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Shaman

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  1. Like
    Shaman reacted to Blackrock in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    Hello Lads,
    i´m a big builder myself, with 2 citys (30 and 90 L core) and streaming.
     
    If it should come to a reboot (wipe), I would be for a complete wipe with concessions!
    - 1. implement XL Static and Space cores (all ends have the same length!!!)
    - 2. implement XL Atmo engines and Wings, revamping the area around the stabilizers
    - 3. every existing player gets 10% of his talent points he had so far.
    - 4. Blueprints are kept
     
    Negotiable but indispensable in the future:
    - 5. skin designs with color changes of the elements, like the avatar only related to almost all elements.
     
  2. Like
    Shaman reacted to Physics in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    Apologies for the caps but the tone is intended. LEAVE TALENT POINTS OFF ANY WIPE DECISION JUST LIKE BLUEPRINTS.
     
    As for my opinion. If you must weigh pro and con list make it so Voxel only constructs survive the wipe. Make a warning pre-wipe if the construct will fail the check just like you did with element stacking.
     
    Pro - Builders can keep their hard voxel work and only have to replace the elements on the other side of the wipe.
    Pro - Far less Back Lash.
    Pro - Closes nearly all Loopholes apart from Voxel but Voxel will be the most easy to reproduce post wipe anyway so economic effect is very limited.
    Pro - Newbies can be instantly inspired by the veterans creations of the Beta period.
     
    Con - Some veterans will have to dig out ther buildings again.
    Con - Nq will have to add a small bit of effort to save the 1,000's of hours of work created by the community.
     
     
  3. Like
    Shaman reacted to Kurock in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    I have never read a bigger pile of one-sided bullsh*t basically advocating for full wipe in order to easily do away with schematics.  Just announce the decision and get it over with.

    At beginning of beta it was announced "no more wipes except as required for updates" (like the mining update that was done).  So if NQ do decide to wipe, it would be yet another promise broken.  This also completely ignores that people have been paying monthly to play...

    As for "removing unfair advantage" and "level playing field". These are fallacies to help people sleep better at night.  The players with the know how will return to the positions of abundance they have now in short order.   There will always be "haves" and "have nots".   All a wipe does is a slap in the face of the people that put time into the game after being told a wipe would not happen.
     
    Make a system that creates schematics rather than remove them.  The problem with schematics, like the markets, is that they do not give player agency.  A player cannot make a schematic at all, they have to be bought.  Make science research a thing.

    Cons for wipe have already been mentioned:   As I said, the "NQ thoughts" are heavily aligned to a wipe disregarding promises and small details like leaving an empty world, avid supporters of the game just leave, and paying customers just get their stuff removed.  

    What a wipe also does is remove the history of DU such as it is... like Thoramine.  Deleting a piece of DU history like that is unforgivable.
  4. Like
    Shaman reacted to Shredder in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    This is the ideal situation 
  5. Like
    Shaman reacted to Caldog in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    Most important PRO's missed... 
     
    Hundreds of paid accounts no longer paying.  Less money for NQ
    Empty worlds with no constructs... sounds fun.
    Many existing players offer help to new players in financial and advice... gone.
  6. Like
    Shaman reacted to Gottchar in DEVBLOG: A MARKET IN SPACE - discussion thread   
    "the Market station provides a new dynamic in the transport of cargo, in that merchandise can be bought and sold without the need to make planetfall."

    so like any of the already existing moon markets, without the moons. 
     
    Market 1 Alioth moon 1 is:
    -closer to most players
    -also in space
    -more landing space
    -easier landing, because a tiny bit of gravity is nice to have
    -you can already warp to a moon, no public warp beacon needed
     
    I have no idea how the new space market adds anything in any way for anybody except the Utopia guys, that was not already provided by any of the moon markets. Unless the fact that there is a moon below the moon markets is an issue, which I doubt, the new market is not going to see a lot of action, it is yet another waste of time.
     
    Next time players ask for something that would actually be nice and make the game more fun and the devs say "we would love to, but it isn’t priority, maybe later we find the time" just remember there was time enough for this thing.
  7. Like
    Shaman reacted to Shockr in DEVBLOG: A MARKET IN SPACE - discussion thread   
    *cough* Utopia Station *cough*

    edit: For reference, Utopia Station is about 1SU from the centre of the safezone. We've been there for over a year. It would have been great if this was a player element that could be attached to existing, long-standing, trade outposts.
  8. Like
    Shaman reacted to NQ-Wanderer in DEVBLOG: A MARKET IN SPACE   
    The upcoming 0.29 Athena update is about more than just PvP and improved visuals. Among the many features this update brings is the Aegis Market.
    Read on to learn more about this new commercial hub in space.
     

