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Moulinex

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  1. Like
    Moulinex 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)
     
  2. Like
    Moulinex reacted to NQ-Wanderer in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    Dear Noveans,

    The Tactical Map WIP we posted earlier was a conceptual image we used for design reference. It's of course not the final version of the feature, which will look more like this :
     


    We also edited the original post to avoid confusion.

    Sorry for the misunderstanding, and see you in Dual Universe!
  3. Like
    Moulinex reacted to psyKodad in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    Because a crosshair on your ass as soon as you touch an asteroid is nowhere close to 'risk vs reward'.
    That mechanic was purely designed to cater gankers with quick nobrainer prey..and it's good and healthy for the game that this crap will be gone soon.
     
    Wan't to gank or controll all pvp space resources?..work for it..
  4. Like
    Moulinex reacted to NQ-Wanderer in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    Development forges ahead in Dual Universe. In update 1.2 (arriving on the 13th of December 2022), players will see new game systems and overhauls all about exploration, discovery, and salvaging.
     
     
    THE TACTICAL MAP
     
    Are you looking for a fight or trying to avoid one? Whatever your aims, we’re adding a new tool for you to navigate with more precision and awareness of the space around you. With integration into the piloting and gunner HUD, the Tactical Map allows you a clearer view of your surroundings and a better ability to interact with the map.
     
     

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

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

    We’re excited to bring you this next step in our development of Dual Universe. We have streams planned to show you the upcoming features of update 1.2, and we will have more information on update 1.3 soon. Let us know what you think of this update here, and thank you all for your continued support.
  5. Like
    Moulinex reacted to NQ-Wanderer in THE FUTURE OF DUAL UNIVERSE   
    Dear Noveans,

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

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

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

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

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

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

    - Steam Achievements

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

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

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

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

    It’s been an incredible month since launching Dual Universe. We’ve worked hard to address issues, and though we always want to do better, we hope you’ve enjoyed the game so far. All across Helios, wonders are already taking shape as you bring the game to life. We can’t wait to see what you’ll build in the coming months and years. From all of us here at Novaquark, thank you for being a part of our game.
  6. Like
    Moulinex reacted to NQ-Wanderer in BUILD YOUR LEGACY: Winners Announcement   
    To celebrate the end of Beta, we had invited every Novean to enter an outpost or a speeder to our ‘Build Your Legacy’ contest, where the winners would see their creations added as an option for players to pick in the game’s prologue. 
     
    We want to thank each and every Novean who entered and congratulate you on the stunning quality of builds that you submitted. It was a difficult task to pick the winners, to the point that in the future we may add some of the runners up into the game as well.
     
    Here are the 7 winners of the Speeder contest:
     
     
    In alphabetical order:
    Cyber_Bike_Mk3 Dragon_Bike Eccentric Icarus Katana Novark Piranha YOS Legacy Speeder  
    Here are the 3 winners of the outpost contest:
     
     
    In alphabetical order:
    Outpost by loaded Outpost Valiant YOS Legacy Outpost   Your builds are on their way into the game. Please note that implementing them into the prologue will take some time, especially for the outposts, so we ask the winners for patience.
     
    Again, thank you to all our participants. Your creativity never fails to amaze us. Our next building contest is already underway for Halloween, make sure to send your entries in by the 1st of November!
  7. Like
    Moulinex reacted to NQ-Wanderer in NEW BLUEPRINT TOOLS AT LAUNCH   
    Rebuilding Helios will be easier with our enhanced Blueprint Deployment Tools.
     
    bptoolv3.mp4  
    You can omit any element, swap missing honeycomb, and soon after launch, snap blueprints to deployed cores.
     
    What will you build first, Novean?
  8. Like
    Moulinex reacted to NQ-Wanderer in TRY THE GAME FOR FREE ON STEAM   
    Hello Noveans,
     
    If you’ve ever wanted to try Dual Universe before buying it, we’ve got you covered!
     
    Our Steam Free Trial is designed to give a full taste of Dual Universe to any new player interested in the game, without limits and completely free of charge. The trial runs on a separate server that is a copy of our main, persistent server but with a few key differences to help you fully try the game:
     
    Gameplay is accelerated, meaning that the markets are seeded with useful items at greatly reduced prices. You’ll still need to make money on your own, but you should be able to afford the elements you’ll need to easily try any game aspect.  The Free Trial Server is regularly reset. This means that all accounts are deleted, and the server restarts completely from scratch periodically. You’ll receive a notice on logging in at least one week prior to the next reset date. The frequency of these server resets is yet to be finalized.  
    Other than that, the Free Trial is an exact copy of retail Dual Universe. There are no limitations.
     
