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ch3w8a

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  1. Like
    ch3w8a got a reaction from Walter in PVP feed back   
    Shield bleeding mean that a small portion of damage pass throught it

    we already have a mecanic for downgrading voxel to ensure they big L meta won't leave anymore
    the CCS ( to keep it simple : the more hp from voxel you add the less css is added to your construct)

    so to keep it simple for NQ to add a mec like this i think it's a good idea to play around things that already exist
    the shield should let some damage pass (just a very low amount maybe 2% for exemple)

    with that you won't play a no voxel ship!

    another mecanic which would be a real good addition to the game :
    let the css buff the shield
    the more ccs you have the more shield you have too
    it's a good way to allow a little bit of voxel design around the ship

    at last to equilibrate the meta
    the stasis weapon

    for now it's more effective to use a stasis with a small S core agaisnt ship bigger (s/m/l hauler or a bigger pvp)
    as we see in every show (series / film / games) the big ship can stasis smaller ones (star destroyer can stop the millenium falcon - uss discovery can stop the delta flyer)
    so we need that type of weapon

    to keep it simple too NQ can just invert the curves of efficiency for the stasis against mass and add a base value who depend on the mass of the attacker
    the more bigger the attacker is the more efficient stasis should be with a bonus from size of the weapon
    so a M core can keep an S core in his range and a L core can keep S and M core in range too

    with this 3 additions in the game the meta would change
    S core stay faster - cross sect advantage
    M core can tank a little and may be the equilibrate ship
    L core can really tank and with appropriate equipement can be efficient too
  2. Like
    ch3w8a reacted to Knight-Sevy in PVP feed back   
    The HP voxel increase is fine.
     
    But that's still not enough.
     
    I'm keeping my subscription renewal off until you offer an alternative to voxelless ships.
     
    => To recall the question is:
    - What are the means that the game gives me to kill a ship moving faster than mine?
    (With the shield the ship without voxel flees then returns to the fight, which a ship with voxel cannot do).
     
    Shields have been the addition that will destroy your games if you continue to ignore your community's request to balance them.
     
    Maybe think about adding a tractor beam or something like that. We must have at our disposal an inverse mechanics of the stasis.
  3. Like
    ch3w8a reacted to Taelessael in PvP Question (Voxel hp Buff)   
    Why was voxel hp buffed? Unless some manner of bleed-through is added to shields that causes a ship to suffer some ccs damage with shield-hits it isn't going to be a terribly relevant stat given the element-only nature of most pvp ships. Buffing voxel won't entice people to start using it, CCS and shields killed armor-tanks for most people, it was easier to just out-run the armor-users for a minute in an element-only ship and recharge your shield while your wing-man kept the armor-user from recharging theirs.
     
    Annoying and time-consuming as it is, pvp isn't going to be balanced without additional game-mechanics. To put it it simply, the pvp-design game is too simple, and the only way to fix that is going to be to do a lot of work and add some likely rather complex mechanics until things aren't simple anymore.

    -If you want voxel on ships, you'll probably need some portion of damage to bleed through a ship's shield and impact the ccs.
    -If you want those ships to not just be disjointed clusters of elements with gold bricks clipped inside their shield generators/engines, then you'll need some kind of reason to place the voxel on the outside of elements (such as making some amount of bleed-through affect the elements that would have been hit had a ship's shields been down if it would have hit elements instead of voxel).
    -And finally, if you don't want us pulling 20g with an x-mas tree of guns mounted to the front of an engine-wall wrapped around an L shield, then you're probably going to have to add in some kind of heat mechanic that makes running a all of that simultaneously on something too small to dissipate that kind of heat a dangerous thing to try and do.

    I know it isn't easy, and I'm certain that were all of this to be done then there'd still be some new meta to eventually emerge, but it would give additional ways to balance things, and with each added bit of complexity it takes ever more time for pvp players to discover what the best option is.
  4. Like
    ch3w8a 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)
     
  5. Like
    ch3w8a reacted to Knight-Sevy in Exploit with mining units   
    This patch was really not expected.
    I really believed that NQ would still let their economy die through gameplay exploits/abuse.
    It's really good that this bug is fixed.
    Really I had given it up personally, but all this is very good for the balance of the game.