     
      SPACE ECONOMY  
    With the introduction of The Aegis Market, players may now directly access a bot-free market housed in the void of space. Located in a zero-gravity environment, the Market station provides a new dynamic in the transport of cargo, in that merchandise can be bought and sold without the need to make planetfall.
     
    Players can now transport resources, including from the new Alien Core Units, and sell them at a market using craft designed purely to function in space. This, along with the updates to our Space Warfare feature can provide new design routes to the next generation of player designed spaceships in Dual Universe.
     
    NEW PATHS AND AVENUES TO EXPLORE

     
    The Aegis Market is a vast place and it’s surrounded by landing pads for ships to dock. These pads have teleporters which can then take the players straight to the core of the market. The landing pads are all named after the planet nearest to them, and are only about 1KM away from the Aegis. 
     
    A landing pad where ships can dock.

     
    Teleporters leading players to the market.
     
    The market is located at the very center point of the safe zone, at roughly equal distance from Alioth, Madis and Thades. There is also a public warp beacon to the Aegis Market available.
     
    Please note that the Aegis Market has an interdiction zone surrounding it. You can't deploy a space core within 50KM of its location. You can however, deploy a dynamic core in this surrounding zone - just like in Aphelia territories on the planets.
     
    SPACE MARKETS – SYSTEM EXPANSION
     
    While we study the impact and player reactions to the addition of the Aegis Market, we will only be implementing this single new space market. If we can determine that the implementation of this feature is a positive addition to our game, we will explore the option of adding more of them in the future.
     
    We’d like to invite you to share your thoughts with us on this feature. Would you like to see more space markets in Dual Universe? What is your initial reaction to their implementation? Please Let us know your feedback here!
     
  9. Like
    Shaman reacted to Nosomu in I found the Other Universe!   
    You’ve found the entrance to Wipelandia
  10. Like
    Shaman got a reaction from Taelessael in CCS should contribute to shield hitpoints   
    eg an L shield on a ship with no CCS would have 5 million hp, while one that does could have the usual 20 million, maybe even more for larger ships. This would encourage players to use voxels on their builds instead of just using elements.
  11. Like
    Shaman reacted to ELX987 in its been 1 year and 4 days since BOO crashed the SW PVP event, a reminder of why we love this game   
    ^^ 
     
    i miss PVP like this, consensual or not, i just miss the fun we had
     
    rarely do i see fights get close to what this was, to have 10000 views on a forum thread that spewed out good fun and laughter.
     
    i wish DU went back to this type of fun, when we were all there to play, now we are just watching, waiting
     
    lets hope .29 brings this back!
  12. Like
    Shaman reacted to The_Kurgan in ROADMAP UPDATE: PREPARE FOR WAR WITH THE COMING OF 0.29 "ATHENA" - discussion thread   
    "The best news of all is that we plan to release a smaller update between now and Athena release to introduce some quality of life improvements."

    PLEASE BE A LARGER SELECT/COPY/PASTE AREA!!!!!!!!!!
  13. Like
    Shaman reacted to VandelayIndustries in ROADMAP UPDATE: PREPARE FOR WAR WITH THE COMING OF 0.29 "ATHENA" - discussion thread   
    Your hauler will always be second class. A semi not gonna be able to handle a tank. Pvp ships are built for war.  Your hauler will be slower cause its carrying more. It's always been this way in any game. You just want a "get out of pvp free" button...in the pvp zone. Not gonna happen buddy. 
  14. Like
    Shaman reacted to Dracostan in ROADMAP UPDATE: PREPARE FOR WAR WITH THE COMING OF 0.29 "ATHENA" - discussion thread   
    "To better balance PvP, we are adding stasis weapons and altering the behavior around a constructs’ maximum speed. With these sweet guns, big armored ships with powerful rockets will no longer have an advantage that allowed them to escape more agile smaller designs."
     
    Another mechanic addition that benefits the attackers with NO counter for the defenders. All this does is shift the balance further to the advantage of aggressors. How does NQ not know it is the Pvp ships that have the more powerful engine configurations - not the haulers ?
  15. Like
    Shaman reacted to BlindingBright in ROADMAP UPDATE: PREPARE FOR WAR WITH THE COMING OF 0.29 "ATHENA" - discussion thread   
    This may be some proper new content. Good thing I've been preparing for WAAARRRRR!!! Let's gooooo!

