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Underhand Aerial

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  1. Like
    Underhand Aerial got a reaction from Lasersmith in Can we have an update on when the community page will be back?   
    I agree, but please again with 80% highlights from hyperion
     
    With the lack of so many features ingame, it's a shame that the website is still down.
  2. Like
    Underhand Aerial reacted to NQ-Wanderer in DUAL UNIVERSE: WHAT'S COMING NEXT   
    Hello, everyone! I'm Mark van den Heuvel, known to many of you as NQ-Deckard, a member of the Production team here at Novaquark.
     
    First, to those of you who celebrated your new year recently, I wish you a wonderful new year, and I look forward to seeing all of your creations in-game. As we step into 2023, I want to bring you all up to speed on where we're at with Dual Universe and where we are going.
     
    After our launch last September, we have all worked hard to squash remaining bugs and improve balancing. We also delivered the promised digital Kickstarter rewards to our backers.
     
    As is always the case with Dual Universe, work does create itself in front of us, and we have a great deal to work on and improve. One of our current central goals is to enhance the gameplay experience and catch up with some features and quality-of-life improvements, particularly some of those requested by our community.
     
    Let me walk you through some of what we have planned for you both soon and further down the road.
     
    Planets

    We’ve recently released a new version of Talemai, and we’re continuing work on the others. After reviewing our progress, we've decided to take extra time to make the new planets truly feel different with new art, new terrain, and more exciting features. This means they are coming at a slower pace and possibly in a different order than we had envisioned. Expect new teasers, concept art, and images from us soon™!

    Combat Missions

    We had decided early in the life of Dual Universe not to focus on a PvE combat system, given other priorities. With all of the feedback we’ve received since the beginning of the game, PvE combat has consistently remained a highly requested feature from our community. We always try to listen to your feedback, and I’m happy to announce that we have begun work on implementing the first iteration of a PvE combat system into the game!
    We’re planning the first version to be a PvE mission system that takes players into combat in their ships. The missions will scale in size to allow all players (solo or part of a larger group) to participate.
     
    We’re very excited about the PvE combat feature. It will add more engaging gameplay for all Noveans and allow players to try out the rigors of space combat before heading out to battle with other players in Dual Universe PvP.
     
    We are still in the early development of this feature, and it will take time, but we are already looking forward to seeing you all trying it in future PTS sessions. Your feedback will be instrumental in our developing PvE combat in Dual Universe.

    PvP Improvements

    Following a recent and very successful round table discussion with members of our PvP community, we are reviewing all the feedback gathered and our own data to determine what changes we will make. We are considering increasing the importance and/or requirement of having voxel armor onboard successful PvP ship designs, finding ways to encourage multi-crew ship setups, and potentially restricting the ability to remove cargo while in combat. Stay tuned for more exciting developments on PvP.

    Contest Winner Constructs

    Before launch, we ran the Build Your Legacy Contest for players to design starting outposts and speeders, with the winning entries being added to Dual Universe. We are currently working to make the constructs that the contest winners submitted available as options to select during the first start of the game, and we are also looking to make these available for purchase in the UEF shop. The contest entries were original and impressive. I want to congratulate all of you who took part. 

    Maintenance Unit

    A complete rework of the repair unit was planned for the 1.2 release just before the holidays. The feature still needed more work, and we decided to delay its release with plans to include it in the upcoming 1.3 update. When finished, the repair unit will be replaced with the maintenance unit, which can repair constructs with scrap and disassemble constructs. However, construct disassembly is the feature that still requires the most work, and we are determining if the feature will make it into the 1.3 release. When added, this feature will remove the pain of finding that one last bit of voxel in a construct and make redesigning builds easier, with the Maintenance Unit taking down constructs for you.

    Joystick Support

    Dual Universe already has a basic system to connect joysticks to the game. However, these were never cohesively connected with the Lua system. We will change that, allowing players to map analog and button inputs from Joysticks, Throttles, Pedals, and even simple Gamepads into Dual Universe. This will significantly improve the flying experience for non-Lua developing players and open new doors for Lua developers through projects such as Lua arcade games, custom flight control systems, and other nifty things our community creates.

