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marxman-1

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  1. Like
    marxman-1 reacted to Gottchar in ASK APHELIA EPISODE #1- Discussion thread   
    Why do you even bother doing these, if you do them like this?

    Same thing as with the discord Q&A, or the youtube ones.
  2. Like
    marxman-1 reacted to blazemonger in ASK APHELIA EPISODE #1- Discussion thread   
    The coment about the wipe.. 
    Please stop pretending and just say it.. You are mere months away from release and while the details may be not entirely set, you will have made the decision on whether to wipe or not. I will not buy that this is not he case as that would mean you, as NQ really are on the wrong trajectory entirely. Just a quick comment to circumvent the issue is really not good enough. having a generic statement which just rehashes what you said previsouly, which is increasingly unrealistic, is rather sus..
     
    Build box
    do not really see the relevance overall, this, at best, shoudl actually be a very low priority and setting expectations as "it can be done" really is not the right answer
     
    DSAT tutorial
    The answer should be yes.. DSAT is really pretty simple UI based "minigame" a tutorial should not take that much time.
     
    Optimizations
    It feels like NQ doe snot really understand the concept or what it requires and talks about stuff in the periphery of the topic, which is concerning
     
    Small weapon ranges
    This answer felt like NQ is moving even further away from space combat and is trying to gamify it even further to the point where it is going to be entirely unrealistic or immersive.. 
     
     
    Overall, this was a very underwhelming podcast which follows the general NQ line of being vague, missing the point, exposing hte disconnect with the ciopmmunity and avoiding the tough questions for fairly generic ones.
     
    Please, do better.
     
     
  3. Like
    marxman-1 reacted to NQ-Wanderer in KICKSTARTER REWARDS STATUS   
    Hello Noveans,
     
    Many thanks to all of you who have been with us from our Kickstarter campaign. We appreciate your support and your patience and would like to update you on the status of the rewards you have been waiting for.

    THE PHYSICAL KICKSTARTER REWARDS
     
    Production on the Dual Universe figurines and the Collector Box is complete. However, there are two challenges in shipping them:
     
    First, due to the COVID-19 Pandemic, the price of shipping has risen significantly. It has reached a point where sending the rewards would cost as much as producing them. We had hoped that these price rises would only be temporary, but we now know that they won’t decrease in the short to medium future. We’ve therefore taken the decision to absorb the increased cost and to move forward with shipping the physical rewards. The second challenge has come from our partner responsible for handling the shipping of the physical rewards. They’ve recently informed us that they won’t be able to complete the task. We are therefore searching for a new partner to take receipt of the physical rewards and to start shipping them to you as quickly as possible.     THE VIRTUAL KICKSTARTER REWARDS
     
    Both the Kickstarter Founder Packs and the Supporter Packs will be released throughout the milestones of 2022 in Dual Universe. We’ll give you more concrete details on exactly when you can expect each part of those rewards packages to be released in the months ahead.

    Your support and patience mean a lot to all of us at Novaquark, and the delivery of your Kickstarter rewards is one of our priorities. We thank you again for your support and will update you with more information as quickly as we can. 
     
  4. Like
    marxman-1 reacted to NQ-Wanderer in DEVBLOG: ATHENA LUA IMPROVEMENTS & ADDITIONS   
    Hello, Noveans! Athena’s Lua changes bring many community-requested features into the game, and there is a lot to go over, so let's dive right in!
     
    SIGNS REFORGED
     
    We’re revising the resolution of opaque and transparent screens to 1024x513 pixels in order to better fit them into the real screen element dimensions and improve image resolution on screens.
     
    Also, each sign will now have a resolution adapted to its actual size:
    Horizontal Sign XS : 1024x512
    Horizontal Sign S : 1024x1024
    Horizontal Sign M : 1024x512
    Horizontal Sign L : 1024x256
    Vertical Sign XS : 512x1024
    Vertical Sign M : 512x1024
    Vertical Sign L : 256x1024
        These changes are also accompanied by new features and substantive changes.
     
    NEW TEXT & COLORS RENDERING
     
    With this update, we’re making a fundamental change in text rendering technology. Called, ‘Signed Distance Field,’ (SDF), this rendering method allows for cleaner rendering at any font size and also supports effects such as outlines and shadows.
     