    Curious, introducing Alien Cores feels like a huuuuge departure from the original game... you can't just drop "Aliens" on us and not expect the obvious question.... when do we get some Alien NPC's to shoot at?
     
    hyyyyype!
  16. Like
    Shaman reacted to Koriandah in ROADMAP UPDATE: PREPARE FOR WAR WITH THE COMING OF 0.29 "ATHENA" - discussion thread   
    This sounds like a big update, can't wait to hear more
  17. Like
    Shaman reacted to VandelayIndustries in ROADMAP UPDATE: PREPARE FOR WAR WITH THE COMING OF 0.29 "ATHENA" - discussion thread   
    And kiss that shitty skybox gone forever I hope. 
  18. Like
    Shaman reacted to NQ-Wanderer in ROADMAP UPDATE: PREPARE FOR WAR WITH THE COMING OF 0.29 "ATHENA"   
    Can you hear that low rumble tumbling across the sky? It’s the goddess of war and wisdom, and she’s bringing the heat.
     
    Slated for the end of Spring, the Dual Universe Athena update heralds a new tidal wave of conflict that will set Helios ablaze.
     
    For peace-loving Noveans uninterested in warfare, Athena also includes a completely overhauled First Time User Experience (FTUE), a Space Market, and a variety of visual upgrades to the game.
     

     
     
    WHAT’S IN IT
     
    Space warfare hits a new stratosphere with the introduction of alien core units that will spawn in PvP zones. Think of them as resource-generating facilities, like space mining points. Players and organizations can claim these points to accumulate resources. But nothing comes free or easy in space. Alien core units must be defended. Do you have the mettle to get this metal?
     
    These alien core units also serve additional purposes. The first is to provide fresh new PvP challenges for fighter types, and the second is to reduce the pressure on players who wish to avoid PvP side of DU but still find themselves ambushed by pirates when they step out of the safe zone.
     
    To better balance PvP, we are adding stasis weapons and altering the behavior around a constructs’ maximum speed. With these sweet guns, big armored ships with powerful space engines will no longer have an advantage that allowed them to escape more agile smaller designs.
     
    Last but not least on the topic of PvP, our voxel team has improved the performances near combat-related explosions, especially the destruction of voxels. We aren’t losing focus on keeping improving our players’ experience in Helios!
     
    Shifting gears away from the pew pew pew features in Athena, we have also revamped the FTUE to provide a better, more easily comprehensible starting experience for new players. We want to give new players all the information they need to settle into DU with a solid foundation.
     
    Among other features, you can look forward to the following:
    New space map New skybox and stars rendering improvements Improved water visuals Improved flashlight visuals  Mining Units Lua API Space market Element stacking exploit fix  
    The best news of all is that we plan to release a smaller update between now and Athena release to introduce some quality of life improvements.
     
    WHAT’S NEXT
     
    As usual, we’ll publish a series of devblogs to provide deeper insight into the new Athena features. We hope that you’ll like what you see!
     
    Thanks to your constructive feedback, we have fine-tuned and balanced the content of Panacea with overall good results. We hope to see more of the same, so we encourage you to continue engaging with us as you read the upcoming articles. Your ideas and feedback are what will make Dual Universe better.
     
    Head over to this thread and let’s chat!
     
  19. Like
    Shaman reacted to blazemonger in New Game Engine   
    There are no other engines that can do what Unigine can do in the context fo DU. 
     
    The needed scale, precision and everything being in one single instance with many thousands of players is not going to happen in UE or Lumberyard, which really are the only two alternatives besides Hadean as that is a similar engine in concept to what they have and is further along in showing to be proven technology plus it has big names behind it.
    There is computing solutions available now that were not available 7+ years ago when NE started their journey which would very likely be more efficient, cheaper, and higher performance than AWS, particularly Edge/private cloud solutions. But NQ is too busy now to get to release to spend months moving the game over.
     
    OP has watched too many flashy demo videos which show off UE5 but has not really paid attention to what is left of all that once the engine actually has to run in the context for a game.
     
    Needless to say, there is a lot about NQ that needs to get better, but the engine they use is not that big an issue right now.
     
  20. Like
    Shaman reacted to EasternGamer in New Game Engine   
    In other words:
    Throw away 6-8 years of work and start again, only to have the exact same sentence be repeated in 6-8 years time.
     
    XD
     
  21. Like
    Shaman reacted to Knight-Sevy in New Game Engine   
    I think we can lock this topic
  22. Like
    Shaman reacted to blundertwink in Add counters to the current PVP meta (plz)   
    I feel like this is an issue with most open world PvP games -- because the "strategy" is to always outgun the enemy. This tends to be how it goes in all games without structured PvP.
     
