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DarkHorizon

Alpha Team Vanguard
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Everything posted by DarkHorizon

  1. Just another one of those uniquely awful ideas from NQ. Right up there with those changes to organizations that I think they still have on the backburner... I forget how many people have said it already but it bears repeating. This is supposed to be a player-driven game. Will player-created and owned markets ever be a thing? Some of your recent answers are starting to push me in the no direction, and now this? Way back in the day when the markets were a mess I had little advertising kiosks at the main arkship ones. Interactive screens with static text that came alive with a functional and navigable menu when you stepped on a pressure plate. Elevated display screens at the top of the tower that cycled through the advertisements each time the pressure plate was triggered. I was thinking of building an actual store on my sanctuary plot back in the day before the parking rules existed. Starting to think it was a good thing I didn't invest the time and effort, NQ did it themselves! I haven't done a single thing with my advertising side project since. Thinking of shelving it entirely because this... why even bother?
  2. Been a bit busy with life these past few weeks but it was great reading this. Hopefully NQ could glean a few things from it.
  3. Great start, I look forward to being able to add hardware 2fa devices at some point.
  4. Ahh so this is pretty much what you said on discord, alrighty my two cents even though people have said this hundreds of times. You brought up the talent system and that got me thinking, why not just expand on the talent system we already have? Say I want to make intermediate parts or whatever those circuit board chips are. I could train talents all the way up to making those specific parts, then I can train further into making those specific parts in the same way that we have other talents set up for reducing the amount of materials required, increasing the rate of production, if a quality or wear system were ever introduced then better quality parts that could be used and repaired more before needing total replacement. We have a lot of teeny tiny parts, so this could allow for fairly deep (some would argue useless) specialization. If you want to go even deeper, then expand all that to the element level. If you have a bunch of skills that allow you to make high quality building blocks, then that should allow you to train higher quality skills and build higher quality elements which you could sell for higher prices. Why limit this to just better quality building blocks, industry units are elements too aren't they? Make things faster, bigger batches, etc. Again, mind you, this is just an expansion and deepening of the current talent tree. Nothing radical on the surface but I'm sure a difference is evident when flying a construct with no talents versus maxed talents. Did I just rephrase the OP? I feel like I did...
  5. It's good to finally hear your guys' thoughts after such a long wait. Having read everything I'm starting to lean back in the direction of a full wipe. Yes, I fully expect this to disappoint the more creative types that have put in mountains of time and effort to get things to where they are now. More than a fair amount of people will likely leave over this and I would not blame them. This will allow new players to come in and we'll finally be in a somewhat acceptable state of permeance (I'm still surprised NQ hasn't taken to doing shorter reverts of the server in the event of game breaking bugs and abuses) where we can carry on without this fear looming under the bed. The only real surprise with this, the idea of removing schematics. Is it really that unpopular? We've gotten over that phase and now we're thinking of undoing it? I'm baffled.
  6. As an advertiser in-game (although probably not in the future though depending on NQ) I can already say that this would be massively helpful and allow us to get content out there instead of having to go to every single station and manually updating individual programming boards. Although we could VR around easily enough and updates are as simple as updating the 'host' preview, then copying the boards contents and pasting it. It would just be a lot of loading screens to contend with, and the nodes would add to the overall costs on top of it being a general time sink. This would also allow updates could also be made on request and much more cheaper instead of more expensive and only doing it every so often or whenever a queue limit is reached. Should clarify that this only involves updating individual images. Things involving coding new ads and what not would require a visit but that can be a part of the initial cost. ALTHOUGH, now that I think about it, this would be awesome for coders pushing out updates to their scripts for their users.
  7. What will happen with the current FUTE at the districts? That was kind of a fun run through on the basics.
  8. Taking bets right here, how long do yall think NQ will last?
  9. Hello new CM, don't hesitate to stop by the DU discord, dualuniverse.chat and talk with us directly! We dont bite, at least for the most part.
