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Anopheles

Alpha Tester
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  1. Like
    Anopheles reacted to Revelcro in Talents are being refunded   
    HAAHAHahaa man the hits just keep on commin.
  2. Like
    Anopheles reacted to blazemonger in [Discussion] ◇ Core Units can no longer be restored using scrap at all.   
    That is putting it mildly.. this change is straight up decided on by someone completely disconnected from the game.. It's about as stupid as stupid gets
     
    But it's also very NQ.. ad-hoc choices without any consideration for consequences. Whoever thought this was a good idea should have a rather strongly worded talk with their manager and have their decision making abilities reconsidered..
  3. Like
    Anopheles reacted to GraXXoR in NQ - You're doing it wrong.   
    There you go. You finally get the point. See. That wasn’t so hard now was it, even for someone with your... intellect. 
  4. Like
    Anopheles reacted to NQ-Naunet in Starting a Christian Organization.   
    I spoke out of turn, folks! JC bot remains.

    I will proudly wear the egg that's now on my face - yes we're doing an audit of our Discord server, and yes bots are part of that, but I misunderstood which bot was being looked at!!

    Forgive me - in my rush to be responsive, I was too hasty.
  5. Like
    Anopheles got a reaction from DarkHorizon in Starting a Christian Organization.   
    If you follow the Church of the Holy Wreck instead, you also get free parking and excused from being a human sacrifice.
  6. Like
    Anopheles reacted to Nachtfalke1146 in DevBlog: Element Destruction - DUscussion thread   
    Dual universe crashed today at least 8 times, no crash report or error. Was just closed and you want to bring element destruction and remove flight stop on log out?  Just fix those annoying bugs before anything else...
     
  7. Like
    Anopheles got a reaction from Shulace in DevBlog: The Maneuver Tool and Disconnecting Ships - DUscussion thread   
    Game crashes near any market nearly every time.  So ship will now be destroyed every time? 
     
    Super.
  8. Like
    Anopheles reacted to Umibozu in DevBlog: The Maneuver Tool and Disconnecting Ships - DUscussion thread   
    Does decision making  NQ staff actually play the game?
  9. Like
    Anopheles reacted to Emptiness in DevBlog: The Maneuver Tool and Disconnecting Ships - DUscussion thread   
    You do realize that a large core ship can be up to 128m on a side, yes? How does a flat 50m total make sense, given that info?
     
    Make it 250m total, instead. 
     
    Yet another change made by devs who don't play their own game.
  10. Like
    Anopheles reacted to Moosegun in Discussion about End-warp Obstacles and Ramming   
    No, because it is not really a problem, it is a minor irritation which will probably be removed in further development but someone is going to make a massive deal out of it and act like it is game breaking...... seen it all before
  11. Like
    Anopheles reacted to NQ-Naunet in Sorry, you cannot add any more reactions today.   
    Hey! I'm back!

    I've been rooting around in the back end of these forums, and I've found where reactions live. Woo!

    The current limit appears to be set to 10 reactions per day, and I suspect it was set this way because reactions have an impact on everyone's forum reputation. (For anybody reading who isn't sure what a forum reputation is, it's the little green number you see below your current forum rank. In the example below, you can see it appear right under the word "Member". It indicates the number of 'likes' that member has received.) ?



    Having said that, I don't see why we can't change it up.  I've also found where the other reactions live, so it seems possible to enable a wider variety outside of our current "like" button.

    As I'm a newer staff member, I hope you don't mind that I'm going to poll the rest of the Community team to see what they think about making these changes. I'm almost certain whoever set up the DU forums had their reasons for the current configuration, but let's see if we can't freshen things up a bit!

    I'll get back to you on this. ❤️ Thanks for bringing it to my attention!
     
  12. Like
    Anopheles reacted to Markel in Discussion about End-warp Obstacles and Ramming   
    Sound like a good solution.
  13. Like
    Anopheles reacted to Olmeca_Gold in Survivor Bias In DU's Development   
    When making their plane design decisions during WW2, the US-army once concluded that the most-hit areas of planes should be the parts which must be improved by more armor. This seemingly common-sensical conclusion was proven to be false by the statistician Abraham Wald. The issue was that, the Army's conclusions were drawn from planes actually made home after sustaining damage. One would notice a way different damage distribution and draw very different conclusions, if one actually looked at planes that fell down in combat and didn't survive.
     
