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Shaman

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  1. Like
    Shaman reacted to Osyraa in What next for DU?   
    This is ridiculous. 
  2. Like
    Shaman got a reaction from RugesVia in What next for DU?   
    Now that the game has released I've noticed there have been no updates of any kind and no new roadmap apart from the planet overhauls. Will there be anything else coming or not?
  3. Like
    Shaman got a reaction from Lokilein in What next for DU?   
    Now that the game has released I've noticed there have been no updates of any kind and no new roadmap apart from the planet overhauls. Will there be anything else coming or not?
  4. Like
    Shaman got a reaction from Haunty in What next for DU?   
    Now that the game has released I've noticed there have been no updates of any kind and no new roadmap apart from the planet overhauls. Will there be anything else coming or not?
  5. Like
    Shaman reacted to Shredder in Dual Universe should change it's target audience.   
    I don’t think building sandbox games are for you.
  6. Like
    Shaman reacted to NQ-Wanderer in LAST MONTH BEFORE THE END OF THE WORLD   
    Noveans,
     
    With Dual Universe about to launch, we would like to celebrate the end of beta with all of you!
     
    Whether you are interested in building, fighting, or just having fun, read on for details of two upcoming NQ in-game events.
     

     
    BUILD YOUR LEGACY
     
    Calling all builders! We’re organizing a building contest. From Tuesday 6th of September at 14:00 UTC to Thursday 22nd of September at 14:00 UTC, all Noveans are invited to bring their creativity and building skills to the forefront! Dispensers with elements and honeycomb will be available at a site near the Exchange.
     
    The goal of the contest is simple: if your build meets our specifications, the best speeders and outposts could be featured in a future iteration of the FTUE!
     
    To be selected, constructs must be either a Speeder or an Outpost.
     
    Construct Specifications:
     
    Speeder Requirements: constructs must feature ALL of the elements below
    XS Core Unit
    1x Hovercraft seat controller
    3x Basic Atmo Engines XS (2 pointing backward, 1 pointing forward)
    1-2x Basic Hover Engine S
    1-2x Stabilizers (placed vertically)
    1x Atmospheric Fuel Tank XS
    1-3x Headlights
    1-8x light sources (including Headlights)
    Adjustors XS only
    Atmospheric Airbrakes S only
    Tier 1 Honeycomb materials only (+ luminescent)
    Players are encouraged to add details through the use of elements, but should not get above the count of 60 elements.
    Must be able to be compacted
     
    Outpost Requirements: constructs must feature ALL of the elements below
    Small core unit
    1x mining unit small
    2-3x elevators
    Elevator screen
    entrance door
    1x VR station
    1x Container S +2x container XS + 1x container hub
    1x resurrection pod
    Personal objective screen
    1x Parcel Container xs
    Logic Elements
    Basic xs/s ship parts bundle
    Floor above the ground (raised foundation, stilts)
    400-700 m3 tier 1 (max 10 m3 of luminescent) tier 2 material accents tolerated.
    150-300x total element count
    Total commercial value can’t exceed 1,200,000 h
     
    All required elements will be available in the dispensers near the Exchange, for free, along with honeycomb.
     
    To be eligible for potential adding to the FTUE, it is important that your construct remains in the scope and context of our starter constructs. Such as only tier one materials and things that you would normally find in a starter construct like a starter speeder or a starter outpost.
     
    We’ll have information soon with more details on the submitting process for your constructs!
     
    AMMO MADNESS
     
    Come and join the battle! NQ is organizing a large PvP event to celebrate the end of beta. We will provide unlimited ammunition through dispensers for all able Noveans to pew pew!
     
    These dispensers will only be available from Friday 16th of September at 14:00 UTC to Monday 19th of September at 14:00 UTC. The exact location of the dispensers will be released soon. We invite everyone to join the fun. If you’re looking for the fight of your life, don’t miss this call!
     
    --------------------------------------------
     
    If you have any questions about these events, please reach out to NQ-Nyota on Discord or the forum discussion thread.
     
    Stay tuned for other NQ surprises in the last month before launch. Our community is also all abuzz with events to mark the end of beta, so you can look out for more communications from us on these player-events!
     
