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Clipper

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  1. Like
    Clipper reacted to NQ-Deckard in Upcoming Organization Changes   
    We’re making some changes to the way organizations work. 
     
    Currently, organizations can cascade within themselves thus making it possible to create a near-infinite multitude of sub-organizations. This poses a problem from both a design and cost perspective as it removes any form of scaling limit to the amount of constructs and organization that can be in the game. It also leaves the door open for various ways to circumvent limitations needed for balancing. 
     
    These changes will address these issues as well as clear up a number of anomalies that are affecting some existing organizations. They will be included in the 0.26 update, which gives you more than a month to reorganize as needed. 
     
    New regulations for organizations will be:
    Each organization must have a player as its super legate. An account can only be the super legate of one organization. Nested organizations will still be possible but will require a player as super legate of that organization, and that player cannot also be the super legate of the parent organization.
      To ensure a smooth transition and have things set up the way you prefer, we encourage you to restructure your org(s) accordingly. Organizations that have not been updated will undergo an automated modification process. This will be done in a prioritized order as described below. 
     
    For players that are the super legate of multiple organizations:
    One organization will be selected as the player’s primary organization according to the following parameters: The number of players in the organization. The number of constructs in the organization. The age of the organization. The player will become a designated legate for any other orgs to which they belong.
      To address situations where an organization is nested within another so that there is no player designated as super legate, these are the solutions we’ll pursue: 
    The legate with the most seniority that is not already a super legate of an organization and has connected over the past month at the time of the change is promoted to super legate. If no legates exist, the oldest member that is not already a super legate of an organization and has played within the past month at the time of the change is promoted to super legate. The oldest legate that is not already a super legate of an organization is promoted to super legate. The oldest member that is not already a super legate of an organization is promoted to super legate. If none of the above apply, the organization will be disbanded.
      Constructs and territories for any properly structured organizations or organizations that are assigned a new super legate will be unaffected and remain in ownership of that organization. The constructs and territories of disbanded orgs will be reassigned to the first former super legate in the chain of organization parenting. Any other construct will be abandoned, and territories will be unclaimed.

     
  2. Like
    Clipper reacted to NQ-Naerais in Update to our community   
    This week we will be making some visible changes across the community areas of Dual Universe. While this is primarily affecting our forums, some changes to the community in general are included: 
     
    Forum restructuring and clean up EULA and Code of Conduct updates Additional improvements on the way Enforcement
    Bored Boards:
    The forums will be getting an overhaul over the next couple of weeks including the reduction and closure of some of the less active forum areas as well as an amalgamation of some of the remaining ones. This should help new and returning members of the community find the information they seek more quickly. We will be relocating some rarely-used sections into a read- only archive. 
     
    In addition, we will be cleaning up the sea of pinned posts. We may have developed a pinning addiction in the past, we’re ready to move on from that now. 
     
    We realize changing a community layout can feel overwhelming and chaotic, we are hoping to reduce the clutter and make it easier to get what you’re looking for faster! This isn’t the only plan we’re working on, but more on that later.
     
    We will also be reopening the moderator application in the coming weeks. If you’ve ever wanted to get your mod on, this will be the time to apply. 
     
    The Legal Stuff (EULA and Code of Conduct):
    We have updated sections of the EULA and Code of Conduct to make it clear that we will not tolerate real money trading (RMT) within Dual Universe. Please take a few moments to review the changes.
     
    Idea Box (forum):
    We know there have been some recent concerns specific to this forum and we would like to address them. 
     
    First up, and most importantly, we want to thank everyone who has posted in the Idea Box. You have provided our team with hours of entertainment, amazing suggestions and wonderful creativity; however, we have heard a rising number of complaints about not seeing those ideas manifest within the game. We assure you that every idea is read, but not every idea can be implemented. And remember that game development takes time. A lot of time.
     
    Because we have so many ideas coming at us from the Idea Box, the UpVote page and more, we would like to remind and reassure you that our team is currently focused on the existing game plan and updating it to make sure that the performance is solid and that the game is fun to play. As we’ve said in recent blogs, you may not see a lot of obvious changes frequently, but we are hard at work behind the scenes.
     
    We are going to restrict the Idea Box for the immediate future to feedback regarding the existing game loops and elements only. This is not to say we won’t look outside of that, but at this time we have a backlog of content and ideas and need to focus on the existing mechanics. Once we've cleared the backlog, we'll be in a better position to consider suggestions.

