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Leniver

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  1. Like
    Leniver got a reaction from NQ-Ligo in Development still going on?   
    Thanks for the communication @NQ-Ligo, much appreciated!
  2. Like
    Leniver reacted to Msoul in Development still going on?   
    Lua is a major feature for Dual Universe, so much so that it even has its own team lead. Development runs in parallel with the other major features but lua is a bit unique in that it also ties into just about everything. Last I heard there are some long term plans to add script protection/trading functionality as well as overhaul some of the older systems but the immediate focus could be dedicated to adding lua support to upcoming new features. Either way don't let the silence fool you, things are happening in the background.
  3. Like
    Leniver reacted to NQ-Ligo in Development still going on?   
    I can confirm that there is still some development going on on the Lua feature.  Don't worry, there are many things planned that have already been exposed to the Lua community; it just may take some time or wait for the integration of other features (like for example the known issue of remainingSchematics that will be solved with the integration of another feature soon).

    But no no, I'm still here and still working on extending the possibilities of Lua especially for content creation.  
  4. Like
    Leniver reacted to Zeddrick in NQ is "all in" on web3 -- so what's next for DU?   
    I have a random text generator which is more believable.
     
    Two dead end technologies rammed together with word salad does not a product make.  You might convince some naive people to invest money, but then their expectations will be that you can turn nonsense into money, which is a hard expectation to meet.
  5. Like
    Leniver reacted to le_souriceau in QUESTION: Where is the new Idea and Suggestions Sub Forum?   
    I think actual plan is: once they have their metaverse bs (whatever it is) rolling, they will merge DU into it, using local builders as sort of advertising machine for whole thing. 
     
    So, while DU obviously (at this point) non viable as stand-alone MMO, its still very useful asset to incoporate to any metaverse scheme to boost it credability as something working. Like look at all stuff we have, and its proven by time, blablabla, vibrant community, blablabla...
     
    Eventually we likely see some abomination frankenstein of what left of DU, attempt to go Second Life again + some of this google maps selling metaverses scam. 3 in 1.
     
     
     
  6. Like
    Leniver reacted to Dakanmer in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    You've got some serious delusions about non-PVP players that you think "check the problem from all angles" doesn't also apply to you. There are SOME who do as you say, making throw-away ships to slip in, mine a node and leave for massive profit; my friends have toyed with the idea, even, because of how you people force us to think about it just to get resources we need to build the stuff you think we've all got in spades. There are far more of us who CANNOT AFFORD TO DO PVP, and CANNOT GET ENOUGH PEOPLE TOGETHER TO DO IT. This isn't a full-time job, where everyone in an org is expected to always be online at the same time because they all live in the same time zone range. Scheduling time to go mining even inside the safe zone is rough for many orgs. If we're lucky, the people I hang with have only a few on at any given time because of work and time zones, and I know we're not the only ones.
     
    For us, our mining ships aren't built the way they are "because we're lazy and don't want to defend ourselves," but because we CAN'T defend ourselves; we don't have the people, and without one of our guys running tons of missions with alts to get money fast (which shouldn't even be a thing, but neither should many other things that are), we wouldn't have the money AND ore resources to build even basic defenses...and if we did, PVPers would just do what PVPers do and work slightly harder for easy money.
     
    See, for YOU, there's a reward to PVP. For EVERYONE ELSE, there is only risk, with no reward. You are out there (be honest with yourself, and us) hunting down ships that you then loot and fix, and try to sell back to the original owners. My feelings about that kind of behavior aside, you get all of the reward for almost zero risk. And yes, you people DO focus on ships that can't defend themselves. I don't know how many times I've been told that you guys tend to ignore ships that have guns. It's not about PVP, but easy loot. YOU may believe that it isn't, but it always was, with people wanting actual PVP fights with the actual threat of losing being the minority.
     
    And that brings us to PVP for everyone else. There is no reward, only risk, which is why you don't see orgs dedicated to pirate hunting, doing escort missions, etc. There is no reward worth the massive amount of time wasted on the majority of the trip, or the resources spent on the ships to do it. We're not searching people to kill and loot to make up for the costs. We're not swimming in resources as you originally claimed, either. Many of your ships are just as throw-away as ours, just as minimally geared as ours, which is also why you lot tend to avoid fighting solo ships that run armed (maybe YOU don't, but a trend is a trend, so don't deny that "put a gun on your ship, even if there's no ammo" is legit advice to avoid PVP). For many of us, that's all we can really afford to lose if we want the game to be at all enjoyable. Because we do other things than PVP, and those other things cost.
     