    Whether you want to brighten Helios with new constructs, or just set everything ablaze in an epic battle, we’re eager to see it all!
  7. Like
    Shaman reacted to TobiwanKenobi in A little gift for NQ Entropy. (PvP video)   
    NQ has been doing great with their recent changes to PvP and I just wanted to show @NQ-Entropyhow clean it is right now. The desync fixes made it so much better.

    So here's a little video of a fight I participated in last week. (Side note: have you guys ever considered an options wheel for combat actions such as engage, disengage, reload, etc? This right clicking on a marker/widget stuff is pretty awkward.) 
     
  8. Like
    Shaman reacted to Sawafa in DEVBLOG: MERCURY ART IMPROVEMENTS - discussion thread   
    +1 for core explosion visibility to very very far distnace (like, 500+ su). It would be awesome if you could see the explosion of the ship near Madis while flying near Alioth.
  9. Like
    Shaman reacted to TobiwanKenobi in DEVBLOG: MERCURY ART IMPROVEMENTS - discussion thread   
    The core explosion is cute and all, but I feel you guys should make the effect so large that it can be seen from far, far away - up to 2su. It would be cool if you could see someone's core explode after you kill them in pvp. As it is, no one is going to see that effect - not the aggressor, and of course not the person who got destroyed.
     
    If NQ wants to really improve the visuals of a battle, you guys need to render all weapon effects for everyone on the battlefield. It would make things so much cooler and interactive if we could see crisscrossing lasers and railguns everywhere.
     
    I'm looking forward to the SSGI/SSAO. Ship interiors have long been too dark, even with many lights placed. Hopefully it works as advertised in those infographics. It didn't seem to do much on the PTS.
  10. Like
    Shaman reacted to PsychoSlaughter in Ask Aphelia Episode #6 - Discussion thread   
    I'll say this: with 'future plans' up for discussion all the time its hard to commit to this game. Many of the things we like to build take months of effort, and suddenly NQ decides to rewrite a major pillar of the game and its all invalidated. MegaFactories - invalidated. MegaNodes/Mining - invalidated. HTML Lua - invalidated. All your beta builds - wiped and invalided *soon. We should be at a point we you are 'tweaking things' for balance and adding on features. Now you're telling me you 'might think about removing safe zones' in the future. At the end of Episode 6, about removing safe zones. If you don't even know if they will be viable, why should I build there? Wipe goes through, I start having fun building my space station, and six months down the road you decide to put me in PvP space, and my work is invalidated. What's next? Removing markets 'because too many people go there' or something? I really want to play this game but it feels like a waste when it all ends up being for not after you guys remove stuff. You'll have to settle at some point and have a plan because this wishy washy 'I don't know what we're making' isn't really attractive long-term.
     
    Edit: it was always the plan to remove the outer planet safe zones but not the inner zone. Just say that.
  11. Like
    Shaman reacted to Distinct Mint in Ask Aphelia Episode #6 - Discussion thread   
    Second star system is confirmed as feasible (despite many people here claiming otherwise) - so new system for new start players; old players have the option to remain in Helios with all of their stuff - NO WIPE CONFIRMED (unless you want one)!
  12. Like
    Shaman 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"
     
  13. Like
    Shaman reacted to blazemonger in New server - way to reconcile PvP and no-PvP players   
    DU is a game that has open world combat PVP, NQ has made more than reasonable compromises to allow those who do not want to encounter combat PVP.
    If you want a game which is entirely combat PVP free, DU is not it and you should choose another game to play.
  14. Like
    Shaman reacted to Distinct Mint in New server - way to reconcile PvP and no-PvP players   
    :rolling_eyes:
  15. Like
    Shaman got a reaction from DecoyGoatBomb in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    I am all for a partial wipe where the economy is reset, quanta + talents are removed, but all elements on constructs are removed as well.
    That way old players still have the honeycomb hulls of their constructs as a base for rebuilding everything.
    As a builder and this is the one I would be most happy with, as replacing elements is far less painful than replacing honeycomb.
  16. Like
    Shaman reacted to NQ-Ligo in UPDATE: MERCURY (0.30) - discussion thread   
    It seems that this information has not been detailed, but the panel overview contains two pages, home (home icon) and skins.
    So if it can reassure you, the home page will contain general information like :
     - Current balance
     - Current owned constructs (with the maximum based on your talents)
     - Current territories count (with the X/5 HQ reserved)
     - Linked container range
     - Current calibration charges (with maximum based on your talents)
     - Charge regeneration time (based on your talents)

