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Shaman

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  1. Like
    Shaman reacted to NQ-Nyota in PvE Missions: We've Got Numbers!   
    Greetings Noveans!

    We've got some numbers/data to share with you today, all about PvE Missions and what Noveans have been up to in them for the first 15 days after 1.4 was released. The data you see below is from June 20th, 2023 to July 4th, 2023 inclusively. We asked NQ-Lasius to dig deep to find us some numbers to share with all of you. One thing is for sure, you've been pretty busy out there! 🎆

    PVE Mission Statistics From June 20th to July 4th (2023)
     
    Total number of missions attempted (taken, failed or successful): 1,470
     
    Overall Failure vs. Success Rate: 
    Failure: 51%
    Success: 49%

    Mission Success & Failure Rates per Difficulty Level:


     
    Very Easy: 57% Failure Rate / 43% Success Rate
    Easy: 43% Failure Rate/ 57% Success Rate
    Medium: 58% Failure Rate/  42% Success Rate
    Hard: 71% Failure Rate / 29% Success Rate
    Very Hard: 90% Failure Rate / 10% Success Rate
     
    Most popular planets to start missions from:
     

     
    Alioth: 88.4%
    Thades: 4.3%
    Madis: 4%
    Talemai: 3.3%
     
    Total quanta earned (all successful missions):  933 095 000
     

     
    Average time to complete a mission: 26.03 Minutes
     

     
    Average time to successfully complete a mission by difficulty level (minutes):
    Very Easy: 19.04
    Easy: 26.08
    Medium: 27:02
    Hard: 34.07
    Very Hard: 34:00
     
    Shield Types Used:
    Extra Small: 31%
    Small: 48%
    Medium: 17%
    Large : 4%
     
    Weapon Types Used:
    Cannon XS: 36%
    Cannon S: 46%
    Missile XS: 15%
    Laser S: 5%
     
    We hope that you've been enjoying PvE Missions and that you will continue to fight the good fight! 
  2. Like
    Shaman reacted to Honvik in 1.4 Feedback post   
    I could not see one so maybe use this post to post your feedback for NQ on all the changes
     
    honvik
  3. Like
    Shaman reacted to TobiwanKenobi in GETTING READY FOR 1.4? Dev Q&A Summary   
    I'm looking forward to trying the PvE and testing the new PvP changes and adding them to my guide. However I do want to mention that if nothing has been changed with alien cores, there will be no participation and so no reason to introduce three more. Very few players are willing to devote so much time and effort to take an alien core and hold it. I expect Legion will claim them unchallenged and sit on them for months.

    Plasma-related objectives need to be reduced in participation scale: less time investment, less cooperation necessary(since the game doesn't really support 40v40 battles right now and since the playerbase is dwindling), and less rewards. They need to be small scale, randomly scheduled events, much like asteroids. Or similar to daily, bi-daily, or weekly events like other MMOs have. The current implementation forces way too much time investment, rewards the group with the largest player participation, and also allows continual rewards for no effort or investment after the fighting is over.
     
    Yes, even with the current element lives system, there's too little element turnover. Most players have had to replace only a few ship's worth of elements since launch. PvE could become a major driving force for element turnover, so most difficulty levels should remove element lives.
  4. Like
    Shaman reacted to VarietyMMOs in GETTING READY FOR 1.4? Dev Q&A Summary   
    Loss Consequences: We are currently finalizing what happens when players lose a mission, with the goal of not being overly punishing. One possibility is allowing players to salvage their ships if they fail a mission.
     
    I feel like this can be dealt with fairy using the difficulty scale.
    For example
    Level 1 - No punishment - Ship is returned with max lives and no quanta punishment but the down side is you get less quanta for doing so (preventing vets from spamming it)
    Level 2 - Ship returned with no damage, You pay a quanta loss for losing
    Level 3 - Ship returned in a damaged state forcing the player to repair it and take element lives lost - At this point you're considered a vet so rewards/punishments really come into play
    Level 4 - (vets) Must repair own ship + quanta loss. - Highest possible quanta reward but also difficult. Punishment should go up as rewards do.
     
    Its important that element loss (aside from fuel/ammo) is used here. If items are damaged a fair way this could go a long way to keep the markets moving for both quanta and elements. 
  5. Like
    Shaman reacted to Eviltek2099 in GETTING READY FOR 1.4? Dev Q&A Summary   
    Keep up the good work. Maybe you'll attract more players to come back!
  6. Like
    Shaman reacted to CptLoRes in Open-World or instance PvE: Critical Decision for DUniverse Future   
    Short version.
    NQ loves mini games.
     