    And then there's the flight time. You've flown PVP space. You know how long trips can be between planets. You may not know that many of us miner-types don't go to asteroids to mine them for a few minutes before leaving to avoid you, but prefer to spend time eating the asteroids so we can use the ore to build better ships (you're geared towards PVP, so you focus on getting that. We're not, because we've got so many other things to do than just PVP). Do you SERIOUSLY think that REAL PEOPLE with REAL LIVES want to spend several hours watching their radar while twiddling their thumbs when they could be doing something more interesting? (For mining runs in PVP space, there's always got to be someone on the ship ready to flee because of what you're complaining about losing. Do you really think there are infinite numbers of us with nothing better to do?) "Just warp, then" isn't an option anymore because of the schematics time/costs...and because we don't have access to nearly the quantity of the necessary resources you seem to believe we've all got.
     
    And how much do you think that kind of escort service is worth, that non-PVP players can easily afford it? Just how much do you think we ACTUALLY make from just existing? Again, without mission runners, the economy would be much weaker simply because the costs for making schematics, paying territory taxes, buying ore/parts, etc etc etc, is so high, and only the super-orgs would have any resources to speak of. Nearly ALL of the risk and cost is on the side of the non-PVPers. It's not because we're lazy or coddled. It's because there is ZERO REWARD for PVP for most of us; only risk. For you, it's almost all reward with very little risk, unless you have a rival org or are a loner...but as a loner in PVP, you still have far less risk than non-PVPers, and far more reward, and even with rivals, you still get your jollies by ganking us and funding your own efforts...meanwhile, those of us who aren't the minority you describe have to use throw-away ships just so we don't lose a month of progress.
     
    You complain an awful lot about how PVPers are being wronged, meanwhile showing you have no understanding of what non-PVPers deal with. This game is a huge open world/solar system, where spending 2-8 hours of mindless travel isn't unheard-of, where not everyone is part of a super-org that can afford good ships that they can have spare personnel to defend at all times, where resources have to be split between multiple outlets (if you're a big org, you have many demands for spending that aren't PVP), and where the threat of losing a ship to PVP can be equivalent to a week or even a month of game time lost for people who can't play as a full-time job.
     
    There's obviously a lot of work that needs to be put into the game to make its PVP better, but you seem to be laboring under the delusion that this is unique to DU. It isn't. This is a genre-wide problem, because you PVPers MAKE IT ONE. It's a problem in literally every MMO with piracy that I've ever played or heard of. When there is no real reward for fighting pirates (how do you think an economy like that would function? Have you ever actually thought about it beyond "well, people would pay taxes..."? Have you thought about WHO would do it beyond "well, PVPers would do it for money..."? I doubt you have), but plenty from being one, people stop wanting to bother with PVP...except for those whose entire purpose for playing is piracy. And again, be honest and admit that that's the vast majority of all PVP encounters. Not legit PVP, but as someone else said, PVE with extra steps. And then PVP becomes what it is in DU, just as in other games: a pirate's paradise, with almost no opposition besides other pirates, and when other opposition does show up, an enemy to rally the rest of the pirates to wipe out and discourage others from trying.
     
    Rather than whining about how unfair it is for gankers who can't have easy marks with easy strategies for ganking, complain about the PVP system being massively unbalanced so that easy ganking is even a thing (yes, you probably believe that it's strategy-intensive, which is why you insult the rest of us as being dumb and not using our heads to avoid you), that there is no incentive for non-gankers to bother with PVP, that the system itself is garbage for various reasons (like line of sight not being necessary to shoot stuff), etc etc etc. Complain about the system that makes PVP so unbalanced in YOUR favor (the safe zones give us all a place to not deal with the craptastic system which, without the safe zones, would STILL favor you, because we're not pirates who drool over more piracy), not the people who don't have any interest in being target practice and breakable piggybanks for gankers.
  7. Like
    Leniver reacted to NQ-Wanderer in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    Dear Noveans,

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


    We also edited the original post to avoid confusion.

    Sorry for the misunderstanding, and see you in Dual Universe!
  8. Like
    Leniver reacted to NQ-Nyota in THE JINGLE BELL HOP SLEIGH RIDE TOUR!   
    The Jingle Bell Hop Sleigh Ride Tour!

