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Leniver

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  1. Like
    Leniver got a reaction from Kormolos in HUD LUA   
    Hello Kormolos,

    You can do that in Lua. You need a programming board, that read the container item's volume and display it.

    Small example:
    local max = container.getMaxVolume() local percentage = 100 if  max > 0 then     percentage = math.floor(container.getItemsVolume() / max * 100) end  
  2. Like
    Leniver got a reaction from Kanamechan in The wallet need some improvements that would make our lives easier   
    Dear NQ,

    The wallet has been in the game for a while and I think it would be nice if it had some improvements.

    Money transfer:
    All organization the player is in should be available as choice (instead of having to search)
    People are transferring money most of the time to one of their org.
    It will reduce the call to the server due the fact that the recipient ID is already known, it will also prevent miss typing and errors. If we are managing the org, the player name should be available as choice (instead of having to search)
    (same as above)
      Territories management:
    We should be able to see the number of tile (filtered or not)
    Useful to calculate the quanta we will need to inject. We should be able to bulk send money to a selection of tile (could use the filter) A better filter would be great, being able to filter only with the name is not enough.
    I would love to be able to filter all inactive tile, or all tile with a balance under 500k
    Kind regards
  3. Like
    Leniver got a reaction from Yoarii in The wallet need some improvements that would make our lives easier   
    Dear NQ,

    The wallet has been in the game for a while and I think it would be nice if it had some improvements.

    Money transfer:
    All organization the player is in should be available as choice (instead of having to search)
    People are transferring money most of the time to one of their org.
    It will reduce the call to the server due the fact that the recipient ID is already known, it will also prevent miss typing and errors. If we are managing the org, the player name should be available as choice (instead of having to search)
    (same as above)
      Territories management:
    We should be able to see the number of tile (filtered or not)
    Useful to calculate the quanta we will need to inject. We should be able to bulk send money to a selection of tile (could use the filter) A better filter would be great, being able to filter only with the name is not enough.
    I would love to be able to filter all inactive tile, or all tile with a balance under 500k
    Kind regards
  4. Like
    Leniver reacted to FatRillos in Dear NQ....   
    The eve council was just abused by heads of alliances to get over on the rest of the community by leaking upcoming release info to their alliance even though they were under NDA. 
     
    Like every good idea, people being in the equation ruins it, People are by nature giant pieces of garbage that would sell their grandmother for a few bucks if it got them ahead. Gamers are even worse. While a good idea at heart, I'm going to have to go with no.
  5. Like
    Leniver got a reaction from Jeronimo in Industry Status HUD AR [Update v1.3!!!]   
    I really like your AR version.

    I am using a "NQ" like Gui with arrow that lead to the unit when selected.
    In beta the script was handling 7000+ unit without any overload. It's design to control all units but it's a pain to link all of them to a PB, so for now I am using it only as a information display.
     

  6. Like
    Leniver got a reaction from Pragna in Check how many schematics left in industry   
    No, because of that.
    [Lua] The industry getInfo function field, schematicsRemaining, does not return a value until you request an acquisition from the schematic bank. https://www.dualuniverse.game/launcher/patch/release-1010

    Once this bug will be fixed, we will be able to know the remaining schematics of each unit via Lua.
  7. Like
    Leniver reacted to Zeddrick in Exploit with mining units   
    We'll have to disagree on that one.  I think there definitely are enough people with enough charges to abuse it and they will.  And it will mess up the economy and by the time it does it will be too late to easily fix it.
  8. Like
    Leniver reacted to BlindingBright in When do we get BP snapping?   
    Same video Deckard had said "Not ready for launch." when referencing other features. And IMHO those 4 words shouldn't be next together in any fashion during your games launch announcement. 
     
    We know the game wasn't ready for launch, the devs know it wasn't ready despite the cognitive dissonance brought on by management forcing a launch and stating it was ready. 
     
    And announcing a feature during your launch announcement for launch... and then quietly stating in a post it won't be ready for launch before... launch, while also stating its ready for launch. Sorta set the tone for me going into launch. 
     
    Assuming NQ won't talk about any new features till they're ready for release at this point to avoid the creation of expectations that they could potentially fail to meet.
     
    With more funding and a larger team with a more diverse skill set and this game can still be amazing. I just hope NQ and management can dig deep to give it the resources needed to be what it can be with the right TLC. 
  9. Like
    Leniver got a reaction from Haunty in Nvidia filter support   
    It would be nice if we could use nvidia filters in the game.

    https://www.nvidia.com/fr-fr/geforce/news/gfecnt/nvidia-freestyle-ansel-enhancements-geforce-experience-article/
  10. Like
    Leniver reacted to EmbyrCelyca in Absolute Biggest Bang for Your Buck things NQ could do in the short-term to improve DU   
    Lack of varied content, terrible & incoherent progression paths, etc... etc, players seem to agree on as obvious flaws in Dual Universe that have been persistent through Alpha and Beta. Lots of big features are still missing and I hope the game gets a chance to see those features added some day but those aren't the answer to the here-and-now state of DU. To be clear I'm in a hopium-phase with the game still. I'm going to keep playing for the time being because I very much want games like DU wants to be to be successful.

    What the game needs RIGHT now are changes that can be done reasonably quickly but add a lot to the fabric of the game world. ( I have no idea if these are quick, I'm making assumptions, obvi)
     
    Here are some things I think could be done asap leveraging the design of current systems in the game.
     