    Longer version:
    DU is a single shard emergent community based MMO based in a persistent world, that will isolate players away with instances so that they don't risk running into the rest of the community and experience any kind of emergent behavior while playing..
  7. Like
    Shaman reacted to Distinct Mint in Open-World or instance PvE: Critical Decision for DUniverse Future   
    The mechanics of how this will work have been known for several weeks. There won't be instances, technically, but on accepting the mission you will be teleported to the region in the open game world where your target is, and returned when you complete the mission (or die). This will likely be very, very far from anything else. So effectively an instance, but technically not. 
  8. Like
    Shaman reacted to Surlick in Open-World or instance PvE: Critical Decision for DUniverse Future   
    Hey Novaquark Team,
    As an enthusiastic player of DU, I really have to tell you that you have a chance to turn things around and lead the game to the success road again. I've heard that you're planning new PvE content, and I'm begging you to not have it take place in instances, but rather in the open game world!
    From a game design perspective, there are several reasons why it makes little sense to put certain content into instances, especially in a game like DU, which focuses on an open game world:
     
    Artificial separation of player experiences: Instances can create an artificial separation of player experiences by interrupting the smooth transition between different aspects of the game. This can lead to the game feeling less coherent and less engaging, as players feel like they are switching between isolated, disconnected areas rather than playing in a cohesive world.
    Loss of emergence and unpredictability: One of the main advantages of an open game world is the ability to experience emergent and unpredictable events that arise from the interplay of various game mechanics and player interactions. Instances can limit this emergence and unpredictability by creating controlled, closed environments that provide less room for spontaneous encounters and interactions.
    Reduced social interaction: In an open world, social interactions and shared player experiences are an important aspect of the game. Instances can restrict these social elements by separating players into isolated areas where they may have fewer opportunities to meet and interact with other players.
    Restricted dynamics of the game world: Instances can limit the dynamics of the game world by isolating events and challenges within confined areas. This minimizes the impact of these events on the entire game world and on players who do not participate in the instance. An open world, on the other hand, allows the effects of events and challenges to spread throughout the game, creating a more dynamic and vibrant game world.
    Repetition and monotony: Instances can cause the game to become monotonous and repetitive, as they often rely on pre-built scenarios and predetermined sequences. In an open world, however, players have the opportunity to constantly discover new and diverse experiences resulting from the interplay of game mechanics and interactions with other players.
     
    Overall, embedding content into instances in a game like Dual Universe, which focuses on an open game world and shared player experiences, can hinder the player experience and lead to the game being less engaging, dynamic, and interesting.

    This could truly be a turning point for Dual Universe. The decision whether to turn things around and make the game successful or remain stuck in your current thought patterns could make all the difference. If you don't opt for an open-world solution, challenging times for Dual Universe may lie ahead. You have the opportunity to create a lively and successful gaming environment that keeps players engaged in the long run.

    Surlick-Zek
     
  9. Like
    Shaman reacted to blundertwink in DU is Going Free to Play...?   
    As anyone can plainly see, NovaQuark is looking for people to join their team: https://www.welcometothejungle.com/en/companies/novaquark/jobs 
     
    The top open position is for a Monetization Designer.
     
    That means one thing: DU is getting in app purchases, and I'd expect is going free to play long-term.
     
    The sub model doesn't work for a game of this scale and never will...Regardless of your feelings on free to play as a model, this is what MMOs that don't work as subs invariably do because it sometimes works...and there's really no other option. 
     
    Here are the responsibilities for the new role in case you think this means something else: 
     
    Product owner for the monetization design. Design flexible monetization and economy systems and features (progression & reward structures, currencies, sinks & sources etc.) with coherent KPIs and testing plans. Work closely with Design on progression, unlocks, economy and with Art on new content definition & production Collaborate with Finance & Producers on KPIs & Business Plan and with Live Ops/Data regarding new content & key KPIs Work closely with UI & Engineers regarding backend tools and with Marketing on asset production for new content Day-to-day contact for all internal teams when it comes to building and delivering monetization features Write and maintain design documentation that will serve as a reference to guide interdependent teams. Provide your input on in-game content and pricing + come up with suggestions to refine designs.  
    As has been said many times, if DU is going to survive....it can't survive as a subscription game. 
     
