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Moulinex

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  1. Like
    Moulinex reacted to NQ-Wanderer in DUAL ACCESS COUPONS - STATUS UPDATE   
    Hello, Noveans!
     
    We have good news: DACs are coming to Dual Universe! As many of you already know, DACs are an important feature of the game’s economy, allowing players to gain game time with quanta. We will initially be releasing a website-based DACs system in the coming months and will then be further developing the system moving forward.

    WHAT IS A DAC?
     
    A Digital Access Coupon (DAC) is equivalent to a month of subscription. Think of it as a digital coupon that you can use to gain 30 days of subscription time or transfer to another player. 

    HOW CAN I REDEEM AND TRANSFER DACs?

    Players will interact with this first iteration of DACs on our website. You’ll be able to see an overview of your DACs and be able to redeem as many as you’d like in exchange for game time. You’ll also be able to find other players by searching for their name and transfer DACs to them, but in order to receive DACs, a player must first have an account or create one on our website. There are no limits to the amount of DACs that may be transferred from one account to another.
    You will also be able to view your DACs history, giving you an overview of previous transactions.

    HOW DO I GET DACs?
     
    The initial set of DACs being released has already been purchased by our Kickstarter backers through the Founder and Supporter packages. You can however receive DACs from any player who has already purchased them, for example in exchange for quanta, allowing you to buy Dual Universe game time using your in-game assets, or to gift game time to friends.
     
     
    Just as a reminder, we wish to reinforce that this is only the first iteration of DACs in Dual Universe. We’ll be adding to this system over time and will work on integrating DACs into the game as an item that can be traded directly from a market. As always, we welcome your thoughts and look forward to reading your feedback in this forum thread.
     
  2. Like
    Moulinex reacted to Omukuumi in Colored icons in PVP   
    Hi, can we have different colors on dynamic construct in PVP?

    By priority order:
    NQ Staff > Green (like actually)

    Transponder match, not a NQ Staff > Blue

    Transponder didn't match BUT pilot is in friendlist/orgs and not a NQ Staff > White

    Transponder didn't match, not in friendlist/orgs and not a NQ Staff > Red


    It's the first MMO where I can't clearly see my ennemies/allies, I take 2 minutes for color them on GIMP, with 5 minutes you can have a nice icon for sure.
  3. Like
    Moulinex reacted to Kormolos in pvp balancing voxel and HP parts   
    hello, 
    We discussed about the pvp, especially with some legion and other player. and we make the following proposition:
    - Adding voxels would increase the hit points of the shield.
    - 10,000 M3 of mandatory voxel for an L ship, 5,000 M3 of mandatory voxel for an M ship, etc...
    - have a minimum of voxel CSS to maintain the structure of the ship for a role play side of physics.
    Our concern being that ships without voxels have a much lower cross section and are therefore more difficult to hit and therefore have a better chance of winning the fight.
    We are also campaigning to increase the HP of elements, especially weapons. because an L weapon with 5,000 HP is just ridiculous, while a large antenna has 100,000 HP...
    thank you
  4. Like
    Moulinex reacted to space_man in ADDED ACCOUNT SECURITY: ENABLE TWO-FACTOR AUTHENTICATION   
    Yeah, do we keep the rewards post wipe?
  5. Like
    Moulinex reacted to NQ-Wanderer in ADDED ACCOUNT SECURITY: ENABLE TWO-FACTOR AUTHENTICATION   
    Novaquark is releasing Two-Factor Authentication (2FA) for added account security for our Dual Universe players. 2FA is simple yet effective: it adds an extra layer of protection to your account. As Dual Universe moves forward, we want to reward those players who choose to opt in. On top of the benefits of added account security, players will also receive the following rewards in-game:


     
    Talents: One million free skill points* added to your available pool. Money: Five hundred thousands quanta* of it, to be exact. Fashion: An exclusive skin for your programming boards to show off your commitment to security:
     
    *These figures may be revised in the future
     
    HOW IT WORKS

    You can enable or disable 2FA in the ‘security,’ section of your account at www.dualuniverse.game/account/security at any time. Once you have enabled 2FA, your in-game rewards will be delivered to your account the next time you login.  
    When 2FA is enabled, in addition to your password, you will be required to enter a one-time code that is generated by an authenticator app on your phone when attempting to log in.
    We hope you’ll enjoy flying through Helios with added peace of mind. Share your thoughts on the implementation of 2FA here!
     