    Default Lua Configuration Rework

    Once we’ve added Joystick support, we will redesign the default Lua scripts we give to players. Our community has long requested this update, and we want to ensure we deliver it. We will add a full suite of features and improvements. This means new Lua flight control systems, the ability to toggle widgets on and off without requiring Lua code, and integrating several systems not fully encapsulated in current control scripts, such as Anti-Gravity Generators.

    Fuel Intake Changes

    This has been a popular demand by our players, and we are looking into options to allow players to refuel tanks from another element. Currently, we plan to make a  'Fuel Intake' able to act as a proxy for a single fuel tank. This feature is still on the drawing board and may change as we dive deeper into it.
     
    -------------------------------------------

    As always, thank you for reading this short overview of some of what’s coming up. I hope you have a clearer picture of the direction we're taking Dual Universe in, and I look forward to hearing your thoughts on the forums. Have a wonderful day.
    - Mark (NQ-Deckard)
     
  3. Like
    Underhand Aerial reacted to Msoul in Territory unit and gyro questions (need help)   
    Territory Mechanics
    If you have no existing territories on a given planet/moon then when you go to deploy your territory unit on that body, the deployment fee will be set to zero. If you already have claims then it will cost you a flat fee of 500,000 quanta regardless of how many claims you have. The only restriction applied to inactive territories is that they will be unable to start mining units. You can run industry units on inactive tiles as of Panacea update 0.28 Currently a territory marked as headquarters (HQ) can be left inactive indefinitely. As long as your territory is marked as HQ that red payment reminder can be ignored and will periodically reset itself. Now the reason why you have heard conflicting information here is because concerns have been raised regarding the permanence of HQ tiles for accounts who have unsubscribed and are unlikely to return. Players have proposed that the 90 day inactive asset requisitioning (IAR) rules should apply to HQ territories as well, which would mean they would become abandoned should the owner's account remain unsubscribed for more than 90 days. Please note that this has not actually been implemented by the game designers but it is possible that they could make alterations so be sure to keep up with the news. Gyroscope Control
     
    There is no default hotkey for toggling the gyroscope while piloting a construct but you can easily create one by editing the default lua script. The function call required for engaging the gyroscope is slotname.activate() and it can be subsequently deactivated with slotname.deactivate() or directly toggled via slotname.toggle(). Simply link your gyroscope to your control unit (ie: pilot chair) and keep track of which slot number it occupies as you will need to replace slotname in the function call with the exact name given to said slot (note you can also rename them for convenience). Next open the lua editor and click on the predefined system slot. Press add filter at the bottom, then select the onActionStart() event by hovering over the 3 dots. Next click on the blank field within the brackets and choose which hotkey you want to use (note that option 1 = Alt+1 by default but you can also change that under your client settings). Then with your new onActionStart("hotkey") event selected, type slotname.toggle() into the lua editor field and press apply.
    Now whenever you press that hotkey while piloting, your gyroscope will toggle on and off.
     
    Here is a visual of what you need to achieve. Note I am using lshift (ie: left shift) as my hotkey and my gyroscope is plugged into the slot8 which I renamed as gyroscopeSlot. 
     

     
  4. Like
    Underhand Aerial reacted to Koffye in My name is Koffye   
    I build things with corners.

    I am the void sucking off the wind.
  5. Like
    Underhand Aerial reacted to NQ-Nicodemus in The DU FAQ   
    General

    Q: I'm having technical difficulties with the game, where can I ask questions about it?
    A: If you need assistance or have problems with the game, you can reach out to other players and community helpers on our discord in #help-game-questions and #community-help or request help through the support system by submitting a ticket to support here: https://support.dualthegame.com/

    Q: Is there only a “First Person” view available in Dual Universe?
    A: By default, it will be the "First Person" view, yes, "Third Person" view is only available when seated in a construct..

    Q: Can I skip the tutorial?
    A: This is not advised as  a new player may miss out on vital content and instruction as well as some inventory items that may not otherwise be obtained through the normal tutorial progression. 
    Tutorial Navigation Commands:  Left shift + Page up will skip forward, Page down will skip back, and Left-Shift + Backspace will exit the tutorial. 

    Q: How do I remove cores/elements/fuel?
    A: Alt+LMB Click with the appropriate tool will preform the "opposite" action, i.e. Alt clicking with the place element tool would remove the highlighted element. Be sure you have enough inventory space.