    We know that many Noveans have been very busy since launch, so we've decided to do a special Jingle Bell Hop Sleigh Ride Tour in which we’ll be visiting many places around Helios to see all of the amazing creations!
     
    Details:
     
    With (Saint) NQ-Nicodemus at the reigns and NQ-Nyota as your guide, we invite you to join us as we visit as many places across Dual Universe as we can. We will be hopping on/off the sleigh at different locations. The expected duration of these tours will be approximately one hour in duration for the sleigh voyage. 
     
    Each of the 10 Jingle Bell Hop tours will be different, where will we go? Well, that's partly up to you!
     
    We need you to suggest to us the best places to visit (even if it's your build/place) via this form. All places we will visit will receive a special Jingle Hop Sleigh gift, so make sure to submit your favorite ones!

    Here is the Jingle Hop Sleigh Ride Schedule:
     
    Thursday December 15th 20:00 UTC (3:00PM New York/Toronto time)
    Friday December 16th 20:00 UTC (3:00 PM New York/Toronto time)
    Saturday December 17th 18:00 UTC (1:00PM New York/Toronto time)
    Sunday December 18th 18:00 UTC (1:00PM New York/Toronto time)
    Monday December 19th 20:00 UTC (3:00PM New York/Toronto time)
    Tuesday December 20th 20:00 UTC (3:00PM New York/Toronto time)
    Wednesday December 21st 20:00 UTC (3:00PM New York/Toronto time)
    Thursday December 22nd 20:00 UTC (3:00PM New York/Toronto time)
    Friday December 23rd 13:00 UTC (8:00 AM New York/Toronto time) & 20:00 UTC (3:00 PM New York/Toronto time)
     
    These tours will all begin and end at The Institutes (which you can find on the Point of Interests) and will be available via VR when the tours start.
     
    We’ll do our best to make sure these journeys are safe and secure, but we must tell you that we cannot be responsible for any lost items in case of emergency (especially if Nyota has the reigns)! So, we advise you to please arrive with empty inventories on your characters and make sure to leave your valuables in your containers if you plan on hopping on the sleigh with us! There will be a rez node available, just in case.
  9. Like
    Leniver reacted to Kezzle in The devs need to pay attention and learn from other more experienced Dev teams when it comes to Community and player communication. ( A open letter to NQ)   
    Not just the devs. The entire staff should be playing. That way, the people writing the public patch notes can, from personal experience, highlight things that are important to the player about how new developments impact play, just for starters.
  10. Like
    Leniver reacted to Sarrah in The devs need to pay attention and learn from other more experienced Dev teams when it comes to Community and player communication. ( A open letter to NQ)   
    It's no secret NQ isn't that popular among most of the core player base. There's a few stragglers who will back NQ no matter how hard they kill the player base and how many bad changes are made but the lack and loss of players since beta and release is notable and a problem NQ needs to recognise. 

    With that being said, I'm not here to criticize NQ on what they've done wrong. If they're not already aware of this they should be so I wont pound this in here.  

    Now I want to make this clear. I love this game and its potential. It is 100% possible to Love DU and dislike NQ. The DU idea is where the love sits. The lack of NQ's understanding the game and their lack of understanding of the players is where the problem is in my eyes. 

    Lets take a look at a game thats gone through a similar dev structure and situation as DU:

     FacePunch Studios was a indy dev team ( literally a modder who went pro) that had its roots from Garry who designed "Garry's Mod" and later on "RUST". When Rust first started out it was just a tech demo within Garry's Mod. It progressed to what is now known as "Legacy Rust" which was a rough copy of what RUST is today and was built on a limited Game engine. The game was extremly popular and actually eventually out played its Engines capabilities. Garry having built his success off Garry's Mod had a very solid understanding on how his community and there for player base was extremely important in his success. He realized very early on they were the reason he was where he was. Without getting too indepth on how RUST was developed it always had one major rule structure and it went something like this:

    **Players First** ---> Money Second ---> Outside Investment Last. 

    With this rule in mind, Garry and FacePunch knew that Legacy Rust couldn't be upgraded to fulfill what the players wanted. But they saw the opportunity and potential the game had.. The extremly hard decision was made to scrap Legacy Rust and design a new Rust from the ground up, Engine and all. This was HARD WORK, a HUGE RISK, but... it was what was best for what the players wanted and the games vision. 