    Unfortunately, I tend to think this will freeze feature dev for a long while (as if it has ever been a priority for the past years lol).
     
    This will mean many more refactors to core systems to make the game work around monetization, which is time that won't be spent on things like TW. 
     
    What do you think about DU getting IAPs? Do you think DU going free to play is inevitable with this...or will they still cling to the delusion of a sub? 
  10. Like
    Shaman reacted to JayleBreak in Hey Pirates!   
    NQ: please introduce a new type of radar with a detection range of constructs that have weapon elements to say... 10su. The new radar should be considered a weapon as well. There should be no objection to PvP enthusiasts being able to find each other to fight.
  11. Like
    Shaman reacted to Knight-Sevy in Understanding the charts for a defensive build   
    First of all, before advising you on a ship that can defend you, I will extrapolate the threat against which you wish to defend yourself.
     
    I'm going to assume that you come across 2 experienced PvP players. These 2 players with access to Geforce.
    The best PvP ship to date is hands down the S core double gunner rail gun + cannon.
    This is really the most unfavorable case, very often you will encounter less disadvantageous match ups (or bad luck an entire fleet that comes to undermine it by chance).
     
    If you are less experienced and less armed, I would advise you for your mining session to start with 3 people.
    It is indeed an MMO and if you want to engage in battle and win, you have to be in a group.
     
    With 3 single gunner ships, you will have less firepower, but will gain in maneuverability and overall resistance of your fleet (3 shields vs 2 for your opponents).
     
    Here are the kind of ships that I can recommend for a fight:
    6 Rare precision cannon S
    2 Ammo containers
    4 Advanced freight L space engine
    2 Space Fueltank M
    1 Rare Shield M
     
    If you don't want to go through the design phase here is a BP vendor:
    https://du-creators.org/makers/SNS Sentinels/ship/Saber
    The buff of a ship created by them is free. This will make up for part of your lack of PvP handling talent.
     
    If you still want to make your own ship, they sell their buff price, find out on the discord.
     
    => Now that you have gathered your friends, built your ships, let's talk about some tips that could allow you to win a fight:
     
    - Bring a container dock on your ship. In case of aggression you can separate from it and will not be handicapped by your farming

    - Always have someone to watch while you mine

    - Training is important. Overall players who do not practice PvP like to shout that because it is not FPS and only lock and fire, that the game does not require any player skills.
    This is totally false, regularly we have PvP confrontations where victories are won at 1 against 2 or even 1 against 3 with almost identical ships. Piloting is really not to be neglected.
     
    That's a lot of information to consider. There's more to see, but you can start working your way from here. You are already in the 20% of players able to take advantage of most of your encounters in PvP Zone.

    PS : 
    There is a fairly comprehensive public google doc on PvP. The information is quite relevant but it may be too specific if you are a complete beginner.
     
    PS 2: Maybe you and your friends will have to put on the face with cheap XS ships just to understand the pressure of combat, movement and the use of weapons.
  12. Like
    Shaman reacted to Zeddrick in number of players connected   
    It will only be dead when you and the many others like you actually give up on it.  You are here and even though you seem to be one of those who wants to help push it over the edge by putting others off playing you clearly haven't walked away yet and neither have many others.  People are just waiting and if there's a turnaround they might still come back.
     
    When I go 3 months without seeing a single 'game is dead' type of post here, on reddit or on the discord is when I'll think that the game actually is dead.  I'm an infrequent visitor these days but I see them all the time right now.
  13. Like
    Shaman reacted to Atmosph3rik in How about third person view?   
    The option to use a 3rd person view would make the game a lot more enjoyable for me.
     
    A little perspective from the comment section of that article.  Sorry i just thought this was funny...
     
    Your average 3rd person view preferer:
     
    Your average forced 1st person perspective preferer:
     
  14. Like
    Shaman reacted to BukaTV in Please turn ON the "Idea Box" to players to post their suggestions!   
    If you want good feedback to make this game work DO NOT disable new suggestions ("Idea Box" forum). Or to allow a giving of more clarity to existing mechanism would be smartly encouraged. If something is not a bug or is not working fluidly, then where does a person post this suggestion if it is that?
    If the Idea Box is disabled than in essence the devs are basically saying to the players we do not care about your suggestion STAY FRUSTRATED BUT pay us money for it! This is very insulting to a new player. Please open this forum up to suggestions that are constructive and thought out and procedural/methodical. Thank you.