    You can build and customize almost anything your imagination demands, from castles housing factories to stations, space trucks, sleek warships, and the Lua scripts that drive them all. You can gather and refine ores, trade, or even enforce claims on the highest tiers of resources by force of arms. Become a leader, manufacturer, pirate, trader, or just explore and collect what other players have to offer.
     
    The Free Trial is available now on our Steam page. You’ll need a Novaquark account to play. You can do so simply by following the on-screen instructions in the game client.
     
    Please note that once you’ve purchased a subscription on your Novaquark account via Steam, the Free Trial server will no longer be accessible on that account. You can however always create a new one to return to the Free Trial server as we don’t use your Steam account to log in to the client.
     
    For instance, if you have friends playing on the Free Trial server but your account has already purchased a subscription, you can simply create a new one to join them.
     
    If you decide to purchase Dual Universe after the trial, you can buy the game directly on Steam! 
     
    We are launching Dual Universe on September 27, 2022, though our Steam page is available for you to browse now. While you’re there, why not wishlist Dual Universe to help us gain visibility on Steam?
     
    Please share your thoughts with us on the free trial in this forum thread.
     
    See you in Helios, Noveans.
     
  9. Like
    Moulinex got a reaction from Distinct Mint in Please make sure that blueprints retain industry configuration   
    We know that after the wipe, we will only keep core blueprints.

    I made some testing this morning and found out that when I deploy a blueprint of a factory, all industries lose their recipe configuration.
     
    This will be already a pain to visit all assembly lines to feed them one by one with schematics but now I also understand that I will have to reconfigure all industries (refiners, smelters, electronics, metalworks, etc) after deploying the construct.
     
    And just to make it clear, I'm not talking about talents here but just the recipe configured.

    Is it something that you can fix before the launch please?

    Thanks!
  10. Like
    Moulinex reacted to NQ-Wanderer in RESET: HOW TO PREPARE   
    Hello, Noveans!
     
    With the launch of Dual Universe a month away, we want to talk about how to prepare for the upcoming server reset.
     
    We’ve outlined the parts of your gameplay that you’ll keep post-reset in our announcement video and in the letter from our Creative Director. Today, we want to expand on that and discuss how best to prepare for the reset and how to get the most out of it.
     
    PREPARE YOUR CORE BLUEPRINTS

    Make a Core Blueprint of every construct you want to keep and make sure that you store it in your nanopack or in a container on a construct that you own, though we advise that you keep them in your nanopack as it’s the safest place to store them.
     
    If you have Core Blueprints in the care of others or in other locations around Helios, don’t forget to gather them, should you want to keep them. Being the original owner of a Core Blueprint has no impact on Core Blueprints outside of your possession. You will keep only those Core Blueprints in your nanopack and owned containers.
     
    The same applies to organization-owned Core Blueprints. If you’re a superlegate of an organization, make sure that you store your Core Blueprints in your nanopack or that they’re stored in a container on a construct owned by your organization, though again, we advise that you keep them in your nanopack.
     
    PREPARE YOUR ORGANIZATIONS

    Make sure that each organization you want to keep has a player as its superlegate. Any organization without a player as its superlegate will be lost at the reset.
     
    Make a list of members you would like to reinvite after the reset. Though any organization with a player as its superlegate will remain after the reset with its Core Blueprints, Name, Logo, and Manifesto intact, membership will be reset.
     
    You can use the in-game contacts system (which will remain after the reset) to keep track of your members or simply make a list outside of the game. 
     
    DON’T WASTE TIME PREPARING YOUR MINING UNITS

    We will reset the ore distribution on each body in Helios. To find good spots for your mining units, you’ll need to re-build your Territory Scanners and hunt the tiles down. None of your pre-reset knowledge of hotspots will be valid post-reset.
     
    PIONEER PACKS AND THE TALENT ACCELERATOR 

    The Pioneer Packs' items will be delivered in the first month after launch. If you’d like your collectibles, you’ll need an active subscription, and you’ll need to log into the game during its first month after release to receive them.
     