  6. Like
    Moulinex reacted to NQ-Wanderer in DEVBLOG: SYSTEM MAP   
    Our new system map overhaul gives powerful new tools to players in visualizing the Helios system. You can read about this new Athena update feature below!

    OVERVIEW
     
    Players can now see and navigate around the entire system map laid out to scale in three dimensions.  

     
    Setting a Warp Point will no longer replace your current destination. Players may now set a destination waypoint separately to a warp-specific waypoint.  
    Space resources such as the Alien Core Units are accessible through the map.   
    We’ve added a better organized menu that opens quicker and has a more useful filter system in the top-left menu, allowing players to filter items on the map by name, owner, or construct type.  

     
    Players can see coordinates displayed in real time as they move the target around the map, allowing for precise copying of coordinates, position input and bookmark creation.  
    THE CONTROLS
     
    You can freely move around the map, rotate it by holding left click, pan around horizontally by holding left + right click and pan vertically by holding right click. You can zoom by scrolling your mouse wheel. You can also reset your view back to default with a button in the top menu.  
    You can toggle display settings using the associated button in the top panel, such as the target plane or the safe zones. This will let you choose the amount of elements visible on the map at all times.  

     
    You can select any item with left click, select and move to any item with double-left click, and select, move to and reorient the camera with middle click.  
    You will also see an exact distance indicator between your avatar and any location (or your current selection and any location, if there is one), by mousing over them. Distances can also be quickly gauged using the grid size indicator at the top.  
    Players may set destinations, warp points, open planet maps and more from the menu on the top-right of the map when selected. These actions are also served through contextual menus displayed on bodies in the map.  
    ----------------------------------------

    As always, we’d like to hear from you. How do you like the new map? Will it have an impact on your game? Please let us know here.
     
  7. Like
    Moulinex 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
    Moulinex reacted to NQ-Deckard in A Fool's Defense Wrap Up   
    We hope everyone who attended our Fools Defense event held on our PTS on April 1st had fun.
    We especially did, and thanks to our fellow Noveans, we had a ‘blast’!
     

     
    As some of you might remember in our previous announcement for the Fool’s Defense event, there were some prizes to be had. We are pleased to announce that the winners have been chosen and the Wheel of Foolish Fortune is ready to start spinning! Which prizes will our foolish actions provide those that dare take a spin? Find out on the PTS on Saturday April 9th, 14:00 UTC for all the wheel spinning action.
     
    After combing through our logs with a fine tooth comb, we have chosen six participants whose bravery, dedication and foolishness left the server room sizzling. We are now inviting them to prove their luck and talent once again by taking the Wheel for a spin!
     
    Walter - For landing the final blow causing the destruction of the defenders station, many developers were harmed in the process. (Yes, we checked the logs thoroughly.) Copperlein - For being so good to us on the PTS, yet destroying Nautilus A’s Core, and breaking our heart. Dronko - For destroying Nautilus B’s Core, and again breaking our heart. (Et tu, Brute?) Wolfram  - For being devs’ best friend by reporting bugs on our forum. Mastuga - For being such a Trooper with the amount of ammo (pew, pew, pew) they used during the event.  Honvik - For forcing so many players to return to the resurrection pod. Skyreaper - For coming back to life so many times we thought they were a cat!   
    Winners please present yourself on the PTS on Saturday, April 9th at 14:00 UTC for your chance to spin the Wheel! If you are unable to attend, a Novaquark representative will spin the Wheel in your place. Prizes will be given out shortly after the spinning of the Wheel has concluded. 
     
    Please note: All players will need to go through the new FTUE on the PTS in order to participate in this event, please allow yourself enough time to go through it. 
     
    Players who wish to join in the fun on the PTS are welcome, teleport over to PVP Platform 2 (::pos{0,0,2729026.2814,-98851321.2156,-1455512.2758}) where you can witness first hand the spoils of war!
     