  10. When Panacea was dropped it brought along a long requested feature, player scrapping abandoned constructs at the marketplaces and districts. It triggered a seven day timer before players would be able to take over constructs left behind by others. The first wave of 'The Grand Haul' as I call it, has since come and gone. Players have since had time to take stock of their recycled stock, what did you get? The Darkquisition -to put my own personal twist on it- has officially surpassed 2.5kt of previously contained or otherwise dismantled goodies (#1). More still awaits on ships that I'll be taking home personally. Pictured are 2M, 4S, 3XS (#2). 2M are undergoing further repairs. No larges of course, predictably the markets were scoped out so I opted instead to make some active sweeps of the districts with a small stock of cores to claim what I could
  11. 42 personal slots? That's a nice doubling, I'll accept it but I'm not sure what to do with it? I've been running with 15 (5 because 10 were dedicated to DUC ad kiosks) for so long now. Why 42 though? That's a very specific number. It's also a meme. As far as the organization core slots go, it's still a halving from the 200-some which is a quartering of the 900-some we used to have. And yeah, I agree with the above, the art of the deal. Someone seems to have been watching yours truly in the states it would seem...
  12. Well, this-... this certainly is an interesting solution to the organization core constructs problem. I'm curious as to how feasible it is though. Again, I've said this about the organization changes previously when the core limit was reduced initially. The further along we get, the deeper into social/communism we get. Everything will be public, very little will be private. I won't say this is an inherently bad thing, I can see a time and place where E&E owns no cores since everything is community held and our members are simply the warm bodies that fill the role. Again though, I'll circle back to trust and how absolutely key it will be. The idea that construct slots can be traded, and that the slot can be revoked at any time, I'll need some time to warm up to the idea because it feels a lot like taxes and everything else. While the limit increase is nice, I can already see this becoming an element of PVP in a pretext to conflict. Say you have a fairly large organization and you get a bunch of core slots over time from people both within and without your org. You build everything up, and soon you got a nice base in a hallowed out mountain. Well all of a sudden your core slot lenders decide they don't much like you anymore so they revoke their slot and you tear everything down until you're safely under the core limit again and you stash your stuff away in containers. Lets just imagine for a moment that TW is a thing that works in this situation. Now, along come your 'friends' from before who want your stuff, bing-bing-bong, bing-bing-bong (you know what that is right? ), and they deservedly takeover your territory with what few constructs you have left on it. Wait a minuite, lookie here, your entire mountains worth of stuff, it's all in containers which you were nice enough to fill and ready for them to load up and fly off with. Should probably only accept core slots from people that you trust, because the idea of manipulating orgs in that fashion, I don't even know what to say. This was defo not something I was expecting. I thought it would be tied to member count. I'll need to stew on this for a while.
  13. Seems like I'll be removing my advertising kiosks that I repositioned over on the landing platforms that were separated from the marketplaces back in the day. Not like I care much (or have played much last year), people still put up screens anyways and out of game news content and recruitment is more dynamic than manually going out (or VR'ing) and updating each individual programming board. I suppose I'll be coming back to Alioth anyways to see what haul I can make off with. Can't wait!
  14. Bi-Monthly Update - January 1st, 2022 One rescue was made over the month of November, zero over December, that's 119 for Beta 1 and 259 overall! ----- 2021 is a wrap. Did it go the way I thought it would for Eyes & Ears? No, and I can say the same for Dual Universe too and I bet so can a lot of you. Looking at things from a results perspective; only 43 rescues over 2021, down from our 2020 high of 163 and even less than 2019s 51 rescues. Mind you, 2019 was closed alpha 1 and 2 testing and we’re currently in open ‘beta’ testing. Here's a final look at the charts I've generated: As usual, I blame the lack of rescues on the lack of players. As players fell out of interest, so did my team and I don’t blame them since I’m example number one. A few tickets have had to go unanswered because no one is simply available like we were when folks were more active back in Alpha. Depending on how the game turns out, I might hope to reverse this, but I'm not making any bets. I'd like to say its a new years resolution but honestly, how many of those are actually completed at some point in the year? Again, it really depends on how things unfold with Dual Universe which is totally out of my control. If we had more tickets coming in, perhaps one or two a day, I think then I'd probably be much more active. I guess to see it happen, I'll have to make it happen. Maybe I'll get some ideas... ----- Welcome the following member to the team: @Blackbeard06 - Dispatch ----- Looking ahead to 2022, I’m forecasting some changes in my life. I’ve been looking to change jobs and fire up a career in IT. I lack the funds for college so I’m looking to go the work experience route, although finding a job hasn’t been easy. An associates degree would help, but I don’t want to take that step yet. It’s also a possibility that I’ll be moving elsewhere in America, probably closer to the later half of the year. I wanted to move back in 2020 but so far things have felt pretty safe where I’m at with ‘the coof’ and all, so I’ve stayed put. All of this may take me from being uninterested in Dual Universe, to simply unable to play. I’ll still be lurking around on Discord as usual, but probably less often until things settle down. That said, some have expressed to me that it might be worth passing Eyes & Ears onto someone else. I’d rather not because to be honest, I still have my hopes for the game, it’s just not in a fun state right now. There’s still so much I’d like to do once things pick up again. Our HQ remained an empty shell when I imagined it would be completed by now and filled with the first variant of rescue constructs, from XS all the way to a pair of medium refuelers. Still kicking around the idea of a large fleet tanker that would be strictly space, but it would need its own space station to dock and refit at. ----- Recent changes to mining have gotten me to pick up a scanner and go hunting for productive tiles. I might even hop back onto Empire's mission running but I’d need to build myself a mini warp shuttle now that I can’t remote in from the HQ anymore. Oh well, that’s testing. Like I always say, adapt or get left behind. Hopefully 2022 will be better, we’ll see. ----- That's all for now, until next time, fly safe everyone! - DarkHorizon
  15. They're called 'ground skittles' for a reason. Dig the rainbow! Prof...it the rainbow?... Either reduce the glow to within your headlights illumination range, or only activate ground skittle glow (gsg) when the ground mining tool is equipped.