    The talent point and quanta awards will be given on the final day of each month for the first six months of release. Again, you’ll need an active subscription to receive them.
     
    Finally, if you've subscribed to the game, ensure that you have at least six months of talent training queued up. The talent point accelerator event, which is open to all players, will boost your talent point acquisition in the first six months of launch by:
    100% for the first month 50% for months two, three, and four 25% for months five and six   
    The launch of Dual Universe will likely be the last time in the game's life where the economy will be an even playing field. Though beta players and backers will gain some advantage by the end of the six-month launch period, the start of the launch will see every player on the same starting line. There’s never been a better time to join! 
     
    We’re excited to see you in Helios on the 27th of September. In the meantime, don’t hesitate to share your feedback on reset preparation here.
  11. Like
    Moulinex got a reaction from Hirnsausen in Please make sure that blueprints retain industry configuration   
    Just by having smaller industries that I'm preparing to build back all the components.

    We are not ship builders but industrialists.

    So, like ship builders who will have core BP to deploy their ships (and probably their shipyard/demo room), we would like to be able to use our core BP to deploy the factory that evolved and grown based on our needs for two years.
  12. Like
    Moulinex got a reaction from Hirnsausen in Please make sure that blueprints retain industry configuration   
    We know that after the wipe, we will only keep core blueprints.

    I made some testing this morning and found out that when I deploy a blueprint of a factory, all industries lose their recipe configuration.
     
    This will be already a pain to visit all assembly lines to feed them one by one with schematics but now I also understand that I will have to reconfigure all industries (refiners, smelters, electronics, metalworks, etc) after deploying the construct.
     
    And just to make it clear, I'm not talking about talents here but just the recipe configured.

    Is it something that you can fix before the launch please?

    Thanks!
  13. Like
    Moulinex reacted to J-Rod in Toolbar - let us use all ten number keys please   
    I agree, I want to use the 0 key for a tool slot too. I have 10 tools I use all the time but only 9 slots. Mildly frustrating
     
     
     
     
  14. Like
    Moulinex reacted to Yoarii in Toolbar - let us use all ten number keys please   
    How come we don't have a slot for key "0"?
  15. Like
    Moulinex got a reaction from DreaminCircle in Please make sure that blueprints retain industry configuration   
    We know that after the wipe, we will only keep core blueprints.

    I made some testing this morning and found out that when I deploy a blueprint of a factory, all industries lose their recipe configuration.
     
    This will be already a pain to visit all assembly lines to feed them one by one with schematics but now I also understand that I will have to reconfigure all industries (refiners, smelters, electronics, metalworks, etc) after deploying the construct.
     
    And just to make it clear, I'm not talking about talents here but just the recipe configured.

    Is it something that you can fix before the launch please?

    Thanks!
  16. Like
    Moulinex got a reaction from tobitege in Please make sure that blueprints retain industry configuration   
    We know that after the wipe, we will only keep core blueprints.

    I made some testing this morning and found out that when I deploy a blueprint of a factory, all industries lose their recipe configuration.
     
    This will be already a pain to visit all assembly lines to feed them one by one with schematics but now I also understand that I will have to reconfigure all industries (refiners, smelters, electronics, metalworks, etc) after deploying the construct.
     
    And just to make it clear, I'm not talking about talents here but just the recipe configured.

    Is it something that you can fix before the launch please?

    Thanks!
  17. Like
    Moulinex got a reaction from Msoul in Please make sure that blueprints retain industry configuration   
    We know that after the wipe, we will only keep core blueprints.

    I made some testing this morning and found out that when I deploy a blueprint of a factory, all industries lose their recipe configuration.
     
    This will be already a pain to visit all assembly lines to feed them one by one with schematics but now I also understand that I will have to reconfigure all industries (refiners, smelters, electronics, metalworks, etc) after deploying the construct.
     
    And just to make it clear, I'm not talking about talents here but just the recipe configured.

    Is it something that you can fix before the launch please?

    Thanks!
  18. Like
    Moulinex reacted to fridaywitch in PLANNED HONEYCOMB CHANGES - Discussion thread   
    The honeycomb change that we actually want and have wanted for a very long time is PURPLE PLASTIC.
  19. Like
    Moulinex reacted to NQ-Nyota in PLANNED HONEYCOMB CHANGES   
    Hello, Noveans,
     
    This is NQ-Entropy here to talk about our upcoming honeycomb HP and mass rebalance.
     