    "Off Topic" posts are more encouraged by these forums then actually making this game better. Imagine that!

     

  15. Like
    Shaman reacted to Novidian in Airbrake obstruction - is it coming or not?   
    A little late for that, IMO. That’s a lot of builds that would be borked overnight, and obstruction is wonky enough as it is. I’d rather they leave it be and focus on other things.
  16. Like
    Shaman reacted to W1zard in DUAL UNIVERSE: WHAT'S COMING NEXT   
    That's some awesome news. Looking forward for these updates!
  17. Like
    Shaman reacted to Leniver in DUAL UNIVERSE: WHAT'S COMING NEXT   
    First of all, thanks a lot for the feedback.

    This is going to the right way!
  18. Like
    Shaman reacted to Koruzarius in DUAL UNIVERSE: WHAT'S COMING NEXT   
    Looks great guys!
  19. Like
    Shaman reacted to ToxicDonut in DUAL UNIVERSE: WHAT'S COMING NEXT   
    Will we ever get the ability to see and compare what talents are applied to elements/constructs?  This is one of the most frustrating parts of the whole game. Other updates look great. 
  20. Like
    Shaman reacted to vylqun in DUAL UNIVERSE: WHAT'S COMING NEXT   
    First time in a while that i really like what i read, hope its rather coming sooner than later
  21. Like
    Shaman reacted to NQ-Wanderer in DUAL UNIVERSE: WHAT'S COMING NEXT   
    Hello, everyone! I'm Mark van den Heuvel, known to many of you as NQ-Deckard, a member of the Production team here at Novaquark.
     
    First, to those of you who celebrated your new year recently, I wish you a wonderful new year, and I look forward to seeing all of your creations in-game. As we step into 2023, I want to bring you all up to speed on where we're at with Dual Universe and where we are going.
     
    After our launch last September, we have all worked hard to squash remaining bugs and improve balancing. We also delivered the promised digital Kickstarter rewards to our backers.
     
    As is always the case with Dual Universe, work does create itself in front of us, and we have a great deal to work on and improve. One of our current central goals is to enhance the gameplay experience and catch up with some features and quality-of-life improvements, particularly some of those requested by our community.
     
    Let me walk you through some of what we have planned for you both soon and further down the road.
     
    Planets

    We’ve recently released a new version of Talemai, and we’re continuing work on the others. After reviewing our progress, we've decided to take extra time to make the new planets truly feel different with new art, new terrain, and more exciting features. This means they are coming at a slower pace and possibly in a different order than we had envisioned. Expect new teasers, concept art, and images from us soon™!

    Combat Missions

    We had decided early in the life of Dual Universe not to focus on a PvE combat system, given other priorities. With all of the feedback we’ve received since the beginning of the game, PvE combat has consistently remained a highly requested feature from our community. We always try to listen to your feedback, and I’m happy to announce that we have begun work on implementing the first iteration of a PvE combat system into the game!
    We’re planning the first version to be a PvE mission system that takes players into combat in their ships. The missions will scale in size to allow all players (solo or part of a larger group) to participate.
     
    We’re very excited about the PvE combat feature. It will add more engaging gameplay for all Noveans and allow players to try out the rigors of space combat before heading out to battle with other players in Dual Universe PvP.
     
    We are still in the early development of this feature, and it will take time, but we are already looking forward to seeing you all trying it in future PTS sessions. Your feedback will be instrumental in our developing PvE combat in Dual Universe.

    PvP Improvements

    Following a recent and very successful round table discussion with members of our PvP community, we are reviewing all the feedback gathered and our own data to determine what changes we will make. We are considering increasing the importance and/or requirement of having voxel armor onboard successful PvP ship designs, finding ways to encourage multi-crew ship setups, and potentially restricting the ability to remove cargo while in combat. Stay tuned for more exciting developments on PvP.

    Contest Winner Constructs

    Before launch, we ran the Build Your Legacy Contest for players to design starting outposts and speeders, with the winning entries being added to Dual Universe. We are currently working to make the constructs that the contest winners submitted available as options to select during the first start of the game, and we are also looking to make these available for purchase in the UEF shop. The contest entries were original and impressive. I want to congratulate all of you who took part. 