    Enforcement:
    Now that the adaptation period of post-alpha and post-NDA lift is behind us, we are going to put more emphasis on the enforcement of our policies and tighten the consequences for people violating them. We are doing that in the spirit of continuing to build a welcoming and tolerant community of players.
     
    Until then, thank you for your patience and patronage.

     
  3. Like
    Clipper reacted to NQ-Naerais in Play Nice   
    Dear Noveans, 
     
    We’d like to take a moment to talk about the communication on the forums and in Discord. We appreciate the passion each of you bring to our community and don’t want to diminish it; however, we’ve seen an increase in negativity, specifically attacks, unconstructive complaints, and disrespect to fellow players and our team. This is not okay. 
     
    We’ve always invited community members to speak their minds. We’d like to remind everyone that we require a certain level of decorum and respect. Participants in our community areas (forums, Discord, and our social media accounts) are expected to voice criticism and concern constructively and communicate with courtesy and respect.
     
    This is a warning that we won’t tolerate attacks on staff, volunteers, or members of this community. If you can’t play nice, and with respect, then this isn’t the community for you. 
     
    With love,
    SpaceMom
     
  4. Like
    Clipper reacted to NQ-Nomad in Beta 1 Release Notes. Last updated on September 8th   
    Hi Noveans! 
     
    Today, we release the first 0.25 version of DU on the Live Server. As with the 0.24 updates, the full content of the 0.25 will be released incrementally. Features coming later include the Mission System and Challenges. Today's version is marked as 0.25.5 and is mostly focused on the performance and database storage improvements we mentioned in our recent blogposts. You'll find its changelog below: 
     
    Improvements
    We have implemented large, fundamental changes in how voxels are stored server-side, optimizing and improving player bandwidth usage going forward. Introduced level of detail (LOD) for constructs in the distance. Ships and bases in the distance will now load and display a lower resolution version of the mesh. This should improve framerate in some places and allow for faster loading times overall. [Settings] FPS limit has been enabled by default to prevent some GPU overuse when Vsync is not enabled when the game is minimized or while in the main menu. The option to disable the limit is available in the game settings. [GUI] Polish of Repair Unit panel. [Anti-Cheat] Added a clear error message when game files are corrupted. Added an example for how to use the "/emote_name" command to avoid confusion. Construct key no longer has the "delete item" context menu action. (It was wrongly displayed since a construct key can not be deleted.) Item inspector now displays the scale of the item in the name of the item. Data size of decors (grass, tree, rocks, etc.) received from the network, stored and computed is now smaller. [GUI] RDMS panel polish. Small performance improvement on element display. Optimized industries rendering for big factories. Added a warning notification when there is no price set and no batch defined for a player dispenser. [Market] Added line separator between orders list. [Market] Set default value to the maxQuantity. [GUI] Implemented wallet shortcut in the global menu and in settings. Quick polish for Surrogates panel. Changed jetpack icon/polish of quick status. Polish for RDMS Tag Manager Panel: Added an item icon node to the left of the description. Removed the title above the tag manager item node wrapper. Polish of crafting UI. Added new and last ground textures replacements in order to complete our full upgrade for the planetary ground visuals.  
    Gameplay Balancing/Changes
    Talent adjustments Over the past several weeks, we have identified several talents that were not behaving as expected or intended. Many of these issues have since been addressed; however, we have since discovered that there was an error in the calculation for the following percentage-based talents, and we have deployed  a fix for them now. 
     
    These are: 
    - Element Healthpoint Talents
    - Engine Power Talents
    - Organization Construct Management Talents
     
    Where previously these talents were Base Value * Percentage Talent 1 * Percentage Talent 2, they are now Base Value * (Percentage talent 1 + Percentage talent 2). This is most notable for the Organization Construct Management talents where the new maximum amount of constructs is 275 for a single organization with all talents at maximum.
     
    Should your organization go over the currently available capacity, your constructs will not be affected. The organization will be unable to deploy constructs for that organization until your talents allow you to go beyond the currently deployed construct count, either by increasing the talents or reducing the number of deployed constructs.
     
    There are a small number of organizations that currently go beyond the maximum. We will reach out directly to notify them of their current construct count.
     