    We know that our current system doesn’t serve the game well and we want to improve it. We are changing the way that honeycomb masses work, specifically, we are detaching them from their base material mass and unifying honeycomb masses into categories. We will also change how honeycomb HP is calculated and rebalance resistances across the board.
    We also want to invite your thoughts on the proposed changes. The honeycomb mass and hp system impacts almost every area of Dual Universe, from shipbuilding to piloting and PvP. There’ll be an image at the end outlining the details of our proposed changes and a feedback thread where we want to hear your thoughts.
     
    Now, let’s dive into the details.
     
    SEPARATING HONEYCOMB MASS FROM ITS BASE MATERIAL 
     
    In the past, our baseline for the weight of our honeycomb materials was directly based on their base pure and product materials. While a calculation was made to transform it into “honeycomb mass”, it was a straight transformation. 
     
    For example: currently, the unit mass for a liter of Pure aluminum is 2.7kg, making its honeycomb mass 27kg for 1m3 (1000L). If a material weighs 2.2kg, its honeycomb mass would be 22kg/1m3.
     
    This will no longer be the case, and we will take some liberties when transforming pure and product materials into honeycomb. This will allow us a wider range of weights, with a better distribution of weights at all tiers.
     
    While we are taking precautions, this will have an effect on existing constructs. There are certain materials that will relatively drastically change in weight, and that could have an effect on existing constructs. We are actively trying to match the new and old masses as closely as possible, but there will be some outliers. It's worth noting that some materials will also benefit from weight reductions.
     
    UNIFYING HONEYCOMB MASSES
     
    To summarize, each pure honeycomb tier can access four mass classes: very light, light, heavy, and very heavy. Each existing pure material will take one of these 4 mass slots per tier.
     
    Each product honeycomb will have 2 weight classes: light and heavy, with the addition of a special very light honeycomb at tier 1 for plastic. Similarly, each existing product honeycomb will take a light or heavy slot per tier.
     
    Finally, we will have building materials such as Concrete, Brick, Wood, Carbon-Fiber, Marble, and Luminescent. These will have exceptionally light weights and are designed to be used explicitly for building with minimal mass.
     
    Currently, our proposed values go as low as 2-3kg/m3 for the lightest building honeycomb and up to 100kg/m3 for Very Heavy Pures, which are now the heaviest honeycomb in the game.
     
    HEALTHPOINT CALCULATIONS
     
    Pre-combat core stress and pre-Shields, we had linear honeycomb HP based on mass. At that time, the meta was huge blocks of indestructible gold capable of absorbing massive amounts of punishment. This was possible in high part due to our poor initial voxel balancing, which specifically made gold a significant outlier. In an effort to curb that strategy, we made a number of changes to voxel health, firstly drastically reducing honeycomb HP and eventually introducing CCS. By the time that was done, Shields had taken over, and voxels were sparsely used on PvP constructs. Additionally, we now also have to consider the new speed limitations in the mass vs HP choice when it comes to honeycomb.
     
    Now, with unified masses that we can better control and with CCS to control the extreme upper end, we are bringing back linear calculation of honeycomb HP based on mass. Simply put, a multiplier is applied to the voxel mass, which defines the HP of that material.
     
    This will allow players to select light and heavy materials without feeling like there is a bad tradeoff in regards to their mass and their HP.
     
    Currently, the mass to HP multiplier is set to 45. For the aforementioned very heavy materials of 100kg/L, that will give you 4500 raw HP.
     
    REBALANCING RESISTANCE
     
    We are not fundamentally changing how resistances work but are adjusting their values across the board. Resistances are generally increasing to provide better absorption and superior effective HP compared to previous iterations.
     
    Resistances will still go up on a tier-by-tier basis, with building materials having the lowest resistances, then pures, and finally, high-tier products, which will have the best resistances.
     
    We paid attention to two numbers in particular: Effective Healthpoints and Effective Healthpoints per unit of mass.
     
    First, we wanted effective health points to make sense. We wanted honeycomb bulkheads to be capable of absorbing real firepower, and we wanted honeycomb to be good enough to protect elements inside a construct. While the final values and balancing may not be perfect, this is currently something that is starting to work. We’ve run tests with honeycomb bulkheads about a meter thick, roughly representing the armor on a medium-sized ship, and it was more than capable of absorbing multiple hits from max talented L weapons and protecting the elements we had placed behind them. Only after a good amount of shots did holes appear and elements behind start being vulnerable.
     