  16. Short of a toggle, or custom slider, I'd like to see the current nebula toned down or at least restricted to a galactic plane.
  17. Wensday huh? I'm sure Deckard is fine. On a more serious note I'm sure that this will be improved in the future? Will we be able to file a ticket in-game instead of needing to go over to the support website as we do currently?
  18. Kinda split on removing old scan data seeing as how it was mentioned that folks would be keeping them in the recent Q/A video. Yeah it will be another land rush and all, I just wonder how many people won't be participating this time around. I'm all for it but man, these last minute changes are killing us. Also... I'm not good at math, but do you mean two mining units? 50+50=100, I'm not sure where 'four' is coming from. Maybe yall are working with 50% efficiency?
  19. Monthly Update - November 1st, 2021 Four rescues were made over the month of September, 116 for Beta 1 and 256 overall! (Two rescues occurred on the 30th of August but were posted days later so I can't entirely verify where those fell due to the discrepancy) Two rescues were made over the month of October, 118 for Beta 1 and 258 overall! ----- As some may have noticed, no monthly report for September. Much of the month was spent in recovery from the first operation, then enduring the second terrifying op on my feet and the recovery process from that. I'm happy to say that my first operation has for the most part, healed pretty much entirely and at about twice the speed usually associated with that procedure. The second operation commenced on my toes, and while absolutely horrified at the needles that were about as long as an index finger injecting 'just above the knee', the numbing spray did its work and some good ole jayztwocents on youtube made for a satisfying fifteen minute distraction. I think it went well, nothing went wrong, but we'll have to wait and see just how well over the course of the next year as things heal up. Again, like I mentioned, a lot of time was spent healing with barely any playing over the course of September. While I was feeling a fair lot better, it wasn't enough to spent sitting for anything more than fifteen minutes at a time. October came and went and I felt good enough to pop on and do the occasional org mission. Thank heavens for VR but I still wasn't in the right place to play aside from running the occasional rescue. ----- Getting back to business, welcome the following members to the team: @IluvatarAllFather - Rescuer, Pilot, Supply Manager @MediatorJ - Rescuer ----- Unsurprisingly the last few months have remained quiet as usual inside the org. Our wait continues for this dark tunnel of game development to end for players to flood in and our services to become truly utilized again. With the expected removal of underground mining and addition of auto miner machines, towering pinecones by all accounts that deposit a chunk of raw ore into your containers every hour, I feel torn. NQ is demolishing a fundamental pillar of the game and rebuilding it. What was once an active effort is now entirely passive. This alpha level change, it worries me. On the one hand there are fears this could be another schematic carpet bomb on our poor wallets, yet others point to math and with a few calculations say this will fatten our wallets if we put in the effort. Obviously there will be the people who see this has a total negative and leave on sight, or test the waters and see a bunch of changes that they just don't like. Underground ore on planets and moons has been with us for a long time and as pretty much the core foundation the rest of the game sits upon. Then there's the players that hang around and investigate to see what's changed and pass judgement on the feature as it is. It wouldn't surprise me to see a fair lot who liked putting in the real work in actual shafts underground up and disappear. Their (I can't emphasize this enough) foundational gameplay is being traded up for clicking on a control panel. Sure you can make the case that this is still relevant on asteroids, but its just not the same for some and I can't blame them. While auto miners were needed, are we cutting our nose off just because its stuffy? I'm willing to see this through since I was pretty meh on mining and am actually pulling up some megas right now when I can get some free time again. This is a pretty monumental and alpha level change, hopefully we won't see a similar schematic level exodus which was just a hurdle to an already existing system. Aside from this, nothing major to discuss. ----- That's all for now, until next time, fly safe everyone! - DarkHorizon