    Q: My construct landed upside down, how do I upright it?
    A: Ensure you are not standing on the construct, equip your Maneuver Tool (looks like a box with two arrows circling it), click on your construct, and rotate it with WASDQE keys.

    Q: Can we buy starter ships?
    A: Yes, new players can buy a multitude of starter ships,  either in the official UEF Store or one or the many ships designed and sold by other players. This being in addition to the starter speeders provided during the tutorial at the start of the game.

    Q: How do I repair my ship?
    A: Check your tool belt at the bottom of the screen, it should look something like a welder. Switch to the tool and damaged elements will show up as yellow while broken ones will be red. Be sure to equip scrap after pulling out the tool and keep in mind that higher tier scrap will restore more HP per scrap.

    Q: I died and respawned, where's my ship?
    A: Your ship is wherever you left it in the game universe. Check your constructs on the map (F4) and place a waypoint to help find your way back to it.
     
    Q: Is there PvP everywhere?
    A: . There is a “Safe Zone” where all players begin their journey in Dual Universe. Beyond the “Safe Zone” is PVP Space, any player that enters PVP space is subject to potential PVP actions, there is no “opt in /out” system for PVP

    Q: Where is the "Safe Zone"?
    A: The "Safe Zone" currently consists of a radius encompassing the planets of Alioth, Thades and Madis
     
    Q: Can we build, design and produce outside the safe zone?
    A: Yes you can.
     
    Q: How do I join an organization?
    A: Players may join an organization by submitting a application to the desired organization via the in game pressing F3 Key to access the organization interface. Joining an organization will allow them to be given various rights and duties associated with that organization, and gives them access to any number of benefits specific to that organization. For example, joining an organization may give the player access to that groups constructs, community resources, resurrection nodes, and/or territory.

    Q: I’ve run into a bug or potential exploit. What should I do?
    A: Please report any bugs or potential exploits to the support team through the support system by submitting a ticket to support here: https://support.dualthegame.com/ . If you believe your bug can be exploited, please state “exploit” in the report.

    Q: How can I make my ship's trajectory line visible?
    A: Press X to cycle through the three available display options. The color line that you see indicates one of four different statuses: • Red: Ground collision • Green: Circular orbit • Blue: Elliptical orbit • Purple: Escape

    Q: How do I activate my space engines?
    A: Space engines activate automatically when there is less than 10% atmosphere. Check the upper right corner of your screen.
     
  6. Like
    Underhand Aerial got a reaction from Dakanmer in THE FUTURE OF DUAL UNIVERSE - Discussion thread   
    Early Founders from 2016 with Sapphire (~200 €) looking jealously to Patrons (Latest Supporters, 180€) 

     
    Why you do this NQ? This shows how much you guys don't give a crap about the early backers (Kickstarter / Founders)! Where is the sense to equate a package with a value of over 400 € with a package of 180 €?
     
    I mean i don't get a pet but hey at least i got a Facepalm emote like the Patrons who got a pet too.
  7. Like
    Underhand Aerial reacted to Costanius in Feedback Sammlung: deine Meinung zu DU   
    Diese Dinge gefallen mir nicht:
    - Dass die Wirtschaft wieder nicht durchdacht ist und zu Problemen und Inflation führen wird.
    - Dass der Einstieg für neue Spieler nicht zugänglicher gemacht wurde und bei Release die Tutorials teilweise verbuggt waren.
    -Dass NQ im Steam-Forum nicht auf Fragen und Bemerkungen eingeht.
     
    Diese Dinge wünsche ich mir:
    - Mehr Kommunikation von der NQ-Chefebene / Management mit der Playerbase. Über den aktuellen Stand von DU und die kurzfristigen, mittelfristigen und langfristigen Pläne mit DU, die Vision, die Ziele für 2023, eine Roadmap.usw. Dass über Probleme gesprochen wird und Vorschläge der Community diskutiert werden.
  8. Like
    Underhand Aerial reacted to Hachiro in Feedback Sammlung: deine Meinung zu DU   
    NQ hat ja schon öfters bemängelt, dass wir als Spieler zu wenig offenlegen was wir genau wollen. Gerade mit ihrem recht kleinen Community-Team ist es für die Entwickler oft schwer einzuschätzen ob ein Thema grad nur das laute Gemecker von wenigen ist, oder die Meinung der breiten Masse und welche Änderungen gut oder schlecht ankommen. Dem wollen wir hier mal Abhilfe schaffen. 🙂
     
