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ZeroPainZeroGain got a reaction from GraXXoR in Talemai is solid proof that ore distribution with infinite ore pools that can be claimed is terrible for game
No this is untrue, We were interested in T2/T3/T4, what was listed was the flowers we didnt need. The best ones we kept and the rest we sold to the open market.
We only have t1 flowers on alioth as we used calibration tiles like everyone else for our ore : )
T3/T4/T5 on Jago was the same, we kept what we needed sold what we didnt. I know some orgs kept everything preventing access to those fields from the majority of players but I can confirm on Jago we sold many flowers. TRIs to players and orgs of all sizes.
We will do the same on the next planets, we arent hoarders, we just love scanning : ) its like the rush you get from scratching a scratch card : )
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ZeroPainZeroGain got a reaction from CptLoRes in Talemai is solid proof that ore distribution with infinite ore pools that can be claimed is terrible for game
I wont go into the fine detail of our patterns etc but we have scanned enough to know when you find X, Y isnt going to be 1 hex away so we adjust. We located everything of value in 66% of the planet, of course some people did beat us to things we would have eventually found as we moved across the planet.
The moon is a whole other ball game as it revolves around 1-2 massive blobs as seen on the moons at launch and requires a totally different tactic.
As I say our doors are open, we are always recruiting. The more players who do this with us the more we get, but in turn this will cause debate within the community.
I have seen organised mission teams do insane quanta per day, we dont do it as I find mission running boring and too afk for me. Scanning at least gives me 7mins in between scans to shop on the market or work on the factory : )
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ZeroPainZeroGain got a reaction from Noddles in Talemai is solid proof that ore distribution with infinite ore pools that can be claimed is terrible for game
I wont go into the fine detail of our patterns etc but we have scanned enough to know when you find X, Y isnt going to be 1 hex away so we adjust. We located everything of value in 66% of the planet, of course some people did beat us to things we would have eventually found as we moved across the planet.
The moon is a whole other ball game as it revolves around 1-2 massive blobs as seen on the moons at launch and requires a totally different tactic.
As I say our doors are open, we are always recruiting. The more players who do this with us the more we get, but in turn this will cause debate within the community.
I have seen organised mission teams do insane quanta per day, we dont do it as I find mission running boring and too afk for me. Scanning at least gives me 7mins in between scans to shop on the market or work on the factory : )
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ZeroPainZeroGain got a reaction from Noddles in Talemai is solid proof that ore distribution with infinite ore pools that can be claimed is terrible for game
No this is untrue, We were interested in T2/T3/T4, what was listed was the flowers we didnt need. The best ones we kept and the rest we sold to the open market.
We only have t1 flowers on alioth as we used calibration tiles like everyone else for our ore : )
T3/T4/T5 on Jago was the same, we kept what we needed sold what we didnt. I know some orgs kept everything preventing access to those fields from the majority of players but I can confirm on Jago we sold many flowers. TRIs to players and orgs of all sizes.
We will do the same on the next planets, we arent hoarders, we just love scanning : ) its like the rush you get from scratching a scratch card : )
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ZeroPainZeroGain got a reaction from Novean-61657 in Talemai is solid proof that ore distribution with infinite ore pools that can be claimed is terrible for game
Hi
Since we (The Prospectors) are being discussed on the Talemai claiming I felt it necessary to give a little insight into what actually happened.
This is our game loop and has been since the start of Beta.
We specialise in scanning and run an Auction House off the back of scan results allowing players to buy/sell hex data
We have been prepping for a new planet since launch and are prepping for the next planets.
Our team was 10-12 Players with 18 Scanners each and scanned majority of the planet in around 12 hours.
In beta we had ~100k scans and had mapped most of ION (every single hex)
The ore distribution from single megas in a hex to blobs of ore for mining units changed scanning forever.
You no long need to scan every hex.
There is no cheating, there is just super organised players working together for a common goal.
We opened our doors in Beta and had over 120 players mining for us.
Those doors remain open and you are all more than welcome to come and join then fun of scanning, calibrating and hex management.