    As a result, here are some text-related changes in the Rendering Lua API:
    [int] loadFont([string] fontName,[int] defaultSize) - The font size setting becomes the "default" font size and can be changed during script execution with the setFontSize function.
    addText([int] layer,[int] font,[string] text,[float] x,[float] y) - Now supports the following properties : fillColor, shadow, strokeColor, strokeWidth.
     
    And some additions:
    [float] getFontSize([int] font): Return the currently-set size for the given font.
    setFontSize([int] font,[int] size): Set the size at which a font will render.
    setDefaultTextAlign([int] layer,[int] alignH,[int] alignV): Set the default text alignment of all subsequent text strings on the given layer.
     
    But that's not all! As you may have seen from the image below, we have also added support for High Dynamic Range (HDR) colors which will let you add a glow effect on your colors.
     
    To use the HDR colors, you just have to set color values higher than 1 in the colors you use; commonly multiply each color component by the same HDR coefficient.
     
    As an example, here is the ‘PEGGED,’ screen from Bonusaben’s Underdun Arcade modified with HDR colors:
       
    LET’S MOVE LAYERS
     
    One of the most common requests for screen rendering has been the ability to apply transformations (translation, rotation and scaling) to text. Given that this is not strategically optimal for rendering, we’ve decided to apply transformations to layers instead with the following functions:
    setLayerOrigin([int] layer,[float] x,[float] y): Set the transform origin of a layer; layer scaling and rotation are applied relative to this origin.
    setLayerRotation([int] layer,[float] rotation): Set a rotation applied to the layer as a whole, relative to the layer's transform origin.
    setLayerScale([int] layer,[float] sx,[float] sy): Set a scale factor applied to the layer as a whole, relative to the layer's transform origin.
    setLayerTranslation([int] layer,[float] tx,[float] ty): Set a translation applied to the layer as a whole.
     
    We’ve also added a clipping area! This allows you to define an area to limit rendering per zone, especially useful for making scrolling areas and so on.
    setLayerClipRect([int] layer,[float] x,[float] y,[float] sx,[float] sy): Set a clipping rectangle applied to the layer as a whole.  
    Please note that anything drawn outside of the clipping area will not be visible but will still be counted in the rendering budget.
     
    THE MINING UNIT API
     
    As already announced in Athena roadmap, we’ve decided to add a Lua API allowing players to take accurate information from Mining Units with the following functions:
    [string] getStatus() : Returns the current status of the mining unit ("STOPPED", "STALLED", "RUNNING")
    [float] getRemainingTime() : Returns the time remaining on the drilling process.
    [int] getActiveOre() : Returns the ID of the current selected resource.
    [table] getOrePools() : Returns the list of resources pool on the territory. Each resource pool object of the list contains ‘id’, ‘available’ and ‘maximum’ fields.
    [float] getBaseRate() : Returns the base production rate of the mining unit.
    [float] getEfficiency() : Returns the production efficiency of the mining unit.
    [float] getAdjacencyBonus() : Returns the territory's production adjacency bonus factor. This value will only be updated when a new batch is started.
    [float] getCalibrationRate() : Returns the current calibration rate of the mining unit.
    [float] getOptimalRate() : Returns the optimal calibration rate of the mining unit.
    [float] getProductionRate() : Returns the production rate of the mining unit.
    [vec3] getLastExtractionPosition() : Returns the position of the extracted ore during the last calibration in world coordinates.
    [int] getLastExtractingPlayerId() : Returns the ID of the last player who calibrated the mining unit.
    [float] getLastExtractionTime() : Returns the time in seconds since the last calibration of the mining unit.
    [float] getLastExtractedVolume() : Returns the amount of ore extracted during the last calibration.
    [int] getLastExtractedOre() : Returns the ID of the extracted ore during the last calibration.
     
    And with some events:
    [event] statusChanged([string] status) : Emitted when the mining unit status is changed. Provide the new status.
    [event] completed([int] oreId, [float] amount) : Emitted when the mining unit completes a batch. Provide the item ID of the mined ore and the amount mined in the batch.
    [event] calibrated([int] oreId, [float] amount, [float] rate) : Emitted when the mining unit is calibrated. Provide the item ID of the extracted ore, the amount extracted and the new calibration rate.
     