    1) For planet/moon surfaces create radar like items that can fit on xs dynamic constructs that detect ore in a similar fashion to asteroid mining (distance detection/ having to triangulate it's position as you move around
         - Ore should be at the surface and not require massive tunnels to get to, hopefully addressing the original performance issues of tunneling on planets. Unclaimed tiles should return to default terrain after a period of time, not sure if that happens currently but it should for performance reasons.
         - Should benefit and use mining hand tools used on asteroids so there's a lower level entry point to content that benefits from these skills. Suddenly using them on asteroids is extremely jarring from a progression point of view.
         - This would provide more exploration gameplay and encourage people to spread out to uninhabited parts of planets and moons.
         - Good for low skill point players so they can enjoy flying their early constructs.
         - Allow this radar item on to larger ships but reduce the effectiveness or range which can be justified by saying larger systems interfere with the radar item.
         - Have these ore veins respawn somewhat regularly and vary the distribution based on the planet biome to encourage trade/transport between regions.
         - These surface veins could also spawn more regularly the further they are from player owned tiles, which would make the location of this gameplay vary over time giving a simple way of adding to the game world feeling alive and influenced by players.
     
    2) Localize the effect of Deep Space Asteroid Trackers
         - Every player in the game has access to every asteroid which basically funnels ALL competition in to a narrow corridor of content.
         - Make the DSAT required to be anchored on space structures so players have to commit their DSAT gameplay to a specific region of space, or if they want full solar system coverage they have to commit multiple cores to the effort.
         - Remove current tracking "mini-game" of fly to a destination and press button, ad nauseum. Make the mini-game reflective of the type of discovery players will need to do once they find the asteroid and are trying to triangulate the position of ore with the tools they currently have.
         - Add skills that influence the effectiveness of DSAT 
         - Add T1-T5 of DSAT
         - Maximum DSAT skills should allow a player to scan the region around a single orbital body to a certain range or have to commit a deep space outpost to find asteroid away from all orbital bodies.
         - Asteroid rarity, value, and skill points required in DSAT to find them should increase in zones further away from orbital bodies in addition to whether it spawns in safe or PVP space.
                  - This would help add progression to this gameplay loop, instead of just...build big dsat and bam everyones the same.
         - Whenever territory warfare is implemented if multiple players co-habitate the same region of space and are DSATers, they would have reasons to fight each other.
     
    3) Make salvaging gameplay loop viable by having entry level content players can commit to early as their money making method.
         - link entry/basic wrecks to the amount of player travel in a given zone.
                 - Would make beginner salvage content predictable in it's location. Quanta per hour should be similar to someone surface mining.
         - Skills and hand tools specific to salvaging so there is a measure of player commitment to the gameplay
         - For speeds sake, add seeded buy orders for salvage specific material to jump start the gameplay loop. They should disappear after the buy order is fulfilled.
         - Maybe not in a first pass of this overall change because it could take too long when change is needed NOW, but add salvage specific items that would be needed in crafting so there is trade and exchange between gameplay loops.
         - High rarity and value wrecks should still be a thing but you need an entry point for new players and a daily salvage gameplay loop they can count on doing everyday.
     
     
    If I was in charge of DU this is what I would be having the studio be doing for the next 1 or 2 patches.
     
    I didn't mention PVE combat because that's not a quick thing imo but it is DESPERATELY needed as an entry level combat profession for players.
     
    A lot of elements I mentioned above would apply there too.
     
         - Trade and exchange between PVE, Miners, and Salvagers,
         - Entry level content for day 1 or 2 players. 
         - In my mind game lore for suddenly there being PVE combat is that a group of noveans is dissatisfied with Aphelia as an overlord because their loved ones aren't scheduled to be awakened anytime soon so they attack her raising still sleeping noveans and striking out on their own without aphelia. Or you could go the opposite and say they made a corrupted copy of aphelia.
         - PVE should have lootable blueprints that are new that this new faction or corrupted aphelia has created.
                 - These blueprints should be based around adding Specialized Cores, dynamic and static.
                        - Specialized Static could have combat, factory, mechanic.  Combat would get bonuses to weapons (think territory warfare in the future), factory to indy machines, mechanic to building and maintaining dynamic contructs.
                                   - again, players needing to commit to a type of gameplay with their cores.
                        - Specialized Dynamic could have recon (ties in with exploration gameplay salvaging, surface veins, and however PVE should spawn.), combat which is obvious, hauler. and miner (hopefully complementing other styles of mining but not making them obsolete perhaps with new types of ore required for specialized core crafting)
     
     
    Anyways, I'm just a person wanting DU to improve and I realize it needs A LOT of work and needs fast changes or it might die.
     
    Also, the tower didn't need to be taken down, don't fly your nasty ship below 1000 over land people own, geez.
                     
     
     
     
  11. Like
    Leniver reacted to Kurock in GRIEF LAUNCH: Stealth Nerfs, Poor Comms and Missteps Rooted in a Lack of Vision   
    Some minor points or additions to the above:
     
    STU’s are becoming less useful with each passing day. They were an advantage in the beginning to help get started but as players/orgs get onto asteroids etc their value plummets. Ores are now readily available on the markets. Not having an STU when promised one (or more) during the second week after launch is very sad. NQ dropped the ball on this one so hard I wouldn’t be surprised if the ball entered orbit on the rebound.
     
