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FrozenFace

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  1. Like
    FrozenFace got a reaction from HollyDOL in Schematics storage   
    We need schematics, but with different work of it. Just make the schematics storage, that can share all contains schematics in it between manufacturing elements in core, where storage placed.
  2. Like
    FrozenFace got a reaction from Vazqez in Schematics storage   
    We need schematics, but with different work of it. Just make the schematics storage, that can share all contains schematics in it between manufacturing elements in core, where storage placed.
  3. Like
    FrozenFace got a reaction from ZeeckZero in Schematics storage   
    We need schematics, but with different work of it. Just make the schematics storage, that can share all contains schematics in it between manufacturing elements in core, where storage placed.
  4. Like
    FrozenFace got a reaction from Corrancarpenter in Schematics storage   
    We need schematics, but with different work of it. Just make the schematics storage, that can share all contains schematics in it between manufacturing elements in core, where storage placed.
  5. Like
    FrozenFace got a reaction from Skyreaper in Fueled engines and torque mode   
    After creating this topic, i joined a game. First  i tested my last construction with enabled torque engines and tags Torque, it still does not work. Next construction was first monstro for testing, and WOW! It is working!
    On this engines power set by unit.setEngineThrust(tag, power).
    So, for enabling torque on fuled engines, you must set option in build mode, set custom tag(andd tag must be the exactly the same, as it in engine tags), and do relog xD
  6. Like
    FrozenFace got a reaction from CoyoteNZ in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    Yay, full wipe will be ok. But i dont want it and want it in the same time >_<
    And we need schematics, but in another form (like 1 for core, all factories can read it from core schematics storage)
  7. Like
    FrozenFace reacted to mghtyred in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    Wipe it clean and start everyone from zero. 

    I walked away from this game after being an Alpha Ruby founder because of my frustration of previous wipes ruining all of my progress, as well as bugs and other issues hindering my progress. Years later, I came back and saw that I was back to zero, and others had massive constructs, ships and everything, and I came in basically having to relearn the game with zero resources, and most of my schematics and all my ships gone. 

    It's definitely not fair that some would be left with this huge advantage while others are starting with nothing. 

    With that said, you can't ask the community to keep dedicating time and effort to a project only to have it wiped away again and again, especially with the ridiculously snail pace at which you have set the game up to be able to do anything substantial. An individual player would have to work for weeks or months in order to build a starship under current conditions. I still believe this is a huge obstacle to play. Still, even if you don't change this... especially if you don't change this, asking the community to dedicate time and effort to harvest, build and create only to suffer another wipe is a bridge too far. 

    If you are going to do a wipe, it needs to be the LAST wipe. 

    Make it clear what you need to do in order to have a "release build" and once all those pieces are in place, do a final wipe and start over, never to wipe again. I left for years because of a wipe, and I'm not about to dedicate time fumbling around in the minutia of this game only to see my progress wiped out again. I am very unhappy with this game already, and this would really do me in, as I'm sure it would many others. Novaquark really needs to sit down, figure out what their endgame is with the development, and decide when they would be done with having to make any further wipes. 

    Make one more final wipe, when you are 100% sure you are done with everything you need to do that would require a wipe, and then move forward. 

    Otherwise you are asking way too much of your community, and you will lose what little support you have left. 


    BTW, over 5 years later, and I'm still waiting on my physical rewards. 

    It's hard not to feel scammed. 
     
  8. Like
    FrozenFace reacted to Thaeric in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    Full wipe minus blueprints and talent points.

    Older players will still have a massive advantage as a thank you for their dedication and time spent in the form of talent points. But the world itself will be a blank canvas for everyone.
     
  9. Like
    FrozenFace reacted to MelTuc in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    Yea I don't understand why we need 100 of the same schematics for 100 of the same machine, it I buy the schematics them all my machine requiring it should have access to it Not a 1 for 1.
  10. Like
    FrozenFace reacted to Blackrock in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    Hello Lads,
    i´m a big builder myself, with 2 citys (30 and 90 L core) and streaming.
     
    If it should come to a reboot (wipe), I would be for a complete wipe with concessions!
    - 1. implement XL Static and Space cores (all ends have the same length!!!)
    - 2. implement XL Atmo engines and Wings, revamping the area around the stabilizers
    - 3. every existing player gets 10% of his talent points he had so far.
    - 4. Blueprints are kept
     
    Negotiable but indispensable in the future:
    - 5. skin designs with color changes of the elements, like the avatar only related to almost all elements.
     