    THE ITEM API
     
    We have chosen to integrate the notion of item-IDs in a more concrete way. This is the first API using this principle, which seems to us the most adapted. Some functions and events will provide you with an ID designating an item in the game.
     
    We will then integrate the getItem function:
    [table] getItem([int] id): Return the item table corresponding to the given item ID.
     
    The returned table will then contain the following information:
    [int] id : The ID of the item.
    [string] name : The name used to define the item.
    [string] displayName : The name of the item used in the game.
    [string] locDisplayName : The name of the item used in the game in the language of your game.
    [string] displayNameWithSize : The name of the item used in the game with the size (XS,S,M,L).
    [string] locDisplayNameWithSize : The name of the item used in the game with the size (XS,S,M,L) in the language of your game.
    [string] description : The description of the item in English.
    [string] locDescription : The description of the item in the language of your game.
    [string] type : The type of item.
    [float] unitMass : The unit mass of the item.
    [float] unitVolume : The unit volume of the item.
    [int] tier : The tier of the item (1 to 5)
    [string] size : The size of the item (xs, s, m, l)
    [string] iconPath : The path of the item's icon in the game files (usable on the screens).
     
    BONUS FEATURES
     
    We’ve also decided to include several smaller features with this update:
     
    The function allowing you to draw a quadratic Bézier curve:
    addBezier([int] layer,[float] x1,[float] y1,[float] x2,[float] y2,[float] x3,[float] y3): Add a quadratic Bézier curve to the given layer. Supported properties: shadow, strokeColor, strokeWidth.
     
    Additional functionality for images:
    addImageSub([int] layer,[int] image,[float] x,[float] y,[float] sx,[float] sy,[float] subX,[float] subY,[float] subSx,[float] subSy): Add a sub-region of an image to the given layer. Supported properties: fillColor, rotation.
    [float],[float] getImageSize([int] image): Return the width and height of an image.
     
    Finally, a function that lets you know the language setting of the rendering client:
    [string] getLocale(): Return the locale in which the game is currently running (“en-EN”, “fr-FR”, “de-DE”).
     
    CONCLUSION
     
    Our goal is always to provide a larger and more feature-rich panel while maintaining rendering performance, and we hope that you will enjoy these Lua additions coming in Athena.
     
    As always, we appreciate your feedback, so please share your thoughts and let us know your ideas on what Rendering Lua-related improvements and/or additions you would like to see in Dual Universe. Also, our API approach seems to be suitable and could potentially be applied to other API’s in-game, but we’d love to hear your feedback on that first.
     
    NQ-Ligo is looking forward to discussing them with you in this forum thread!
  5. Like
    marxman-1 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.
     
  6. Like
    marxman-1 reacted to NQ-Wanderer in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION   
    Following our policy of being as transparent as possible and to keep everyone informed, we want to give you some insight about the internal discussions the Novaquark team has on the delicate topic on whether we’re going to have a wipe or not, and under which form. The discussions are numerous, as there is no easy answer and we have to take into account all of the pros and cons for each possible solution. We also have been taking into account the players discussions which have happened - and for some, are still happening - on Discord and our official forum. On one hand we have you, our early backers and players, who supported us for quite some time now, and we want to renew our thanks for being so patient and passionate about Dual Universe. On the other hand, we have the constraints of making the game appealing to new players.
     
    Please note: By “new players”, we mean players who’ve just heard about Dual Universe, but we also have many backers that have chosen not to participate during Alpha and Beta, so they can begin playing once the game has reached a polished enough state with game mechanics.
     
    SO, WHAT ARE THE PARAMETERS WE HAVE TAKEN INTO ACCOUNT?
     
    We know that players have repeatedly asked for an answer to this question. It has been on the table for many months, if not since the Beta opened. The team has been discussing many options on the topic and we’ve gone back to the drawing board many times. Here is an overview of the factors that we are taking under consideration:
     
    A reset would be an opportunity to remove things that have been deemed very unpopular by the already existing community, such as the schematics. The only way to remove them in a clean way without causing too many disturbances in the economy is clearly when the in-game economy has been just reset.
     