    Ziel: NQ eine möglichst einfach auswertbare Übersicht geben, was den Spielern der deutschsprachigen DU-Community gefällt und was nicht.
    DESHALB:
    - Bitte haltet euch an die Vorlage, damit alles dem gleichen Schema entspricht und schnell und einfach auszuwerten ist.
    - Bitte Keine Diskussionen. Auch wenn euch die Meinung eines anderen nicht passt, lasst sie einfach stehen und gebt stattdessen euer eigenes Feedback.
    - Schreibt zu jeder Überschrift gern 2-3 Themen in wenigen Worten (nur eure wichtigsten Themen). Dahinter könnt ihr das ganze etwas genauer ausführen.
    - schreibt eure Anliegen bitte auch wenn diese schon mehrmals genannt wurden. Je öfter diese auftauchen desto höher können diese dann in der Endauswertung priorisiert werden.
     
    Copy-Paste-Vorlage:
     

     
    Als Beispiel wie das dann aussehen kann mache ich einfach gleich mal den Anfang:
    Meine Meinung zu DU:
    Diese Änderungen gefallen mir:
    - neue Voxel (hinzufügen von lila Voxeln + farbigen Leuchtvoxeln)
    - weiterentwicklung von Lua (bin zwar ein ziemlicher Anfänger im Scripting, aber mit den Erweiterungen werden mittlerweile echt interessante Dinge für Screens etc. möglich)
    - das Vertex-Precision-Tool (ist zwar schon etwas her, aber Gott, was war das für ein Segen. Endlich war Voxelmancy für jedermann machbar, man braucht nur genug Zeit)
    Diese Dinge gefallen mir an DU generell:
    - die Möglichkeit mit allen Spielern in einer einzigen komplett editierbaren Spielwelt zusammenzuarbeiten
    - das Voxelsystem (klar gibt es hier und da noch Probleme und Glitches, aber zum großen Teil ist es einfach wunderbar wie kreativ man sich austoben kann)
    - das Scripting (ich bin wie gesagt Anfänger in dem Gebiet, aber allein schon die Möglichkeit, eigene Dinge im Spiel zu programmieren ist genial)
    Die Grundidee dieser Dinge gefällt mir, jedoch nicht ganz wie es umgesetzt wurde:
    - Schematics (Ich mag, dass die Spieler dadurch quasi gezwungen werden mehr zusammenzuarbeiten um großes zu erreichen und es kaum noch 1-Mann-Megafabriken gibt. Aber die Art und Weise wie es funktioniert finde ich sehr umständlich und eher nervig. Da ist noch Nacharbeit nötig)
    - Overlap-Protection (Der Schutzbereich um deine Gebäude, damit ein anderer der ggf. auch Baurechte im Gebiet hat nicht zu nah an deinem Gebäude baut. An sich gut, bringt aber viele Probleme wenn man gemeinsam eine Stadt bauen will, da es nur EINEN Spieler braucht der auf seinem Haus die Overlap-Protection nicht deaktiviert und man hat einen riesigen Bereich wo niemand mehr bauen kann. Es sollte eine Policy geben, die dem Tileowner erlaubt die Overlap-Protection für sein Gebiet komplett zu deaktivieren)
    Diese Dinge gefallen mir aktuell nicht:
    - Übersichtlichkeit (Vieles versteckt sich hinter zu vielen Menüs die man gerade als Anfänger nicht immer auf dem Schirm hat. Außerdem ist die Gebiets- und Konstruktübersicht in der Map ein Chaos, wenn man Legat einer größeren Org ist)
    Diese Dinge wünsche ich mir noch:
    - ordentliche Kommunikationstools (nicht nur Chat, sondern richtiges "Postfach" wo einem andere auch in Abwesenheit schreiben können, man Leute blockieren kann etc.)
    - Organisationsbenachrichtigungen (Nachrichten der Org die ingame als Popup angezeigt werden, ähnlich den Server-Wartungs-Ankündigungen)
    - vereinfachte Kernmodelle, LOD (momentan ist es bei static cores ja so: über 10km: Kern ist unsichtbar, ab 10km ploppt er dann plötzlich auf mit einem zwar etwas vereinfachten, aber schon recht detaillierten Modell. Zu detailliert. Ich wünsche mir, dass beim Verlassen des Baumodus ein stark vereinfachtes Modell in der vorrangigen Voxelfarbe generiert wird (und sei es einfach nur ein grauer Würfel) das dann auch bei über 10km angezeigt wird. Und Regler in den Grafiksettings auf wie viel km static cores angezeigt werden sollen und ab wie viel km vom vereinfachten zum "echten" modell gewechselt wird. Denn aktuell ist es sinnlos wenn ich mit 1000km/h fliege und erst ab 10km ploppen plötzlich überall die Gebäude aus dem Boden, haben aber dann sofort schon mehr Details als ich auf die Distanz überhaupt erkennen kann - und wenn ich am Boden in der Stadt stehe, brauche ich nur die ersten 1-2km genau zu sehen, bei allem weiter entfernten würden sehr grobe Modelle reichen - was die Performance massiv verbessern und richtige dicht bebaute Städte überhaupt erst ermöglichen würde)