  11. Like
    FrozenFace reacted to NQ-Deckard in DEVBLOG: MINING UNITS 101   
    Mining units are one of the key features that will be introduced in the upcoming Demeter update. What are they? How do they work? How will they impact the gameplay of Dual Universe? Read on for the answers to those questions and learn more about these handy-dandy little ore vacuums. 
     
    HOW DO MINING UNITS WORK?
    Let’s start with the basics. 
     
    Mining units are new elements that you can deploy on your static constructs on the surface of planets. They need to be linked to an output container and, once started, they will autonomously dispense ore at regular intervals into this container without the need for you to be connected to the game. 
     
    There is one mining unit for each tier and they are large elements. Each tier of mining unit is able to mine ores of the same tier. In addition to these five large mining units, there is also a small one for tier 1 only. This special small mining unit is intended for beginners.
     
    Let’s have a look at these beautiful beasts in action.
     

    A minimalist mining building with an active mining unit and its best friend, the container
     
    These mining units work only if the mining ray you see in the screenshot above is not obstructed and can reach the ground. The mining ray has a maximum range of 50m.
     
    Once the mining unit is deployed, linked to an output container, and in range of the ground, you can select what ore it will mine and start the machine. Once calibrated (more on that below), It will then mine regularly and deliver a batch of ore in the output container every hour. To further automate the process, the output container can be designated as the entry point of an industry line. (Note: If the container is full; the mining unit will no longer collect ore, so you’ll need to empty the output containers from time to time or have them feed directly into an industry line.)
     
    There are two primary considerations when deploying mining units. First, you need to make sure the territory where they are deployed actually holds enough ore underground and the units will need to be calibrated before they will begin collecting ore.

    TERRITORY POOLS
    Various types and tiers of ore are dispersed with limited availability across Dual Universe. You won’t find them all grouped together in a particular place. 
     
    To represent that, each territory in the game can provide up to a certain volume of ore each hour. That’s what we call the ‘ore pool’. A territory scan can show the kinds of ore present on a territory tile and their yield rates in liters per hour.
     

    This territory is capable of providing a variety of tier 1 ore
     
    The image above illustrates the territory-based maximum rate for each ore on this territory. Since there’s a maximum yield per hour, adding more and more mining units becomes useless past a certain point. Each active mining unit “consumes” a part of these available resources. These territory pools represent mining rates, not a total volume of available ore. For example, if a territory has a pool of 100 l/h of a given ore and each mining unit is capable of extracting 50 l/h, then you need two mining units to maximize your extraction capacity, and any additional mining unit beyond two won't give you more yield.
     
    Unlike the previous ‘manual mining’ system, the new ore pools are infinite. You will always be able to mine these ores at this rate for as long as you have a calibrated mining unit running here.
     
    These territory ore pools are varied and different. On a planetary basis, this new repartition should match more or less the previous allotment for manual underground mining. There are a few changes, but basically a planet that used to contain some tier 3 ore will still contain some tile-wise though, the issuance is very different between low and high tier ores, even from territory tile to territory tile. Typically, you should find tier 1 ore in abundance on nearly every territory tile in the system, but tier 5 ores are only on a few small spots on the most distant planets.

    ACTIVE TERRITORIES
    For mining units to work, the territory must be active. That simply means that the territory tax for it must be paid. That’s right, if you want the shiny rocks, you gotta pay your taxes. You can learn more about territory upkeep in an upcoming devlog. 

    MINING RIGHTS
    If you share your territory tile with your friends or organization, you might want to keep the precious underground ores for yourself or, conversely, allow only specific people the ability to operate mining units on your territories. For this purpose, we’re adding the Mining Unit Right. Without this, mining units belonging to other players are unable to access the ore pool and cannot mine on your territories. 

    ADJACENCY BONUS
    Mining units are social. They like to be around friends. That’s why if you own several active territories near each other, the mining units working on them get an ‘adjacency bonus’ to yield a greater amount of ore beyond the ore pool in each batch. Note that the territories must be owned by the same entity. If you find a great tile with precious ore under it, it might be worth it to own and maintain a few adjacent territories.