    Non-deletable items can no longer be put into a package. (The only item that is affected by  this change is the construct key.) The /unstuck command now has a four-second unstuck screen.
      Crash Fixes
    Fixed a rare random crash that occurred during gameplay. Fixed rare race condition in procedural generation that could crash the client if you tried to exit it at the very beginning of loading screen.  
    Bug Fixes
    Fixed claimed fuel that couldn't be retrieved from a fuel container. Fix on Notifications panel (cross button/arrow issue). Various adjustments and bug fixes in tutorials. Fixed blueprints not applying current placement talents on elements when deploying the construct. Fixed the Arkship vertical alignment with its own VFX and some minor other adjustments. Fixed sounds that are triggered by animations and that were not being played on elements such as doors, airlocks, gates. Link tool: Link direction is chosen automatically for elements where only one direction is possible, like fuel tanks and engines. Disabled Settings button when login attempts are ongoing. Fixed color text input in character customization and creation. Fixed automatic read transition for recently acquired hints. Fixed auto-selection of "Combat" tab when starting piloting. Fixed a bug where Surrogate Pod UI remained after leaving a surrogate session. Fixed localization on surrogate tabs. [GUI] Fixed serif font issues on several interfaces. [GUI] Fixed mouse raycast tooltip: When you hover over a tab menu shortcut, a "description" appears next to the cursor. If you close the menu while this text box is present, it will remain displayed indefinitely until you press TAB again. Fixed a bug causing the game to close just after an error popup is shown but before anyone gets the time to read them. [Tutorials] Various bug fixes for tutorials Fixed big freeze upon entering build mode on some ships. [Art] Fixed the Surrogate Pod Station red texture. [Art] Fixed the Arkship collision mesh. Fixed tutorial panel close button. Fixed tutorial panel restart button. Fixed intro cinematics that were missing for new players before and after creating an avatar. Fixed a rare barter validation button issue. Fixed style for bookmark descriptions in bottom left display of the bookmark info. The HUD left menu no longer blocks the mouse pointer input when not visible; fixed an issue with setHTML on 16:10 screen aspect ratio Fixed dispenser issue with set price modal where they sometimes registered x100 of the value or sometimes the value change was not registered at all. [GUI] Fixed some missing font styles on some elements in Inventory and Lua editor. [PvP] Fixed weapon shots occasionally failing at higher talent levels. Fixed wrong appearance of safe zone indicator when leaving gunner seat while on a planet. The safe zone indicator should now be displayed while in the gunner seat if you are not on a planet (and if on a planet, players should see the minimap).  
    Miscellaneous
    Temporarily deactivated voxel cache size limit.  
    Known Issues
    Since the 0.24.4 release, you may notice that there are materials (textures) that have a different look or they might appear less shiny (or shinier). This is due to changes that were made to standardize the materials to bring more consistency for those material types. Metals should look and behave like metals. We’ve also dialed down the glossiness so that it’s not as aggressive. Due to these adjustments, some players may find that textures they’ve used may appear ‘broken’ (though technically they aren’t) or that they are no longer aesthetically pleasing. You may want to spend some time reworking areas of your constructs where this is an issue. Some improvements have already been made and we’re still working on fixing this. Numerous French and German localization issues have already been spotted. A random rendering crash may occur under some conditions due to low GPU/driver resources. Setting shadows to ‘Low’ and disabling Volumetric Clouds in Graphic settings may help. Voxel crashes may occur due to low disk/memory. [Industries] Talents that impact ingredients of schematic products are not displayed client-side, but the schematic updates with the server schematic when starting. [Industries] Some inconsistencies in schematics and tiered elements. [Screens] Transparent screens display as solid white when loading in close proximity. [Screens] High-frequency text updates on screens cause text to not display or flash. [Elements] In certain situations, elements unload at high speeds. [Crash] Triggering a detection zone after maneuvering the construct it is attached to leads to a crash. Various lighting, shadow, and reflection issues might be seen due to ongoing rendering rework.
      As always, thank you for your support! 
     
    Cheers,
    Nomad
  5. Like
    Clipper reacted to NQ-Deckard in The 0.25 update available now   
    We’re pleased to announce that the first of a number of 0.25 updates has been deployed. As with the 0.24 updates, the full content of the 0.25 branch will be released incrementally. Features coming later include the Mission System and Challenges. 
     