    So und nun zu euch. Was findet ihr gut, was fehlt euch noch?
    Wie gesagt bitte keine Diskussionen und haltet euch an die Vorlage oben, damit von möglichst vielen Leuten der Input recht einfach zusammengetragen und an NQ weitergegeben werden kann 🙂
  9. Like
    Underhand Aerial got a reaction from Eviltek2099 in Waiting for over 14 days on a STU.   
    As a larger org, it is extremely detrimental to us that a large number of our members did not get the STU's. The extra territories we now have to claim and pay for T1 ore on Alioth could have been saved. Millions of quanta are being lost here because of NQ's incompetence. The many free ores would have given us a significant advantage at the beginning. If we get those things now, then sorry but we don't need them anymore. The places at the districts are gone, with it also the use of the Tiles. I request from NQ to put new districts on Sanctuary with the new STUs and compensation. Or do a rollback and wipe everything - wipe is the solution for all problems! At least until you realize that you do not eliminate all the bugs. (Duping, Linked Container Bug, Instant Scan etc.)
     
  10. Like
    Underhand Aerial reacted to Novean-61657 in NQ Hates Safe zone asteroid miners!   
    *facepalm*
    There are 'game mechancis' that you need to consider:
    #1 If you want high value minerals in pvp space, you don't stay for an hour unless you're heavily armed!
    #2 Maybe see if there is some sort of frequency for asteroids mining in save space...
    #3 Be already in place relatively close by when that happens, in a fast ship...
    #4 Quickly get the higher value ore, take the time with T1 ore in save space...
    #5 There's a LOT of T1 ore in save space asteroids, if you mine that, sell it, you can buy higher Tech ore from the market...
     
    Stop expecting NQ to make a game just for you, they are making a game that (they think) appeals to different kinds of people. Learn how the mechanics work, and play with those!
     
    I'm not into pvp myself, but the potential that it is there is what attracted me to DU (and EVE). During beta I spend a LOT of time between planets in pvp space and getting that working correctly is it's own challenge to figure out and I like that puzzle.
  11. Like
    Underhand Aerial reacted to Dakanmer in Extra Large elements needed   
    I know I'm far from the only person to suggest this in the last few months or few years. I know NQ has heard it many times. We need larger flight elements. We have XL space engines, and we have tiered atmo/space engines and hovers/vboosters, which is great. We don't have XL atmo engines. We don't have XL atmo brakes or retros or adjustors, nor do we have tiered brakes/adjustors.
     
    We need:
    XL atmospheric engines XL atmospheric brakes XL retro-rocket brakes XL adjustors XL hover engines XL vertical boosters Military/safe variants of atmo/space brakes and adjustors L and XL wings L and XL ailerons  
    It is beyond ridiculous how many L brakes and adjusters have to be loaded down on a ship to make it flyable. Even simple and lightweight designs can require a ridiculous number of each, making designers have to find ways to hide them under voxels so that the designs don't look like something a Warhammer orc would throw together. But looks aren't the only problem. It's also the element count. When you need hundreds of flight elements to fly a ship, the lag generated by those elements can get pretty intense, and that's not even looking at scripts that get info from/about them for display or use. When you need hundreds of flight elements to make a ship capable of flight that the achievements call for (100k m^3 of material, fly 1kt in atmo, haul 10kt in space at max speed), or even for normal high-capacity hauling, you stop caring about making a ship that looks good (they're already constrained to the volume of a square, rather than having the option to have a longer/wider/shorter build volume) and focus only on making sure you've got enough brakes, adjustors and engines.
     
