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DarkEvader

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  1. Like
    DarkEvader reacted to Anitalex in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    Who takes 4-6 hours to find a rock.  Maybe 20 mins at worst.  What are you doing out there?
  2. Like
    DarkEvader reacted to TobiwanKenobi in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    The asteroid stuff seems like an improvement. But not really what I was hoping for myself when I heard that asteroid hunting was going to get a rework. I've always wanted the DSAT coordinate system to be replaced with a DSAT that works like the scanner/direction scanner tools that are used for mining. That's a neat mechanic that requires some skill and intuition, and now it's barely used. Seems like a waste. Tracking down an asteroid could work just like tracking down an ore node.

    I see some pvpers think that the removal of the discovered column will make it hard to find miners and kill them. But we haven't seen how the new roid spawning will work. If the roids are continuously despawing/respawning, there might only ever be 20-30 spawned roids and it will actually be easier to find miners.

    The tactical map is cool as well but I hope you guys do it better than Elite Dangerous did it. Theirs can definitely be improved.
    No need for the varying distances between concentric circles. They should have even spacing every 50km so that players can properly see how far away a contact is with just a glance at the map.
    The contact icons should indicate the direction of travel and facing of the contact. (markers should as well)
    The plane altitude lines should be dashed when below the plane.
    There should be an indication of radar range at the top/bottom of the sphere in the form of a vertical circle that shows where the limits are.

    I also hope that Lua wizards will have access to the data that the tactical map uses so that they can build user-made tactical maps into their hud.
  3. Like
    DarkEvader reacted to psyKodad in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    Well, experienced that..from the other side. And you're right.. it's easy enough to 'dodge a gank' by just tapping or stay max 30 mins..and that's the exact reason why this gameplay was bad. There was no risk..you exactly knew whats coming.
    What we will get now is real risk vs reward..where you might risk to stay longer..with the increasing risk of encounter a random patrol.

    But i understand why you're pissed...you're used to a broken game mechanic that allowed pvpers to gank and controll 99% of pvp space resources from a gui list, and i assume you liked that a lot.
    It can hurt getting something taken away..get over it and see it as what it is, a fix to improve the game..even if it comes very late
  4. Like
    DarkEvader reacted to psyKodad in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    Because a crosshair on your ass as soon as you touch an asteroid is nowhere close to 'risk vs reward'.
    That mechanic was purely designed to cater gankers with quick nobrainer prey..and it's good and healthy for the game that this crap will be gone soon.
     
    Wan't to gank or controll all pvp space resources?..work for it..
  5. Like
    DarkEvader reacted to NQ-Wanderer in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    Development forges ahead in Dual Universe. In update 1.2 (arriving on the 13th of December 2022), players will see new game systems and overhauls all about exploration, discovery, and salvaging.
     
     
    THE TACTICAL MAP
     
    Are you looking for a fight or trying to avoid one? Whatever your aims, we’re adding a new tool for you to navigate with more precision and awareness of the space around you. With integration into the piloting and gunner HUD, the Tactical Map allows you a clearer view of your surroundings and a better ability to interact with the map.
     
     

     
    ASTEROID REWORK
     
    Following frequently requested feedback, each asteroid now has an independent lifetime parameter that determines when it will despawn, meaning that asteroids will spawn randomly and despawn independently of any cycle based on their lifetime parameter. Players will see a constant spawning and despawning of asteroids in the game world.

    The ‘Discovered Category’ is being removed. There will still be a timer to broadcast the discovery of an asteroid, allowing players to mine them before their location is moved from the ‘rumored’ list to the ‘broadcast’ list.
     
    We’re also removing the tier information from undiscovered asteroids before their broadcast. Asteroid tier information is still revealed after the broadcast. However, this change will allow solo players and small groups a better chance to mine the high-tier asteroids they’ve invested in discovering.
     