Get in touch with me on discord (ZeroPainZeroGain) if you want to play with us on the next planet
Thanks
ZeroPainZeroPain
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ZeroPainZeroGain got a reaction from Atmosph3rik in Talemai is solid proof that ore distribution with infinite ore pools that can be claimed is terrible for game
Hi
Since we (The Prospectors) are being discussed on the Talemai claiming I felt it necessary to give a little insight into what actually happened.
This is our game loop and has been since the start of Beta.
We specialise in scanning and run an Auction House off the back of scan results allowing players to buy/sell hex data
We have been prepping for a new planet since launch and are prepping for the next planets.
Our team was 10-12 Players with 18 Scanners each and scanned majority of the planet in around 12 hours.
In beta we had ~100k scans and had mapped most of ION (every single hex)
The ore distribution from single megas in a hex to blobs of ore for mining units changed scanning forever.
You no long need to scan every hex.
There is no cheating, there is just super organised players working together for a common goal.
We opened our doors in Beta and had over 120 players mining for us.
Those doors remain open and you are all more than welcome to come and join then fun of scanning, calibrating and hex management.
Get in touch with me on discord (ZeroPainZeroGain) if you want to play with us on the next planet
Thanks
ZeroPainZeroPain
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ZeroPainZeroGain reacted to NQ-Wanderer in RESET: HOW TO PREPARE
Hello, Noveans!
With the launch of Dual Universe a month away, we want to talk about how to prepare for the upcoming server reset.
We’ve outlined the parts of your gameplay that you’ll keep post-reset in our announcement video and in the letter from our Creative Director. Today, we want to expand on that and discuss how best to prepare for the reset and how to get the most out of it.
PREPARE YOUR CORE BLUEPRINTS
Make a Core Blueprint of every construct you want to keep and make sure that you store it in your nanopack or in a container on a construct that you own, though we advise that you keep them in your nanopack as it’s the safest place to store them.
If you have Core Blueprints in the care of others or in other locations around Helios, don’t forget to gather them, should you want to keep them. Being the original owner of a Core Blueprint has no impact on Core Blueprints outside of your possession. You will keep only those Core Blueprints in your nanopack and owned containers.
The same applies to organization-owned Core Blueprints. If you’re a superlegate of an organization, make sure that you store your Core Blueprints in your nanopack or that they’re stored in a container on a construct owned by your organization, though again, we advise that you keep them in your nanopack.
PREPARE YOUR ORGANIZATIONS
Make sure that each organization you want to keep has a player as its superlegate. Any organization without a player as its superlegate will be lost at the reset.
Make a list of members you would like to reinvite after the reset. Though any organization with a player as its superlegate will remain after the reset with its Core Blueprints, Name, Logo, and Manifesto intact, membership will be reset.
You can use the in-game contacts system (which will remain after the reset) to keep track of your members or simply make a list outside of the game.
DON’T WASTE TIME PREPARING YOUR MINING UNITS
We will reset the ore distribution on each body in Helios. To find good spots for your mining units, you’ll need to re-build your Territory Scanners and hunt the tiles down. None of your pre-reset knowledge of hotspots will be valid post-reset.
PIONEER PACKS AND THE TALENT ACCELERATOR
The Pioneer Packs' items will be delivered in the first month after launch. If you’d like your collectibles, you’ll need an active subscription, and you’ll need to log into the game during its first month after release to receive them.
The talent point and quanta awards will be given on the final day of each month for the first six months of release. Again, you’ll need an active subscription to receive them.
Finally, if you've subscribed to the game, ensure that you have at least six months of talent training queued up. The talent point accelerator event, which is open to all players, will boost your talent point acquisition in the first six months of launch by:
100% for the first month 50% for months two, three, and four 25% for months five and six
The launch of Dual Universe will likely be the last time in the game's life where the economy will be an even playing field. Though beta players and backers will gain some advantage by the end of the six-month launch period, the start of the launch will see every player on the same starting line. There’s never been a better time to join!
We’re excited to see you in Helios on the 27th of September. In the meantime, don’t hesitate to share your feedback on reset preparation here.