    Many tests/adjustments during Beta have impacted the in-game economy, leading to have some players getting extremely rich way faster than intended, due to an intensive use of some features in their early stage, such as the mission system (and that's understandable, as the situation is part of a normal process in the development of a game). However, it's also common practice in the game development process to usually have some kind of reset when critical milestones are reached, and resetting the economy to have a healthy start once the game has been stabilized and the game features have become more balanced makes sense.
     
    As you, our current experienced players, will have quite an advantage compared to the new players on many levels (game knowledge, talent points, wealth, constructs already owned), there's a need to make things a bit more balanced to give a fighting chance to the wave of new players that will join the Community later.
     
    We also want to give all the players (new players as much as a big part of the early backers who have waited for the game to be in a fairly polished state) to have the opportunity of the right start.
     
    In case of a wipe, finding a way for our veteran players to allow them to keep (or rebuild quickly) their favorite constructs, without creating any loophole for players to bypass the reset (and defeat the purpose of why it’s done).
     
    Some planets currently do not have the quality and polished state the Novaquark team wants to give them. We also have seen that a part of the Community has the same opinion on the topic, and this is why the dev team has been planning a revamp for the planets which haven’t received one already.
     
    WE CONSIDERED SEVERAL ALTERNATIVES SO FAR TO REACH THESE GOALS:
     
    - Doing no wipe at all.
     
    Pros:
    Satisfying for some of our long-time builders and traders Cons:
    Unsatisfying for players wanting to discover the game and start with a more polished version of the game. Does not allow to remove Schematics properly. Does not allow to revamp the old planets properly. Does not allow the rebalancing of the economy properly. Potentially keeping bugs related to very old Constructs.  
     
    - Making a partial wipe where the economy would be wiped, but not the Constructs, which would keep all player-made creations intact, with also in mind to prevent some players from storing resources on said Constructs to circumvent the reset of the economy.
     
    Pros:
    Relatively satisfying for some of our long-time builders. Cons:
    Extremely complex to put in place properly without the known loopholes interfering (such as piling up Resources and Elements on existing Constructs before a wipe and removing them after to sell them). Unknown loopholes could break the wanted healthy economic reset. Does not allow to revamp the old planets properly. Potentially keeping bugs related to very old Constructs.  
     
    - Having a “legacy” live server and a new live server, where only the blueprints made before the new server opening would be transferred to the new live server.
     
    Pros:
    Could prevent any wipe with this solution while managing issues the dev team is trying to solve. Cons:
    Opens a number of new issues server-side. Would split the Community.  
     
    - Having a full wipe (except blueprints) with solutions to make old time players able to rebuild their favorite Constructs quickly through various means.
     
    (Here are a few examples of discussed ideas to reach this goal: for our veteran backers, starting pool of talents points and/or quanta, resource multiplier event right after the reset, etc.).
     
    Pros:
    Prevents loopholes for an economic reset compared to a partial wipe. Most efficient, proper way to remove schematics. Most efficient, proper way to handle a planet revamp. Cons:
    Some possibilities discussed could be seen as an unfair advantage.
    Keep in mind, if the above solution is decided on, that an improved version of the Blueprint / Construct deployment tool available to all players will be implemented in-game at the time (or maybe even before) such a solution would be applied to the game.
    Such improved version will enable players to have:
    A preview of the Construct before deploying the said Construct from a blueprint (this feature should be available with Athena release). An ability to auto-align the preview of the Construct on an already deployed Construct (this feature should be available a bit later after Athena release).
       
    --------------------------------------------------------------------------------------------------------------------------------------------------------------------
     
    Though this may seem to be a long explanation, it’s a (very) short description of everything the Novaquark team has discussed so far on this topic. So stay tuned, and we thank you again for your patience and support. As mentioned before, our decision will not be made on a whim, but will be made considering and pondering all of the factors mentioned above.
     
    Let us know your thoughts on all this here!
  7. Like
    marxman-1 reacted to NQ-Nyota in An Egg-cellent Adventure Has Begun!   
    The Dual Universe egg hunt has begun Noveans! 
     
    From Saturday, April 16th to Monday, April 25th, please join us for An Egg-cellent Adventure!
     