  20. If this is anything like detroit michigan, 'warlord' would probably be more apt. For all intents and purposes, the world in which humanity exists in is very much PVP orientated. While a smattering of civil safe spaces do exist, those are not inpregnible beyond the application of a given amount of force by anyone determined enough. In the civilian world, civilization is generally upheld by the acceptance of various rules and regulations. Then there's the ~1% of the US population (2.3M, based on 2020 data, I also use US data because we have the highest incarceration rate worldwide) that thinks they are beyond the rules. While a fair amount are locked up for things like drug offenses, simple possession, and other various self-harms or even non-harms respectively, you have your other crowd that puts innocent people in danger. While the rules in place to maintain orderly civilization exist, it is important to note that they can be freely broken, even in areas of high protection and regulation. Indeed, the only hard limits that exist really come down to our technology and imagination. There are no truly safe spaces when it comes to humanity, we are deceptive, cunning, intelligent, and a whole lot of other adjectives. We like to consider our homes relatively safe. They have windows and doors, both with locks on them and surrounded by walls to protect what's inside from what's outside. While various measures can be taken to protect your home without turning it into a fortress, home invasions and burglaries still occur. Exiting the privacy of our own homes the private sector plays host to a variety of security zones from completely undefended to active and visual protection. If you think 'America' and 'pvp', one of the first things that comes to mind which I'm reluctant to discuss, is the multitude of shootings you've probably seen in the news over the years. When the pressures of conformity from society are rejected and non-active security measures are ignored or bypassed altogether, what puts down a bad guy with a gun is usually a good guy with a gun. This can come from either a member of the general public or the civil authority. Speaking of which, while bastions of the civil authorities are generally very well protected, in America recent riots and occupations of such areas in recent months and years by 'hostile' forces have proven these areas not always so secure. Stepping things up a level to military instillations, incidents in 1995 and as recently as 2018 where individuals ended up commandeering armored vehicles without prior authorization and putting the public in danger. Again, we occupy a distinctly PVP world because we are a distinctly PVP orientated species. If we did not spec up in the form of PVP required aspects, then our ancestors would not have survived this world which is filled with animals (PVP), dangerous landscapes (PVE), and a changing and hostile climate (PVE). Why you don't see people killing people everywhere is due to the afore mentioned pressures of civilization. While we have the means to easily take another persons life, we are expected to follow within a set of rules where without such there would be anarchy. The barista that made your coffee, do you think they're out to get you? Did they add a drop of poison to your fancy and expensive frozen whipped cream carmel covered mochahopafropakappahappasuperduperfreakyexpensivelatte? Are they out to engage in PVP with you, or are you just another person of the thousand that they'll meet today, some of whom they'll never meet again? I don't think they tainted your morning joe, what would they have to gain from that, more importantly, what would they have to lose? This is turning into a rant isn't it?... I could go on and on, but simply put, this is a bad idea. While the idea of perpetual safety is great, it's impossible since it will lead to almost zero economic churn, prices will crash since sales aren't being made, profit isn't being made so supply isn't being generated because its a waste of time and production then becomes a matter of individuals. You building everything you want to build, do everything you want to do, then what? Games only have 'moments' that people remember and keep playing because what-happened-happened whether it was good or bad. It was exciting and unexpected. Maybe one party didn't find that the case and all their time and work went up in smoke, same thing happens IRL too, learn from it and maybe next time take preventive measures too. As a rescuer, I don't find the idea of someone shooting me and making off with my stuff too pleasant. Now I need rescuing, the person I'm rescuing needs to wait longer, our org is both down a ship and supplies, and needs to make another dispatch to pick up the pieces. We don't put guns on our stuff, but we do fly with folks who do. We take steps like flying outside the pipes to reduce the chance for an interception, we remember the names of those who wrong us, and any time we get knocked down, we look what went wrong to see if we can't make it right next time. Ahh, another uno reverse card...