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ZeroPainZeroGain reacted to Pleione in TRY THE GAME FOR FREE ON STEAM - discussion thread
Given a weekly wipe, I suspect they will tweak the tables routinely. At least I hope to god these are table driven factors and not hard coded. Its one thing to customize a table, its another to maintain 2 divergent source trees.
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ZeroPainZeroGain reacted to Vonboy in TRY THE GAME FOR FREE ON STEAM - discussion thread
Only complaint I have, is you really should have bots selling warp cells and scrap on the demo server.
Without being able to warp, new players probably won't want to go try out asteroid hunting, or fly to other planets to explore. Telling them to slowboat for 3 hours, doing nothing, is too much of an ask for someone your trying to convince the game is fun. XD
And scrap is needed, if nothing else, so players can see what repairing their ship is like, when they inevitably crash. I know they could just build a new ship if they crash, because everything is so cheap, but it'll still piss off new players.
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ZeroPainZeroGain reacted to NQ-Nyota in Thoramine and Related Post-Release Rewards
Hi everyone!
We’ve been hearing some legitimate complaints about the reward associated with having Thoramine on some characters. The issue is that the reward for having Thoramine can’t be bound to an account completely (it can be deployed and picked up by other players). Since this reward should be considered very rare, having the ability to trade it could potentially allow players to achieve a huge source of wealth if traded. In light of that, we’ve decided to use this reward for later events instead. Owners of at least 500L of Thoramine will still get a distinction that will not impact the in-game economy: they will be granted an in-game title to celebrate the memory of owning such a precious and rare resource.
Regarding the controversy of people acquiring Thoramine through RMT:
After investigation, We didn't find any evidence of an RMT transaction about Thoramine. However, we do know that some amount of Thoramine has been exchanged in DU for resources in another game. Though this kind of transaction is not considered RMT (reminder: Real Money Trading implies that the seller receives real money), it does fall in a grey area, which was not covered by our rules so far. As the nature of such an exchange was not covered by our rules, no sanction will be applied to the community members for this time. However, from now on, transactions of this type are considered against the rules and all community members caught doing so will be subject to some significant sanctions.
Strong reminder about public accusations:
We would like to remind everyone that public accusations are a solid “no go”. There are only two scenarios possible:
1) If you have at least partial evidence that a community member has broken our forum/discord rules or EULA, and you have evidence of this, please report it to the mods in private. In rare cases it can be more appropriate, you can instead report it - in private - to one of the CMs on Discord, or write to the whole CM team at community@novaquark.com. It’s not your prerogative to start a witch hunt even if you have evidence.
2) If you just happen to hear about someone doing something that breaks the rules, refrain from making any public accusation. If you don't have any evidence (reminder: some screenshots of a discussion is not considered evidence, as it could be falsified.) However it can be a good start for an internal investigation. Also, keep in mind that providing false/altered evidence to the Novaquark team can backfire to the one(s) who provided the evidence. We are aware that some people consider weaponizing the rules as an okay form of “PvP”. To be clear, this is not considered okay at all by the Novaquark team, and can be severely punished, for both following reasons: trying to take down an innocent player by shady means and wasting the time of the Novaquark team for no good reason. If you want to do PvP, you have to do it by the rules, or you’re exposing yourself to serious sanctions.
Last but not least, public accusations can trigger harassment and significant reputation damage that can be irreversible even if the person is innocent in the end. Even if you’re sure the person is guilty, let the Novaquark team investigate. It’s not your prerogative to start a witch hunt based on partial evidence (because if you happen to be wrong, who will pay the most in the end for this error? Certainly not the one who started the public accusation). Of course, we also take into account that all public accusations do not have all the same severity (hence not the same consequences). If you’re accusing someone of RMT, Bug Exploiting, Doxxing, etc they are considered very serious, and they do not have the same consequences as accusing someone of trolling, for example.
Thanks for your understanding.
The Novaquark team.
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ZeroPainZeroGain got a reaction from FenTiger in Look back at 0.25, look ahead at 0.26 - Questions thread
The main questions I can see and come from our large mining organisation:
Is ground ore being removed to improve servers and the user experience, replaced with asteroid and passive mining?