    There's going to be real interest in buying higher tier tiles.
  6. Like
    ch3w8a reacted to Koffye in Exploit with mining units   
    Facing the consequencens of their own action is not their strenght.
  7. Like
    ch3w8a reacted to Honvik in Exploit with mining units   
    Except it was highly abused.  I know of multiple people who have billions made from high tier ore farms that had 1/2 l of T4/5.  It was not intended gameplay and NQ had to do something to balance the economy before it was too late.
  8. Like
    ch3w8a reacted to Knight-Sevy in Exploit with mining units   
    This change is really a good thing.
    Someone who really owns a flower of 7 tiles will finally be able to be rewarded for their investment.
    On a flower of 7 if you only have one T2 / T3 or T4, you can do a calibration on each tile every 24 hours. This allows you to use 49 calibrations. Which makes a good bundle of ore.
    And of course you actively participate in the game:
    - You have to pay taxes like everyone else (which helps keep the price high for higher tier minerals)
    - You must buy and install mining pods, so invest in several mining units and not just one.
    - You are encouraged to go to outer rim planets to get tiles, and therefore either use cell warps or take the risk of crossing the PvP zone. This leads to interactions between players.
    In short, only advantages for the balancing of the game with these changes.
  9. Like
    ch3w8a reacted to Anderson Williams in Dear NQ....   
    Hey NQ, I'm sure not everyone will agree with me but there is a fair amount of us that really want to love and believe in this game. 
     
    I am worried however, I like to think I'm one of your biggest supporters, and i am working hard to keep that positivity alive. I try to look to the positive every chance I get... and I try to give you guys the benefit of the doubt because I can't imagine the strain and difficulties you guys face. 
     
    Despite my dedication has been shaken a few times, I'm still here. I still am a supporter. Proudly. 
     
    However, I am asking/begging you to give the members of this community the voice they want to talk to NQ and know that they are heard. CCP did this with the interstellar Council.... give some of us the chance to be involved to represent the player base.. to give our teammates the answers they want and desire, to raise the concerns we have to you and know they are being addressed. It's one thing to say these things and occasionally get an answer or a side step, but we could do so much better. Admittedly without someone even acknowledging our posts in here we don't even know if you guys read them.
     
    I want to believe in DU... but the relationship between NQ and the player base is becoming more like a tumultuous relationship between management and the employees. The player base isn't going to feel represented by a Shamsie.. or someone who is out of touch with most aspects of the game. I mean, when asked about issues regarding pvp a rep of NQ seemingly had no idea how pvp even occured. I don't mean that disrespectfully... but let us help! We want to... and if this game is going to succeed we can't be treated or be made to feel like employees who are gonna stick by the company. Which we are not. 
     
    My solution. 
     
    Implement a 5 person council of sorts that meets occasionally. Has a direct line to NQ and you can ping your updates/changes off. Like for instance you guys are talking about tactical map... I'm concerned as far as what that could mean or be used for. It makes me concerned over a pvp disconnect here...
     
    This council would be active members of the community or are apart of larger organizations and bring thier perceptions from those organizations to NQ. This may mean some more secret new directions being revealed but also could be a saving grace if the plan is absolutely terrible and not going to be well received. It may help to have insight from those of us who actually play. We want to help and support you.
     
    I beg you to take this request seriously. We are still in your corner. 
     
     
  10. Like
    ch3w8a reacted to Archaegeo in NQ - Enforce your rules or remove them please (Market 12 glidepath obstruction)   
    NQ-Rubicon — Today at 11:27 AM
    If anyone reports a construct that a player creates with intent to block or grief players, we will investigate and take any appropriate action. In this case, there is plenty of Aphelia territory and airspace unobstructed to allow players access as intended. As mentioned, the Market rules are only enforced within Aphelia territory. This has always been the objective
  11. Like
    ch3w8a reacted to Archaegeo in So Long - And thanks for all the fish (UPDATED)   
    UPDATE
    Given a conversation with NQ this weekend and expected rule clarifications next week (not sure which way, just clarified rules) I plan to continue playing for the moment. This might end up being like when you plan to quit a job, you are offered some so you stay, and you end up quitting 6 months later, but we will see. I honestly do want DU to work out, I didnt put 2 years of coding into it because I want it to fail. When you have a game with GM enforced rules, they must be clear and they must be enforced, especially in PvE areas where all other players have no recourse. If we had territory warfare and could have dealt with this on our own, it would be a totally separate situation. Anyway, ArchHUD will be maintained and continue to be improved for now (as much as I was ever able to improve it).
     