    Now with that history lesson complete. I'm not saying DU needs a new game engine or a redesign. What I'm getting at here is DU sits in a very similar situation business wise and in game development. Where NQ has failed and FacePunch thrived can be narrowed down to the way the two dev teams listen to their players as well as the fact that FacePunch devs were required to play Rust a certain number of hours per day to ensure they understood the game mechanics they were designing. 

    With over 4000+ hours in Beta and nearly a 1000+ hours in release, having stuck around through the disastrous 0.23 update and the later mining and territory updates that all saw a mass loss of players.. Its very clear to me after having been through FacePunches success from that Tech Demo in Garry's mod all the way to where RUST sits today. NQ could learn a lot about community and how to properly make big changes to DU through RUST and FacePunch's success. 

    Please, NQ if you're reading this. Take a quick look at https://www.rustafied.com/ and scroll through the games past few years of development and the early days. EVERY game change and update has been very accurately documented via Rustifieds awesome update news posts. 

    Take note on the changes, how they came about and how often the player base was consulted and accommodated. I understand these two games play very differently. But the core idea stands that they both require a somewhat accommodated and happy player base to succeed. 

    With all due respect. You have failed on this part NQ. The current player base and market situation speaks for itself. First things first. Require your devs to play the game. Set a required hour per week and pay them to use it. Second, from now on. Consider what changes you make and the effect they'll have on your games "FUN" game loops. 


    ~Sarrah ~ (8900 hours in Rust, 5300 hours in DU) 
  11. Like
    Leniver got a reaction from IAREDEV in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    At least we have already video explaining how the radar works.
     
  12. Like
    Leniver got a reaction from merihim in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    At least we have already video explaining how the radar works.
     
  13. Like
    Leniver reacted to Wyndle in 1.2 thoughts   
    Don't count your chickens before they hatch on the asteroid changes, those may not work as intended.  I'm reserving judgement until I see it in game.  I had a spark of copium when I read that until others pointed out that the image NQ used for the next segment was a poorly photoshopped rip from a website talking about Elite: Dangerous.
  14. Like
    Leniver reacted to W1zard in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    find 10 differences I guess?
  15. Like
    Leniver reacted to Koffye in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    Again a time sink. I am not happy with this change. So, after my workday i should spend 4-6 hours (probably more) only for scanning the correct roid? I dont see this as a positive change
  16. Like
    Leniver reacted to Omukuumi in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    Salvage changes are cool.

    Asteroids change are really oriented around carebears... Why people still need more no risk in PVP? Do you even listen NQ what we need and how people are full of ressources?

    - No more discovered tab = nerf for piracy even if it's hard to find a roid with just a random first coords (can be in a circle of 14SU+)
    - No more timed spawn + random tier of roid = a PVP player will have to randomly pick a roid, go for it and find sometimes just a basic one, without interest or content... How can you think it will be a good thing for us? It will just add more time lost to PVP gameplay, we REALLY need that thx!

    Just check how miners and safezone players are happy, you give them a real free farm pass.

    We need a good patch for PVP asap please.
  17. Like
    Leniver got a reaction from fiddlybits in Are my data safe?   
    Hello everyone,
     
    I had a bug when going on the website, the website was refreshing non-stop so I did some investigation.
    The website uses "standard" advertising, social media and analytics providers like "Facebook, Twitter and Google", I am OK with that.
     
    But I was very surprised to see that the site uses an external provider for most of its content.
    This provider is https://prismic.io/ which seems to be a company specialized in website creation.
     
    So I went to the "Privacy Policy" to see if it was mentioned that my personal data were processed by this external operator and ... nothing.
     
    So, here are my questions. 
    Are my personal data protected?
    Why is some of my data being transferred to Prismic?
    What data exactly do they have access to?
     
    Kind regards
  18. Like
    Leniver reacted to GraXXoR in Do you think it's Sadistic Tendancies?   
    Why on earth would NQ set an exact 24 HOUR TIMER for recalibrations and not allow skills to reduce the time other than to hurt the players of their game?
     
    EVERY SINGLE DAY I'M HAVING TO STAY UP LATER AND LATER TO CALIBRATE MY MEAGRE T2 MINING UNITS....
     