Is Passive mining coming before asteroid mining?
Will Passive mining use the same locations as the previous data accidently released?
Will asteroid mining require new skills or are some skills being removed?
With the addition of shields will this also include the need for power at a core level and will this be reflected in industry cores?
So far the pace has been better in recent months and the content has been much less buggy.
I am seeing new players joining and there is alot more to do that even 3-4 months ago in game.
So keep up the good work.
Zero
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ZeroPainZeroGain got a reaction from tobitege in Look back at 0.25, look ahead at 0.26 - Questions thread
The main questions I can see and come from our large mining organisation:
Is ground ore being removed to improve servers and the user experience, replaced with asteroid and passive mining?
Is Passive mining coming before asteroid mining?
Will Passive mining use the same locations as the previous data accidently released?
Will asteroid mining require new skills or are some skills being removed?
With the addition of shields will this also include the need for power at a core level and will this be reflected in industry cores?
So far the pace has been better in recent months and the content has been much less buggy.
I am seeing new players joining and there is alot more to do that even 3-4 months ago in game.
So keep up the good work.
Zero
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ZeroPainZeroGain got a reaction from MikeyRoth in Look back at 0.25, look ahead at 0.26 - Questions thread
The main questions I can see and come from our large mining organisation:
Is ground ore being removed to improve servers and the user experience, replaced with asteroid and passive mining?
Is Passive mining coming before asteroid mining?
Will Passive mining use the same locations as the previous data accidently released?
Will asteroid mining require new skills or are some skills being removed?
With the addition of shields will this also include the need for power at a core level and will this be reflected in industry cores?
So far the pace has been better in recent months and the content has been much less buggy.
I am seeing new players joining and there is alot more to do that even 3-4 months ago in game.
So keep up the good work.
Zero
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ZeroPainZeroGain got a reaction from Yog_uk in Look back at 0.25, look ahead at 0.26 - Questions thread
The main questions I can see and come from our large mining organisation:
Is ground ore being removed to improve servers and the user experience, replaced with asteroid and passive mining?
Is Passive mining coming before asteroid mining?
Will Passive mining use the same locations as the previous data accidently released?
Will asteroid mining require new skills or are some skills being removed?
With the addition of shields will this also include the need for power at a core level and will this be reflected in industry cores?
So far the pace has been better in recent months and the content has been much less buggy.
I am seeing new players joining and there is alot more to do that even 3-4 months ago in game.
So keep up the good work.
Zero
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ZeroPainZeroGain got a reaction from Distinct Mint in Look back at 0.25, look ahead at 0.26 - Questions thread
The main questions I can see and come from our large mining organisation:
Is ground ore being removed to improve servers and the user experience, replaced with asteroid and passive mining?
Is Passive mining coming before asteroid mining?
Will Passive mining use the same locations as the previous data accidently released?
Will asteroid mining require new skills or are some skills being removed?
With the addition of shields will this also include the need for power at a core level and will this be reflected in industry cores?
So far the pace has been better in recent months and the content has been much less buggy.
I am seeing new players joining and there is alot more to do that even 3-4 months ago in game.
So keep up the good work.
Zero
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ZeroPainZeroGain got a reaction from Boaz77 in Look back at 0.25, look ahead at 0.26 - Questions thread
The main questions I can see and come from our large mining organisation:
Is ground ore being removed to improve servers and the user experience, replaced with asteroid and passive mining?
Is Passive mining coming before asteroid mining?
Will Passive mining use the same locations as the previous data accidently released?
Will asteroid mining require new skills or are some skills being removed?
With the addition of shields will this also include the need for power at a core level and will this be reflected in industry cores?
So far the pace has been better in recent months and the content has been much less buggy.
I am seeing new players joining and there is alot more to do that even 3-4 months ago in game.
So keep up the good work.
Zero
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ZeroPainZeroGain reacted to Vonboy in Look back at 0.25, look ahead at 0.26 - Questions thread
Is there gonna be any changes to nerf using many alts with the hauling missions?