     
     
    It is with some amount of deep regret that I say goodbye to DU.
     
    I have tried to support the game, beyond ArchHUD, but NQ's attitude to blatant griefing is just too much.
     
    This is not how you help a game grow.  We all know there are lots of issues, but I was hoping that the wipe and release would be a nice fresh start.
     
    I want to thank everyone who has supported ArchHUD (and ButtonHud before that) and who have provided support and kind words over the 2 years.
     
    I hated the fact we have T1 bots buying ore injecting unlimited quanta into the economy (why should coal be worth anything if no player willing to pay for it).
    I hated there are bots selling elements (takes way player market niche setting ceiling prices)
    I hated the fact that there is no decay of elements (life count is bugged, nothing on my ship goes below 2 lives left, and of course static elements never run out).
    I hated that we didnt get Territory Warfare (original promise)
    I hated that their solution to pvp problems was a stupid floor max speed no matter mass of ship.  (And floor burn speed no matter size of ship).
     
    I was willing to overlook it, and hope they would make the game better, but ....
     
    I cannot continue supporting a game where the dev's ignore blatant griefing and refuse to enforce their own rules.  (see below post).
     
    So I am done.  I wish you all well, and will see you around the pond.
     
    So long, and thanks for all the fish.
     
    Archaegeo
     
    (Regarding ArchHUD - I will leave it up for the time being.  I will not be providing support for it though going forward.  There are many who will, and someone might pick up the mantel).
     
    <
    >
  12. Like
    ch3w8a reacted to Devian in Blackbriar presents: The Last Stand of Beta – DU’s last Big Beta Battle - Sept 10th 1900 UTC   
    In honour of the big public conflicts that came before it. I’m hosting one last hurrah.
     
    A homage to all the great Warships of Beta Public Fleet Battle 1900 UTC Saturday September 10th
     
    Countdown: https://bit.ly/3T0Ak6a
     
    ::pos{0,0,-2815953.4907,618689.9485,-302327.5077}
     
    Bring any PVP ship you like.
     
    Fly what looks cool.
    All core sizes kitted out for pew pew.
     
    Event discord: https://discord.gg/6KfKKxaKmP
     
    Free pvp ships also provided.
     

  13. Like
    ch3w8a reacted to Davian_Thadd in Guide de démarrage - par CodeInfused - Version FR   
    Pour ceux qui l'auraient peut etre vu passer coté EN, @CodeInfused a réalisé une très bonne infographie pour aider les joueurs à commencer Dual Universe avec quelques tips pour la premiere semaine de jeu.

    Ayant discuté avec lui, nous avons fait une version FR de ce guide  

  14. Like
    ch3w8a reacted to W1zard in [PVP] What easy-to-integrate features would you like for the release?   
    I'd add one thing that I miss a lot:

    multicrew gameplay

    For me it seems like it will be pretty easy to return the onboard mechanics in play, and also remove voxel-less meta:
    Add shield bleed, even if it's very small percentage, it will drastically change pvp gameplay.
  15. Like
    ch3w8a reacted to Omukuumi in [PVP] What easy-to-integrate features would you like for the release?   
    Hi, a new topic for resume some of our idea about PVP features in the future.

    Wrecks
    - add an element similar to the DSAT for them
    - put them all in space
    - add schematics in their storage, with a value that depends on the rarity of the wreck
    This would be a cool first PVP approach for all players as well as an additional way to have content for the most experienced on the rarest wrecks

    Asteroids
    - delete T4 and T5 from the MUs on each planets/moons
    - modify the spawn algorythm for dodge any PVP roid to spawn too close to the Safezone
    - reduce their maximum spawn distance
    - disable the possibility of create a station with a shield close to them
    - allow imprisoning players who farm in jetpack with XS core and glass panel or give us GUNS
    In order to restore the interest in asteroids and encourage people to interact with each other, whether through piracy or through group mining to protect/optimize themselves.