  21. If you encounter a crash at the DU splash screen after hitting 'log in' but don't reach the loading screen, clearing your shader cache (and voxel cache, just use the in-game drop down menu in the upper right) might resolve the issue. win+r %localappdata%\NQ\DualUniverse cut shader_d3d11.cache and stick it to your desktop so its no longer in the DualUniverse folder. If you hit the loading screen, please send a copy of your shader cache to NQ via support ticket.
  22. Mate. Okay, lets pick this apart. Step into my brain for a second, and don't worry, I don't bite. ? NQ asks the community to use 'common sense'. Okay, so since we're talking about bugs they probably mean what's not supposed to happen. They mention 'issues' which, again we're talking about bugs so it's probably not intended. 'Exploit' gets mentioned a few times, okay this sounds serious. If people are able to find ways to do things that gives them an advantage in-game against other players then that sort of levels things up a step from just a game bug like see-thru terrain or ground spikes while flying. We're testing so stuff like this should be reported so that it can't be done in the released game Documenting evidence of the exploit and recreating it so the devs can reproduce it, then fix it will be accepted as long as it isn't taken advantage of in future instances or spread around publicly. Making use of these exploits will lead to punishments, blah blah blah. Okay now we get down to particular cases and scenarios. Some are red and not allowed while others are green and allowed. Alright here we go, overlapping elements, ahh it looks like they're currently allowed but they also stated that a fix will be rolled out at some point. With the afore mentioned use of common sense and a little deductive reasoning on each of those above points, I came to this conclusion. "Overlapping elements are currently not an intended feature of the game. NQ intends to fix this at some point but as of now they are so widespread that NQ will not actively punish the players for this activity. Once a fix for this is applied, the community will be discouraged from further use with various punishments until stacked elements no longer pose an issue. The use of the word 'exploit', while it may not point directly to stacked elements though still could, implies that some players might still find ways around and will thus be punished accordingly." With that in mind, I did not create any jank ships and have been too poor to purchase any ships knowingly or unknowingly janky. The proposed changes to fix jank do not appear to affect me as I was able to build my ships and they have turned out just fine. With the little bit of deductive foresight and reasoning, this is just another bug fixing patch. I underline appear in acknowledgement that there is still some uncertainty on constructs eligible for deletion. I won't discount miscommunication on the devs part, but the player does at the end of the day bear some responsibility. Just because something on a list of bugs said that it was allowed, didn't mean it would be forever. Coming back to this, since the update is now live and as of this post only applies to constructs where PVP occurred (direct with weapons, not merely entering the space), this will be my last addition to this particular thread. Chow.
  23. I read your entire post, I read it from top to bottom. I read a couple of parts twice or three times to make sure I was more certain on some of the things I wanted to say in my reply. What's the problem here? ? This was known for a year eleven and a half months. It should have come as absolutely no surprise. If you think this is me attacking you or others, not only is that completely unintentional, it's just the truth as it stands. Weather or not you knew of that I suppose is debatable, particularly if you're new or just don't go on the forums / discord. For a moment though, lets just use a little bit of logic here and think this through: Say I wanted my toaster to toast bread twice as fast, I don't try and push a second toaster into the first one, nor do I toast the toaster that's toasting my toast, that just doesn't work. Instead what I should do is buy a more powerful toaster. Now, creators that have left the game, while that bites, this is all too common irl too. Certain parts stop getting made because the final products that required those parts are no longer sold and much of the sold product has since made its way to the bin via improvements, general wear and tear, etc. Lets ignore logic for a second, say you don't know if your ship is jank or not. Again, perhaps contacting a GM or filing a support ticket will help yield some answers like I mentioned in my above post. A GM might be willing to remove the elements in question and put them in your inventory or linked container. Have you made the attempt or are the GMs taking a hands off approach here, has their been any public announcements about the GMs stance on this? Can't get in touch with the creator and the GM's won't remove the offending elements from protected constructs, your best bet would be to just tear it down before and recover what losses you can before NQ does it for you. Maybe you'll get lucky and the parts increased in value so you can actually sell them at a profit. Not saying that's a good reason, just a silver lining. If you've been flying that ship for a long time, look around, maybe there's something better available. I know, if it ain't broke don't fix it, but if there's a recall notice then you should probably take some precautions and look into things or take it to someone who can do that for you. I'm not creating any drama either, I'm actually trying to offer up some useful solutions to the situation you guys all suddenly (somehow) find yourselves in. In fact, I came up with my own idea of Jank to Just as part of a solution NQ could offer before going ham fisted on the playerbase and creating a bad public relations