    The max build height is a number they can should be able to easily change. But I agree with the points that many of the changes NQ makes do not seem to be made by anyone that actually plays the game. A difference of 128m here shows that clearly. Beta saw the proliferation of space elevators which NQ decided to stop by putting in a height limit. Crashing into towers is never fun and a space elevator works just as well without the shaft. Or is it that Aphelia doesn’t want anything taller than the arkship? 
     
    The problem with scanning on Alioth is that Alioth is big. Mind numbingly big. And there is not much variety in the ores to be found and the distribution is quite uniform. There are patches of T2 spanning 10km or more from end to end. Making 3km hops while looking for T2 is counter productive. For T3 however, it is about right. What this boils down to is bad luck.
     
    The HTML was always going to be disabled... but there is a setting to re-enable it. Click checkbox in settings and it’s back. The Lua refactoring is always a pain but they usually deprecate instead of outright deleting old functions. If something was outright removed (even a rename is a removal) then they broke scripts which should not have happened and seems like a hug to me.
     
    In summary, NQ where my STU?
  12. Like
    Leniver got a reaction from Wolfram in HEXTEK Announcement   
    I found the game plan very toxic. Getting all the tiles in the market where people come to do their main mission as fast as possible and then building a tower there to make people crash into it, that can only attract hatred.
     
    Maybe we should question ourselves sometimes and consider the welfare of others instead of trying to stop it. I understand that as a streamer you have to create content and make people come to your channel, but the path of scandal and toxicity does not make the world a better place.
     
    However, this does not justify IRL attacks.
     
  13. Like
    Leniver reacted to Wolfram in Default color of Scan results (Active containers) should change from Yellow to anything Darker.   
    We need to use a color that does not show anywhere on planets, or at least double strokes, like having yellow inside and a thin black outline outside, that way visibility isn't affected. This problem also affects normal and claimed tiles, it's hard to see them depending on planet.
  14. Like
    Leniver reacted to Wyndle in Default color of Scan results (Active containers) should change from Yellow to anything Darker.   
    I would love to be able to customize colors for many interfaces.  If we had an item in our nanopack to run a UI LUA would probably be a good solution leaning on existing code.
     

  15. Like
    Leniver reacted to MopnexAndreyno in SCHEMATICS BANK   
    Just a quick thought on how to improve UX for factories owners.

    - A new element: schematics bank.
    - It can have infinite amount of links and can be linked with industry units.
    - The element is capable of storing schematics and providing them to the industry units.
     
    What's the point? Currently, when you have even a small production line, you are quickly overwhelmed by the constant boring operation of inserting new schematics into every single industry unit. Having a more centralized management of schematics will undoubtedly make lifes of productionists easier and improve the gameplay.
  16. Like
    Leniver reacted to Mordgier in Schematics   
    Illusion of content.
     
    Before many felt like they had nothing to do  - they had a factory that could produce everything and they just needed to sink in hours mining to throw in the ore to get the stuff out on the other end.
     
    Now - they need to sink in months of mining to get the same factory running again. They have a 'goal' now - to get back to where they were a week ago - or they can quit.
  17. Like
    Leniver reacted to CodeInfused in New: Albatross HUD public release   
    A new piloting HUD is available to everyone. It's not an autopilot however, just a more advanced skin to replace the flight controls, including customizable color. Read the instructions for how to set up
     
    Albatross HUD
     
    Known current issues:
    AGG support

  18. Like
    Leniver reacted to Megabosslord in GRIEF LAUNCH: Stealth Nerfs, Poor Comms and Missteps Rooted in a Lack of Vision   
    Let's set aside for a moment that wiping beta player constructs at launch was always unfair, given past commitments. NQ have now heaped insult on injury with a number of stealth nerfs at launch:
     
    Alioth T2 Distribution: 
    I did 80 territory scans on Alioth at a ~3 tile spacing and found zero T2. None at all. Zip. Nada. No T2 - after spending 3 days building the XL assembler and scanner. This is a broken gameplay loop. Combined with the removal of Malachite from Alioth, the stealth nerf of ore distribution on Alioth resulted in a week of wasted effort. Forcing effort with no payoff is not gameplay. 
     
    If NQ had been transparent with us before launch, said they were going to nerf T2 on Alioth, I wouldn't have wasted that critical week. I would also have rebuilt my base before launch so the BP wasn't made of 500,000M3 of Copper. Now, to deploy my BP I have to swap copper for another honeycomb, and then go back and untangle where the new material has blended with the same material already in the BP. More rework, on top of the wasted time.
     
    1000m Build Height: 
    This was self-evidently dumb. By choosing a 1000m cap instead of 1128m, it's impossible to build a 1000m AGG pad without placing your foundation core at an exactly multiple of 128m (since you won't be able to place the top core if there is less than a 128m gap.) Even then, you can put nothing on your 1000m pad, no elements, no structure. And you have to either use smaller cores for your top layer (increasing server load) or build your base from the top core, down - which means tall temporary scaffold structures first to place top cores and work back down - while others complain about griefing the entire time. 
     
    A large number of pre-launch bases had AGG pads at or slightly above 1000m. All these pre-launch base BPs are now bricked.
     
    This misstep demonstrates a fundamental ignorance of their game's own mechanics by devs, and poor understandng of players. To make matters worse, the change wasn't even included in patch notes. The only place it was mentioned - just wks before launch - was in 'Ask Aphelia #12. Few players had any opportunity to fix their builds before launch. This mistake (1000m vs 1128m) would easily have been picked up if players had been warned.
     