    These demands for bigger flight elements have been made over and over by many people for the past several years. It would be great if @NQ would actually listen and take action on an issue that is this old. Ships requiring >100 L atmo brakes and >100 L space brakes and >10 XL space engines and >10 L atmo engines and >50-100 adjustors are butt-ugly lagmonsters, but people make them because they need/want what they can do.
  12. Like
    Underhand Aerial reacted to Kurock in GRIEF LAUNCH: Stealth Nerfs, Poor Comms and Missteps Rooted in a Lack of Vision   
    Some minor points or additions to the above:
     
    STU’s are becoming less useful with each passing day. They were an advantage in the beginning to help get started but as players/orgs get onto asteroids etc their value plummets. Ores are now readily available on the markets. Not having an STU when promised one (or more) during the second week after launch is very sad. NQ dropped the ball on this one so hard I wouldn’t be surprised if the ball entered orbit on the rebound.
     
    The max build height is a number they can should be able to easily change. But I agree with the points that many of the changes NQ makes do not seem to be made by anyone that actually plays the game. A difference of 128m here shows that clearly. Beta saw the proliferation of space elevators which NQ decided to stop by putting in a height limit. Crashing into towers is never fun and a space elevator works just as well without the shaft. Or is it that Aphelia doesn’t want anything taller than the arkship? 
     
    The problem with scanning on Alioth is that Alioth is big. Mind numbingly big. And there is not much variety in the ores to be found and the distribution is quite uniform. There are patches of T2 spanning 10km or more from end to end. Making 3km hops while looking for T2 is counter productive. For T3 however, it is about right. What this boils down to is bad luck.
     
    The HTML was always going to be disabled... but there is a setting to re-enable it. Click checkbox in settings and it’s back. The Lua refactoring is always a pain but they usually deprecate instead of outright deleting old functions. If something was outright removed (even a rename is a removal) then they broke scripts which should not have happened and seems like a hug to me.
     
    In summary, NQ where my STU?
  13. Like
    Underhand Aerial got a reaction from Aaron Cain in So Long - And thanks for all the fish (UPDATED)   
    GJ NQ  
     
    Another great wellknown person who's leaving after years of supporting. But hey they dont care about older players.. What was Kickstarter? Founders? Who cares. 
     
    Ty for your work @Archaegeo at Hyperion many members used your hud on PVE Ships. Currently all ships have 2 seats, one always with ArchHud xD
     
    Cya~
  14. Like
    Underhand Aerial got a reaction from Emptiness in So Long - And thanks for all the fish (UPDATED)   
    It seems you don't understand anything.
     
     
  15. Like
    Underhand Aerial got a reaction from Monk_NL in So Long - And thanks for all the fish (UPDATED)   
    GJ NQ  
     
    Another great wellknown person who's leaving after years of supporting. But hey they dont care about older players.. What was Kickstarter? Founders? Who cares. 
     
    Ty for your work @Archaegeo at Hyperion many members used your hud on PVE Ships. Currently all ships have 2 seats, one always with ArchHud xD
     
    Cya~
  16. Like
    Underhand Aerial got a reaction from ZarTaen in So Long - And thanks for all the fish (UPDATED)   
    It seems you don't understand anything.
     
     
  17. Like
    Underhand Aerial reacted to Wolfram in So Long - And thanks for all the fish (UPDATED)   
    What people on Discord, this thread and the other thread clearly don't understand is that NQ literally created precedent for other people who have tiles connected to markets to do the same. It isn't about ArchHUD, autopilot or even missions, for that matter, it's just that accordingly to NQ-Rubicon's own words, the market rules are only enforced within Aphelia (market) tiles, nowhere else. So if players decide to build towers obstructing markets or spam screens with advertisements on their connected tiles, they are allowed to do it, based on what was said.

     
    The precedent is now set, it's NQ's "official" statement about the subject, and honestly, I'm tired of that subject already. I already got my punishment by NQ for talking on the subject and don't want to get into that rabbit hole again, just to get punished again. So much hassle.
     
    Anyways, let's see how long this holds up and this interpretation of the rule stays valid.
  18. Like
    Underhand Aerial got a reaction from space_man in So Long - And thanks for all the fish (UPDATED)   
    It seems you don't understand anything.
     