situation. If there was an option where players could perform a jank inspection in-game by themselves, great, I'm all for it. I just don't think NQ will develop that in time for the update so Jank to Just is my idea of a temporary solution in the meantime. If all else fails, make some noise in their official thread. They already publicly backed away from pve core destruction, so you know it works. Lets take a quick look at the solutions I've offered up here between these two posts: Two solutions you can do this second with absolutely no intervention from NQ. Two solutions require a game-mod, this may require some moderate amount of waiting time: The first option is direct support where if you have at least a half hour to spare and elect to provide your discord contact info if you won't be around in-game. The second option is an in-game event. This would require coordination between the players in-game as well as the game-devs. The time needed is unknown but it can be accomplished quickly. One solution involves a support ticket, it is the weekend so support is offline and you likely won't receive an answer in a reasonably acceptable time. One solution requires a player protest which may or may not be successful but has worked as recently as this past month. Ah, but my suggestions are annoying people, okay, I won't provide further input at this point. This is a joke btw, laugh. ? Believe it or not Draq, I'm not against what you're saying in any way and even agree in some instances. Some newer players might be caught off guard, but older players either knew in advance or should be willing to take their own steps to ensure their construct falls into compliance, or tear it down. At the end of the day, we all should have some personal responsibility.
  24. Calling all NQ, calling all NQ. We got a five alarm fire, the community is on fire. There are children in there, I say again, there are children in there!!!1 TLDR at the bottom. While this is probably better for the idea box, this is less to do with mechanics and stuff and more an event for the very very near future. As I'm sure many already know, stacked elements are set to be disallowed by NovaQuark following the upcoming Ares update once it hits the live server. We don't yet have a date established for this and people are in a bit of an uproar right now. This anger stems from a couple issues that I've garnered from reading a recent topic on the subject: People have purchased ships from others not knowing or fully knowing there is jank. Janked elements aren't / are fully visible. Be an elements elevation slightly raised or lowered, rotated, or elements stacked inside another so it only looks like there's a single element when there are in fact multiple. NQ will delete entire ships that break this rule without compensation. Some players are allegedly already running around searching for targets. No, I don't think they're doing it in hopes of salvage. I doubt NQ will be able to develop a tool in time that detects elements that break this rule, we also might not have a lot of time to work with so some quick action needs to be taken. For the purposes of preventing a spate of bad PR that NQ could do without and is probably easily avoidable, reduce the load of support tickets (discord suggests tickets are already being filed), engage the community, and create a positive dev-player experience, I suggest the following: A week long Jank to Just event, or something witty, you can probably come up with something better than that. Basically NQ can declare a region where the event will be held. Having it in an open, rolling, grassy environment (in space might not be a good idea in-case of accidental parenting) away from player built areas would be best, but if you want to set up a couple large static cores to give us all a flat surface then go ahead. Players can easily make an event out of this themselves and build a nice looking event plaza sort of like at a ship expo, just remember to get NQ involved and aware! Players will be encouraged to park ships that they think are jank and leave them behind for NQ to investigate. Ship creators and sellers will also be encouraged to participate with their own inventories unless they already have a showroom with multiple (I'd argue at least five or six medium or smaller) constructs. The objective is to consolidate as much of the problem as possible. While NQ has their god tools to zip around, if players just parked everything they thought was a problem in one location, a game dev could quickly determine on their own time if a ship is safe or not before moving onto the next one. This might require construct names to be edited in-game by the GMs so they can keep track (say 'shipxyznameNQgood' or 'shipxyznameNQbad'), but players can easily revert this to their old name when they return to pick up their construct. The name will show up in their construct list so notifications don't need to be sent out manually to each player letting them know. If a fairly popular ship keeps coming up, then NQ could announce to the community that this particular ship is not in line with the rules with the occasional update here in the forums and discord. If ship sellers are participating, then this also makes for a great location to meet up and resolve your customers problems and even build some community reputation while you're at it. Of course, it would be up to the customer to remain attentive to scammers that could facilitate a construct swap where you think that you're given a ship that falls within the new rules, only for it to magically get deleted later because it didn't. I hope this at least gives NQ an idea of how to make something good out of what could wind up a bad situation. TLDR: NQ should host a ship expo like event where players bring suspected janky ships to NQ in-game so they can check yes or no on if their ship could be deleted following the Ares update.
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