    In summary, not only did NQ reneg on prior commitments to honour our builds in their 'persistent' universe - the only compensation being retained blueprints - they went on to stealth nerf the BPs we kept. 
     
    [EDIT: Because this rule is not yet being enforced, and it is still possible to place a core above 1000m, this will create even more pain for players uncertain or unaware of the rule - should NQ decide to delete structures after they are built. And for as long as the rule is unclear, it is impossible to safely place the foundations of a tall structure.]
     

     
    Missing STUs for 'Contributors' (and Surface Natron):
    By making Sanctuary the only place with surface natron near Alioth, Alpha contributors already had a significant advantage at launch - since natron is needed to make many popular elements: screens, lights etc.. NQ then messed up further, by jacking up the distribution of STUs meaning only some Contributors received them. ~10 days later, this still has not been fixed. This means a small number of players, purely by chance, have the only access to surface natron near Alioth.
     
    HTML/SVG nerf and Indiscriminate LUA Changes: 
    The disabling of HTML screens was long rumoured, but took so long to be done it appeared to have been abandoned. Waiting till launch to tell players all SVGs and HTML are also now bricked is also poor form and counter-productive. Because a large number of ship BPs from pre-launch contain screens using HTML, and virtually every factory monitoring set-up, any player flying these ships or running these factories, will now simply go to settings and re-enable HTML, to be able to play the game - undermining the point of the exercise to phase out HTML, and prolonging the inevitable pain and frustration when it is finally done. This pain is now unavoidable given the original misstep of building a new API with zero compatibility with HTML/SVG. (The new API should always have been implemented in a way to minimise the effort of reworking existing content for players - rather than forcing ground up rebuilds of all screens. Better still, existing content should ideally have been ported on behalf of players.)
     
    Combine this with the frivolous renaming of a number of LUA cmds, additional rework has also been created for players to reimplement scripts written before launch - for no apparent reason. 
     
    STILL No Static BP Placement Snapping!: 
    We asked for this in the Alpha Trello 3 yrs ago. It was poorly implemented on day one - snapping new cores only. Hundreds of players have asked for it to be fixed for static BPs over the years. It never made sense that new cores snap into place, but static BPs work of a bizarre raycast that doesn't even align with the player camera and - annoyingly - nudges by 2 voxels instead of 1. This feature was already long overdue, but now made more critical since it is essential to redeploying any mult-core construct after the wipe. Finally... finally, it was coming! In the launch livestream it was promised for launch here, at timecode 35:38:
     
    Instead, we now learn this was skipped, rendering all multi-core static construct blueprints useless. 
     
    Summary:
     
    - Forcing players to constantly rework their builds is not gameplay.
    - Reworking existing content is a poor proxy for new gameplay loops.
    - Player input is invaluable. 
    - Last minute, uncommunicated changes rarely if ever have a positive outcome.  
     
    The culture at NQ of disregarding the time and effort of players, and lack of consideration of impacts on our gameplay, is worrisome. More worrisome, is the tendency to continuously rework existing content - mechanics, terrain, boolean noise - rather than develop significant new features, many of these features requested years ago. NQ are still missing the winning strategy of successful 'player generated content' franchises like Minecraft, where the focus of the first several years was on adding new gameplay loops - as opposed to continuously reworking existing ones. Reworking existing content decays player satisfaction by forcing the constant rework of our own builds. And making changes by stealth only magnifies the problem.
     
    Until this is understood, the future of this franchise is fraught. 
  19. Like
    Leniver reacted to Wolfram in HEXTEK Announcement   
    Well, like I said before over Discord, while I do agree building obstacles right on a quite common flight place and putting down scrap for sale right where players would crash is a very sketchy and a-hole move, that doesn't justify going after someone in real life or threatening. This is a game, after all. Did right by reporting them to Twitch and NQ.
     
    Other than that, my only opinion here is that since NQ already positioned themselves and decided that building on player tiles aren't subject to market rules, NQ should at least update the market screens with proper (hopefully clear) writing specifying what are the rules and when/how they apply. Being ambiguous is a terrible idea here.
  20. Like
    Leniver reacted to EasternGamer in HEXTEK Announcement   
    You don't need to remove your buildings entirely, just don't abuse your position right at the market by making anything within element range that can make a large amount of lag (such as a large amount of industry) and I'll have no complaints. Don't need to build 500 meter structures right beside the markets. Just build them within reason. In fact, if you use those tiles responsibly, you'll be doing the community a favour by not allowing someone who doesn't build there.
  21. Like
    Leniver reacted to Archaegeo in So Long - And thanks for all the fish (UPDATED)   
    Thanks for all the replies including the kind words, and the constructive disagreement (those who think personal insults are the way to hold public discourse I truly feel for you).
     
    I want to be clear though - This had absolutely nothing to do with having to avoid a tower.  Thats how I found it.  ArchHUD will avoid crashing into it (with an atmo radar), or can have a route that plots around it, so this is nothing to do with the tower, or not being able to afk autopilot, or afk mission run (its funny some people think you can legally automate the whole thing, you cannot0.
     
    This has to do with an obvious intentional griefing, a rule to prevent such griefing, and the sudden interpretation that 2km airspace only means directly over the market tile.
     