    Because on day 1 I set my mining units at 9:20pm after i finished work IRL and the next day, I wasn't able to set them until AFTER 9:20.
    As it happened, it was about 9:30 by the time I finished calibrating them.
     
    The next day, a client phoned me just before I could calibrate them and ended up calibrating them at 10:15...

    Now the next day, I was unable to calibrate them until 10:15 finishing at about 10:30
     
    The day before yesterday, I went out for a drink and got back at gone 11pm. Now last night I was unable to calibrate them before midnight. So I had to skip calibration until Saturday afternoon at 12;30pm...
     
    I've used Hanlon's razor so much this last two years that the blade is duller than a taxman's suit. To the point where I could easily believe NQ chose 24 hour cooldown SPECIFICALLY TO IMPEDE their PLAYERS and INTERFERE with their PLAYSTYLE. There is no other reason why a GAME DESIGNER would PURPOSEFULLY choose such a PLAYER HOSTILE cooldown.
     
    This means that once a week I am effectively either losing sleep or losing a day of calibrations.
     
    Thanks for willfully and purposefully making your game a POORER EXPERIENCE at EVERY OPORTUNITY you get.
     
    Wearily yours,
       Jinx.
  19. Like
    Leniver reacted to sHuRuLuNi in Lighting in Dual Universe   
    Just what on bloody earth is this?! Did you seriously just dial up the Gamma to ELEVEN, just to make this screenshot?
     
    With the standard Gamma (1.0) - because anything above 1.0 makes even the night into day and everything becomes white and washed out -- THIS IS HOW IT ACTUALLY LOOKS LIKE:
     



     
    Now see: 
     
    #1  -- The gigantic light is right next to that Exit Sign object - yet you cannot see the side of the object AT ALL - it is not at all illuminated although the bloody lamp is right smack next to it.

    #2 -- There is thick column right there in the back -- it is completely dark here and cannot be made out at all, althought we have TWO gigantic lamps right next to it.

    #3 -- You cannot make out the edges of that wall at all, although it is just 2 meters away from from two gigantic lamps.
     
     
     
     
     
    ---- Holy shit balls of steel .... just look at his "district teleporter" sign hahahahaha ... it is COMPLETELY WASHED OUT. You can literally SEE that the gamma is turned all the way up .... Unbelievable ...
  20. Like
    Leniver reacted to sHuRuLuNi in Lighting in Dual Universe   
    Here, I just made a video RIGHT NOW, to show you that I am using Standard Gamma and also to show what happens when you dial up the gamma all way up, like what msoul did, just to make a bloody screenshot .... The audacity, really.
     
     
     
  21. Like
    Leniver reacted to Msoul in Lighting in Dual Universe   
    The following is an examination of the various player lighting options in Dual Universe as of Update 1.1. Please keep in mind this is not my area of expertise and many of the conclusions drawn here are highly subjective. Hopefully you still find it useful and free of errors.
     
    Summary of Findings (TLDR)
     
    The Headlight XS is uniquely situated as the spotlight of Dual Universe and it does that job exceptionally well Long and Square lights are functionally equivalent and best suited for illuminating surfaces that need to be seen from a distance The Vertical light has the lowest effective range but being omni-directional with high intensity makes it ideal for indoor lighting of complex geometries. Luminescent Voxels are best suited for decorative highlighting rather than general illumination. Physical properties of lighting elements are standardized but be aware that the Vertical light L has increased mass, volume, and health XS light elements are tier 1 + nanocraftable while S, M, and L sized lights are tier 2 with standardized recipes Current fabrication costs for light elements are primarily from schematics and manufacturers are fully capable of supplying consumer needs right now  
    Introduction
     
    There are 4 different types of craftable light elements Headlight XS, Long Light, Square Light, and Vertical Light with the last 3 having size variations XS, S, M, and L. Each of these elements can be configured to blink at a regular interval and/or output RGB colors through the right click menu. Note that the RGB values must be scaled between 0 and 1 so if you are referencing integer color values (ie: 1 to 255) simply divide it by 255 before inputting. In addition there are 11 different kinds of Luminescent Voxels creating a fairly diverse color palette that spans the visible spectrum. These lights as shown below are the primary focus of this post, but it is also worth noting there are a large number of alternative sources such as fireworks, deco-lamps, engine VFX, and of course the sun itself.
     