    All around Alioth you will randomly find colored eggs on the ground as well as some other in plain sight places. Some of them you may find often (common), some of them might be a rare find or if your egg detecting skills meet the challenge, you may find a special Novaquark staff egg! All eggs contain gifts from the Novaquark team, so do not forget to smash them open to see what’s inside!
     
    There have been several players who have already found some eggs, so you’re going to need to be quick, lucky, as well as very observant!  
     
    There’s more! This Egg-tastic celebration is also a competition. Each egg is worth a certain amount of point(s), which means the rarer the egg, the more points you will get. Colors include white eggs (most common), green, yellow, blue, red and the very special Novaquark staff egg which is the most valuable of them all!
     
    Once you find an egg, there will be a special code inside (read carefully!). Copy the code and enter it into this simple form that is linked inside the egg and register your code to start accumulating points!

     
    Helpful Hint: Start your search by looking around the Point of Interests (POIs) around Alioth.  
     
    Good luck Noveans, be egg-cellent to each other. 
  8. Like
    marxman-1 reacted to Omukuumi in DEVBLOG: A MARKET IN SPACE - discussion thread   
    Put your space markets in space, and not in this damn safezone, with bot who buy T3+ ore or something else
    2 or + SU Safezone around it, no beacon/station allowed on them

    >gj you created usefull space market
  9. Like
    marxman-1 reacted to Kanamechan in DEVBLOG: A MARKET IN SPACE - discussion thread   
    Why you not give to the players, the gestion of markets ?

    Nevertheless, space market is a good feature !
  10. Like
    marxman-1 reacted to NQ-Wanderer in DEVBLOG: A MARKET IN SPACE   
    The upcoming 0.29 Athena update is about more than just PvP and improved visuals. Among the many features this update brings is the Aegis Market.
    Read on to learn more about this new commercial hub in space.
     

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

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

     
    Teleporters leading players to the market.
     
    The market is located at the very center point of the safe zone, at roughly equal distance from Alioth, Madis and Thades. There is also a public warp beacon to the Aegis Market available.
     
    Please note that the Aegis Market has an interdiction zone surrounding it. You can't deploy a space core within 50KM of its location. You can however, deploy a dynamic core in this surrounding zone - just like in Aphelia territories on the planets.
     
    SPACE MARKETS – SYSTEM EXPANSION
     
    While we study the impact and player reactions to the addition of the Aegis Market, we will only be implementing this single new space market. If we can determine that the implementation of this feature is a positive addition to our game, we will explore the option of adding more of them in the future.
     
    We’d like to invite you to share your thoughts with us on this feature. Would you like to see more space markets in Dual Universe? What is your initial reaction to their implementation? Please Let us know your feedback here!
     
  11. Like
    marxman-1 reacted to NQ-Nevermore in PTS EVENT: EINE NÄRRISCHE VERTEIDUNG   
    Seid ihr bereit für etwas Spaß auf dem PTS? Dann begleitet uns am ersten April für unsere närrische Verteidigung!
     
    Glaubt ihr, dass ihr unsere Novaquark Station besiegen könnt? Werdet ihr euch trauen und es wagen, den Versuch zu unternehmen eine Station zu zerstören, die durch eine Besatzung von Novaquark kommandiert wird? Wir fordern euch heraus, euer Bestes zu versuchen!
     
    Wann: Freitag, 1. April, 14:00 UTC Wo: PTS Server  Wer: Alle Noveaner sind Willkommen  
    WIE DIESE VERANSTALTUNG FUNKTIONIERT
     
    Komm und teste das Athena Update mit den Entwicklern! Mach mit auf dem PTS am ersten April (Kein Scherz!) um 14:00 UTC.
    Nach der Anmeldung auf dem PTS müssen Spieler zu diesen Koordinaten kommen::
    Alioth’s Institut (::pos{0,2,28.9207,95.1440,285.7015}) um dann zur 
    PvP Platform 1 (::pos{0,2,28.9207,95.1440,285.7015}) zu teleportieren, wo ihr ein Schiff, Waffen und Munition bekommt, um euch auf den bevorstehenden Kampf vorzubereiten!
     