    For any newbie flying, they may not know that even if they turn to avoid the tower when it loads in, they might stall and crash.  And anyone using market 12 as a market cant fly out at that heading now, cause few ships can do 38 deg up and go 500m up before going 450m forward (whats needed to avoid the tower).  And the fact they posted a sign saying roughly, we are going to cover the entire north side, land elsewhere.  And yes, the NQ snarky reply didn't help.
     
    This is the problem with rules in MMOs. If something isnt hard coded, players will break the rules and GMs will have to waste valuable time investigating such reports.  But if that is the dev team choice, you enforce the rule, or you change the rule. 
     
    Changing this rule (which they effectively did) allowed one way "pvp".  By this I mean:  Since the tile in question is in safe space, one player is allowed to force all other player to change their playstyle (fly a different route) and there is nothing they can do about it.  We cant destroy the tower, we cant move the tower, we can only choose to change our fight paths because another player forces us to do so.
     
    And it was a choice by them, it is built perfectly perpendicular to the incoming and return flight path for the most popular mission from Alphelia, and has a scrap stand at the base.
     
    Anyway, like someone said above, straws and camels.
     
    Be good to one another, remember that PvP doesnt mean hate v hate, just two people playing a game.  
  22. Like
    Leniver reacted to Wolfram in So Long - And thanks for all the fish (UPDATED)   
    What people on Discord, this thread and the other thread clearly don't understand is that NQ literally created precedent for other people who have tiles connected to markets to do the same. It isn't about ArchHUD, autopilot or even missions, for that matter, it's just that accordingly to NQ-Rubicon's own words, the market rules are only enforced within Aphelia (market) tiles, nowhere else. So if players decide to build towers obstructing markets or spam screens with advertisements on their connected tiles, they are allowed to do it, based on what was said.

     
    The precedent is now set, it's NQ's "official" statement about the subject, and honestly, I'm tired of that subject already. I already got my punishment by NQ for talking on the subject and don't want to get into that rabbit hole again, just to get punished again. So much hassle.
     
    Anyways, let's see how long this holds up and this interpretation of the rule stays valid.
  23. Like
    Leniver reacted to Wolfram in So Long - And thanks for all the fish (UPDATED)   
    It's really sad to see you go, Arch, but I can understand the feeling. After today's whole shit show on Discord and having an NQ employee running circles around the subject, making fun of my question and muting me for 4 hours instead of giving a final answer that addressed not only the 2km airspace rule, but the 2km screens rule one too, I also felt quite tired.
     
    I know I did my part trying to improve this game and having it succeed, but I also give up trying. I'll just keep playing until I can't afford the subscription anymore and leave, just like you, because there isn't point in trying to sympathise with a game developer that clearly has no respect to their player base and can't even follow their own rules.
     
    See you around the pond, Arch! I'm sure we'll meet again.
  24. Like
    Leniver reacted to Gottchar in Going through the written discord Q&A session for Dual universe   
    currently uploading the video, 
    RotorMeh
    Right now the new player experience is bad. Is it by design that new players have to farm surface rocks to the extent it is at, right now? 
    NQ Sesch
    We are working on a brand new first time user experience, it is in the roadmap but will be released next year. It will be more adapted to the recent changes to the game.

    Vheoxx
    Lower tier ore prices appear to be plummeting. Is NQ monitoring prices? Do you think this is related to the huge increase in availability of asteroids and T1-T3 ore in the safe zone? 
    NQ Wave
    Yes we are monitoring prices. We expected variations around the ore prices since the balancing has changed a lot in Demeter, with the removal of underground mining and the addition of MU. We will definitely look at the evolution of markets in the coming weeks & months, and decide if this is bad or good news.  

    Alias
    what you want those people, especially miners, who were mining under earth for hours and hours a day (they had fun i would guess), to do now when only passive mining is avaiable? (exclude asteroids cause of the effort...and low outcome)
    What you do with the older players who are not active fome some weeks?? Right now and for the future in Beta or even out of Beta, will they all just loose their complete properties what they built up in hundreds of hours of work? 
    Entropy
    We understand that for those people that were mining a lot in the underground, that we took away a significant amount of your play time. Unfortunately we made this decision for reasons outside of pure game design concerns. While you specify that asteroid mining is potentially an activity that you may not want to engage in, that is for now, the best option if you are looking to rapidly access ore. In the future we add more mining activities, or expand on mining in general. For the people that are not currently active in the game, we have tried to communicate in advance that things are changing with this expansion and that its something that they may want to look at. Unfortunately we cannot permanently pause these sort of updates. 

    Hdparm
    Harvesting ore stones (that are spawned after calibrating mining units) requires players to hold the left mouse button a lot. For some players this causes wrist and/or finger pain/discomfort. Could surface ore harvesting be made more ergonomic? Mining tool had an auto-mine mode (toggled with the middle mouse button). Perhaps the harvest tool could have this mode too? 
    Kyrios
    We heard the problem, and are already working on a solution to make harvesting more ergonomic.You can expect this to come relatively soon. 
    Alias
    What you do with the older players who are not active fome some weeks?? Right now and for the future in Beta or even out of Beta, will they all just loose their complete properties what they built up in hundreds of hours of work? 
    Sesch
    As for your second point, yes, inactive players will lose ownership of their territories. There is a grace period of about 4 weeks after Demeter if they want to come back. We are planning to send emails to players but I don't think we can send emails to inactive players who have opted out of our email list. We will be communicating more on the fact that they will lose ownership soon, but yeah ultimately they will. 