    Much like real life, the correct strategy is to pick fights you know you can win vs. engaging in "fair" fights. That makes it boring and uneven for everyone, but is sort of human nature. 
     
    This is why MMOs have structured PvP, instead. It isn't as realistic, but it makes for a more interesting game. This is one reason I hate when there's too much focus on realism. Realism doesn't always (or often) make for good game structures. 
     
    In my opinion, there's no way to balance fully open-world PvP -- especially on a single-shard system where each ship is custom. Symmetrical, fair fights will likely be an accident vs. being the norm...no matter how they tweak weapons and defenses. 
  23. Like
    Shaman got a reaction from Namcigam in Add counters to the current PVP meta (plz)   
    I think the real problem with this current pvp system is there are no counters to anything. This makes it very hard to balance every weapon, core size and shield size since the only stat that matters is pure killing efficiency. Even with the new proposed pvp changes, this problem still occurs because the only thing that will lead to victory is having more ships, and more firepower. Strategy is almost nonexistent as well, as apart from piloting skills each battle is nothing more than a damage slugfest. Even if Precision guns become less broken, and cross section doesn't have as much of a play in combat anymore, people are just going to move to the next best damage dealers and nothing will change (like it has before).
     
    However, If you take the most meta combat ship right now, and make a counter to it which beats it very easily (but is less effective in other scenarios) it makes combat much more strategic and interesting, as what ships you take to a fight determines your outcome instead of simply stats and damage output. Hell, this counter could be extremely OP at destroying the current meta ships, but as long as this new 'counter' ship also has a massive weakness, take cannons for example, then the pvp meta will be much easier to manage and be much more exciting.
     
    Its literally just rock paper scissors but for DU PvP. rock beats scissors, scissors beats paper etc. Its super simple, makes the meta much more complex and is way easier to balance. its been done in many games before and I dont see any reason not to add it to DU's pvp.
  24. Like
    Shaman reacted to Carnegie in Positive Weekly Suggestions #1   
    First of all a big thank you for lowering tile taxes. The game is now playable again and I hope to see more old timers like me coming back.
     
    So, onward:

    1.  New player industrial experience:
        - for industry, remove the need to go on a scavenger hunt for schematics for lowest level everything
                           (when learning the game, who wants to be frustrated by not being able to make screws and pipes?)
        - Keep schematics for Uncommon, Advanced, Rare, and Exotic (provide unmovable default schematics for all basic level items that comes with each industrial machinery)
     
     
    2.  Mining now is more practical and I like it, but I do miss the teamwork that goes along with mega deposits. I haven't checked out asteroid mining yet, but if mega deposits don't exist there, consider having some to excite the guild into grabbing a big chunk before rival guilds show up. (PvP space only)
     
     
    3.  Long term PvP reasons to fight:
         A. Comradery  
         B.  Adrenaline 
         C.  Power
         D.  Pride
         F. Access to content that is not available to lesser warriors
     
      For example, have a wandering curated moon that is a small paradise
              - very visually appealing (Sanctuary used to be very nice until the sky turned a smog orange, then I never went back) 
              - have some wandering animals
              - full PvP on the surface and surface-to-air defenses can be build on tiles
             -  while standing on the surface, each player gets a 200 talent points per minute instead of the normal 90  (goes back down to 90 if logged out)
             -  there can be only a limited number of people on the planet before the training benefit drops
                        (say up to 300 people  = 200 point/min,     301- 500 people = 150 points/min,  and 501 - 1000 people = 120 point/min)
     
             - the idea of the population limit is to encourage a "king of the hill" type fight - people who gain access will need to defend their gains from challengers. 
             - unique minerals to be mined that act a super fuel or shield boosters, or accelerated mining tool boost
         
    This paradise moon should slowly meander through space to prevent a giant flotilla of space stations from sprouting up around it.
          - there can also be a dark secret (like it really isn't a moon but an ancient alien ship)
          - if this is a successful idea, there could be multiple moons with different benefits (instead of a training boost, then a daily login stipend boost)
     
     
     
     
  25. Like
    Shaman reacted to NQ-Deckard in DEVBLOG: REVISITING CONSTRUCT SLOT CHANGES   
    Following the discussion around yesterday’s devblog, the community asked us to look over our figures to see what we can reliably sustain in terms of construct limits. In this communication we want to take the opportunity to outline what we have decided to change from the previous devblog as well as to explain some decisions such as the mechanics of construct abandonment and our reasons for arriving at our previous figures. These proposed changes are still being developed by our design team and we welcome your continued feedback on this major update.
     