     
    Lighting Characteristics
     
    The main objective behind adding lights to a construct is to use them to illuminate surfaces. These are the key parameters that influence this.
     
    Field of View (FOV) – The angle centered about an object’s normal within which light is cast Intensity Factor – The relative power of a light source measured in multiples of 100,000 lux Attenuation Distance – The distance between a light source and a surface, beyond which said surface is no longer illuminated Penumbra Factor – A measure of how fast projected/surface light intensity decreases from the epicenter  Visible Distance – The distance between an illuminated surface and an observer, beyond which the light on said surface begins to fade out  
    When it comes to FOV all light elements have approximately the same value of 100 degrees with the exception of vertical lights which are omni-directional. The remaining stats are plotted below with reference to element size. Note that gaps in the bar graph represent break points on the y-axis which were added to prevent exceptionally large values from obscuring the rest of the dataset.
     

     
    The headlight XS has the greatest light intensity and attenuation distance which makes it effective at illuminating distant surfaces, but the high penumbra factor causes that intensity to rapidly decrease as the light spreads outwards from the point of incidence. Consequently it functions as a powerful spotlight that is great for lighting up distance objects with a narrow beam. The long and square lights closely mirror each other with the larger variants exhibiting slightly longer range. These lights also have the highest visible distance making them well suited for general illumination of mission critical surfaces like runways and landing pads. Vertical lights on the other hand have the lowest overall range but being omni-directional, with moderate intensity, largely makes up for that. They are well suited for locations that require many nearby surfaces to be irradiated at once such as building interiors or complex voxel geometries. In order to further highlight the differences between these light sources, the following visual reference was created. It showcases the amount of light spread that would occur on a 32x32m (ie: S-core size) flat surface when illuminated by each source from the respective distances listed on the left side.
     

     
    Physical Characteristics
     
    When it comes to general properties all light elements are approximately equal with the exception of the vertical light L. It has over three times the mass, four times the storage volume, and triple the amount of functional surface area. It is also the only light with any meaningful amount of health although it is still not recommended that they be utilized for defensive purposes since these decorative type elements do not even have damage resistance. In terms of dimensions each increase in the size category roughly doubles the primary side length of each respective element.
     

     
    Fabrication Costs
     
    The production recipes for XS lighting elements are all Tier 1 and can be made in the nanocrafter. All other sizes are Tier 2 and must be crafted in industry units, specifically an Assembler XS for everything except the vertical light L which requires the S sized variant. An overview of the fabrication costs per individual element produced is provided below. From it we can see that if you neglect schematics the only differences between baseline unit costs are associated with an item's tier. However once again the vertical light L proves to be an exception as it also has a substantially longer crafting time, likely due to it being paired with with the Assembler S.
     

     
    Under current market prices these schematics represent upwards of 50% the overall cost expenditure to manufacture said lights. Taking a brief look at public market orders it becomes clear that despite this, there is a moderate surplus of elements available for purchase (note that outliers with absurd +/-1000% prices have been removed). Smaller sized lights in particular appear to have been produced in excess of player demand and are now being listed at or below that of production costs. It is difficult to estimate when the existing supply will be exhausted as player demand for small lights is not easily quantified. However due to the low fabrication costs and crafting times, affluent manufactures will be able to quickly restock this market should the opportunity arise. The situation with larger sized lights is more dynamic right now. The low volume of units that are presently on the market have been listed with profit margins of about 20% which is indicative of a more limited supply and/or a greater demand.
     

     
    To assess supply concerns, the following plot compares the fabrication costs for lights to that of atmospheric engines. From it we can see that the total schematic costs for engines is slightly higher while the requisite ore requirements are substantially higher, particularly for M and L sizes. Despite this, market sell volume for engines is much greater than that of lights while also maintaining above zero profit margins. Thus we can infer that player industries exist which are capable of meeting supply requirements for the large lighting sector but they are instead targeting other items like engines, likely due to even higher consumer demand and hence greater profits. 
     

     
    Luminescent Voxels
     
    Unlike lighting elements these voxels appear to operate solely as emissive surfaces and produce a highly localized glowing effect. In terms of the ore costs per m3 they are similar to the other Tier 2 light elements but only require about a fourth of the T1 ore (more specifically 11 and 30 litters of T1 and T2 respectively). Schematics cost per m3 is exceptionally low at 172.45 quanta. This would ordinarily make luminescent voxels the cheapest form of Tier 2 lighting but their more limited range also means that a substantial amount is needed to achieve the same level of illumination as the other light elements. They do however have the unique ability to be precisely shaped and seamlessly integrated into other voxel structures. Considering all of this I believe luminescent voxels are best suited for decorative highlighting rather than general illumination.
     