    Alien core
    - Increase the power of items requiring plasma
    - Hide/protect ships docked to an alien core, or just on station, with a shield
    - Less T5 in MU
    - Scales the need for plasma in the schematics based on item size (example 1 for XS, 2 for S, 3 for M and 4 for L, and modify the production of plasma if needed)
    This will add interest to Alien cores, preserve an important interest for asteroids by avoiding being the main source of T5
     
    Piracy
    - Bring back the boarding, the button feature work now, if people don't check their ship then it's their fault. (and the force field for counter boarding is so boring for dock/land)
    - Rework the radar, add some range or be able to follow the signature of a ship or any other idea else than this 2SU max
    - Delete the jammed zone, if people can see hauler going in space, PVP players can see pirates who hunt it or any other player who want help/warn/counter
    - Need more reward for hunting mission hauler
    - Go back on group missions and stop special missions (beta keys will end with the release and if you add more tool on pirates, big hauler will be hunted)
    - Adds different icons/icons colors, allowing each player to set a reputation on an org or a player
    - Add a right clic option on dynamic construct icon for wisp the pilot and allow players to talk (to find a deal, a ransom or a pass)

    I tried to summarize some of my ideas as well as possible, if you have better or different ones do not hesitate.
  16. Like
    ch3w8a reacted to Knight-Sevy in Will You Stay After The Wipe?   
    Yes I will be there
     
    The dozen active players in our organization will also be there.
    Even a few additional reinforcements that we hadn't seen for months showed the desire to play.
     
    We will be around the planets tracking NQ wreck hunter smugglers.
    We will be on the pipes waiting for the heights of reckless missions.
    We will be on the asteroids to harvest the precious T4 ores needed for our PvP fleet.
    We will be present on the battles of the core aliens to have our name on them.
     
    Get ready.
  17. Like
    ch3w8a got a reaction from CousinSal in PVP Balancing with new voxels value   
    the idea behind the weapon nerf is to be capable th handle one or two hit on weapon / big element (engine - shield - warp)

    actually if you have to vent your shield (L or M) it takes a long time and in combat you vent you loose ....

    with voxel upgrade we now should have bigger than nano ship that can stay alive more than 1 or 2 s without shield
    but the remaining problem is that weapon damage will destroy your element in seconds
    with the cross section problem all your element are packed and if you take a hit all low life ones die instant only L-weapon XL-engine can take a shot without instant dying
  18. Like
    ch3w8a reacted to Knight-Sevy in PLANNED HONEYCOMB CHANGES - Discussion thread   
    It only remains to remove the cross section system which destroys the game.
    Put back the lock distances of the biggest ships on the small ships.
    And you will save PvP.
    Well done NQ this kind of change on voxels is going in the right direction.
     
    With this 3 modifier We will finally have ships with elegant designs, the big ships will have to have smaller weapons to hit the XS and the S rather than stupidly shoot them down with their L weapon or be escorted by XS / S ships which will fight against vessels of equivalent size.
  19. Like
    ch3w8a got a reaction from Kanamechan in PLANNED HONEYCOMB CHANGES - Discussion thread   
    the new maths on honeycomb seem to go in the good direction

    but there is actually (same with new honeycomb value) no interest to build pvp ship with honeycomb on it
    i'ts more mass and no enough tankyness
    damage of weapon is clearly to high
    cross section destroy all possibility for design
    only small ship with the less C.Section could win fight as it enhance shield hp trought hit chance

    if your enemy has 25% hit chance or less and you have L shield then you have equivalent to 80 000 000 hp
    to get 80 000 000 hp-ccs with voxel (actually) you need about 65k iron honeycomb

    sorry wrong numbers here shield have 10M base so it would have 40M effective hp with 25% hit chance

    with same amout of gunner and actual cross section
    compact miniborgcube without (or just a litlle bit of) alwais win vs heavy armored ship

    this imply the same logic with designed ship
     
  20. Like
    ch3w8a reacted to Omukuumi in PLANNED HONEYCOMB CHANGES - Discussion thread   
    Next change:
    delete the cross section
    re-add the old system of lock per core size (XS lockable at 40km, S at 80, M 150 or more, I don't remember the old values)
    hp of weapons/elements or weapon dmg