    This is an important patch that focuses on some of the performance and database storage improvements mentioned in The Future of Dual Universe: Under the Hood, the second of a three-part devblog series. 
     
    The most significant elements of this update are: 
    Voxel compression - We’ve implemented large, fundamental changes in how voxels are stored server-side, optimizing and improving player bandwidth usage going forward. Constructs LOD - Level of detail (LOD) improvements mean that ships and bases in the distance will now load and display a lower resolution version. This should improve framerate in some places and allow for faster loading times overall.  
    We remain steadfast in our pledge to continue bringing performance improvements. Although this isn’t a “magic bullet” update that promises to fix everything in one fell swoop, many players should now enjoy a smoother performance. 

    Full release notes are available in the launcher and on the forums.
     
  6. Like
    Clipper reacted to NQ-Nishtar in NQ-Nishtar rejoint l'équipe CM !   
    Salut à tous !
     
    Ici NQ-Nishtar, votre nouvelle CM FR sur Dual Universe... Ravie de vous rencontrer !
     
    C’est un réel honneur de pouvoir enfin me présenter à vous.
     
    Tout d’abord, sachez que vous risquez de me voir apparaître de temps en temps sur les plateformes anglophones. Pas de panique, mes missions sont principalement dédiées à développer à vos côtés la communauté francophone.
     
    Etant nouvelle sur le projet, il faudra me laisser le temps de m’adapter et d’apprendre à vous connaître avant que je puisse vous proposer un plan d’attaque. Mais, si vous avez d’ores et déjà des propositions à faire concernant la communauté française, n’hésitez pas à venir m’en parler !
     
    Pour la petite anecdote, avant Novaquark, je travaillais sur un autre MMO. Et je compte bien continuer à apprécier à mes heures perdues l’univers de DU !
     
    En tout cas, je suis très motivée pour commencer cette aventure et j’ai hâte d’échanger plus en profondeur avec vous, que ce soit à propos du jeu ou juste des diverses questions et requêtes que vous pourriez avoir.
     
    Alors n’hésitez pas à venir discuter avec moi. Je n’aurai peut-être pas toujours LA réponse, mais je ferai tout mon possible pour vous aider du mieux que je peux. Je suis persuadée que nous avons beaucoup à apprendre mutuellement les uns des autres ☺️
     
    A très vite !
  7. Like
    Clipper got a reaction from Shuri31 in DEVBLOG: DOCKING AND BOARDING REVAMP - Discussion Thread   
    Some week before, i said me "I hope one day i can dock my ship while im in piloting seat" and they du it! 
    Again à good improvement making the game going better.
     
  8. Like
    Clipper got a reaction from Haunty in DEVBLOG: DOCKING AND BOARDING REVAMP - Discussion Thread   
    Some week before, i said me "I hope one day i can dock my ship while im in piloting seat" and they du it! 
    Again à good improvement making the game going better.
     
  9. Like
    Clipper reacted to Dimencia in DEVBLOG: DOCKING AND BOARDING REVAMP - Discussion Thread   
    Damn you people are whiny.
     
    This change is awesome.  Docking is simplified, not made harder - much better than the maneuver tool jankiness.  Though floating 'docked' ships may look a bit odd.  
    The only form of 'boarding' DU has today is where you take an alt and logout on someone's ship when they're not online.  Which part of that is fun?  It is very nice that NQ has finally cleared that up, so people like Markee aren't constantly being harassed, and until we have AvA there's no downsides.  We may see some changes once AvA is in, who knows
  10. Like
    Clipper reacted to ManfredSideous in DEVBLOG: DOCKING AND BOARDING REVAMP - Discussion Thread   
    Really like this devblog.  Repulsing ships that try to ram you in pvp will be nice.  As people build "kinetic impactors" to try to intercept a larger construct where the aim is to get the larger construct to collide with the kinetic impactor destroying the target.  The other thing in PVP it is common for people to logoff chars on rival pvp ships so they can easily track locations.  Furthermore people taking this step further by carrying as much weight in nanopacks to weigh down a target construct to reduce its performance.  Very cool I really like this thumbs up NQ.
  11. Like
    Clipper reacted to NQ-Deckard in DEVBLOG: DOCKING AND BOARDING REVAMP   
    Space can be lonely, and, if some adages are to be believed, no one can hear you scream out there. You may want to bring along some friends, maybe not so much for the screaming but for sharing fuel and good times. That’s where docking and boarding comes in. 
     