    SALVAGE OPERATIONS
     
    Quanta floats out there, adrift in space, waiting to be claimed. Space recovery and reclamation have never been more profitable. Until now, Noveans would have to fly, hoping to stumble across wrecks, but that’s changing. We’re adding wrecks as ‘Abandoned Wreck’ items in the ‘Landmarks’ tab of the map. These are not pinpoint locations, however, and some searching is required to find the wrecks.
     
    ------------------------------------------------------

    We’re excited to bring you this next step in our development of Dual Universe. We have streams planned to show you the upcoming features of update 1.2, and we will have more information on update 1.3 soon. Let us know what you think of this update here, and thank you all for your continued support.
  6. Like
    DarkEvader reacted to NQ-Deckard in Static Construct Altitude Limit   
    Hello Noveans,

    It has recently come to our attention that a number of static constructs have been deployed at an altitude above what we previously had defined as the vertical limit of around 1000m.  At this time we are unsure why this limit is not being applied as intended, and we are currently investigating this issue in order to resolve this.

    As we are revisiting this limit while it is not currently functioning, we will be exploring our options to implement a more adjustable approach in order to have different limits for different planets. If successful we will also eventually be including this value at a later date in the shipped atlas.lua file, allowing Lua control units to also read this value for each planet and use it to fly above static constructs.

    Why are you stifling my dream of building a tower that connects a moon to a planet!?
    We also want to be clear about the reason for this limit, it is not here to stifle your dreams of building large towers and structures made of multiple static constructs. It is here, so we can ensure a reasonably safe boundary layer for atmospheric flight by all our players without the concern of encountering a random building in your flightpath while flying at high speeds. Chances are, the build limits will likely be slightly more accommodating than the previous system and allow for slightly more building height in the end, this however remains to be seen.

    So what about the existing constructs that are not adhering to this restriction?
    Well, as we are unsure why this build limit suddenly deactivated and we are refining it anyway. We will allow these constructs to remain for two weeks beyond the implementation of the new height restriction system. Two weeks after the new restrictions are in place, we will begin removing  or moving any static constructs beyond the defined altitude limit of each planet to ensure they are not inside the boundary layer. Keep an eye on the upcoming change logs for a list of the altitudes for each planet.

    I hope this clears up any and all confusion on the topic, and thank you all for reading.
    - NQ-Deckard
  7. Like
    DarkEvader reacted to NQ-Nyota in What Happened to Market Bots?   
    Greetings Noveans,
     
    As many of you may have noticed, there have been no Market Bot buy orders available recently. We wanted to give you an update about this topic. 
     
    The Market bots were initially designed to help kickstart the Helios economy for the launch of Dual Universe. It gave all Noveans a chance at earning more quanta at the beginning, in order to jumpstart the global in-game economy.
     
    We have been closely watching the amount of quanta obtained selling to the Market Bots and we have determined that Market Bots are no longer needed and this ability has now been turned off, which means that players will no longer be able to sell to Market Bots.
     
    A note from NQ-Entropy:
     
    Just to establish some background, before Market Bots started running out, the T1 ore buy orders were the first quanta faucet in the game economy, with missions coming in second. Another point of note is that since the start of the game the total amount of quanta in the game has never stopped climbing. It was honestly a scary level of inflation for the early state of the game.

    One of the reasons we had mentioned when we did the release wipe is that the economy was in trouble and the state and health of the economy is something we are paying especially close attention to after wipe. While we didn't communicate on this, and perhaps we should have, is that we knew we needed bot buy orders on launch, but we were unsure as to if and when we were going to refresh them. We know that there was some confusion about this and we do sincerely apologize for any miscommunication. However, it has become apparent that keeping bot orders refreshed would not be a good thing for the economy, and ultimately the game at large.