    EXTRACTING AND CALIBRATION
    As explained above, mining units are fully autonomous, doing their appointed duties regardless of where you are and what you’re doing, including when you’re offline having real-world adventures (which you should be enjoying from time to time). The reality is just a bit more complex as mining units need to be calibrated to work efficiently.
     
    Each mining unit has a ‘calibration score’ and slowly loses calibration over time if kept unchecked. When the calibration score is below 100%, the mining unit will produce less ore; at 0%, it won’t produce anything at all. To remedy that, it must be calibrated.
     
    To calibrate, you will need to enter a specific interface where you will manually probe the territory in search of underground ore. This is ‘extracting’.
     

    Manually extracting ore and calibrating the mining unit
     
    In this extracting session, you will use several tools to probe the territory tile, but you will need to keep a look at the probe battery at the same time. The goal is to find the optimal point with the best ore density that you’ll select at the end of the process. Depending on the quality of the location, this will have two effects:
    It will increase the calibration score so that the mining unit can continue to do its job. It will also extract a few ore rocks in the process and those will pop to the surface of the tile at the selected location. These may be harvested manually at your convenience; they don’t expire.   
    Calibration is not unlimited. Each player generates calibration charges at the rate of one charge every few hours. You can use your charges on the mining units owned by other players or organizations as long as you have the rights needed to access them.
     
    Finally, a single mining unit cannot be extracted twice in a row. There’s a 24-hour cooldown period before calibrating it again. The upside is that mining units will not lose calibration for two days after being calibrated.

    MINING UNIT TALENTS
    Since mining units are a big new thing for Dual Universe, they come with a variety of new talents to complement their use.
     
    You will have talents that improve the:
    mining unit efficiency, on element deploy base mining rate, on element deploy speed at which your character will regenerate calibration charges  maximum mining charges your character can hold amount of ore extracted when calibrating  
    GETTING TO THE CORE OF TERRAFORMING
    One change we do want to make you all aware of comes as part of the terraforming changes where previously a number of players had dug down to the center of certain planets or moons. Each planet or moon will now have an impenetrable core at the center that forms about 80% of the planet's radius with a minimum digable depth of 5 km below its “sea” level.
     

     
    As such, some constructs may be located below this line after the incoming terrain changes. In these cases, we will raise those constructs up to the relevant planet’s surface. (See this article about preparing for the geometry reset for directions on how to request assistance.) 

    A CHANGE OF HEART, THE REMOVAL OF SCAN RESULTS
    We received a considerable amount of feedback from players who were opposed to keeping old scan results relevant. And following some internal discussions on the topic, we feel that it is indeed in the best interest of the game to provide a clean slate when it comes to mining data to prevent the hottest of hotspots from being immediately taken. As such, we will be clearing all scan results from the game when Demeter goes live. 
     
    We realise that this will inconvenience some of the players who have large amounts of scan data; however, we do believe it is the right thing to do.

    DO YOU ‘DIG’ THE MINING CHANGES?
    Mining units are a significant departure in how mining is done in Dual Universe. The old underground mining system is gone, replaced by mining units and asteroid mining. We hope that you will appreciate the new feature, from territory management and optimization to the extracting sessions. We really think that the new state of mining in DU is more sustainable and hope you’ll agree. Share your feedback here. 
     
  12. Like
    FrozenFace reacted to NQ-Abu in Welcome our new CEO   
    Hi Noveans,
    Thanks for the warm welcome! Since I've joined I've been amazed by the incredible job the Novaquark team is doing, working hard on delivering the dream of Dual Universe. I’m also very impressed by how you, our community, have been supporting the DU project from day one. Let's all keep moving forward together!
    Cheers,
    Nouredine
  13. Like
    FrozenFace reacted to JayleBreak in Demeter will probably Kill the game if it goes to live servers..   
    Flying around Alioth I see claimed terratories every 5 or 6 hexes, and 90% of them are totally undeveloped (and it feels like most of the rest have a space needle and not much else). I think a Tax is justified, to reclaim abandoned/unused terratories. However, I think the tax rate should be based on the economic value of the tile.  So high litre per hour (+ ore tier) tiles should be taxed at a higher rate, then low productive tiles. 