  9. Like
    Moulinex reacted to NQ-Wanderer in ATHENA ON PTS: SESSION EXTENSION   
    We would like to thank each and every one of you who has taken the time to visit our Public Test Server (PTS) and that tried our new Athena update. A special thanks to those who were able to attend our Fools Defense PvP event on April 1st, we hope you enjoyed it!
     
    We recognize a good number of players were unable to attend the PTS event due to other engagements. As with any test, we had to make sure that our development teams were able to actively monitor and be present as the event took place. Thanks to your participation though, we have been able to identify some areas in need of improvements or adjustments - and thanks to your feedback, we will be working on improving them.
     
    In addition, we are excited to announce that we will be bringing the PTS up for a couple of additional days, before heading into the next portion of our PTS test for Athena.
     
    ATHENA ON PTS - SCHEDULE
     
    - Wednesday 6th April 13:00 UTC to Friday 8th 09:00 UTC
    We have finished adding more of the late stage game items, such as the schematics for the new Relic Plasma Harvester and Space Mining Unit, along with the variants of elements that have been introduced. We have also applied some fixes for added performance and stability for players to test out.
     
    - Friday 8th April 11:00 UTC to Monday 11st April 09:00 UTC
    Moving into the second part of our planned PTS testing for Athena, we’ll be focusing on the First Time User Experience (FTUE) beginner introduction guide. More information on this will be released very soon, so keep your eyes open for the upcoming devblog with all the details!
    In order to fully test the new FTUE, the PTS will be completely reset on Friday, April 8th (hence the two hours maintenance between the two sessions). Please note that said maintenance might be a bit longer. But once it is done, everyone that connects to the PTS will be able to experience the new FTUE in detail. Of course, there will still be dispenser towers providing many in-game items for free, so players are able to continue to test other features that they are interested in as well.
     
    Regarding the FTUE itself, brace yourselves for an upcoming devblog on this topic! The FTUE devblog will be available by the end of this week, so keep on the lookout for it. There will be many details to help you get ready for the FTUE PTS session!

    As always, we would like to remind players that this is a Public Test Server and as such, many unforeseen issues can arise; this can include performance and stability issues. In the event that issues do arise, we will do our best to remedy them as soon as possible.
     
    Get out to the PTS and test when the time comes! We look forward to reading your feedback for our Athena update in our Forum thread here.
     
  10. Like
  11. Like
    Moulinex 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!
  12. Like
    Moulinex 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!
     
  13. Like
    Moulinex reacted to Yoarii in Market container and mission system need some improvement   
    Agreed. The Market container needs to function the same way as a regular one does - at least for items that are already in it; we all get that it shouldn't be a free storage place.
     
    Edit: And yes, more than three missions at the same time would be lovely.
  14. Like
    Moulinex got a reaction from Yoarii in Market container and mission system need some improvement   
    With Panacea coming, we are planning to remove dynamic constructs with only containers that we have on some markets.

    As of today, we are trying to replace these constructs by the in-game mission system and we found two issues so far.

    1- If I have 3000kl of ore in a market container and I want to split it in smaller batches of 500kl to give 6 missions, I can't do that split in the market container or at least haven't found a way to do it.

    2- There is a limit of 3 active mission per player which is not enough.

    Note that improving this will et us as an org remove many constructs that we have at the markets just to work around these limitations.
  15. Like
    Moulinex got a reaction from Sejreia in Market container and mission system need some improvement   
    With Panacea coming, we are planning to remove dynamic constructs with only containers that we have on some markets.

    As of today, we are trying to replace these constructs by the in-game mission system and we found two issues so far.

    1- If I have 3000kl of ore in a market container and I want to split it in smaller batches of 500kl to give 6 missions, I can't do that split in the market container or at least haven't found a way to do it.

    2- There is a limit of 3 active mission per player which is not enough.

    Note that improving this will et us as an org remove many constructs that we have at the markets just to work around these limitations.
  16. Like
    Moulinex 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.
     