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ZeroPainZeroGain got a reaction from AstronIsTaken in Look back at 0.25, look ahead at 0.26 - Questions thread
The main questions I can see and come from our large mining organisation:
Is ground ore being removed to improve servers and the user experience, replaced with asteroid and passive mining?
Is Passive mining coming before asteroid mining?
Will Passive mining use the same locations as the previous data accidently released?
Will asteroid mining require new skills or are some skills being removed?
With the addition of shields will this also include the need for power at a core level and will this be reflected in industry cores?
So far the pace has been better in recent months and the content has been much less buggy.
I am seeing new players joining and there is alot more to do that even 3-4 months ago in game.
So keep up the good work.
Zero
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ZeroPainZeroGain got a reaction from Davemane42 in Look back at 0.25, look ahead at 0.26 - Questions thread
The main questions I can see and come from our large mining organisation:
Is ground ore being removed to improve servers and the user experience, replaced with asteroid and passive mining?
Is Passive mining coming before asteroid mining?
Will Passive mining use the same locations as the previous data accidently released?
Will asteroid mining require new skills or are some skills being removed?
With the addition of shields will this also include the need for power at a core level and will this be reflected in industry cores?
So far the pace has been better in recent months and the content has been much less buggy.
I am seeing new players joining and there is alot more to do that even 3-4 months ago in game.
So keep up the good work.
Zero
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ZeroPainZeroGain reacted to NQ-Deckard in Lua Screen Units API and Instructions (Updated: 19/07/2021)
Sample Scripts (Advanced)
These more advanced scripts demonstrate what can ultimately be achieved with this API. Perhaps they will inspire you a bit!
Entropy Like the bouncy ball example, but fancier!
local ballCount = 5000 local speed = 20 local rx, ry = getResolution() --[[ init ]]-------------------------------------------------------------------- if not init then init = true function randF (a, b) return a + (b - a) * math.random() end function randExp () return -math.log(1.0 - math.random()) end balls = {} for i = 1, ballCount do local e = {} e.x = randF(0, rx) e.y = randF(0, ry) e.r = 1 + 1.0 * math.log(1.0 - math.random()) ^ 2.0 e.vx = randF(-1, 1) * randExp() e.vy = randF(-1, 1) * randExp() e.cx = 1.0 * math.random() e.cy = 0.1 * math.random() e.cz = 0.4 * math.random() e.ca = math.random() table.insert(balls, e) end end --[[ simulation ]]-------------------------------------------------------------- local dt = speed * getDeltaTime() for _, v in ipairs(balls) do v.x = v.x + dt * v.vx v.y = v.y + dt * v.vy if v.x < 0 or v.x > rx then v.x = v.x - dt * v.vx v.vx = -v.vx end if v.y < 0 or v.y > ry then v.y = v.y - dt * v.vy v.vy = -v.vy end end --[[ rendering ]]--------------------------------------------------------------- local l = createLayer() -- render balls for _, e in ipairs(balls) do setNextFillColor(l, e.cx, e.cy, e.cz, e.ca) addCircle(l, e.x, e.y, e.r) end -- render title local font = loadFont('Play-Bold', 64) addText(l, font, '{{ E N T R O P Y }}', 32, ry - 32) requestAnimationFrame(1) --------------------------------------------------------------------------------
Radial Menu Practical example of how responsive UI elements could be designed, creates 3 radial menu's using the same function.
Left: Example with transparency on the circle layer to demonstrate layering and the use of math to define the circle stroke.
Top right: Example without transparency, drawn to a different scale.