    Previously referred to with the blanket term “parenting”, breaking them off as boarding and docking clarifies what they are and what they do. Just as the name implies, boarding allows passengers to come aboard your ship. Docking makes it possible to have ships connected to other ships, even when both are moving. This boarding/docking relationship basically has the same functionality and behaviour as before but with the added benefit of rights management.
     
    In its original design, boarding or docking a construct was not consensual. Neither the player who owned the construct being boarded/docked nor the player whose construct was being attached to another could decline. They may not have even been aware it had happened in some cases, it simply occurred due to their proximity. 
     
    This was a problem for a few reasons, most notably that it opened the door for bugs and exploits. In addition to negating those, revisiting the feature also gives us the opportunity to make it more intuitive and purposeful. 
     
    ASSIGNING RIGHTS
    Owners can use the Rights & Duties Management System (RDMS) to assign Right to Board or Right to Dock to their constructs that will let others board or dock, or to forbid such requests. 
     
    Dynamic constructs have the ability to move, as opposed to static constructs - like buildings - that are immobile. With the necessary rights, avatars will be able to board dynamic constructs, and smaller dynamic constructs (let’s call them shuttles) will be able to dock with bigger ones (aka carriers). When boarded or docked, the player or the shuttle moves with the carrier, and their mass is added to the carrier’s physics. 
     
    A player or a shuttle will need to be near the carrier in order to board or dock, it can’t be done from a distance. The distance is commiserate with the size of the target vessel, the minimum distance being 32m and 128m being the maximum. 
     
    BOARDING
    Players are able to board any inactive dynamic construct. This makes it possible for them to tour constructs on display in a marketplace or the like. The construct will go into the “active” state when the owner or someone else with piloting rights jumps into the driver’s seat, and unauthorized passengers will be automatically ejected.
     
    If a player enters a dynamic construct with the proper rights or when the construct is inactive, they will become boarded and can move freely around the construct. 
     
    The UI display may look something like this: 

    This is a sample of the UI that is still in progress 
     
    If the construct is active and the player attempting to board does not have the necessary right to board, they will be repulsed. The effect is similar to hitting an impassable barrier with no damage taken. The UI display may look something like this:

     
    DOCKING
    Once shuttle pilots with the necessary rights are within range, they can manually dock to a carrier. This is done through a contextual menu that is accessed via right-click. The shuttle will then be invisibly tethered to the exterior of the carrier. 

     
    Without that clearance, the shuttle will be repulsed.

     
    Authorized shuttle pilots will receive an opt-in confirmation to signal when they are within docking range. 

     
    The “Docking” widget in the piloting UI informs the pilot of the shuttle when they are in docking range through this small open chain link icon.
     

    This is a sample of the UI report to show a shuttle’s docking status.
     
    PARENTING ADVICE
    The owner of the carrier is considered the parent, and those who are granted boarding or docking rights are children.   
    Just as real-world moms and dads, construct owners can give their “kids” the old heave-ho when it’s time for them to leave the nest and fly solo. This is done in a Build Helper’s submenu where all boarded players and docked shuttles are listed.
     

     
    Buh-bye! Boarded avatars can be ejected at any time directly through the carrier’s Build Helper interface. 
     
    This results in ejected players suddenly finding themselves adrift, possibly in deep space. Here, they have two options. Jetpack to a safe place. Depending on the distance, this could take quite a while; however, it’s safe (they can’t be attacked) and they will arrive with the inventory in their nanopack. The second option, suicide, will get them on terra firma faster, but they will lose whatever they were carrying. Probably a good idea to stay on the good side of the carrier captain to avoid being in this predicament. 
     

     
    With a few simple clicks, the carrier pilot can easily de-dock shuttles, too. 
     

     
    TAKE IT FOR A SPIN
    These changes will be featured in an upcoming release on the public test server (PTS). We highly encourage our community to explore it when it’s available, then let us know what you think about the ease of use and convenience. Until then, feel free to join the discussion on our forums.
     
  12. Like
    Clipper reacted to NQ-Deckard in Live Support Initiative Feedback   
    Hello Noveans,
     
    We would really like to hear your feedback regarding the Live Support Initiative that we are rolling out.
    Further information can be found in the DevBlog: Live Support Initiative article.
     