    Don't worry about values, developer accounts have super-powerful talents.😁

  17. Like
    Shaman reacted to EasternGamer in UPDATE: MERCURY (0.30) - discussion thread   
    They said so, an internal change to their systems. It's a little vague, but I think it gets the idea across.
  18. Like
    Shaman reacted to EasternGamer in UPDATE: MERCURY (0.30) - discussion thread   
    All great stuff to see. Those graphical improvements look amazing as well. Can't wait to see how it affects constructs.

    Lua -- I just wanna say that I think this update will be very important for new coders, especially less-reliance on JSON. I like the idea of event-driven data as well, and can't wait to see what those nice-to-haves are... maybe if it's not too late we can ask for a few here.

    @Mncdk1, global illumination is a graphically intensive feature from what I know, likely will be a setting. However, not personally aware what Athena brough that had quite a performance hit... could you elaborate on that xD.
  19. Like
    Shaman reacted to Calisius in UPDATE: MERCURY (0.30) - discussion thread   
    THE ALIOTH EXCHANGE
    sounds interesting! Looking forward to how this will work. Do you pay rent or it there another way to make sure only active players are using it?
     
    CONTINUED GRAPHICAL UPGRADES, sounds good! Seems like it will improve the vissibility!
     
    SUMMER DACs
    Can they be exchanged in game as well?
    How will it work for us ruby founders and above?
     
    NOVEAN OVERVIEW
    Nice addition! I think skins are a nice income model as well.
     
    LUA API
    Don't know enough about lua, one day...
     
    TALENT POINT RESET
    Super! 
     
    WIPE (no info)
    Still waiting on this, please at least let us know that IF a wipe happens that we at least get to keep our talent points and blueprints but that other things like money are still on the table.
    As a miner most of my wealth is gathered by spending hours mining and running around calibrating so a money wipe would not be preferred. But I understand a materials and stuff wipe might be needed to reset the economy.
  20. Like
    Shaman reacted to NQ-Wanderer in UPDATE: MERCURY (0.30)   
    Summer approaches and with it comes Mercury, our next update to Dual Universe.

    As Cyrille Fontaine, our Creative Director, mentioned in his letter, our focus is currently on polish, and Mercury is no exception. This update also brings new features such as The Alioth Exchange, better lighting to improve visuals, Summer DACs, and more.

    Read on for an overview.
     
    THE ALIOTH EXCHANGE

    We’re about to deploy a new installation in the heart of Alioth where players can apply to build a display to advertise and sell their creations. Applications will be open to all players who want to advertise their ship shops, markets, Lua Scripts, organizations, voxel libraries, or anything else that they create.
    More details about, ‘The Alioth Exchange,’ will be available in an upcoming dedicated post.
     

     Note: constructs featured are samples only.

    CONTINUED GRAPHICAL UPGRADES
     
    We’re tackling illumination, vegetation, and explosion visual effects with the Mercury Update. You’ll find that the game world will be more radiant and realistic with our new global illumination, vegetation asset fixes will improve the look of foliage in the game, and whether you’re fighting or simply crashing a ship, you can enjoy more vibrant explosions.
     

     
    SUMMER DACs
     
    We’re implementing a separate, test version of DACs, allowing every active player to invite a friend to try Dual Universe free for one month. 
    These Summer DACs are separate from real DACs, and will not impact your accrued pool of DACs from crowdfunding packages when gifted. 
    One Summer DAC will be given to every active player and can only be redeemed by new accounts not yet subscribed to the game. They will expire by the end of the summer if not used. Summer DACs should allow us to test our web-based DAC system before the game’s release while offering your friends a chance to try the game for free!