    As far as existing scans go, my knee jerk reaction was to have scans deleted, although it does penalize people who spent a lot of time collecting them. But with the new system it seems that the difference between an "average" tile's productivity (ore per hour) and a "great" tile's is far less than what we have now where a meganode could keep a person mining non-stop for many hours without any down time (i.e. moving to a new tile, digging/searching for a node, and mining 6kL - repeat). At least I hope so.
  14. Like
    FrozenFace got a reaction from Zireaa in INSIDE NOVAQUARK: DEMETER EDITION - Discussion Thread   
    Maybe you want back element stucking? Why not, who cares physics, lol xD Maybe better remove all obstruction and allow build any shitp.
  15. Like
    FrozenFace reacted to Torsten in DEMETER PTS PREVIEW - Discussion Thread   
    Just in case you are not aware. The changes to mining in Demeter would make a complete wipe next to impossible.
    With underground ores removed, the only source for T3 ores are Advanced Mining Units and Asteroids. Both the Advanced Mining unit and the DSAT requires T3 ores to be made. 
  16. Like
    FrozenFace reacted to DecoyGoatBomb in Call for Demeter-related questions   
    Those ships should not be possible in the first place. I get around it by building purpose built ships. A heavy amto hauler, a heavy space only hauler, modest all around hauler as a few examples. The game balance is busted with no limit on how much crap you can stick on a core. All in one ships that have so much bs on them they can do everything well with the only drawback of using lots of fuel is so broken and needs to be fixed. 
  17. Like
    FrozenFace reacted to DecoyGoatBomb in Call for Demeter-related questions   
    What is the benefit of a flat tax on territories. I love that it is now a weekly maintenance but the old exponential cost increase worked so well. Why was that system dropped? It worked so well to make it a manageable cost for solo players and small orgs but also did a pretty good job of reining in large orgs of taking over. The flat tax is just oppressive and a blunt instrument when we needed a scalpel. 
  18. Like
    FrozenFace reacted to Eviltek2099 in Poll about territory taxes   
    Need a 3rd option. Affordable taxes! because we really do need a reasonable way to clear out long time inactive or game abandoned player Zones!
  19. Like
    FrozenFace got a reaction from Feriniya in Demeter will probably Kill the game if it goes to live servers..   
    300L/hour  - 50k per week. 1kk/50k = 20 quanta per L of ore. Now t1 cost 40+quanta per liter. I think 1kk per tile not too much, and they said it was placeholder . And again - no taxes on sanctuary.
  20. Like
    FrozenFace got a reaction from JohnnyTazer in Demeter will probably Kill the game if it goes to live servers..   
    Because from start Alioth was planned as PvP zone, that means war and destruction. Looks like they really need to do WIPE =/
  21. Like
    FrozenFace got a reaction from InvestorStallone in Demeter will probably Kill the game if it goes to live servers..   
    300L/hour  - 50k per week. 1kk/50k = 20 quanta per L of ore. Now t1 cost 40+quanta per liter. I think 1kk per tile not too much, and they said it was placeholder . And again - no taxes on sanctuary.
  22. Like
    FrozenFace reacted to Hagbard in Call for Demeter-related questions   
    i just opened another thread just before this Q/A was created...
    Ok, usually i am not negative but the balance of Demeter on the PTS server has some severe problems.
     
    1. Territory costs of 1m per week:
    this will lead to almost nobody claiming any tiles any more outside of the sanc moon unless the territory can produce some serious income. so all "player made content" will disappear after some time
     
    2. Scanning results do not get deleted and show l/h for mining units
    this will lead to ALL really valuable tiles being claimed within the first 24h after demeter goes live, as it is really easy to identify  the most powerful tiles for mining units if you have containers full with scanner results.
    so after day 1, the fun is over and the "mega tiles" will be claimed by those players/orgs that have all the existing scans.
     
    NQ, as demeter is balanced on the PTS, it would kill the game if it goes to the live server
     
    - New players some days later would not have a chance to find income opportunities despite missions.
    - earning quanta will be a lot harder, so people would stop spending.. this would kill industrialists workflow.
    - the imbalance between experienced players/orgs and new players would get worse and even more players would demand a wipe or simply not enjoy the game

    please reconsider your decisions.
     