     
  19. Like
    Underhand Aerial got a reaction from Captain Hills in So Long - And thanks for all the fish (UPDATED)   
    GJ NQ  
     
    Another great wellknown person who's leaving after years of supporting. But hey they dont care about older players.. What was Kickstarter? Founders? Who cares. 
     
    Ty for your work @Archaegeo at Hyperion many members used your hud on PVE Ships. Currently all ships have 2 seats, one always with ArchHud xD
     
    Cya~
  20. Like
    Underhand Aerial reacted to NQ-Nicodemus in Exploit with mining units   
    Hi, Danny_UK!

    Thanks for letting us know about this. What you described is not considered an exploit.
    This is a trade-off for an immediate chunk of ore that costs players ore in the longer term. It’s also limited by the number of available calibration charges.

    We’d also advise that you use our support ticket system when reporting potential exploits. Thanks!
  21. Like
    Underhand Aerial got a reaction from huschhusch in Freies Parken für alle Backer mit verspäteter STU   
    Dem Problem stimme ich zu, aber die Lösung gefällt mir nicht. Ich parke bspw da nie^^
     
    Wenn der Zeitpunkt erreicht wurde, dass die STUs an alle ausgegeben werden, soll NQ neue Distrikte auf dem Sanct Moon erstellen, damit wir eine faire Chance haben dort einen Platz zu bekommen.
  22. Like
    Underhand Aerial reacted to NQ-Nyzaltar in KICKSTARTER DIGITAL REWARDS ARE COMING! - discussion thread   
    @Serula @Wyndle
    Our apologies for the late reply.
    If you haven't seen it already, the monthly subscription is back since launch to its original planned price during the Kickstarter campaign, as mentioned in this news:
    This is why the number of DACs for each backer won't change.
     
    @Crash
    If you're refering to the DACs contained in the Supporter Packs (Contributor, Sponsor and Patron), yes, it is the same than for the Founder Packs.
     
    @Physics
    You should have received your Resurrection Node skin at launch.
    If not, please reach out to the Customer Support by writing a ticket on the CS Portal here:
    https://support.dualthegame.com/hc/en-us/requests/new
     
    @Zeddrick @Celestis
    Everyone (Backer players and non-Backer players) spawn on Haven with a normal Territory. Backer players will have a small number of STUs depending on the Backer Packs tied to their account. You can read the details in this announcement:
    If you are among those who have some missing STUs, please reach out to the Customer Support by writing a ticket on the CS Portal here:
    https://support.dualthegame.com/hc/en-us/requests/new
     
    @DutchEasyGamer
    The Character Design tokens are not yet available, as they will be usable once we have a more advanced character customization system in the future.
     
    @NeXaMo
    It depends. Some Ruby Founder Packs had only the Lifetime Subscription (Ruby Founder Packs with Physical rewards) and some had DACs in addition (Digital & Boosted versions of the Ruby Founder Pack)
     
    @KinG_BigJerk
    There was a choice during the Kickstarter campaign (and even during one year after) to choose/swap between Physical or Digital versions of the Founder Packs. Today, it's not possible to change the version: Kickstarter Physical rewards have all been produced, and we're making good progress to fix the last issue of a long serie (finding a new partner to ship them to all the eligible backers), and we hope to be able to ship them before the end of the year.
    For Supporter Packs, there was never an option to exchange the physical rewards for extra DACs.
     
    @mghtyred
    For the question "when will I have my rewards?" you have a first reply there: 

    You should have received some of the Digital rewards at release, last Tuesday.
    If you haven't received the ones planned in the announcement mentioned above, please reach out to the Customer Support by writing a ticket on the CS Portal here: https://support.dualthegame.com/hc/en-us/requests/new
    Other Digital rewards will be released as soon as possible.
    Kickstarter Physical rewards have all been produced, and we're making good progress to fix the last issue of a long serie (finding a new partner to ship them to all the eligible backers), and we hope to be able to ship them before the end of the year.
     
    Is this a con?
    No. It would have been if you didn't get anything, and that's not the case: as a Ruby Founder backer, you should have at least your lifetime subscription activated and at least 2 STUs right now. If this is not the case, please reach out to the Customer Support. We mean it. The other rewards will come.
     