    NOVEAN OVERVIEW

    We're adding an in-game interface which provides an overview of your general account information and unlocked possessions. We’ll expand this feature moving forward, but in Mercury, you’ll be able to see your unlocked cosmetic skins in a dedicated tab.
     

     
    LUA API
     
    Our vision for Lua has evolved over the years and with the new directions we’ve taken, it’s become necessary to entirely revamp our Lua API. These changes will future-proof the API and make it better serve the game by improving and tidying the system. We’re starting this process in Mercury. 
     
    Naturally, such a major change will come with an enormous changelog, but to give you a brief overview of what’s coming ahead, we’re going to:
     
    Restructure the entire Lua API Prepare an object-oriented approach to be ready for future evolutions. Reduce the use of JSON in the API to favor the use of real Lua tables. Rely more on event-driven code to reduce player loops and server requests. Reduce the complexity and size of scripts Add some of the, ‘nice to have,’ features Add further points of interest to some elements such as the telemeter.  
    To summarize, our goal with this update is to reset the API and prepare it for future evolutions. Rest assured that your codes will still work in Mercury and that we’ll give you ample time to adapt your creations.
     
    TALENT POINT RESET

    Every character will have their talent points refunded back to their pool with the Mercury Update. While we must perform this reset for technical reasons related to upgrading our systems, this is also an opportunity for players to refocus talents into different areas and try new ‘builds’, or to simply correct training away from unwanted talents.
     
    ------------------------------------------------------------------------------------------------------------------------------------------------------
    As always, we’ll publish a series of articles delving deeper into Mercury’s features, but for now, thank you for reading, Noveans! We’re excited to move forward with Mercury and are eager to hear your thoughts in this forum thread.
     
     
  21. Like
    Shaman reacted to Virtualburn in A LETTER FROM OUR CREATIVE DIRECTOR - discussion thread   
    I understand there needs to be some for of flatline, BP's are key anyway, but most of our BP's contain elements that we won't be able to purchase or buy for an age of rebuilding.  What about ships we've worked to purchase from other players?  I have at least 2 ships that I know I will never see again as the players just don't exist in game anymore.

    What about the player voxel store that has been a key place for old and new players alike to obtain or sample voxels?  Places like this are as key to the game experience as some of the player bases and space stations that have become landmarks, these weren't just built in a day or even a couple of months...

    I don't know, 6 years of my life has been spent in this game building and designing a base inside a mountain, saving for BP's to build the industry I desired and working and working to get the parts to make my personal ships.  Yes, the game was in beta, but it's not like there's a been a flow of new players coming and going, most of the core players have spent years getting to where they are.  The game itself has come from basic mechanics to some really good content, but you can't deny that this game has been created by players... ALL the ships, all the events / Expos... to log in one day and find everything I've worked to create gone and a pocket load of BP's wouldn't be a thank you for your support over these years, it would be a big screw you, your efforts have amounted to nothing.

    I've wanted this game to succeed so bad and looking forward to release and some fresh Noveans... but this just sounds like a death nell for me, already I've seen so many talented players pack up and go.  I guess maybe that's the intention... you just want a constant renewal of players and subs... no history, no legacy.  How far from the tree we have fallen,
  22. Like
    Shaman reacted to NQ-Kyrios in A LETTER FROM OUR CREATIVE DIRECTOR   
    Hello, Noveans!
     
    I’m Cyrille Fontaine, Creative Director here at Novaquark. These are exciting times and I wanted to give everyone an overview of our objectives and direction for Dual Universe.
     
     
    A game like Dual Universe is a never ending labor of love and ongoing development, but there is a point when you just need to assess if it is ready for a release. After close to two years of testing and numerous major additions to the game, we have decided to prepare the game for launch.
     
    Development of Dual Universe continues at full speed, and we’re spending the lion’s share of our focus right now on fixing bugs, stabilizing the game, improving our back-end systems, and overall continuing to polish the game.
     
    We’re close to deploying a brand new feature that we expect will be a hub for creators and merchants alike to gather and present themselves to other players. It’ll be open to anyone who wishes to participate and advertise their shop, museum, service, or any other point of interest.
     