    Conclusions and Recommendations
     
    Based on the above, it is my determination that Dual Universe currently has adequate lighting options which when employed correctly, will handle the majority of scenarios. There is however plenty of room for expansion and/or further diversification down the road, when time permits. In terms of expansion I recommend adding a secondary element with omni-directional properties such as a sphereical light. Also consider decreasing the overall effectiveness of the headlight XS and instead utilizing its original properties on a larger sized variant (ie: headlight S). In terms of diversification, the most restricted parameter right now is FOV so assess the merits of adding that as a configurable variable or providing more FOV variation across the existing element set. 

    Finally @Aaron Cain your original inquiry was with regards to crafting costs for L sized lights with respect to T2 engines, considering the associated player demand for both (static building vs dynamic construct). Based on market trends alone, it is safe to say that the demand for large engines is presently higher. From a practical standpoint this examination shows that it only takes a couple strategically placed L sized lights to fully illuminate an S core sized surface. I also reason that illuminating a dynamic construct of identical core size will typically require more lights than its static counterpart due to the need to handle both interior and exterior surfaces as well as the more complex geometries associated with piloting elements. So the question becomes why are large lights less popular then large engines? Rationally, it is either because the majority of players are less interested in them and/or are unwilling to invest into them. With regards to baseline costs these lights are already a fraction of the cost of said engines, primarily due to their sparser ore requirements. Perhaps that is still not sufficient, but with engines flying off the proverbial shelves it is difficult to say this conclusively. The only thing I can conclude is that the majority of players place low importance on lighting. The next step would be to reach out, ask why, then determine if anything should be done or if players are satisfied.
     
  22. Like
    Leniver reacted to Siodacain00 in Game Design mistakes, but love NQ Rocketman   
    Amidst all the negative if valid feedback wanted to call out NQ Rocketman.. fast effective responses to both in game and technical issues. Impressed dude, thank you.
  23. Like
    Leniver reacted to RugesV in A Six Step Guide to Saving Save Dual Universe   
    Step 1 Fractualize the playerbase.
    Step 2 Remove players from the playerbase
    Step 3 Implement a game mechanic that only 2 percent of gamers have. 
    Step 4 Put the cost onto the players
    Step 5 implement a cash shop that will be circumvented by all the moding you are going to allow. 
    Step 6 have the players create all the content. 
     
    With these brilliant idea's I would say you already work for NQ. 
  24. Like
    Leniver reacted to Mncdk1 in Recycling   
    The implementation we're going to get of recycling, seems to be - at the same time - both the laziest implementation they could have done, and also, a needlessly complicated implementation.
     
    The needlessly complicated part is the need to rightclick on everything that I want to recycle. If I crash a ship a few times, and take the parts off when they reach one life each, then I now have a ton of parts that I need to rightclick>recycle on each one individually. You know, you could have just made a random machine that had an input box, and an output box. And players would have been fine with that. The machine only needed an "on or off" state; "Recycle the contents of the input box, yes/no?". Instead it was made pointlessly tedious to do.
    At least that part feels familiar.
     
    Secondly, the way the output seems to be chosen, at least according to NQ Riply and what was shown on the stream, the recycling process just picks a random input material, and gives you all of it? What kind of nonsense if that? I've destroyed and repaired an element X numbers of times, but every single piece of Y input materials that went into making it, is perfectly fine and the lot will be recycled?!? COME ON. At least make element lives matter. Give all of the materials, but some percentage of each, which is then reduced as element lives are reduced.
     
    Sorry, Deckard wants balanced feedback, so I should say something nice. The tower with the colored lumi-glass rings looked kinda neat.
  25. Like
    Leniver got a reaction from Yoarii in We have to say when they do right....   
    Hello,
     
    Most of the time we post about things that are wrong with the game or about questionable decisions by NQ.
     
    But I have to say that the solution that NQ came up with about the AGG towers is very good. It's also good to recognize when they do something right.
     
    The people who have these towers gain some height (they are happy about that) and the others will no longer find themselves avoiding 3000m high towers.

    Thanks NQ
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