Bottom right: Example of a collapsible version saving screen real-estate and reducing rending costs while collapsed. (Only a dot is drawn while collapsed)
-- Get screen resolution and center coordinates local resolutionX,resolutionY = getResolution() local centerX,centerY = resolutionX/2, resolutionY/2 -- Draw radial menu layers local triLayer = createLayer() local circleLayer = createLayer() local textLayer = createLayer() -- Define some helpers to convert degrees to radians local d2r = math.pi/180 -- Helper function to get distance of cursor from coordinates function getCursorDistance(x,y) local curX,curY = getCursor() curX = curX - x curY = curY - y return math.sqrt(curX^2+curY^2) end -- Helper function to check if cursor is inside a radial menu section function isCursorInside(radialCenterX,radialCenterY,radiusMin,radiusMax,degMin,degMax) local curX,curY = getCursor() curX = curX - radialCenterX curY = curY - radialCenterY local magnitude = getCursorDistance(radialCenterX,radialCenterY) local deg = math.atan(curY/curX)/d2r if curX < 0 then deg = deg + 180 end if curX > 0 and curY < 0 then deg = deg + 360 end if magnitude <= radiusMax and magnitude >= radiusMin and deg > degMin and deg < degMax then return true end end -- Define function that can draw a radial menu on demand function drawRadialMenu(posX,posY,radius,steps,hide,strokeAndCenterAlpha) -- Define default variables local posX = posX or centerX local posY = posY or centerY local radius = radius or 200 local steps = steps or 15 if hide ~= nil then hide = hide else hide = true end local strokeAndCenterAlpha = strokeAndCenterAlpha or 1 -- minimum of 4 segments steps = math.max(steps,4) -- work out the depth of the triangular facets along the circumferance and use it to determine the outer circle stroke width local aX,aY = radius*math.cos(0) , radius*math.sin(0) local bX,bY = radius*math.cos(((360/steps)*1)*d2r) , radius*math.sin(((360/steps)*1)*d2r) local stroke = math.min(-(radius-math.sqrt(((aX+bX)/2)^2+((aY+bY)/2)^2)),-3) if not hide or (hide and getCursorDistance(posX,posY) < (radius)) then -- Draw triangular segments local alpha = 0.5 for step=1,steps,1 do -- calculate the corners of the triangles on the radius local aX,aY = posX + (radius*math.cos(((360/steps)*(step-1))*d2r)) , posY + (radius*math.sin(((360/steps)*(step-1))*d2r)) local bX,bY = posX + (radius*math.cos(((360/steps)*step)*d2r)) , posY + (radius*math.sin(((360/steps)*step)*d2r)) -- call helper function to determine if cursor is inside the segment and change color if true if isCursorInside(posX,posY,radius/3,radius,((360/steps)*(step-1)),(360/steps)*step) then setNextFillColor(triLayer,1,1,1,1) -- create center number while the cursor is over a selection local font = loadFont('Montserrat', math.floor(radius/4)) setNextFillColor(textLayer, 1, 1, 1, 1) addText(textLayer, font,step, posX-((radius/12)*#tostring(step)), posY+math.floor(radius/12)) else setNextFillColor(triLayer,1,0,0,alpha + 0.5) end -- Draw the triangle based on pre-calculated coordinates and with the color now preset addTriangle(triLayer,posX,posY,aX,aY,bX,bY) -- flip the alpha between 1 and 0 for the next segment alpha = 0.5 - alpha end -- Create the outer stroke which should be a negative value so it overlaps the triangle facets setNextStrokeColor(circleLayer,0.5,0.5,1,strokeAndCenterAlpha) setNextFillColor(circleLayer,0,0,0,0) setNextStrokeWidth(circleLayer,stroke) addCircle(circleLayer,posX,posY,radius) -- Create the inner stroke and fill to create the "hole" in the center at 1/4th of the radius. setNextStrokeColor(circleLayer,0.5,0.5,1,strokeAndCenterAlpha) setNextFillColor(circleLayer,0,0,0,strokeAndCenterAlpha) setNextStrokeWidth(circleLayer,stroke) addCircle(circleLayer,posX,posY,radius/4) else -- Create a transparent dot to indicate its position while its hidden. setNextFillColor(circleLayer,0.5,0.5,1,0.2) addCircle(circleLayer,posX,posY,radius/4) end end -- Draw three examples -- Example 1 (large one on left) with transparency to demonstrate how the circular shape was achieved with the triangles. drawRadialMenu(resolutionX/3,centerY,200,6,false,0.5) -- Example 2 (Top right) Does not hide, shows the result without transparency drawRadialMenu((resolutionX/3)*2,resolutionY/3,100,8,false) -- Example 3 (Bottom right) Remains hidden and un-rendered until the cursor enters its area, reducing render cost by ~120000 while hidden. drawRadialMenu((resolutionX/3)*2,(resolutionY/3)*2,80,36) -- render cost profiler if true then local layer = createLayer() local font = loadFont('Play-Bold', 14) setNextFillColor(layer, 1, 1, 1, 1) addText(layer, font, string.format('render cost : %d / %d', getRenderCost(), getRenderCostMax()), 8, 16) end -- Request a refresh requestAnimationFrame(1)
Text positioning Demonstration example of the various alignment points for text using Font Metrics and Text Align.