    Organization Constructs Slots versus Personal Construct Slots
     
    There appeared to be some confusion in yesterday’s devblog between organization and personal construct slots. Personal construct slots are always independent of organization construct slots. 
     
    Before outlining the details of the construct slots, it’s important to note that our position on excess construct abandoning mechanics. For the avoidance of doubt, when this change is implemented in the Panacea release. No construct will be subject to abandonment through the following mechanics for at least the first month after release.
     
    This is to ensure as smooth a release as possible, and to allow our players who want to specialize in the architectural gameplay loop or the collecting of wonderful constructs, some time to accrue talent points and to adapt.
     
    Personal construct slots:
     
    Can only be used for constructs in the player’s ownership. Can not be assigned to organizations. Are non-transferable to other players. Are gained through talents independently of organization construct slots.  
    Organization construct slots:
     
    Can be assigned to any organization, regardless of membership. Can not be assigned to players. Once assigned to an organization, can not be repealed from that organization for 30 days. Once repealed, the organization will have until the next bi-weekly construct check to ensure that it meets its construct slot requirements. If that bi-weekly construct check determines that the organization has more constructs than it has slots, the organization will receive a warning and be required to ensure the constructs count is brought down to its capacity. If the next bi-weekly construct check following that warning determines that the organization still has more constructs than it has slots, random constructs from that organization will be abandoned until the organization is back in compliance with its slot capacity. All this means that even if you go over the available slot count, you have at the very minimum 14 days to correct it.  
    We are keeping the random nature of selection for construct abandonment. This is because as game developers we know that if there exists a way for a game system to be broken, our players will find it. In this particular instance, given the gravity of the impact, we feel that it’s important to protect the game and our community from abuse, and the randomization is an effort to do that.
     
    We hope this clears up some of the lingering questions that were remaining yesterday.
     
    Player allocated slot amounts, why so low?
     
    Following internal research, we determined that currently per active player there are approximately 25 constructs in the game at the present time.
     
    Therefore we believed that having a total of 42 slots per player would have been enough to provide an overhead for the community to be able to distribute the available slots amongst each other and support each other's projects.
     
    We do value our players and recognise that some of you own considerably more constructs than that average, and though we want to encourage collaboration and community, we don’t want to constrain those players that prefer to go it alone.
     
    And, we’ve heard you. 
     
    We are looking into an alternative approach that we feel will meet the majority of the community needs while also meeting our requirements for the long term sustainability and balancing of Dual Universe.
     
    Talent Changes
     
    We are going to increase the core allowances. In yesterday's devblog we proposed a figure of 42 total constructs. We are going to increase that through the introduction of talent changes that will require considerable time investment but keep the door open to players that wish to own many constructs.
     
    The new talents are separated into three tiers, increasing in expense significantly per tier.
     
    The new figures are (subject to change)

    For personal construct slots:
     
    The base personal construct slots will be increased from 2 to 10 slots without any talents. The first tier personal construct talent will grant 3 slots per level (up from 2), for a total of 15. The second tier personal construct talent will grant 5 slots per level (up from 1), for a total of 25. The new third tier personal construct talent will grant 10 slots per level, for a total of 50.  
    This will allow for a maximum personal construct limit of 100, once all the talents are fully acquired.
     
    For organization construct slots:
     
    The base organization construct slots will grant 10 slots without any talents. The new first tier organization construct talent will grant 3 slots per level, for a total of 15. The new second tier organization construct talent will grant 5 slots per level, for a total of 25. The new third tier organization construct talent will grant 10 slots per level, for a total of 50.  
    This will allow for a maximum organization construct limit of 100, once all the talents are fully acquired.
     
    The combination of the two will allow a determined player to reach the maximum number of construct slots that we can reasonably maintain. This will take substantial time investment in order to be a specialization within the game. 
     
    We will still be refunding the following Legate based talents:
     
    Organization Construct Management Organization Construct Management Specialization Advanced Organization Construct Management Specialization  
    These talents will be buffed to collectively increase the maximum ceiling for the organization's construct limit to 1625.
     
    If you have already trained Advanced Organization Construct Management Specialization to level 5, by reinvesting the refunded talent points, we estimate that you will be able to reach at least a construct slot capacity total of 80. Further, given the grace period of at least 1 month following the Panacea release, we hope that those amongst our players who value their construct capacity can increase it to a comfortable level of approximately 125 construct slots before needing to make decisions on which constructs to keep.
     
    We want to thank you all for your feedback and take this opportunity to recognize the passion you our community have for the future of this game. We would love to hear how you feel about the new changes outlined above in this forum.
     
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