    So let's talk about the game itself, there's a couple of things I want to mention. The realities of a game with a pseudo-economy and a real market is that we are in a basic version of supply and demand. If the supply for a resource is too high, the cost will fall. Unfortunately, it was too idealistic to think that everyone could free-farm a T1 ore territory cluster and make guaranteed (and quite high) profit. On average ore buy orders were seeding 3 to 4 times as much quanta as was being sinked by territory taxes.

    The second thing I’d like to mention is that for most players there is no requirement for your territories to always be online. HQ territories still allow you to build and run industries. The only thing onlining a territory does is activate mining units and if it is unprofitable to do so, you may choose to offline/HQ your territories.

    Territories and mining units were never meant as a means to print infinite money, sustainably, with no risk and limited effort. The tradeoff you are making when activating a territory and running mining units is paying tax for access to resources. What you do with those resources, and what is possible with those resources is up to you, and to an extent, the state of the game and its economy. It may be that it's a good time to make a profit on the market, but it may also be that you just need extra resources for honeycomb, scrap, or materials to run industries and make items you need.

    If it is the case that the supply exceeds the demand, and as a result of that, prices sink, then it may be that the best solution for you is simply to go buy those cheap ressources at the market and take advantage of the surplus of resources. The more people do this, then demand should rise, and so will the cost, until we find some sort of equilibrium.
     
    Adding another thing: Ultimately one of the main things that matter in all of this is fundamentally balancing our supply versus our demand. When it comes to T1 ore, the barrier to entry is incredibly low, even a starter character can have a basic mining unit setup over a couple territories in a few days. The question is, how many people as a rough percentage of the player-base are needed to supply the game with the resources that all players require? We fundamentally don't expect all players to need or want to gather resources, that's why markets exist. The real question is if that number is too high and too low. The issue that we are seeing now I believe is that while bots were still active, mining units were a good form of income for everyone, because the prices were artificially pumped up. That will not be the case anymore and we will have to find some form of equilibrium between people willing to farm resources and people who ultimately would prefer to buy them at a competitive price. For those staying in the MU field, as with any competitive endeavor, it will come down to organization, talents and preparation to stay competitive if you truly wish to make good profit selling ore from MU.
     
    The counter-balance is that if resources were ever too expensive and demand was higher than supply, either due to some sort of market interdiction, or other similar phenomenon, anyone is free to pay for a couple territories to start flowing resources into the economy to rebalance the supply and demand or to acquire resources at a “cheaper” price. 

    It could be that it requires too few people to supply the game with the resources it needs, and in that case, we have levers we can ultimately use to change the balancing of the game and make the demand higher, such as making crafting more resource demanding, or introducing more element sinks.

    Finally, a note on buy and sell orders. We understand that without infinite buy orders the market feels less fluid. This is the reality of the size of our economy at this point in time. People will have to get more used to utilizing buy and sell orders as opposed to instant buy and sell. Don't get tricked by players putting up low buy orders, put up a sell order at a fair price and people will buy it. Make no mistake, people out there need ore, and are willing to pay for it.

    We understand many of you enjoyed using the Market Bot orders, but ultimately this amount of quanta flowing into the economy could not last. We will be continuing to monitor the in-game economy very closely.
  8. Like
    DarkEvader reacted to Wyndle in DUAL UNIVERSE LAUNCH DATE - WISHLIST US ON STEAM - discussion thread   
    When Eve launched it was an entirely different online world.  People born in the year Eve launched can legally drink in multiple countries now and everywhere within a few years.  In the early 00's negative online reviews had less impact on algorithms putting stuff in front of people; most people didn't know how to find reviews (or that it could be part of a search term).
     
    I don't know the specifics of how Steam moderates reviews but I do know that trends get some weight.  With bot farms in play it only takes one troll to seriously hurt a game.  I'm sure Valve has tools to deal with some of the fake reviews but it may take time to find and fix, costing the affected game days or weeks of growth potential in the meantime.  If NQ is in a make or break period and get slammed with repeated and/or distributed malicious review attacks it may not matter how good or bad the game really is.  
     