    Thank you all for your support!
  13. Like
    Clipper reacted to NQ-Deckard in DevBlog: Live Support Initiative   
    Hello Noveans,

    Over the past months, we have been working with the Support and Community teams to better identify the wants and needs of our players. These findings have sparked the initiative to implement a Live Support system to address some of the most common issues during peak times as well as address urgent tickets outside of office-hours. In addition, we’re adding some self-help tools that will enable you to resolve some of the most common issues without having to reach out to Support.

    The changes described below will be included in the next update.
     
    NEW TOOLS
    We are making it easier for players to help themselves in times of need. This is in the form of the following three features, one of which many of you will already be familiar with.
     
    Global Chats
    To better organize and filter the chat within the game, we are implementing the following channels:
    General - Joined by default and can not be left. Help - Joined by default and can be left. Trade - Can be joined and left.  You can interact with these channels by using the following commands in the text window:
    /join - To join a channel, such as Trade, i.e. “/join Trade”. /help - Lists all available commands. To leave a channel, right-click on the channel tab. We know that global channels have been in high demand from our community, and we’re thankful for that feedback and the opportunity to see them implemented. Please continue to provide feedback about our chat system on our forums.
     
    Fetch
    If you have a dynamic construct that’s become stuck, you can right mouse button-click on the construct from your map view and click to Fetch. This will teleport the construct towards you, allowing you to reach and interact with it normally.

    We had hoped to be able to make this redundant; however we have seen that there is still a need for it. We are now intending to leave this feature available for the entire duration of beta, initially with these parameters:  
    Players can only fetch once per 24 hours. Maximum range has been limited to 4,000 meters. Players must be standing on a planet/moon’s surface.  
    Unstuck
    If you find yourself trapped and unable to resume your current play, you can now use /unstuck in chat to free yourself in a random direction. This feature has the following limitations:
    You can use this command once per five minutes. This teleports you up to 100 meters in a random direction. Teleports can not move players into the building zone of any construct.
      Please note that the Fetch and Unstuck features are intended to be used only to free stuck constructs and avatars. Any usage outside of this scope may be considered an exploit and actioned accordingly. The team will be continually monitoring the behaviour and results of these features, tweaking when and where needed to ensure that players are not abusing these systems designed to help players in need.
     
    LIVE SUPPORT
    It is important to emphasize that the purpose of Live Support is not to cover all game knowledge questions and assistance scenarios, at least not in this first incarnation. We’ve noticed that many of our community members enjoy helping and teaching other players. We strongly encourage everyone to join our forums where players and organizations can offer further guidance and services to each other.

    That being said, our Support staff will be monitoring the in-game Help channel for any issues that are eligible for assistance, to offer advice regarding knowledge resources, or to recommend when players should file a Support ticket. 

    Here is a sample of the assistance we may offer: 
    Assistance with the tutorial. Freeing stuck characters (if /unstuck does not work). Raising constructs from below the surface (if Fetch did not work). Fetching ships stuck in the sky above a planet (if Fetch did not work). Refreshing glitched elements.  
    Should you encounter one of these issues, give us a shout out with a description of your issue via @GM in the Help channel. Please allow at least 10 minutes for a response, after which you may choose to file a Support ticket instead. With the implementation of Live Support, we are expecting a significant improvement to response time for urgent inquiries.

    We are very interested in hearing your feedback and your thoughts about these changes. Please join the discussion here.
  14. Like
    Clipper reacted to NQ-Naerais in Market Clean Up - Today!   
    Despite our recent efforts to expand and clear out Market 6, we are still getting reports about performance and clutter. We want to assure our players that we understand your frustration and are still working to find better permanent solutions. 
     
    Meanwhile, we will be addressing clutter across Alioth this weekend. Our plan is as follows:
    Dynamic constructs that have not had direct interaction with their owner over a set duration (currently 30 days*) will be hidden.  Constructs at the market that violate our rules,  Code of Conduct and EULA will be removed.
    If your construct is hidden, you can unhide (recover) it by using the Fetch tool. To do this, right-click on it in the Construct list on your Map screen. Any constructs that you own, whether visible or hidden, will appear on this list.
     