    Slowdroid
    What aspects did you consider when setting the tax value of 1m quanta per week? 
    Wave
    The tax is balanced mainly in regard to the amount of ore you can mine from a tile, and how much quanta you are sure to get if you sell this ore (even to bots). A tile is always worth it, as long as you can maintain the mining units calibration. A random low-quality tile gives 500L/h of tier 1, that sells for 
    500 * 24(hours in day) * 7 (days in week) * 24 (quanta/liters) = 2M quanta a week, not counting : adjacency bonus, quality of the tile, extracting rocks, talents, etc. 

    Ataren
    Will the foundation created with the new surface mechanics be extended to other mechanics that were announced such as space anomaly farming, or will take a different shape? 
    Kyrios
    Certainly, yes. The Demeter’s mechanics will be prolonged in the features to come. But this will be another topic 

    Aranol
    What was the goal of VR limitation for Aphelia mission ? Actualy it give a huge advantage to multi account player (that just log alt when ship arrive on mission spot), VS solo player or team player that was mutualise missions on 1 ship. 
    Entropy
    Ok there’s a couple things to answer here. On the subject of alts, it has to be understood that it is complex to differentiate players from alts. We strive for our systems to be resistant to abuse in general and make no real difference between players and alts. If something can be an issue with alts, then it is also potentially an issue with players. As to the change specifically, this was a global change because mission rewards were initially balanced around what a single player was able to achieve. We knew it was possible to group up multiple packages but under-estimated the outcome, especially with the free beta keys. While alts exposed this issue to an extent, we also didn't love the idea of people regularly VR’ing around the universe to pick up and deposit missions while actively doing other activities. It felt a little cheap and easy. If you have strong feelings about needing VR missions the way they were before, I'm happy to hear that as well, but keep in mind that it is likely that any measures taken to hurt alts, will also likely hurt players. 
    Johnny Tazer
    With all the new mining units coming in, with Detemer, when can we see the nebula removed and a more space skybox returned like the one in alpha? As majority agree the nebula looks like a college intern did it inbetween bong rips. Thank you for your time. 
    Sesch
    We do have plans to change the nebula yes, as it is too green in particular. We hope to make a better one though we won't go back to the one in alpha. The idea is to make a more neutral one since it gives the color to space / night 

    creator
    Can we Magic BP/Soft Wipe Alioth? (best tiles are mostly unused by people no longer playing.) 
    Make it where Sanct TU can be moved? 
    Make Sanct tile resources uniform/identical (100L-200L) of every T1 resource pool?
    Wave
    Taxes and territory becoming unclaimed should fix that. If those players are not playing anymore, at Demeter + 4 weeks their tiles will be unclaimed and you’ll be able to claim them. 
    Not right now, but if it becomes necessary, it's something we could look at. 
    We are looking at it, it is very probably something we will do, as soon as possible. We will surely have a small variation, but with a minimum of 100l/h for each tier 1 ore 

    Wizard (forum)
    Will there be an ability to group territories and pay taxes for a group at once? It's very annyoing to deposit quanta for each territory when you have a lot of them. 
    Sesch
    Yes, this could be a QOL improvement we can consider for the future, but there is no set date for that. 

    Wizard (still on the forum)
    Can we have an option to not publicly display territory names to other players? I have a lot of territories claimed for auto-mining, and I want them to be organized in my tax-screen, but I don't want to let other people know what I have on my territories by clicking on it on the map and seeing a territory name. 
    Sesch
    Same as above, it could be something that we add in the future and we understand it would add quality of life in your case, but we wouldn't be able to give you an exact date or even an approximate timeframe. 
    Opux (wall of text before questions)
    How do you feel about the current balance of weapon types and core sizes?
    What is the current balancing process? Have you considered consulting members in the community who are active in this area? 
    Have you considered making the weapons different beyond just the numbers? e.g. lasers do extra damage to shields, but much less to core stress. Or railguns punch long, small holes through ships instead of just being another, slightly different sized, sphere? 
    Given the main barrier for using other weapon sizes is the range, have you considered making the range of all sizes of weapons the same (or nearly the same), with only cone, tracking, damage, and cross section hit ratio changing between the sizes? A railgun should pretty much always outrange a cannon; it shouldn't matter how big or small they are at the scales we deal with in game. This would bring the cost of building an entry level pvp ship down immensely and much more people would be willing and able to take part. 
    4 rails plz. This one isn't a question; the current fitting requirements make no sense. 
    Entropy
    You’re right on a lot of these points, and it’s something we are looking at. Specifically there are going to be changes to max speeds in various ways and we’re hoping to address a lot of these issues with those changes. I won't go too much into detail on all the changes but the idea that smaller lighter ships can be faster than larger heavier ones is something we’re on, with everything that implies and some extra goodies. As to your questions ill give you quick dirty answers: 
    Not satisfactory, it's something we want to improve and give smaller ships more purpose.
    I read most feedback that comes my way, and I had read most of this earlier as I assumed you had posted it somewhere. 
    Yes we’ve considered it, we think theres larger problems before we attack that and have to pick and choose what to do first. 
    Yes this is also something we’ve considered, and is definitely an avenue if we continue to have difficulty making smaller ships (and weapons) useful. We just have to have a good global view of how that will work. 
    Ill look into it. 