    Oddly enough, the Steam service launched the same year as Eve.  I'm pretty sure I played Eve long before I installed Steam.
     
    Stuff like this doesn't help either.  Thanks for pointing it out DarkEvader; NQ has the opportunity to address it and similar issues prior to launch.
  9. Like
    DarkEvader reacted to NQ-Wanderer in DUAL UNIVERSE LAUNCH DATE - WISHLIST US ON STEAM   
    Dear Noveans,
     
    We’re going to launch Dual Universe! If you missed our launch announcement live stream, you can watch the replay here, and you can also read on for all the details below.
     
    Dual Universe has spent eight years in development, with the past two of those in beta. Our team has delivered industry-leading voxel technology, enabling players to build amazing worlds in a single-shard MMO like no other. We’ve advanced by leaps and bounds, adding systems like asteroid and territory mining, missions, new PvP mechanics, and more reasons to fight, as well as creation systems like the Vertex Precision Tool, new Lua API, and the Exchange for our creators to exhibit their works.
     
    In short, we’re proud of what we’ve accomplished and are excited for what is yet to come.

    Thank you for walking this road with us so far, and it is with great pleasure that we can finally release the details of the launch with you here today:
    Dual Universe is launching on September 27, 2022. To enable the launch, we will close all servers on September 22, 2022, and keep them closed until the launch. All active subscriptions (excluding beta keys and full beta access) will receive 6 days of subscription at launch to compensate for this downtime.
     
    Here’s a message from Novaquark’s CEO, Nouredine Abboud, on the launch:
     
    STEAM
     

     
    We’re launching Dual Universe on Steam! It’s an exciting time for us at NQ as we bring our game to as many players who may enjoy it as possible and give those who prefer it the option to purchase the game on Steam.
     
    Our Steam page is already live! You can support us by wishlisting Dual Universe on steam and recommending it to your friends, even if you already have the game!
     
    The game will also continue to be available to buy on our website, as well as from our official reseller. And of course, you can still play it on almost any computer via the NVIDIA cloud-based platform, Geforce NOW.
     
    FREE TRIAL
     
    We will implement a free trial of Dual Universe with the game’s launch, which will be available exclusively on Steam. We’ll have more details on this in future communications, but for those who want to try the game's mechanics without committing to a subscription, we’ve got you covered!
    We will be opening a separate server for the free trial to allow anyone the chance to try the game for free without impacting the persistent server. This separate server will be regularly reset.
     

     
    The game has come a long way during these two years of beta. We want to give every player, including those of you who stopped playing before the game’s new systems and gameplay loops were introduced, a chance to try them.
     
    If you were subscribed to the game at any point during the beta, and your subscription has lapsed, we’re adding two weeks of game time on your account from the 27th of September. These two weeks will give you full access to the main universe. Come see what the game has to offer at launch; it’s on us! 
     
    A NEW HELIOS
     
    The launch will come with some welcome additions to the game. A major one is that we’re upgrading planets. The launch is a great chance for us to bring the game's worlds to life more and to breathe more identity into them. As NQ-Sirg has described before in Ask Aphelia, we had built the Helios system for the launch of Beta and didn’t have as much time as we would have liked to make fleshed-out, living worlds. 
     
    If you want a sneak peek at some of these changes, you can see them in the replay of our launch announcement live stream. 
     
    This upgrade means you will see new biomes that feel more vibrant and alive. Players will initially have access to:
     
    Alioth + Sanctuary + Haven (+ Moon 1 + Moon 4) Jago Teoma Madis (+ Moons 1, 2, and 3)
     
    Thades (+ Moons 1 and 2)  

     
     
    We’ll add more improved worlds back into the game in several phases. Please note that the release order below is still subject to change.
     

     
    We are also adding more planetary body types into the game! The asteroid belts of Thades will be replaced with new, bigger asteroids which can now be claimed by players. We hope to introduce more claimable rocks around Helios after the launch.