  17. Like
    Moulinex got a reaction from Tional in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    As a small 3 player org, we went through all updates since the beginning of the beta.
     
    But this one will be a real pain if not a show stopper for us.
     
    We are doing our own mining, 1-7 tiles per ore, 1 construct per tile because deploying a L core at the intersection of three tiles is not an option and we are forced to place one core per tile.
     
    Bauxite - 7 tiles, 7 constructs
    Coal - 7 tiles, 7 constructs
    Hematite - 7 tiles, 7 constructs
    Quartz - 4 tiles, 4 constructs
     
    Chromite - 7 tiles, 3 constructs
    Limestone - 7 tiles, 7 constructs
    Malachite - 7 tiles, 7 constructs
    Natron - 4 tiles, 4 constructs
     
    Acanthite - 7 tiles, 7 constructs
    Garnierite - 7 tiles - TODO
    Petalite - 5 tiles - TODO
    Pyrite - 1 tile, 1 construct
     
    Cobaltite - 6 tiles - TODO
    Cryolite - 5 tiles - TODO
    Gold - 4 tiles, 4 constructs
    Kolbeckite - 7 tiles - TODO
     
    Columbite - TODO
    Ilmenite - 4 tiles, 0 constructs (shared with the natron)
    Rhodonite - TODO
    Vanadinite - TODO
     
    That is 54 constructs
    Still 37 to deploy.
     
    We are purchasing ore on markets but we need part of our supply to be controlled to not depends on inflation/deflation.
     
    We are in space and our main space station has 16 constructs.
     
    On each planet of the solar system, we have one space station, a small planet to station hauler and a tri-scanner. 12 planets, 36 constructs.
     
    We are managing a store on Utopia Station. 1 construct
     
    We are building a huge space store. 26 constructs + 10 constructs for the demo ships we want to sell.
     
    The organisation owns a few ship. 10-20 constructs
     
    We are doing some scavenging, we need some slots for the constructs we are requisitionning. 10 constructs
     
    At some point, we want to do some PVP, we will need an extra 3-4 constructs.
     
    And a 5-10 voxel libraries.

    That's a total of about 225 constructs,
     
    I'm just in the corner crying now.
  18. Like
    Moulinex reacted to LeeRoyINC in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    Well, it's official.  This games as much of a scam as Earth 2. 
     
    So let me get this straight. Stations like HUGE Station, Utopia and so on. They use a org that's exclusively for station management. It's what allows these stations to be what they are. 
     
    You're effectively choosing to take these two great game play assets out. Why? 
     
    You've lost one of your most active and dedicated players. If this goes through. I'll be canceling my three accounts. Taking down huge station and then launching a massive social media campaign against this game. Specifically how it's a waste of time. Falsely advertising a free and open constructive universe. Absolutely no care for the dedicated player base. 
     
    "Not worth the bullsh*t" 
     
    Devs are so out of touch with the player Base and the game play loops that are actually working. Are you trying to kill your game? Sure seems like it. Legion, HUGE Station, Utopia, fly mart, got mart, cptn.customs, empire all will be gone. Not to mention the 100s of people who have mining setups that require a static core per hex. 
     
    To clarify, unless a org has like 100 people ( good luck) they can't have any construct numbers worth using? 
     
     
    Are the org talents a total that has to be filled via player allowcations of cores? 
     
    As usual your explanation on this is garbage and vague. What a waste of the past year and a half and over 2000 hours of play time. Not to mention huge stations 50+ owners and their time invested. 
     
    Wow and to think I was about to drop $5000 usd on a social media ad campaign to build the player base. 
     
    Glad I dodged that one. 
     
    Absolutely the worst business decision I've ever seen a game dev make. 
     
     
     
     
  19. Like
    Moulinex reacted to Hachiro in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    I welcome the try to scale the org constructs in some way. the core limitation of 275 was really not bearable for larger organisations. We had to split up in several sub-orgs for all our constructs and the managing of this was a nightmare, because of the 5 orgs per player limit.
     