    Fetch functionality now works for organization-owned constructs as well. For hidden constructs that belong to your organization, your legates can retrieve them via that same functionality. 
     
    Our customer support team is at the ready if you still need assistance recovering your constructs. Simply ping our Live Support staff in the in-game help chat with “@GM” or file a ticket on our support page and we will dispatch help right away!
     
    Please note that this is intended only as a temporary measure to aid performance and improve your experience when visiting these areas. 
     
    We look forward to seeing the results from these changes over the weekend.
     
    May your frames be plenty.
     
     
    *Duration may change based on our findings 
  15. Like
    Clipper reacted to TonyTones in Character reset   
    Not sure you would want to lose those talent points. Once you get established in the game, You will be pretty sore about losing those.
  16. Like
    Clipper reacted to GraXXoR in Is my stuf still in the Universe?   
    Yes. Even if you parked your stuff right in the middle of a market place platform and left it there for months...
     
    even if you were blocking other people from landing on the platform...
     
    even if you haven’t logged in for a quarter of a year and others’ numerous constructs were causing players’ computers to lag and their ship to plummet into the ground and explode...
     
    even if you left automated scripts running that cause players’ computers to act up and throw errors into the LUA session panel every time they try to pass by...
     
    even if it’s plastered with screens playing Rick Astley on loop...
     
    even if something like a corrupted voxel in your ship caused their client to crash to desktop every time they visit the site. 
     
    even if you pasted a randomly-generated, 24 character string that you could not possibly remember as your password, change your email address then delete the game from your hard drive... and swear never to touch the game again...
     
    even then, at this moment in time: Your.stuffz.will.still.be.in.the.game
     
    (I’m not saying *you* did all that, just giving an example) ?
  17. Like
    Clipper reacted to DiamondDog in Ground voxel reset (cave ins)   
    I'm not sure if the server takes more resources to constantly update all the tunnels as we fly by or what the deal is server side BUT I think that tunnels in the terrain on tiles that are NOT own should 'cave in' after a week or so.
     
    And have the OPTION that on my territory that within a certain distance of a construct that no voxels will cave in.  (so buildings don't get filled in with dirt) Or no caves ins on claimed territory. 
     
    So basically Only claimed territories will still keep their tunnels if the player chooses. 
     
    I fly around looking for ore and there are tunnels EVERYWHERE which is cool... but not very useful. I just think if saving server resources is an issue maybe this might help as hardly anyone is going to go down a tunnel and just dig their own... 
     
    And as a side note maybe ores can respawn after a YEAR or so... I know that's not planned but as this game grows new players WILL find it hard to get a foot hold because all the easy ore is completely gone. I'm getting a LOT of scans coming up with nothing but tier one ores... now either that is by design or it's all being mined out. If it's really disappearing that fast it will be a problem in the long run... But that's a side issue that can be addressed later. 
  18. Like
    Clipper reacted to bleakcon in Gold Sellers Assemble ...   
    Hands down was one of the most fun things ever in that game, I loved this game so much for the crafting it provided, if only NQ would replicate, the idea of being able to craft using stats to make an engine that could produce more thrust with the right quality of iron that had the right thermal resistances etc.

    It was such an organic way of focussing people on something specific, people would make a living in that game simply tracking down epic ores for weapon smiths to make crazy weapons with the that legendary acklay bone that was looted........or an armour smith with those high quality Krayt dragon scales.
     