    BLUEPRINTS
     
    Whether you’ve got a small holding or a sprawling, multi-core space station, rebuilding after the reset will be easier with better blueprint deployment tools. As a reminder, you will keep your core blueprints after the reset, so we wanted to make your life easier when deploying them at launch. We have already added pre-visualization to blueprints with the ability to finely move their placement using keyboard controls. We’re also adding three new features at launch and in the first patch after the launch:
     
     
    SNAPPING - When deploying a blueprint, you can snap to the grid of another, already placed core, like when placing a Space Core Unit. Along with pre-visualization and keyboard controls, this will allow you to perfectly align cores with one another while deploying blueprints. HONEYCOMB SWAPS - You can now change any honeycomb type inside of a blueprint with any other of your choosing. ELEMENT OMISSION - You can now opt to deploy blueprints with elements missing should you lack them or to simply choose different elements to omit from deployment by choice.  
    COSMETICS
     
    Another addition to the launch is better cosmetics. We’re adding the much-requested purple plastic and colored luminescent honeycomb. Our newly announced Pioneer Packs will reward beta players and backers with collectible items only available to them as a thank you for helping to bring the game to life. We’re also building on the NOVEAN OVERVIEW to help players better manage their customizations and skins, with much more cosmetic and quality of life improvements to come!
     
    KICKSTARTER REWARDS
     
    In-game Kickstarter rewards will start being rolled out at launch, and we will share details about them in a dedicated communication. It will include topics such as how to update your physical-reward delivery address and how to claim your in-game rewards.
     
    However, there is one piece of news that we want to share with you here. It’s an exciting time for any game developer when the project you have devoted years of your life to comes to fruition. We can already confirm that our Crowdfunding backers will be able to finally see their names in the credits at launch. 
     
    ------------------------------------------------------------------------------------------------------------------
     
    Launching Dual Universe is the start of a new chapter in the game’s story, a story that we as developers and you, our community, are writing together. We still have much to do, and we’re more excited now than ever to deliver a game that can live up to Dual Universe’s incredible potential.
     
    If you have questions about the launch, please send them to us here so that we can answer them in a dedicated episode of Ask Aphelia.
    You can also share your thoughts and feedback with us in this dedicated forum thread.
     
    Thanks again to our players for an incredible journey so far. We can't wait to continue it with you.

  10. Like
    DarkEvader reacted to Deathknight in PLANNED HONEYCOMB CHANGES - Discussion thread   
    First off, I can appreciate the reasoning behind these changes, in terms of what it brings to PvP. However...
     
    While PvP is a major pillar of the game, it is not the only pillar. Some people just want to build things that look nice, and their motivations are based purely on the textures of the honeycomb, not the HP value. 
     
    I have suggested several times in the past and I still believe that a good addition to the game would be armor specific material. This is more realistic and more practical to meet the needs of all players. Armor is not made to look attractive, it is made to be functional.
     
    The various polished, galvanized, etc forms of HC have these looks so we have a variety of colors and textures to build with. Many non-PvP ships are going to be heavier as a result of this change. We can learn to live with that, like we have with so many other changes. I question why we should need to live with that when there is an alternative that treats two entirely different things in different ways?
     