    Maintenance Unit

    A complete rework of the repair unit was planned for the 1.2 release just before the holidays. The feature still needed more work, and we decided to delay its release with plans to include it in the upcoming 1.3 update. When finished, the repair unit will be replaced with the maintenance unit, which can repair constructs with scrap and disassemble constructs. However, construct disassembly is the feature that still requires the most work, and we are determining if the feature will make it into the 1.3 release. When added, this feature will remove the pain of finding that one last bit of voxel in a construct and make redesigning builds easier, with the Maintenance Unit taking down constructs for you.

    Joystick Support

    Dual Universe already has a basic system to connect joysticks to the game. However, these were never cohesively connected with the Lua system. We will change that, allowing players to map analog and button inputs from Joysticks, Throttles, Pedals, and even simple Gamepads into Dual Universe. This will significantly improve the flying experience for non-Lua developing players and open new doors for Lua developers through projects such as Lua arcade games, custom flight control systems, and other nifty things our community creates.

    Default Lua Configuration Rework

    Once we’ve added Joystick support, we will redesign the default Lua scripts we give to players. Our community has long requested this update, and we want to ensure we deliver it. We will add a full suite of features and improvements. This means new Lua flight control systems, the ability to toggle widgets on and off without requiring Lua code, and integrating several systems not fully encapsulated in current control scripts, such as Anti-Gravity Generators.

    Fuel Intake Changes

    This has been a popular demand by our players, and we are looking into options to allow players to refuel tanks from another element. Currently, we plan to make a  'Fuel Intake' able to act as a proxy for a single fuel tank. This feature is still on the drawing board and may change as we dive deeper into it.
     
    -------------------------------------------

    As always, thank you for reading this short overview of some of what’s coming up. I hope you have a clearer picture of the direction we're taking Dual Universe in, and I look forward to hearing your thoughts on the forums. Have a wonderful day.
    - Mark (NQ-Deckard)
     
  22. Like
    Shaman reacted to Novean-61657 in New Update just made Norton Anti Virus Blocked it.   
    Erm... I'm not sure if I should comment on the use of Norton or the lack of a file verification system... 😉
  23. Like
    Shaman reacted to kbruderTech in Change is Good   
    Greetings all,

     
    Please allow me to introduce myself. I am a longtime MMO fan since UO in 97. I only play MMOs. I have backed several from the early crowd funding stages and only play one at a time. I am not a hardcore player due to having a full time job and raising a family. I just started playing Dual Universe a month before launch. I had heard about it a long time ago and thought to myself, "This game looks amazing". So far I have 18 days playtime logged. I have only one account and one character in game. I play using the native client, not via Steam. I come from a professional systems architecture/cloud computing and networking background. I hope that provides some good context to this post and any others that I may post in the future and speaks to my level of objectivity as a seasoned player of MMOs.

     
    First, I would like to congratulate Novaquark for the massive effort that went into this passion project. You guys really went out on a limb and took a massive risk with choosing the old-school way of funding your game with subscriptions. Bonus points for no cash shop, no cosmetics, no P2W element (perhaps besides the ability to multibox by paying for multiple subscriptions). Over the years as the MMO genre moved towards P2W, cash shops, loot boxes, etc., I recall considering the industry in a race to the bottom and thought eventually all game producers would succumb to such short sided greed. Many of them did; some of them that I backed and played exclusively. Most of them are but a faint memory and no longer exist.
    Just when all was lost, some game producers caught onto this dynamic and started announcing early access to projects that promised a return to the more traditional models free of P2W where players could feel confident in not having their efforts rendered meaningless. In lieu of P2W elements, players could support the game by purchasing strictly cosmetic items, thus the micro transaction model came into being. Unfortunately, this drained development focus from improving QoL and game mechanics and fixing known issues toward creating an never ending and vast offering of cash shop items. Many of these projects also died off leaving a sort of virtual doll house where a functioning game of skill full of meaningful social interaction used to be.
    That brings us to today, where the zeitgeist is returning to its origin with the original UO subscription model, steep progression curve and PvP based endgame (without loosing it all each time you die of course!). Dual Universe is not the only game to revert to the model, several other titles being announced of late are going this route as well.
    So to my first point, thanks Novaquark for having a backbone and sticking to your vision, especially in this gaming era of entitlement and “dead game” FUD. Thank you for keeping the focus on game mechanics, in game economy, and QoL items such as grid snapping.