    Is this taking way more time than expected?
    Yes, and we deeply apologize for it as we completely understand your frustration.
    Digital rewards took way more time than expected and the dev team had to focus on game polishing as top priority, so we're delivering them progressively, with a few starting at launch. Physical rewards took also way more time than expected, as we had several important issues during production (among them, the statues, which were done twice from scratch, as the previous versions were not to the standard we wanted for our backers), then we had a logistic issue during the pandemic, to gather all the physical rewards in one place, then we had our partner supposed to ship the Physical rewards that cancelled his commitment a few months ago. We understand that the number of years you had to wait until now made the wait incredibly long and again we apologize for that. But we haven't dropped the ball for the Physical rewards, if this what you think. 
     
    @cerveau
    The fact that you have the STU on your account with a Supporter Pack and not the one on your Founder Pack confirm what has been uncovered during the ongoing investigation: There shouldn't be any missing STUs coming from the Supporter Packs, as it was a reward included in those packs by default. However, there are some groups of founder backers which seemed to have not received the gift promised at the Supporter Packs release (1 or 2 STUs for Founder backers, depending of the Founder level, starting at Silver).
     
    @Cmdr_Matthew
    If you pledged a Ruby Founder pack during the Kickstarter campaign (or during the year after the campaign), the fact that your ruby founder status isn't showing might be because of 2 scenarios possibles:
    1) Your kickstarter pledge is not linked (yet) to your Dual Universe account. 
    2) Your kickstarter pledge is linked to your Dual Universe account but you activated your profile on the forum not long ago, and it just doesn't show up on the forum. 
    If it's the first case, please reach out to the Customer Support by writing a ticket on the CS Portal here: https://support.dualthegame.com/hc/en-us/requests/new.
    If it's the second case, let one of CMs knows (Nyota, Nicodemus, Rubicon or I) and we will fix it quickly.
     
    @SirRichardTheFirst
    Inflation has nothing to do in the story.

    First, you compare two things that are not the same: Months of subscriptions and DACs. 
    Months of subscriptions have a lower value than DACs.
    Months of subscription can only be used for your play time.
    DACs can be used for your play time as well, sure, but they can also be gifted to a friend and later, DACs will be also tradable in-game for quantas (in-game money).

    Second, the original value for a month of subscription is 13€ and the original value of a DAC is 18€.
    For 20 months of subscription, the total value is 260€ before discount and could go down to 200€ if you're under the biggest discount.
    For 20 DACs, the total value is 360€ and there is currently no discount available (as they're not purchasable at the moment).

    @Aaron Cain
    We totally understand the frustration and the ticket of your friend is not ignored: the team is working as fast as possible to solve the issue. We hope to have a fix for beginning of next week that will work for everyone having this issue. However, we can't start giving STU individually as it would create another problem: the fix will not be able to detect if the already existing STUs on each account targeted are coming from packs which worked properly or if it has been added manually from the Customer Support. That being said, would it be possible to have the number of the ticket of your friend, to make sure his account impacted by the issue that will be solved by the fix and not another (like his DU account not properly linked to his Kickstarter pledge)?
     
    Best Regards,
    Nyzaltar.
  23. Like
    Underhand Aerial reacted to Koffye in CPU wird zum "Burner"(wortwörtlich)   
    Bitte die Kern Anzahl von deiner CPU im spiel halbieren. Das ist tatsächlich Performance verbessernd.
    Schatten nicht ausmachen, sondern nur auf "low" stellen.
     
    --> Sollte eure CPU entlasten und gleichzeitig ingame die performance verbessern
     
  24. Like
    Underhand Aerial reacted to NQ-Deckard in Dual Universe - Release 1.0.2 - Change Log   
    Hello Noveans,
     
    We have deployed a number of hot fixes this morning, Dual Universe is now in Version 1.0.2.
    The change log can be found here: https://www.dualuniverse.game/launcher/patch/release-102
     
    Thank you all for your support!
  25. Like
    Underhand Aerial got a reaction from Lokilein in Hyperion - An der Spitze des Möglichen   
    Seid ihr Bereit für den Release?  
     
    Neu in Dual Universe und auf der Suche nach Anschluss? Dann kommt gerne vorbei. Wir nehmen gerne Neulinge auf und teilen unsere Erfahrung und Wissen mit euch
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