : Returns the current braking force generated by construct brakes. NEW [float] getMaxBrake() : Returns the maximum braking force that can currently be generated by the construct brakes.  
    The above are just a few examples. You can find more functions in the CODEX.
     
           MORE ITEM API FOR CONTAINERS AND INDUSTRY

    With the addition of the mining unit API, we also added item API to the game.
    We have since had a great interest in this type of function from our community, allowing players to get more detailed information from item IDs.
    As a result, we have decided to integrate it into multiple APIs for items or containers. For example:
    NEW [int] element.getItemId() : Returns the element item ID. NEW [int] weapon.getAmmo() : Returns the item ID of the currently equipped ammo. NEW [int] engine.getFuelId() : Returns the item ID of the fuel currently used by the engine. NEW [event] industry.onStarted( [int] id, [float] quantity) : Emitted when the Industry Unit has started a new production process. NEW [event] industry.onCompleted( [int] id, [float] quantity) : Emitted when the Industry Unit has completed a run. NEW [int] core.getElementItemIdById(uid): Returns the item ID of the Element, identified by its local UID. NEW [table] container.getContent() (old getItemsList): Returns a table describing the contents of the container, as a pair itemId and quantity per slot.  
           CHANGING CONTAINER API

    Reading the contents of a container is one of our most widely used features, but there has always been a problem. Its current implementation allows players to make ten requests as quickly as they would like, followed by a wait time of five minutes. This has caused spikes in server requests on our end and has been impractical for players.
     
    We will change this behavior to allow you to make a content request with a fixed minimum delay of 30 seconds between two requests made with the `updateContent()` method.
     
    As before, receiving content from the server triggers the `onContentUpdate()` event allowing you to get the contents with the `getContent()` function. We have also made the updateContent function return the time left before the next request to give our players better tracking of the process.

           CLICK WITH LUA

    We’re adding a simple but often requested function; a mouse click for Lua!

    Left-click, named ‘leftMouse’, has been added as a Lua action, triggering the onActionStart, onActionStop and onActionLoop events.
    For design and security reasons, Lua will only detect left mouse clicks when not in use by the game. So if you click on a widget or in your inventory UI, Lua won't detect it.

    We’re excited to see what our talented coders in-game will make of this tool!
     
           MAKE THE LIGHTS FLASH
     

     
    In the past, we added the possibility of making light-elements glow with color components set to higher than 255. However, this caused graphical issues, and we had to remove the feature.

    We are reintroducing this feature with Mercury but limiting it to a maximum factor of 5. And at the same time, we are changing the color format from 0-255 to 0-1 and 0-5 for HDR colors for consistency.

    We will convert the color property of all existing light elements deployed in the game.
     
    ----------------------------------------------------------------------------------------------------------------------------------------------------------------

    Many other changes and additions will be included with this revamp. There are so many that it would not be practical to cover them all in a general devblog, but we hope this small selection will inspire your creative spirit!
     
    WILL ALL MY SCRIPTS BE BROKEN?

    Although we consider this revamp necessary, we still want to give you time to transition and adapt your systems and allow your scripts’ users to continue using them during this transition.
    To simplify the transition, we will deprecate all of the current API from Mercury, which means that the current functions and events will remain functional for a time but will not be referenced in the CODEX anymore, nor visible on the UI for events.
    You will then receive a warning when using a deprecated function or event for the first time.
    Please note: This depreciation will be time-limited. The goal is to remove all of the old API by the game’s launch. Along with other factors, we will need to release a new-API version of the default flight configuration before removing the depreciation. We will continue to assess whether removing the old API before launch is possible, and we’ll keep you apprised.

    HOW CAN I CHECK THE UPCOMING API CHANGES?

    Given the extent of the changes, we have chosen not to list them all in this devblog. The list of changes is very long, so our goal is to try and post a detailed forum thread with all changes and we have published a mock API on the official Github to allow you to prepare yourself as well as possible.

    CONCLUSION

    We hope you are excited, as players and creators, by the few changes mentioned here, especially about the new opportunities for all to enjoy that our passionate Lua community will create in Dual Universe. Our goal with the revamp is to push the door to future possibilities, evolutions, and additions for Lua. 

    We'll be looking to go even further in the future and provide you with more tools to create content for other players.

    As always, we appreciate your feedback and opinions, so please feel free to come and share your thoughts and ideas on this forum thread! We look forward to seeing you there.

    Yours truly,
    NQ Ligo"
     
  22. Like
    Cabana reacted to Zeddrick in Where is the player driven content?   
    Talking about the physical size of the PvP area is obviously silly.  Instead talk about what is in that area.  The PvP area is mostly empty.  There are some asteroids and 10 alien cores.  That's it.  The non PvP area has all the planets and moons and all the markets.
     
    Clearly most of the game is in the non-PvP area regardless of how much big empty space is technically PvP.
     
    What is needed for PvP to work isn't space but locations where people go and reasons for being there.  That's how you combine pirates with people who want to risk pirate attacks, etc.
  23. Like
    Cabana reacted to Walter in Feedback to mission nerf   
    NQ consider please to increase rewards for missions because you nerfed income strongly for Organisations and Single players to hinder alt abuse.
     
    Suggestions:
     
     1. Increase reward for single mission considerably 
     
     2. Or a player could carry now 3 or 4 mission packages 
     
     3. Or player can carry as many mission packages ship can fit
       (but mission packages are to be seen for other players in pvp space this would force to work in groups and have escorts bringing back team gameplay)
     
    There are almost no mission runs right now because most players will not risk a ship that cost between 50 Mil and 100 Mil to fly over 5 hours to gain just 7 Mil. 
     
  24. Like
    Cabana reacted to Omukuumi in Alien core and PVP bugs don't match   
    @NQ-Admin Hi, it's important.

    Can you put all the alien core in pause (production/lockdown) until PVP was fix? (Radar + Transponder + Anynewbug)

    We can't fight in good conditions, we can't have fun or enjoy this content (and it's the only PVP available atm) and with the wipe no decision + all those PVP bugs, we just lost all our motivation.

    Do something, don't be passiv, thx.
  25. Like
    Cabana reacted to Greasie in The siege of Gamma   
    Im confused on the reasoning of the screenshots of the alien cores and the plasma market are u upset we are not selling things or 
     
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