     
    Second, I would like to add my input to the “dead game” FUD. This sentiment is present across every MMO at this moment in time. Its almost a meme at this point. There is not a single game that doesn’t have a video or post about how their respective game is dying. There is no game of any genre, let alone MMOs that has a strong uptrend in concurrent player spanning months. Most people will buy a game and play it for around 40 hours then move on to something new.
    To put the contemporary gaming market in perspective, when many of us were told to stay at home or lost our jobs over the past couple of years, we started playing more games more often. Now that societies of the Western world have sent us all back into the world, we are seeing the number of concurrent players drop off on a YoY and MoM basis. Additionally, all games experience a massive dropoff in the months after launch. To base the overall success of Dual Universe on concurrent player metrics (from the portion of player that use Steam) sampled over a handful of weeks is absurdly short sided. If we are being honest, no player knows how many people are perma-quitting or how many new subscriptions are incoming. Claiming that there will be no playerbase within a matter of months with no data to back that up makes one appear disingenuous and spiteful, especially when doing within the in-game global chat.

     
    Third, I would like to represent the contingent of players that agree with the recent economy changes. It seems like most of us are busy playing the game compared to the number of players spending their gaming hours complaining, shading and dooming on every available outlet so I thought I would present an alternative perspective here. If a player based their entire strategy, talent pool and identity into the mining unit trade, I can certainly empathize with how devastating that must be to have the carpet pulled from beneath you like that. However, give it some time and you will see that the economy will adjust to the demand for ore and you may even profit heavily in the long run. I chatted with player who claimed they were deleting T1 ores because it “wasn’t worth the storage”. There is something wrong with that and NQ knew it. What they did was react using insights that we as players don’t have access to. The developers aren’t clueless when it comes to this as many players have claimed ad nauseam. In fact, this is the first game I have ever played where the developers can effectively communicate their understanding of virtual economies. Clearly every one on the small development team has been hand picked for their integrity and knowledge.

     
    Lastly, as a player that didn’t play for years before launch, this game has an incredible amount to offer a person who wants to play in an immersive open single instance of an infinitely expandable universe containing multiple worlds and local economies. It allows pure and beautiful creativity within a very stringent set of constraints (The best artists are driven by constraint, this is an actual concept that is accepted within the fine art community). The best part is, we don’t have to kill animals, zombies, aliens or other mindless AI mobiles to progress. That is honestly the most refreshing thing about this game. I seriously became desensitized to killing literal millions of humanoid and animal representations over the course of my life. If people feel unfulfilled with out being able to kill AI, there are thousands of games where you can do this in perpetuity alone or with your pals. Thanks again Novaquark for delivering the perfect game to players like myself. even if I am the only person on earth who likes this game, I still thank you and consider myself fortunate to have discovered it. Keep strong and never give in to greed or angry masses. If you guys keep it up, I am certain you will always have a paying player base even if its not in the millions.
  24. Like
    Shaman reacted to Anderson Williams in PVP Changes, Hi NQ its me again :)   
    So its launch, some of us have played since beta, since even Alpha and the Meta has changed extensively over time. However as the meta changes sometimes it gets better and it gets worse. So far the changes has gotten better and better but there are some glaring issues right now that kinda ruin any kind of variety. 

    1. Cannons are just beyond the best, there is almost no reason to use any other weapon in the game. We have tried Railguns, Lasers are meh and missiles have no point. With no ability to truely hold a ship in place, cannon boats can just orbit a target (with alittle help from a script :p) and kill you. 

    2. Cross Section tanking is not broken, but needs a counter. There is nothing currently that allows you to truly cross section tank, like just doesn't exist. Stasis is supposed to be the counter, but by stopping 'max speed' vs 'overall speed', you can just fly away. It doesn't effect the sig ships as much as it should. Its a good start, but it really needs to effect overall speed, not the max.

    3. How to fix?
     -  The Rock paper scissors concept, which like Eve, is awesome, but only if a counter can actually be utilized and presently it cant. Cannons and Cross section are basically the only viable pvp option, which is painful. There should be variation, Cannons don't need a nerf persay, but some way to level the playing field.
    a. Change stasis to impact either just overall movement, it can apply more and more overtime, and it needs longer range. 25km in a game where we can fight at almost 400km is absurd. So increase range, and allow the stasis to impact overall speed. 
    b. Add a Target Painter, taken right from eve its an element that would not use ammo, would have a cycle time and a cooldown. This element, limit 1 per ship, would inflate the cross section of a ship a percentage. Nothing crazy but enough to give a ship a chance to rock paper scissor... anyone can use this, even cannon boats obviously, but it would go on a seat just like stasis. Range should be limiting factor, so the farther from the ship the less it inflates the crossection as the painter 'fades' strength. This prevents it from being overpowered, but allows it to give other weapon systems a change. 