     
  11. Like
    DarkEvader reacted to Tordan in PLANNED HONEYCOMB CHANGES - Discussion thread   
    Please pay attention to real physics.
    Concrete is not light.
    Plaster should be a thing to replace the cosmetic need for light concrete but, plaster isn't concrete.
    Iron is heavy
    Steel is lighter then Iron but actually stronger, so having HP tied directly to mass is a bad idea.  Rare ore based materials, expensive matierials etc should be able to be ligher and stronger. If I build a ship out of carbon nanotubes and titanium it should be a better ship then out of iron and wood and concrete
  12. Like
    DarkEvader got a reaction from Vargen in NEW SCHEMATICS - Discussion Thread   
    I have a small industry, so I'm OK with the new schematic mechanics, I will still produce about same the ammount of stuff as before.
    However, the task of manually loading schematics into dozens of industry units is an unnecessary waste of time. A more efficient way of feeding schematics would be appreciated. Perhaps feeding could be done by a container unit linked to multiple industry units that consume the same kind of schematics.
  13. Like
    DarkEvader got a reaction from blundertwink in NEW SCHEMATICS - Discussion Thread   
    I have a small industry, so I'm OK with the new schematic mechanics, I will still produce about same the ammount of stuff as before.
    However, the task of manually loading schematics into dozens of industry units is an unnecessary waste of time. A more efficient way of feeding schematics would be appreciated. Perhaps feeding could be done by a container unit linked to multiple industry units that consume the same kind of schematics.
  14. Like
    DarkEvader reacted to TobiwanKenobi in NEW SCHEMATICS - Discussion Thread   
    Guys, these fees and taxes are not only necessary, they're beneficial to you. The game needs quanta sinks. Without them there will be inflation and everything costs more. You lose purchasing power either way. Remember when hematite cost more than 100 q/L? This was because missions were pumping billions per day into the economy. Now missions are nerfed. People think of them as pointless - why would I want to fly 7 hours for a only 8M quanta? But after the wipe things will be different. If inflation is kept down missions remain relevant. A XL package mission might be enough to buy a M-core ship, or whole megaliter of T1 ore. But only if quanta is leaving the economy down the drain of sinks.

    The players demanded cheaper territory taxes and NQ gave it to them. Now NQ has to make it up in other areas. They have metrics about the quanta coming into and leaving the game, and they know how much sink and how much faucet they need.

    This system is smart because it continues to be a cost burden to industrialists for as long as they continue to play, rather than one lump sum for an expensive schematic that never needs to be replaced. In this way, the economy remains steady. No mega-industrialist who bought every schematic in the game 2 years ago and now provides 25% of the elements needed for the whole playerbase. They will have to rely on you to produce their items, buying your schematics from the market.
     
    So you can recoup the costs of producing the schematics by just selling them on the market. The market value will never be below the cost to produce unless the item is just completely unwanted. So in a way, this system is actually an EASY INCOME for players. Just use your slots to produce desirable schematics and sell them on the market. Free money for you.
  15. Like
    DarkEvader reacted to Distinct Mint in NEW SCHEMATICS - Discussion Thread   
    This update is essentially a cap on "global" industry (there is a limit to the number of schematics produceable by the population), and a soft cap on individual industry (a limit to the number of schematic training slots, and cash/willpower in buying in extra schematics).
     
    Some good points:
    Removing schematics for many items and some limited (but not all) elements will reduce some of the tedium. Will allow NQ to balance the economy in different ways in contrast to the current just schematic prices. (Inert comment about autominers.) Some bad points (i.e. needs a QoL pass):
    Tedium of eternally loading batches of schematics into the machines (and finding the machines). Tedium of eternally needing to purchase/deliver schematics from markets (self-producing won't be enough, unless you heavily alt-up). A few times counts as gameplay, eternally makes it another daily chore eventually. Not fun on top of calibrations.  
    @Gottchar's suggestion in Discord is that schematics could be auto-distributed to the relevant industry unit in a factory from a central location. This could be the unit that produces an individual's schematics. This would reduce the distribution tedium, as well enable group play when players notice "oh we are low on schematic X" and then proceeds to resolve this.
  16. Like
    DarkEvader reacted to NQ-Kyrios in A LETTER FROM OUR CREATIVE DIRECTOR   
    Hello, Noveans!
     
    I’m Cyrille Fontaine, Creative Director here at Novaquark. These are exciting times and I wanted to give everyone an overview of our objectives and direction for Dual Universe.
     