    We’re also working hard to deliver our promises to our Kickstarter backers that supported us from the beginning. We’re searching for a new shipping partner to deliver the physical rewards as well as delivering the digital rewards through the major game updates of 2022. We’re also implementing an initial web-based version of DACs.
     
      Our team continues to analyze game data and read your feedback to focus our efforts on where we can be most effective, and this means that our plans can change with developments in the game, but looking to the future, I want to share some of what we currently have planned in upcoming content updates for Dual Universe.
     
    Flotillas are a new feature we’re developing that will allow players to form temporary groups of constructs. These will help in identifying friend from foe, assuming your foes haven’t already infiltrated your squad. This will improve many different aspects of group play ranging from fleet engagements, running convoys, piracy, and more.
     
    Another gameplay feature we’re looking to add is recycling, which would enable players to better manage their inventories by turning parts of broken or unwanted elements back into components.
     
    We want to expand PvE with the goal of helping players bring the game-world to life and improving the story in which everyone experiences the game. The mission system is one area of focus for this goal in developing more complex, interconnected, and lore-oriented objectives. 
    We’re also developing a power management system. A good way to consider how energy will work is to look at how construct maximum speeds have changed. Players must decide how to specialize each ship, and similarly, must make choices on how best to distribute power across their constructs.
     
    We want to increase the quantity of discovered planets and moons as well as new aspects, biomes and gameplay opportunities, and to produce planetoids the size of big asteroids, much like the Thades belt rocks, but claimable as a territory.
     
    One of the most resource-intensive features that we have to tackle is planetary warfare. It brings significant change to the game and, before we can achieve it, we have to bring PvP in general to a more mature state. We know that territory warfare is an important game system to many of you, so continue to help us improve PvP by engaging in fights to generate data for us to analyze and continue to improve the system.
     
    There are also many other features that we are looking to improve or introduce in the future.
     
     
    Now, let’s discuss the topic of a reset.
     
    We have seen your many posts across Discord, our forums and social media. We’ve heard your frustration and know that many of you are waiting for a decision about whether or not we will reset. Let me assure you that no matter what we decide, you will not be reset back to square one. Of the different options we’ve been discussing in case of a reset, we are certain that you will keep your core blueprints, including blueprints owned by an organization that you lead. We are also looking into which other important parts of your game progress could be kept if we do reset.
     
    Yes, the internal discussion about a possible reset does continue, and it’s no exaggeration to say that this is the most significant decision we currently have to make for Dual Universe. We appreciate our players and your engagement with us, but I also want everyone to know that all of us here at Novaquark are eagerly awaiting the day we can share concrete news with you.
     
    That is all for this message. Until next time, thank you for your attention, Noveans!
    Please don't hesitate to provide your feedback here.
    - Cyrille Fontaine (NQ-Kyrios)
  23. Like
    Shaman reacted to space_man in 19 Territory Flowers   
    It's not a feeling, it's fact. Every major update causes lots of players to leave. It also brings in some, but it's a trend since .23
  24. Like
    Shaman reacted to Distinct Mint in 19 Territory Flowers   
    So the community is just making up problems now?
  25. Like
    Shaman reacted to NQ-Nyzaltar in Hey NQ how is that Wipe Discussion Going?   
    - Was the wipe decided months ago? No. There are still some scenarios without a wipe and some scenarios with a wipe being discussed. Some may have a personal belief on the topic. That doesn't mean their belief is the reality.
    - Are you making any progress? Yes.
    - Are any of the wipe details confirmed yet? As the final decision hasn't been made yet, it's difficult to share any relevant detail.
    - Which things can you say are certain? For the reason explained above, we can't say anything at the moment.
    - Is there a proposed launch date yet? No, we don't have any info to share on the topic at the moment.
    We (the whole Novaquark team) do know that not being able to give you any information of the topic yet is less than ideal and we do understand your frustration. Once we will have all the information on the topic, we will share it with you as soon as possible. In the meantime, please stick to the already existing forum threads, "Shedding Light On a Novaquark Discussion" and "Ongoing Discussions". Opening new threads on the topic won't make the answer come faster and will just be closed the same way as the previous ones.

    Thank you for your understanding.

    Best Regards,
    Nyzaltar.
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