    Just some ideas, that NQ isn't going to read XD. Cause even if they did we would never know. <-- now slogan until one of you do read me dangit. 
     
  25. Like
    Shaman reacted to NQ-Wanderer in THE FUTURE OF DUAL UNIVERSE   
    Dear Noveans,

    With the launch behind us, it’s time we give you better insight into our direction of development for Dual Universe.

    Before the release, our Creative Director gave an overview of many upcoming game features, and we want to expand on his letter by giving you a more precise look at what we’re working on specifically in our upcoming updates.

    We are currently continuing to focus our work on the initial stabilization and resolution of issues following the launch, and we are also working on update 1.1 which we are aiming to release in December.
     
    What’s Coming in Update 1.1?
     
    Kickstarter Rewards: Part Two

    We want to take this opportunity to thank you once again for your incredible support and patience. Kickstarter backers are the supporters that helped start Dual Universe. We’re working hard to deliver your rewards.
     
    In update 1.1, you can look forward to the following:

    - Two versions of pets, with a total of eight variations.
     
    Automata Tier 1: Automata Nora-SP pet_agnes_tier1.mp4
     
    Follow us on our social media to see the others in the coming days!
     
    Automata Tier 2: Automata Nieve Automata Tier 3: Automata Spud-7 Automata Tier 4: Automata Max-E  Automata Tier 5: Automata Elite  
    Anicham Tier 1: Anicham Scrap pet_alex_tier1.mp4
    Follow us on our social media to see the others in the coming days!
     
    Anicham Tier 2: Anicham Comp Anicham Tier 3: Anicham Max 
    - Avatar skins for both body types:
     
    (Gold/Sapphire/Ruby/Emerald/Diamond/Kyrium Kickstarter and Founder packs)
    Alpha Team outfit
     
    Follow us on our social media to see the others in the coming days!

    (Silver+ / Contributors / Sponsors / Patrons)
    Arkship Passenger outfit (Bronze) Military outfit (Gold+ / Sponsors / Patrons)
    Arkship Passenger outfit (Silver) Earth Legacy outfit (Silver)     (Ruby+ / Patrons)
    Arkship Passenger outfit (Black) Earth Legacy outfit (Black)
    - New emotes:
    (Gold+ / Sponsors / Patrons)
    Dance
    Cry
    Thumbs down
     
    Follow us on our social media to see the others in the coming days!
     
    Thumbs up Just DU it  
    (Ruby+ / Patrons)
    Victory Threat Facepalm Silly dance Salute  
    - In-game titles
     
    Features
     
    - Grid Snapping: with this feature, when deploying a blueprint, you can snap to the grid of another already placed core, like when placing a Space Core Unit. This feature will help you to align cores perfectly with one another while deploying blueprints.

    - Steam Achievements

    - Element recycling : dismantling elements back into a portion of their components.

    - Eight new talents linked with schematic creation.
     
    Looking further into the future, What’s in the 1.2 Update?

    - Tactical Map: a visual display providing a tactical view of surrounding constructs detected by your active radar.

    - New tools for finding wrecks and a minor revamp of the radar system.
     
    - Changes to the Deep Space Asteroid Tracker and the asteroid system.
     
    - Adding the ability for repair units to use scrap.
     
    - New Orbital Delivery Challenge.
     
    ----------------------------------------------------------
     
    We still have a lot of development planned in the longer term which you can read more about in the letter from our Creative Director, and we hope that we’ve given you a clearer picture of our immediate direction for Dual Universe. We will update you should this planning change significantly, and look forward to hearing your thoughts and feedback in this forum thread.

    It’s been an incredible month since launching Dual Universe. We’ve worked hard to address issues, and though we always want to do better, we hope you’ve enjoyed the game so far. All across Helios, wonders are already taking shape as you bring the game to life. We can’t wait to see what you’ll build in the coming months and years. From all of us here at Novaquark, thank you for being a part of our game.
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