     
    A game like Dual Universe is a never ending labor of love and ongoing development, but there is a point when you just need to assess if it is ready for a release. After close to two years of testing and numerous major additions to the game, we have decided to prepare the game for launch.
     
    Development of Dual Universe continues at full speed, and we’re spending the lion’s share of our focus right now on fixing bugs, stabilizing the game, improving our back-end systems, and overall continuing to polish the game.
     
    We’re close to deploying a brand new feature that we expect will be a hub for creators and merchants alike to gather and present themselves to other players. It’ll be open to anyone who wishes to participate and advertise their shop, museum, service, or any other point of interest.
     
    We’re also working hard to deliver our promises to our Kickstarter backers that supported us from the beginning. We’re searching for a new shipping partner to deliver the physical rewards as well as delivering the digital rewards through the major game updates of 2022. We’re also implementing an initial web-based version of DACs.
     
      Our team continues to analyze game data and read your feedback to focus our efforts on where we can be most effective, and this means that our plans can change with developments in the game, but looking to the future, I want to share some of what we currently have planned in upcoming content updates for Dual Universe.
     
    Flotillas are a new feature we’re developing that will allow players to form temporary groups of constructs. These will help in identifying friend from foe, assuming your foes haven’t already infiltrated your squad. This will improve many different aspects of group play ranging from fleet engagements, running convoys, piracy, and more.
     
    Another gameplay feature we’re looking to add is recycling, which would enable players to better manage their inventories by turning parts of broken or unwanted elements back into components.
     
    We want to expand PvE with the goal of helping players bring the game-world to life and improving the story in which everyone experiences the game. The mission system is one area of focus for this goal in developing more complex, interconnected, and lore-oriented objectives. 
    We’re also developing a power management system. A good way to consider how energy will work is to look at how construct maximum speeds have changed. Players must decide how to specialize each ship, and similarly, must make choices on how best to distribute power across their constructs.
     
    We want to increase the quantity of discovered planets and moons as well as new aspects, biomes and gameplay opportunities, and to produce planetoids the size of big asteroids, much like the Thades belt rocks, but claimable as a territory.
     
    One of the most resource-intensive features that we have to tackle is planetary warfare. It brings significant change to the game and, before we can achieve it, we have to bring PvP in general to a more mature state. We know that territory warfare is an important game system to many of you, so continue to help us improve PvP by engaging in fights to generate data for us to analyze and continue to improve the system.
     
    There are also many other features that we are looking to improve or introduce in the future.
     
     
    Now, let’s discuss the topic of a reset.
     
    We have seen your many posts across Discord, our forums and social media. We’ve heard your frustration and know that many of you are waiting for a decision about whether or not we will reset. Let me assure you that no matter what we decide, you will not be reset back to square one. Of the different options we’ve been discussing in case of a reset, we are certain that you will keep your core blueprints, including blueprints owned by an organization that you lead. We are also looking into which other important parts of your game progress could be kept if we do reset.
     
    Yes, the internal discussion about a possible reset does continue, and it’s no exaggeration to say that this is the most significant decision we currently have to make for Dual Universe. We appreciate our players and your engagement with us, but I also want everyone to know that all of us here at Novaquark are eagerly awaiting the day we can share concrete news with you.
     
    That is all for this message. Until next time, thank you for your attention, Noveans!
    Please don't hesitate to provide your feedback here.
    - Cyrille Fontaine (NQ-Kyrios)
  17. Like
    DarkEvader reacted to J-Rod in Ongoing Discussions   
    This summarizes my feelings about what NQ just told us.

     
  18. Like
    DarkEvader got a reaction from Captain Hills in Ongoing Discussions   
    Imho, there's no sence of podcasts to answer questions while the Big Question still goes unanswered - wipe/not wipe.
     
    Its the toughest issue to propose an answer for, and whatever decision is made will most likely upset one half of the community or the other.
     
    But players are becomming unmotivated to play the game in face of an unsure future, this is killing the game.
     