local fontName = 'Play' local fontSize = 32 local font = loadFont(fontName, fontSize) local fontDebug = loadFont('FiraMono', 12) local back = createLayer() local layer = createLayer() local rx, ry = getResolution() local ascender, descender = getFontMetrics(font) local text = "??" frame = (frame or 0) + 1 setDefaultFillColor(layer, Shape_Text, 1, 1, 1, 1) setDefaultFillColor(layer, Shape_Circle, 1, 0, 0, 1) function drawTextBox (x, y, alignH, alignV) local w, h, ascent, descent = getTextBounds(font, text) if alignH == AlignH_Left then x = x elseif alignH == AlignH_Center then x = x - w/2 elseif alignH == AlignH_Right then x = x - w end if alignV == AlignV_Ascender then y = y h = ascender - descender elseif alignV == AlignV_Top then y = y elseif alignV == AlignV_Middle then h = ascender - descender y = y - h/2 elseif alignV == AlignV_Baseline then y = y - ascent elseif alignV == AlignV_Bottom then y = y - h elseif alignV == AlignV_Descender then h = ascender - descender y = y - h end setNextFillColor(back, 0.1, 0.5, 1.0, 1.0) setNextStrokeWidth(back, 1) addBox(back, x, y, w, h) end function main () if frame % 2 == 0 then text = "acemnor " else text = "aCjÅkö[]|!r " end -- display debug info about font if true then local infoLines = { string.format(" font : %s", fontName), string.format(" size : %d", fontSize), string.format(" ascender : %d", ascender), string.format("descender : %d", descender), } for i, line in ipairs(infoLines) do setNextTextAlign(layer, AlignH_Left, AlignV_Top) addText(layer, fontDebug, line, 16, 16 + (i - 1) * 12) end end local alignHs = { 'AlignH_Left', 'AlignH_Center', 'AlignH_Right', } local alignVs = { 'AlignV_Ascender', 'AlignV_Top', 'AlignV_Middle', 'AlignV_Baseline', 'AlignV_Bottom', 'AlignV_Descender', } -- draw text boxes with various alignments local sx = 300 local sy = 80 local x0 = rx/2 - sx * (#alignHs-1)/2 local y0 = ry/2 - sy * (#alignVs-1)/2 for y, alignVName in ipairs(alignVs) do for x, alignHName in ipairs(alignHs) do local px = x0 + sx * (x - 1) local py = y0 + sy * (y - 1) local alignV = _ENV[alignVName] local alignH = _ENV[alignHName] drawTextBox(px, py, alignH, alignV) setNextTextAlign(layer, alignH, alignV) addText(layer, font, text, px, py) addCircle(layer, px, py, 3) end end -- draw AlignH labels for x, alignH in ipairs(alignHs) do setNextTextAlign(layer, _ENV[alignH], AlignV_Descender) setNextFillColor(layer, 0.5, 0.5, 0.5, 1) addText(layer, fontDebug, alignH, x0 + (x - 1)*sx, y0 - 16) end -- draw AlignV labels for y, alignV in ipairs(alignVs) do setNextTextAlign(layer, AlignH_Right, _ENV[alignV]) setNextFillColor(layer, 0.5, 0.5, 0.5, 1) addText(layer, fontDebug, alignV, x0 - 16, y0 + (y - 1)*sy) end end if not isFontLoaded(font) then requestAnimationFrame(10) else main() requestAnimationFrame(120) end
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ZeroPainZeroGain reacted to NQ-Naerais in DEVBLOG: THE FUTURE OF DU - Part 3 - Discussion Thread
Discuss the final chapter of this series below! What are you most looking forward to?