  23. Like
    FrozenFace reacted to Yoarii in Call for Demeter-related questions   
    Can we please have more calibration charges on the PTS so that we actually can test the units more than once?
  24. Like
    FrozenFace reacted to NQ-Deckard in VOXEL COMPLEXITY AND THE VERTEX PRECISION TOOL   
    Voxels make up almost everything you see in the world of Dual Universe. Currently, most creations are made using the basic tools we provide with standard shapes such as cubes, spheres, cylinders, wedges, and tetrahedrons. 
     
    More intricate designs can be achieved through the art of ‘voxelmancy’ where players customize the shapes of voxels using a variety of methods and techniques based on how voxels react to each other when placed. This very advanced technique allows voxelmancers to place each corner of a voxel exactly where they want it. To do that, they use what is called a ‘voxel reactor’.
     

     
    Voxel reactors, as amazingly useful as they are, have three major drawbacks:
    They are time consuming to use. They are not very intuitive for beginners. They are laid out in a checkered pattern in all three dimensions.  
    The last item on that list poses some technical problems. 

    VOXEL COMPLEXITY
    When we are effectively applying a checkered pattern of voxels of different colors or even air, it creates a relatively large amount of small surfaces. This doesn’t really pose a problem for a single reactor, but can be a performance burden for some voxel libraries that consist of thousands of reactors.
     
    With more and more detailed constructs of complex design being built, it’s become problematic for the ‘mesh service’ system that generates the shapes that you see when not in build mode. On a few rare occasions, highly-detailed constructs may not render at all or their honeycomb will disappear. 
     
    To prevent this from happening, we will gradually implement a limitation to the complexity that can be created in a single chunk of voxels. It will start with a simple complexity gauge in Demeter:
    With the launch of Demeter, you will start by seeing a new feedback gauge while building which highlights the region you’re actively working on and will appear as a bar in the HUD that indicates the complexity level of that region as a percentage.  In a future update (exact update number still to be discussed), we will introduce the eagerly-awaited vertex precision tool (Known to many of you as the fabled vertex editor) as a way to ensure that the limitation to voxel reactors doesn’t hinder players’ ability to create amazing constructs in the game. (More on that below.) In a subsequent future (and yet undefined) update, we will enforce the complexity value limit to be 100% for any new voxel operations. As such, old constructs and blueprints will not be altered by this but may become unalterable if they are above the limit in a region. Rest assured that if you have an existing construct that’s above the limitation, you will still be able to use it as is.  
    With all that out of the way, let’s get to the fun part!

    THE VERTEX PRECISION TOOL
    There is currently a bit of a gap between learning how to build using the basic tools and more advanced voxelmancy techniques, something we’ve wanted to address for a long time. The introduction of the vertex precision tool in a future update will allow you to take any vertex (a corner of a voxel) and move it to a new location on any of its three axes inside the vertex's moveable area at different resolutions. This will provide an intuitive way that fills that crucial gap between basic building and advanced voxelmancy to fine-tune your builds.
     
    See the video below for a demonstration of how this works. Please keep in mind that the video only shows an early prototype, but we think it’s already promising enough to make you as excited as we are about the possibilities of this tool.
     
     

     

     
    VENI, VIDI, VOXIED
    I came, I saw, I voxeled 
     
    We hope that these voxelmancy changes, along with all of the great new Lua functions added in the Selene update, will inspire and encourage you to make even more amazing things than you already are. 
     
    Check out our Tutorials page for even more ideas and tips on using voxels to bring your creativity to life in Dual Universe. 
     
    As always, we’d love to hear your comments and answer your questions on the forum. 
     
  25. Like
    FrozenFace reacted to NQ-Pann in MINING TALENTS RESET WITH DEMETER UPDATE   
    When the Demeter update goes live soon, some talents will be reset to fit the mining overhaul and the introduction of mining units. 
     
    The following list of talents will be reset and their points recredited to your available talent pool:
    Mining and Inventory Miner Mining Range Advanced Mining Mining Optimizations Scanner Upgrades Detector Upgrades Dredger Mining Efficiency Scanning Efficiency Scanner Advanced Upgrades Detector Efficiency Detector Optimization  
    Any of these actively training when the update is released will be taken out of the queue, and the points already invested during training will be seamlessly recredited to your available talent pool.
     
    Note that this will not be the case for the PTS, as you can simply refund your talent points there by typing /respec in chat and then reconnecting to the PTS.

    Join the conversation here. 
     
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