    So, address the elephant in the room before the elephant drives everyone out of the room.
     
    Post your vision of what you believe is the best alternative, but make it clear that it is proposal, not final, and still open to changes, so players won't start jumping out of windows.
    Then give us a few days to absorb the impact, overcome our cycle of Denial/Anger/Bargaining/Depression/Acceptance, and provide you feedback. 
     
    Ajust whatever is possible in your proposal, rinse, repeat. A few rounds of proposal and feedback might help drive the issue in the right direction.
     
    Reading many of the topic comments, two things seems to be NOT negotiable - keeping talent points and player construct blueprints. It's a start, build up from there.
     
    Best of luck!
  19. Like
    DarkEvader reacted to Zeddrick in Ongoing Discussions   
    Ah yes of course, I forgot about this part.  We still have to go through the phase where they make a decision, a lot of people get cross so then they change or nerf their decision, making a lot of different people cross instead.
  20. Like
    DarkEvader reacted to Captain Hills in Ongoing Discussions   
    I fully understand the situation NQ is facing for their project. They want it to be successful at start. But they cant make it right for anyone.
    An elephant on the wire as I used to say
     
    Where is the common denominator ... to keep most of the vets and attract the potential new players ?
    I wish you @NQ to make some good choices there. 
     
    If I'm loosing all my work, its a terrible thing - but if you give me some good motivation to start over again, I'm fine.
     
    Thumbs up @NQ
  21. Like
    DarkEvader reacted to CptLoRes in Ongoing Discussions   
    So is this going to be another on of those podcast where you answer the easy fluff questions, and pretend the hard ones does not exist?
  22. Like
    DarkEvader got a reaction from Atmosph3rik in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    Reading NQ's post "SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION", for me its very clear that they intend to wipe and the kind of wipe they want.

    Now its just a matter of convincing as many players as possible of the benifits of said wipe. 

    The removal of schematics is being thrown into the bargin, as a mean of turning more people in favor or the wipe. They propose a wipe to right all wrongs but reintroduce the former problems that schematics were supposed to solve?

    So now it's a wipe and market nerf, as the newly reset economy will emerge weak, for without the need of schematics it will once again be easy to produce everything, no need for much trade or markets. 

    Then, a few months after the wipe, they will come up with a new industry nerf.
     
     
  23. Like
    DarkEvader reacted to Thunderblaze in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    How long do you fools think the no schematics piece will last?
     
    It's a carrot before they beat you with the stick. People will build mega factories too fast, and they will re-introduce them, and you will all quit or drink the kool-aid some more.
  24. Like
    DarkEvader reacted to Zarcata in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    Whether a player accepts these aids, each player may decide for himself.
    If the wipe were to be performed, a new player would still be helpless and would need an enormous amount of time to build up. The professional players will regain their wealth and opportunities very quickly because they have knowledge and experience and can prepare very well. So it means there is no fair equality in a wipe, because every minute, every hour and every day the gap becomes very big again between the regular player and the new player. So it's just a matter of time until new players are in the same situation as they are now. The situation will come up again and again, in 6 months, in a year in 5years...do you want to do a wipe every YEAR, just because again new players were lured into the game?
  25. Like
    DarkEvader reacted to Pesusieni in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    Im struggling to understand NQ , and do you understand even your own reason for doing things?
    Sure the addition of Schematics was loss of players and not well received, but without a system like Schematics there are no brakes on anybodies capabilities to mass produce.
     
    I do remember the days well before schematics how everybody had their own factory, and nobody needed to visit a market, DO note also with the addition of Mining units a world without schematics would be like everybody is playing factorio that is easy mode, there is no need to use the market, except maybe change my Bauxite to Hematite and thats it
     
    Also i have been playing this game under the original promise of no Wipe, that was even the reason when some Economic exploits happened some of us requested a server roll back
     
    Do a wipe, and i will wipe my account
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