    BUT:
    If I have with all talents just 25 org construct slots, this is quite an issue.
    I mean, you have just a few personal construct slots.
    - Most of them are already occupied with the cores for the mining units.
    - So if you want to build a fancy building and more than 1 single ship, you already need several of your org construct slots for yourself
    - Preparations on a larger scale will be nearly impossible

    In my case I currently build a city layout so that other players and I can build a realistic (still small) city later. A project like this needs a layout and a structure before it really starts, or it ends in chaos. Currently I have already ~150 cores placed and filled. But projects like this, that need a massive amount of cores for preparation before others can benefit from it, will be nearly impossible. Because everyone have to be in your org (remember the 5 org limit) and has to give you some of their org construct slots before they get anything in return (and be honest: how many will do this?). And even if I get enough slots from people beforehand and I spend massive ressources and time - it can be all lost if just a few players leave the org/ reassign their slots/ cancel their payment. Then the core limit drops and the already placed cores will be abandoned...
     
    This will really kill many larger projects.
    With this system, you can only start big projects, if you are already big. Big projects from small groups that form a larger organization later will be nearly impossible. So this may be okay for large orgs, but will make it way more difficult for smaller orgs to rise even if they are really active.
    Better invent some milestones.
    For example: You start with 50 Cores for your org, and with achieving several goals (spend massive ressources/quanta) you can scale up this limit and it remains permanent. So even a small group can get to a decent amount of org cores with the time if they are active (this idea is absolutely not perfect, it shall show just another direction).
     
    A system like the announced one that is so fragile that a few leaving/reassigning/inactive members can destroy your organization with the reduced core limit - that is not really thought to the end.
     
    I understand the reason and I appreciate that you are try so solving this.
    But this is the wrong way NQ.
  20. Like
    Moulinex reacted to CptLoRes in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    Oh man..  15 + 10 cores as the max cap for any player regardless is really not that much and it is going to hurt A LOT of people badly.
     
    Just of the top of my head.
    - The new MU system is eating cores like they are candy
    - Ship sellers need lots of cores for demonstration models
    - Ship museums
    - Creative players often use lots of dynamic cores to work around placement limitations for artistic expressions
     
    Right now the only good thing I can think of is that this will limit the usefulness for making those pesky space elevators. But for big projects like race tracks, player driven markets etc.. oh man they are going to struggle.
     
    And this limit will be a large hindrance for the stability of large community projects, since they will now be depending on the good will of players sacrificing slots and not taking them back again later.
  21. Like
    Moulinex reacted to Aranol in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    Something I didn't understand, 1625 max core for one organisation, but only 25 max slot per member !
    so if an organisation want 1625 core, it need 65 member that will allow all there slot to one organisation ?

    that can't be true, with the PVP fleet, the main base, the mining unit etc... 25 organisation slot only per player can't be real

    so NQ can you make it clear ?
  22. Like
    Moulinex reacted to Hagbard in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    sorry, i cannot assign any slots to IC... i need >250 myself
     
  23. Like
    Moulinex reacted to Hagbard in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    OMG. i am a builder.. an engineer .. a collector.. a single player. and i have played for quite some time.
    i use a construct org with maxed talents to manage my constructs. and it is always close to the construct limit.
    enabling a limit of 15 for my org basically means the end of almost everything for me.
    How is that supposed to work. people like building stuff or buying cool stuff, and they usually come as a single new construct due to how DRM works.
    so we are killing construct selling economy?
    who would assign construct slots to an org if you need them to even store your own single player stuff??
    seriously?
    and all the mining unit cores? dead as well..  sorry.. that would not be my game any more
     
     
  24. Like
    Moulinex reacted to Zarcata in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    The organisation itself has 0 (ZERO !!!!)
    This means that a player must first "give or sell" places to the organisation, only then can the organisation go through many players up to the corelimit mentioned.
    A player will therefore become extremely important for organisations that want to build large projects. At the same time, solo players will be punished extremely severely, as an organisation no longer offers core places and you only have the places of your character.
    @NQ-Deckard Should I start tearing down all my buildings?
  25. Like
    Moulinex reacted to W1zard in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    Okay, so single player can maintain around 40 MUs simultaniously, but only 25 construct slots?
    So I can't even use the full potantial of my account, that sounds bad for me.
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