    Von dort werdet ihr in der Lage sein euch auszurüsten und euch mit euren Teamkollegen zu treffen oder sogar eure eigenen Gruppen zu gründen, um eure eigenen Kampfespläne umzusetzen, und euch auf die Schlacht vorzubereiten. Alternativ könnt ihr natürlich auch eure eigenen Schiffe benutzen, um ein Team zu rekrutieren oder Freunde mitzubringen.
     
    Nehmt euch in acht vor Saboteuren und Verrätern, welche NOVAQUARK vor der Community verteidigen möchten! Denkt daran, dass es sich hierbei um ein PvP Gebiet handelt, wo alle Freiwild sind. Ein öffentlicher Wiedererweckungspunkt wird für jeden auf der PvP Plattform verfügbar sein.

    PREISE, WAS IST MIT PREISEN?
     
    Sieger werden die Gelegenheit haben, das Rad des närrischen Glücks zu drehen, für eine Chance auf tolle (und nicht so tolle) Preise. Das Rad wird per Zufall entscheiden!
    Die Gewinne werden auf dem Beta-Server vergeben.
     

     
    Bleibt närrisch, Kapitäne!
     
    Teilt uns eure Gedanken über diese Veranstaltung hier mit!
  12. Like
    marxman-1 reacted to The_Kurgan in ROADMAP UPDATE: PREPARE FOR WAR WITH THE COMING OF 0.29 "ATHENA" - discussion thread   
    "The best news of all is that we plan to release a smaller update between now and Athena release to introduce some quality of life improvements."

    PLEASE BE A LARGER SELECT/COPY/PASTE AREA!!!!!!!!!!
  13. Like
    marxman-1 reacted to vylqun in ROADMAP UPDATE: PREPARE FOR WAR WITH THE COMING OF 0.29 "ATHENA" - discussion thread   
    they rediscovered the aether theory :D
  14. Like
    marxman-1 reacted to blazemonger in ROADMAP UPDATE: PREPARE FOR WAR WITH THE COMING OF 0.29 "ATHENA" - discussion thread   
    It's somewhat sad NQ is throwing newtonian physics out the window in favor of an easy way to maek PVP "easier" ..

    There is no difference in max speed for any size vehicle in space.
  15. Like
    marxman-1 reacted to Serula in ROADMAP UPDATE: PREPARE FOR WAR WITH THE COMING OF 0.29 "ATHENA" - discussion thread   
    This all sounds very cool and interesting. I'm curious to how the alien cores will work and the space map.
     
    One question though.
    With the big ships being slower than smaller ships, how will L war ships still be viable now that smaller ships can also have an L shield? Sounds like they will only be usefull in a defensive situation.
  16. Like
    marxman-1 reacted to vylqun in ROADMAP UPDATE: PREPARE FOR WAR WITH THE COMING OF 0.29 "ATHENA" - discussion thread   
    Don't get me wrong, its something, but adding "lmb hold improvement", to the roadmap?  Shouldn't the roadmap be for larger things and not for tiny improvements?
    That being said, i'm quite curious how the alien cores will turn out, hopefully its not just "here we have a small static construct that regularily spawns items into a container". Please tell me that some elements for military space stations etc. is also included.
  17. Like
    marxman-1 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!
  18. Like
    marxman-1 reacted to VandelayIndustries in ROADMAP UPDATE: PREPARE FOR WAR WITH THE COMING OF 0.29 "ATHENA" - discussion thread   
    And kiss that shitty skybox gone forever I hope. 
  19. Like
    marxman-1 reacted to Koriandah in ROADMAP UPDATE: PREPARE FOR WAR WITH THE COMING OF 0.29 "ATHENA" - discussion thread   
    This sounds like a big update, can't wait to hear more
  20. Like
    marxman-1 reacted to space_man in DEVBLOG: REVISITING CONSTRUCT SLOT CHANGES - Discussion Thread   
    maybe we could have avoided the panic if there was a player council that ideas would be bounced off of. 
  21. Like
    marxman-1 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.
  22. Like
    marxman-1 reacted to Hagbard in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    yes i am, but i add a lot of content, innovation , and free stuff as well. but cannot afford that any more quite soon unless i get sponsored.
     
  23. Like
    marxman-1 reacted to Hagbard in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    sorry, i cannot assign any slots to IC... i need >250 myself
     
  24. Like
    marxman-1 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
     
     
  25. Like
    marxman-1 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?
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