    Streamsniper
    Would you consider allowing the Miner Calibration efficiency talent to work through VR. MU Calibrations are turning out to suck all the life out of the game. It's turned into a 2nd job. 
    Wave
    The design of surrogates is that there is a tradeoff between doing stuff in person and doing it through surrogates. This tradeoff is handled by the fact that surrogates don’t have talents. It applies to PvP, mining units, industries, piloting, etc. Note that mining calibration can be done by other players, and you can organize yourself with your organization and your friends so that you don’t have to traverse the universe to calibrate your mining units. Through RDMS, you can calibrate other people’s mining units, and we expect organizations and groups of players to “trade” those calibration charges. 

    Cerveau
    -There is confusion about requistioning cores on abandoned tiles. Can DYNAMIC cores be requistioned on tiles that become abandoned or is it just stactic cores? -Can you create a new UI screen that can list all owned MUs in a list that shows their performance (like you did with tiles and tax) so we can see at a glance which MU's calibrating? 
    Deckard
    To clarify: Only Static constructs can be requisitioned, and only if the territory owner does not own the static construct. 

    Vheoxx
    Has the new voxel tech had the desired impact in terms of COGS or should we expect more investment in this space? 
    Sesch
    oooh yes. The DB size is very significantly reduced, and the cost that goes with it. So yeah it achieved its goal, indeed 

    koriandah
    Was the limiting of VR missions the first step in the revamp of the Aphelia missions? Currently the missions are "abused" by people with alt accounts to generate billions of quanta mostly due to their predictable and static nature. Will those missions ever be made dynamic or changed in such a way that they are generated procedurally? 
    Sesch
    We think we already replied to this question higher up in the thread, if not please let us know how it wasn't answered 

    Jake Arver
    Why are effects in game so overdone and unnatural looking in many cases. Few example; The "dust cloud" created by the flattening tool is way overdone and too thick. The new shield effect is way to strong the same way. Suface harvestables look like they were hijacked from Candy Crush. The warp "starfield" is way to pronounced and "present" (old one yes, but still..) Please dial effects back, there is no need to show off all these bright colors and they really deface the game IMO 
    Sesch
    It's always a work-in-progress. We keep improving the effects, some of them already are in the second version and some of them are just in their first iteration. Even though it's not always front-and-center in the patch notes we have an ongoing effort of VFX improvements. Granted, we started fairly late our work on in-game VFX so there's still work to do. It's also a fairly subjective topic, someone may like a VFX that someone else will hate. 

    Gottchar
    It takes over a week to get all your mining units calibrated close to 100% and be at the point where you only try to keep them there. After a week of absence however you would have to start over again. Weekend players don’t even have to bother getting mining units. Do you think DU is a game for casuals, RP players, weekend warriors and others who are not playing in a regular profit oriented way? 
    Entropy
    Mining units do not have to be calibrated to 100 percent constantly or be perfectly optimized to turn a profit after territory tax. Players can play at their own pace and logging in once a week should be enough to keep your mining units at a reasonable level and making money. We don't expect you to calibrate your Mining Units every day. Now if you’re looking to maintain 5 to 6 territories, and achieve the most profitability, that may require you to log in more than once a week. 

    cerveau
    There is confusion about requistioning cores on abandoned tiles. Can DYNAMIC cores be requistioned on tiles that become abandoned or is it just stactic cores? 
    Kyrios
    Requisition is only possible with statics. 

    Vylqun
    So now that ore bots have become an integral part of gameplay, are there any plans to fix the economy so we wont need them at some point? 
    Wave
    Bots are actually here to make the economy work. We monitor the sinks and faucets in the game, and ore buying is a significant money faucet, and selling schematics is a big sink. We don’t want to get rid of those. The third type of bots orders is that bots sell basic small elements and fuel. Selling elements is intended for newcomers. As for fuel, this is something that could be changed if needed. We monitor prices and market activity and look at that. 

    Msoul 
    How are players notified about construct requisitions? What about players with expired subscriptions can they expect an email warning? 
    As I explained above we can only email players who have subscribed to the mailing list, or active players. 
    Sesch
    You will not be getting an email when your construct is being requisitioned though, it will be done in game as soon as you log in. Keep in mind that players have 2 weeks after their construct is being requisitioned, which comes after the period for not paying taxes etc. So it's a succession of phases that span over weeks before the construct is being requisitioned.

    Habitant: 
    Is there going to be a wipe of all things at the release of the game ? Specific Quanta , Constructs or anything else ? 
    Sesch
    We explained several times that a partial is on the table and actively discussed internally (like... actively). The prime idea being to reset the economy if we can, following all the changes of the beta. But we also understand that the time players have invested in the game is precious, hence the intense debate internally. We will announce our plans in due time, we're just not at a point where we can do that right now.

    Zarcata
    Is it possible to take the gambling factor out of the mining unit system? It is always a risk factor that you cannot influence and for some areas it is then a question of the profitability of ores and taxes. 
    Wave
    We designed the mini game so that it is more skill based than luck based, but there is indeed some luck involved. We do believe that some luck is a good thing in such a system. Also, there is a risk/reward mechanic, where you might accept an “average” extracting so that you keep some battery and a normal calibration bonus. 
    Zarcata
    Is it possible to enable all skill points of the MiningUnits via VR. Again, it is a nonsensical calculation if you have to fly your fields and thus spend a lot of time and fuel to calibrate these MiningUnits to get an economic return. 
    Wave
    see above, answering streamsniper
    zarcata
    At the moment a lot of Quanta is taken out of the game by taxes, at the same time the VR restriction on missions prevented Quanta from coming into the game in sufficient quantity. Is this really the way it is meant to be? 
    Wave
    We are monitoring quantas sinks and faucets. Before Demeter, there were too many faucets and too few sinks. We added a new sink (TU fees) and reduced a faucet (Missions). Balancing those is totally something that is possible in the future, but we think we went in the good direction, as we believed there was too much currency in game before Demeter. 
    Zarcata
    It seems to discourage a lot of players from logging in to pay their taxes. Frustration has arisen among many players, some are moving back to Sanctuary and some are simply leaving the game and cancelling their subscriptions. Wouldn't it be enough if the headquarters (HQ) could also be exempt from tax and at the same time be used for industries? This would certainly make a positive difference for many players. 
    Wave 
    We could consider that Industry Units could work on Headquarter territories if that was a pain point. 