    We ran multiple tests and generally found that they aligned with our expectations. Lower EHP materials were relevant vs xs and s weaponry but rapidly fell to larger weapons, medium EHP honeycomb was relevant versus medium-sized weapons, while high EHP honeycomb was capable of taking hits from large weapons.
     
    Secondly, we wanted an EHP/mass curve that made sense as you progress up the material tiers. As of right now, going up a tier of a pure or a product guarantees a superior EHP/mass ratio with high-tier products having the best ratio on offer. This should ensure that going up a tier and upgrading your construct to a superior material is never a bad choice.
     
    Finally, a small note on Core Combat Stress. It is currently unchanged as the tests we made noted the new honeycomb values lined up well with the old CCS settings. In view of that it is also a case of not wanting to change too many parameters at once so that in case of further iterations, it is easier to identify issues for tweaking.
     
    FEEDBACK
     
    It’s important to us that we get this rebalance right. Honeycomb’s role in PvP has impacted players significantly from the beta’s start. These changes will also impact many other areas of gameplay such as shipbuilding by altering honeycomb mass. Before implementing these changes, we want to invite your thoughts, especially on the numbers. If you have opinions on how we’re rebalancing honeycomb, please share them with us in this forum thread.
     
    Here is the full breakdown of the proposed changes:
     

     
    We look forward to hearing from you, Noveans.
     
    Until next time, thank you for your attention.
     
    - NQ Entropy
  20. Like
    Moulinex reacted to Lavayar in NEW SCHEMATICS - Discussion Thread   
    Shematics needed for t1 alloys. They have like 2 min cycle. NQ you are [filtered]ing kidding me. Fix this asap
  21. Like
    Moulinex reacted to tobitege in NEW SCHEMATICS - Discussion Thread   
    This schematic change is uniquely making me angry, even more than patch 0.23.
    Yeh, nice that parts don't require schematics, but the mere 5 copying slots and the horrendous copying times take the fun out of it for me. I'm solo player with a 7.5K elements factory and I feel like I'm being punished for my gameplay.
    I've spent dozens of millions of talent points on indy+crafting efficiency just to get smacked in the head by this annoying time sink to decrease my "talents" in time.
    There is no "fun" value added, only more chores and waiting times.
    - every done copy in a batch should be made available at once, not as a whole batch at the end (abandon this "batch" mechanic)
    - waiting for 10 hours for a T4 product schematic batch is just painful
    - 5 slots is a joke (UI wise, doesn't even fit on a single screen for me)
    - don't make us require more talents, the overall talents "pool" is overblown already as it is
    Really hoping for fast improvements to this. Motivation to play is gone.
     
     
     
  22. Like
    Moulinex reacted to NQ-Deckard in Questions on Blue Print and Schematics.   
    I will attempt to give a better picture regarding blueprints, what I can confirm is that in the event of a reset you will keep:
    Any Core Blueprints in your Nanopack. Any Core Blueprints inside Packages in your Nanopack. Any Core Blueprints inside Containers on constructs in your personal ownership. Any Core Blueprints inside Packages inside Containers on constructs in your personal ownership. If you're the Super Legate of an organization you will also receive:
    Any Core Blueprints inside Containers on constructs in the organizations ownership. Any Core Blueprints inside Packages inside Containers on constructs in the organizations ownership. I hope this clarifies it a little bit.  
  23. Like
    Moulinex 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.😁

  24. Like
    Moulinex reacted to fridaywitch in Ask Aphelia Episode #4 - Discussion Thread   
    So just wanted to provide some feedback.
     
    1). The Atmo XL questions...  The dev who responded said they think ailerons and wings go up to L, but they don't.  Ailerons and wings only go up to M and people are putting 200+ wings on their ship because the Stabilizer L is extremely inefficient on both size and drag.
    2). You showed off all of that awesome voxelwork but didn't give any credit to the artist in the description.  Makes me very sad. 
    3). If you foresee a bunch of exploity bugs around the player market...  shouldn't you be trying to implement prior to release so all bugs and exploits are ironed out prior to release/wipe?
  25. Like
    Moulinex 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)
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