    So good.
  19. Like
    Clipper reacted to Cheith in Why PVP is important to the game.   
    As long as no resources are locked up in the PvP zones - then you are being forced to go if you want to create/build using those resources. And, yes, you can buy it but then you are back to the EVE paradigm where the big corps muscle in, rule the valuable ore zones and this is (mechanic wise) an EVE clone with cool building capabilities. 
  20. Like
    Clipper reacted to clarity in pay to win   
    so i was trying to get my streamer friends to come play this game but they all called it pay2win with disgust and won't play till its not pay2win..so im here to ask if u r planning on dealing with this major problem because its important for the long term success of this game & must be dealt with b4 lunch. & heers a list of reasons why coming form your own community. (1) multiboxing memory macros in pvp totally unfair (2) richy rich wales buying up every plot of land and not reily using it sept to sell it to homeless newbs (3) fast tracking talent tees on multiple characters defeating the point of your long term growth and making em capable of doing everything which is unfair to people without 20+toons (4) basic daily income for etch extra toon angan unfair :(5) incentivising paying for extra  characters look desperate and scamy & people i want to support u.. i want to support u but not in a way that's immoral cheety or feels bad:( ..like waers the cash shop with skins booster and basic parts and materials  and time savers i can buy?.  just don't do loot crates or paywalls on stuff that can be seen as giving a unfair advantage.. or all be forced to right a new wall of text 
  21. Like
    Clipper reacted to Taziar in Why PVP is important to the game.   
    There are tons of MMOs either without (OPEN WORLD) PVP or where it plays a small part.  Consensual PVP with very limited death penalties is pretty much the norm these days, most people don't want to go back to the early days of WOW where there was true open world PVP.  Turns out getting randomly one-shotted by high level players wasn't all that popular.  And Games like ESO have a fenced in PVP zone.  Fallout 76 had to quickly nerf their PVP even with small instanced servers.  Sure they can keep safe zones but if they have resources exclusive to PVP, non-pvp players won't be happy, and if they don't then it is harder to make (open world) PVP worthwhile.  
     
    Really they just need to pick a direction.  The player base and game design for Second Life is vastly different than say Rust and trying to squash the two together in a single game is gonna end poorly.  Creative, Social, PVE, and PVP can all be fun but they don't always play together well. 
     
    And to your point,  they need to decide on their marketing strategy.  Long term niche players works for some games, like DDO.  Some games benefit from attracting from a larger pool even if they don't stay for years.  Catering to one often has consequences for the other.
     
     
  22. Like
    Clipper reacted to Dimencia in DEVBLOG: THE FUTURE OF DU - Part 3 - Discussion Thread   
    Nice work communicating with us, this is exactly what we asked for.  Some people are still mad apparently, I'm not sure what it is they want now, but this layout of the planning and design decisions of the team is great.  Looking forward to giving more targeted feedback as these new things hit PTS (still waiting for screens...)
  23. Like
    Clipper reacted to Dhara in DEVBLOG: THE FUTURE OF DU - Part 3 - Discussion Thread   
    Why, exactly, will you be broadcasting asteroids that players spend time, quanta and resources to find themselves out to all the pirates so they can come take it? Wouldn't it be only fair to require pirates to spend some time, quanta and resources to find US?
     
    Please reconsider this decision.
  24. Like
    Clipper reacted to joaocordeiro in DEVBLOG: THE FUTURE OF DU - Part 3 - Discussion Thread   
    It's the kind of person he is. And not in the bad way.

    Some ppl, like blaze will focus on what's the "problem". The "solved part" is not worth pointing out because it is solved,

    This is not evil, miserable or even 100% wrong. It's just his way of trying to be efficient on his comments.
    I'm kind of like him.

    But players, devs and management are humans. And when humans do a positive thing, it is quite efficient to give them a "carrot" instead of the "stick". Sometimes he seams to forget that.
  25. Like
    Clipper reacted to Dr Rhubarb in DEVBLOG: THE FUTURE OF DU - Part 3 - Discussion Thread   
    Thank you NQ for the posts recently.  There are several items in there that I am looking forward to.
     
    Mining: So I am not a miner in this game, I am a builder.  I didn't really mind the way mining works in this game, but after you get your talents up, that's it, it is still mining.  I have always liked Minecraft's progression with mining (in certain mods) where you dig to get resources, build faster and more efficient tools to dig, then automate mining so you can concentrate on building your empire.  That process always felt good to me, so I look forward to see how the mining units work.  My hope is that they stay balanced and don't get to an end-game level of resources too quick.  Also, searching for asteroids in empty space seems like a good expansion for folks who scan hexes, although they have to be somewhat quick about securing it/mining it if it becomes public knowledge after a bit.
     
    Missions: I have been looking forward to missions so players can create jobs, but hearing that there may be some NQ missions is even more exciting.  I am curious as to what kind of specialized missions we can expect.
     
    Territory Control: I am a little concerned about how the territory control in space is going to work. I hope that when it gets implemented that, the "pipes" between planets don't instantly get clogged with territory control.  Maybe that is intended, but I hope there is a balance there.
     
    Adding some "fun" into the game is definitely desired, but also performance enhancements is what is most needed.  I hope the new screen adjustments do that for everyone.
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