    Smurfenq
    Territory warfare - how and when? Will we see a removal of taxes once territory warfare kicks in and we see player led nations/safezones take over the role that the current safezone has? 
    Sesch
    So as explained we're not here to answer questions about the future plans and the roadmap, we hope to do that early 2022 with an updated roadmap 

    Koriandah
    Are there plans for more events to bring players together in PVP space as there were around late 2020. Things such as event ships or asteroids made entirely of one type of ore as an example. Currently interaction in PvP space is almost always a one sided fight, with no real fights between dedicated warships occurring. 
    Sesch
    We have plans for more events, yes, though not specifically geared towards PvP. But some of the features that will come in 2022 will help create more opportunities for PvP, yes. More info coming soon on the topic! 

    Opux
    Finding the Content 
    Currently the only way to find people to shoot is to either exhaustively search every broadcasted asteroid (either by flying to each one, or leaving an alt there), or sit around at listening posts on the border of mission outpouts and hope for a whale to swim by. The only people who stay at discovered asteroids are newbies; everyone else discovers a bunch and immediately leave each time, then come back later in the week when there are 100+ and there is no way to know if someone is there. The same can be said of flying through the pipe. 
    1. Is this the intended way to interact with asteroids? If not, broadcasted asteroids should move a few SU and return to the rumored list if they have not be meaningfully interacted with in a few hours (such that leaving an afk alt there would still cause the asteroid to move and become rumored).
    2. Even if you do exhaustively search every asteroid, most of the people show up in throwaway ships and immediately delete any ore through the linked container. It is hours of effort and millions in warp cells and fuel for no reward. Surely this cannot be the intended design. Have you considered making item deletion in pvp space instead spawn an interactable element that contains the items in the game world? This would allow haulers to "drop their cargo".
    3. Finding someone in the middle of deep space, if you didn't see them leaving, is essentially impossible. Supposedly "risk vs reward" systems like NPC missions are all reward for no risk, if you spend even 5 minutes thinking about how you fly. Are there plans of adding any long range, but imprecise, detection to the game? 
    Entropy
    Again there's a lot here so I’ll stay broad. 
    We know we are lacking conflict drivers right now for PvP. Asteroids was never supposed to take the “brunt” of being most of the pvp activity in the grand view of things. We want to keep adding reasons for pvp and have at least one mainly pvp focused activity in the future. In regards to asteroids specifically, we see no issues with miners doing their best to stay safe and avoid being attacked while mining. We didn't budge when Miners asked us to change the broadcast timer, and they’ve adapted to it. Nobody is owed close to perfect knowledge of when an asteroid is being mined or not, nor do miners have to bring valuable ships if they dont need to. Being able to “drop” items is something we’ve looked at, and something that has a lot of technical limitations. This isnt something we’re against from a Game Design Point of view but its not easily done. In regards to long range detection of some form, this is something we’ve considered, and are not against, but there are no plans right now. 

    Wokka
    Large air brakes changed the direction, and you asked us to plan our ships accordingly. With the direction for them now facing up vs forward, will that matter in the direction they face on their final iteration? Also, can we sink them into voxels, like we do say retro-rocket brakes, and just allow a small hole to show through to make them valid and we can still make pretty ships? Sorry, most elements are just ugly 
    wave
     Right now this is something we are actively investigating/balancing so that it’ll feel good and fair. But we have nothing to communicate right now. 
    Wokka 
    While the calibration mini-game is definitely more entertaining than the old mining methods, sitting for hours on a mega clicking mindlessly, the process is a bit time consuming and it quickly gets old, mainly waiting on the transition screens. Any thoughts on tweaking the calibration? Maybe remove the transitions or allow us to click through them? 
    Wave
    If the process is too slow, you can always skip the whole mini game to only get the basic calibration, but you lose the potential calibration bonus and the extracting rocks. Skipping animations specifically is a QoL feature we could look at. 
    Wokka
    When harvesting the bonus ore, it shows the name as Aluminium, instead of Bauxite, whereas the other 20L ore it shows Bauxite. Why the inconsistency? 
    Wave
    That’s a bug, thanks for pointing it out 
    sesch
    So it's a wrap! As we pointed out we will try to answer more questions in the upcoming days, so if they haven't been answered today they may be in the next few days. Thank you again for being with us!! 
    (that was 16 days ago)

     
  25. Like
    Leniver reacted to Endstar in Adjust org recruiting beyond yes/no. Let us send a message or reason we said no please.   
    When an org is set to allow recruiting the only options legates have is accept or refuse.  We cannot ask questions or even give a reason for refusal. Would like to send a message or communicate with a person who applied. Seems basic and needed. 
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