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ZeroPainZeroGain reacted to blazemonger in DEVBLOG: THE FUTURE OF DU - Part 2: Under the Hood - Feedback thread
There is no denying that the server tech NQ is using is not common at best and unique to them in the context of a persistent world for a MMO.
While it has been clear to many of us that the provisioning that the needs was always underestimated and undervalued by NQ from pretty much the start, that NQ tries to now spin this as if it was new to them from the start of Beta is really admitting they truly have no idea about the amount of work they bit of and it was way more than they could chew. NQ started of with the pitch that their tech could support millions of players, they wisely toned that down but still mentioned massive numbers, yet the peak concurrent logins in the week(s) after "beta" start was never more than little under 4K logins. We know this as we had access to an open API which told us this which NQ promptly closed as the number were already coming down.
This also ties into the financial struggles that led to NQ opening up "beta" and ending closed development. JC literally said several times that they needed the revenue to be able to progress and proceed. Problem is/was that this brought in more players than they accounted for and so the spiral started of needing to put in more budget into operating cost while doing that required more subs to start rolling in, which would cause more players and hence higher requirements for the server provisioning which would then lead to an increase in needed budget for operating cost and back to the top ..
If NQ did not correctly budget and foresee this happening then that says a lot about their ability to understand what the are/were doing beyond having a vision of grand things happening. And having your visionary also being the business lead in that regard generally will not end well even with the best of intentions.
So yes, I am really happy to see JC removed from that position and hopefully be able to be what he is, the one to provide the vision for the game. More proficient people can then both drive the business side, finances and manage the project itself to the extend the vision meets the technical and financial possibilities. And that is a lot of words for what I really think is a positive change for the company.
So what's next?
Well, we may find out in part 3 of this saga but I think it will be a bit premature to expect a new roadmap. Maybe a broad outline.
I still hope for a period of several months where NQ will restructure their core tech, rework the server and backend as well as find the balance between what they want to achieve and what's possible. I also think it is now inevitable that the planned release for end of the year is off the table which actually will be good. And yes, I see all this lead to the one thing many do not want to go but wil be impossible to go around.. a full wipe.
To go full speculation mode, here's my prediction:
3-6 months for NQ to regroup, restructure and get the core (server) tech reworked 2-3 months to get the existing game code fixed and balanced as far as it can be 6-12 months to bring in the remaining core game play features, being the mission system, player market, revamp on PVP, TW (with AVA, ACV and CVA), planet tech update (with partial wipe), pets, character optimization and all the remaining KS promises from the (stretch) goals
By this time we're deep in the second half of 2022 at least and an actual beta can start with all core game loops implemented. This is where we wil see a full wipe and the arrival of the cash shop. A release would then be possible 2nd half 2023
And yes, if the above were to happen I'd be perfectly fine with it
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ZeroPainZeroGain reacted to Lethys in DEVBLOG: THE FUTURE OF DU - Part 2: Under the Hood - Feedback thread
Good for NQ to officially say something which players pointed out months ago.
Third blog will be more interesting tho and we will see if they keep communicating or let it die again
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ZeroPainZeroGain reacted to SirJohn85 in DEVBLOG: THE FUTURE OF DU - Part 2: Under the Hood - Feedback thread
Space Mom always said "If you can't say something nice, don't say anything at all"
So to NQ: Keep the communications coming. I am loving them.
To sceptical players: Keep saying what you think. This is the only way to make the product better.
To the fanboys and white knights, I have nothing to say.
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ZeroPainZeroGain reacted to NQ-Naerais in DEVBLOG: THE FUTURE OF DU - Part 2: Under the Hood - Feedback thread
Cookies and coffee to the left......
Discuss today's Devblog below!