    And we will got a cool PVP system
  21. Like
    ch3w8a reacted to W1zard in PLANNED HONEYCOMB CHANGES - Discussion thread   
    With linear honeycomb HP based on mass what's the reason to use lighter materials?
    They have same HP for mass added on ship, but adds much more cross-section, which results in less total ship's survivability.
    I think with hit-prob based on cross-section only viable option of voxels on ships with linear HP are heaviest possible materials with as much res as possible

    Haven't run any calculations yet, but it could be possible that Niobium (pure) is better than Mangalloy (product) just because of lower cross-section
  22. Like
    ch3w8a reacted to Kanamechan in PLANNED HONEYCOMB CHANGES - Discussion thread   
    To be sure people will not use concrete / wood / fiber in ship pvp or pve, make them with old mass, 0 hp and 0 resist
  23. Like
    ch3w8a got a reaction from Aranol in PVP Balancing with new voxels value   
    I think the new value on voxels are nice !
    The new speed systeme is also a good feature.
     
    but the cross-section as reference for hit chances seems unchanged...
    as long as this method stay, only ultra small nano ship (high G / low hit chances) will be played

    now we have mainly ultra low cross-section S / M core in fight
    since month voxels on pvp ships nerf so much your max-speed and capacity to pitch/yaw/roll
    L core are only used to carry M / S ship on batteground
    time to kill is also an issue actually with big L ship 100k voxels - 100m+ ccs in a fleet fight you can be done in a few minutes 
     
    i keep in mind that dual universe best feature for me is voxel building  (with V.P.T it's actualy the best building game i have ever played)

    So for more fun and to keep creativity as the most enjoying part of the game while you build (and use) PVP ships :

    - nerf weapon damage by about 50%
    - suppress cross section as a reference
    - re-implement lock by core as it was at the beginning of beta
    - keep weapon lock by core
    - also lock shield by core
     
    i think it won't be so difficult has all the change already exist or have existed in dual universe
     
  24. Like
    ch3w8a got a reaction from Akroma in PVP Balancing with new voxels value   
    I think the new value on voxels are nice !
    The new speed systeme is also a good feature.
     
    but the cross-section as reference for hit chances seems unchanged...
    as long as this method stay, only ultra small nano ship (high G / low hit chances) will be played

    now we have mainly ultra low cross-section S / M core in fight
    since month voxels on pvp ships nerf so much your max-speed and capacity to pitch/yaw/roll
    L core are only used to carry M / S ship on batteground
    time to kill is also an issue actually with big L ship 100k voxels - 100m+ ccs in a fleet fight you can be done in a few minutes 
     
    i keep in mind that dual universe best feature for me is voxel building  (with V.P.T it's actualy the best building game i have ever played)

    So for more fun and to keep creativity as the most enjoying part of the game while you build (and use) PVP ships :

    - nerf weapon damage by about 50%
    - suppress cross section as a reference
    - re-implement lock by core as it was at the beginning of beta
    - keep weapon lock by core
    - also lock shield by core
     
    i think it won't be so difficult has all the change already exist or have existed in dual universe
     
  25. Like
    ch3w8a got a reaction from Kanamechan in PVP Balancing with new voxels value   
    I think the new value on voxels are nice !
    The new speed systeme is also a good feature.
     
    but the cross-section as reference for hit chances seems unchanged...
    as long as this method stay, only ultra small nano ship (high G / low hit chances) will be played

    now we have mainly ultra low cross-section S / M core in fight
    since month voxels on pvp ships nerf so much your max-speed and capacity to pitch/yaw/roll
    L core are only used to carry M / S ship on batteground
    time to kill is also an issue actually with big L ship 100k voxels - 100m+ ccs in a fleet fight you can be done in a few minutes 
     
    i keep in mind that dual universe best feature for me is voxel building  (with V.P.T it's actualy the best building game i have ever played)

    So for more fun and to keep creativity as the most enjoying part of the game while you build (and use) PVP ships :

    - nerf weapon damage by about 50%
    - suppress cross section as a reference
    - re-implement lock by core as it was at the beginning of beta
    - keep weapon lock by core
    - also lock shield by core
     
    i think it won't be so difficult has all the change already exist or have existed in dual universe
     
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