    I suggest that a similar error might be beginning to haunt DU's developmental prioritization. NQ is beginning to take the feedback of the currently surviving DU community very deeply to decide which areas of the game they should improve immediately. While this might seem common sensical, it might also be creating a bias similar to the above example.
     
    My (very anecdotal) experience of reading DU community gives me the impression that we have a lot of people here who enjoy making ships and constructs. I know this would be an oversimplication, but let's for the sake of argument categorize these players with othergames they might enjoy. Let's say current DU playerbase has a lot of Minecraft, Satisfactory, Factorio people. This would check out, because voxel building has been one of the most advanced and interesting aspects of DU since early alpha. So people who would enjoy this kind of gameplay came into DU and "survived". The game ended up being interesting to them at the current state.
     
    Meanwhile people who would enjoy PvP, dogfights, exploration, empire building, creating huge organizational (managing real people, not factories) tycoons etc. either didn't come into the game yet, or didn't "survive". Eve, Star Citizen, No Man's Sky kind of players didn't fill DU's current playerbase. And I know many of them dropped out after the weak experience in their areas of interest after beta launch. Ofc, there is greater diversity in player mentality compared to alpha, but still insufficient.
     
    I would argue in its full potential, DU should appeal to all these types for different reasons. But since the game is still in a very early stage, the population of DU is less diverse across these player mentalities and the effects of this bias are greater. Meanwhile, some developmental prioritization decisions are being made by the influence of the existing playerbase, rather than the playerbase DU should be appealing to. Here are some examples how this happens.
     
    1) A feature upvote page was created with no regard to principles like "nobody reads the second page of search results". Then features were upvoted by mostly pre-beta players, cemented on top by the web page's design, and those began taking significant NQ attention. 
     
    2) Due to surviving players, ideas like "voxel vertices editor" or "mining bots" are heavily upvoted. These are features which the Satisfactory and Minecraft kind of players would enjoy. They wouldn't enjoy mining so they'd seek ways to build without mining. But DU should be a game which should also appeal to people who like to mine. Bots would devalue their work. Instead of working on an improved mining experience, prioritizing bots is a clear example of survivor bias in development.
     
    3) Similarly, voxel builders are already achieving greatness in DU. Instead of elevating their gameplay further, NQ's developmental prioritization should be getting other gameplays to that level of interestingness and fun.
     
    4) The incoming PvP patch is grounded on solving shipbuilding problems. But meaningful choices in ship design isn't the only balance domain for a fun PvP experience. In a balanced single-shard sandbox sci-fi MMO there needs to be PvP commitment, non-consensual PvP, and a meaningful risk/reward spread. I would argue the lack of warp disruptors, warp bubbles, webs; the ability of PvP'ers to bail out of any fight even after engaging in it, are more important issues than borg cubes. I'm sure it'd be better for more people if NQ solved the core gameplay experience of looking for meaningful PvP for hours and not finding anything, or the ability to bail your ship out of engagements (thus economics, chance of death, consequences not mattering), rather than fixing the shape of my ship. 
     
    Of course, in an ideal world, NQ should keep improving all aspects of the game. I am not arguing at all that the game does not need a vertices editor, nor that borg cubes aren't a big issue. I am just saying that NQ should be wary about de-prioritizing important developmental areas which also happen to have no voice in the community since people who would care about these issues aren't even playing yet.
     
    The game is very early and I'm eager to see how things will develop. This post is meant to be more of an early warning to NQ and a conversation initiation. I hope they keep the great work up.
     
    o7
  14. Like
    Anopheles reacted to Aleksandr in This is Dual Universe   
    Everything is possible when your friend is an admin (:
  15. Like
    Anopheles reacted to Keimond in About Compactifications Messages...   
    I hate when features like this are introduced and yet they have created no documentation... it has all these rules, it would have been GREAT if it would have had a wiki page with what you can't compact....
  16. Like
    Anopheles got a reaction from Zamiel7 in Basic Industry (Small Engines) for beginners   
    Before I start, this is just an example to get people going.  It's not meant to be the most min max example.  It's not as profitable as just mining, but mining gets old quickly and is time consuming while this gives you some free time to do other stuff.
     
    It uses only t1 ores and only small industry.
     
    4 x this set up will set up a 800 unit run every 280 minutes (with talents up, but not at 5) which you can sell to bots for 2mill.  About 12 million every 24 hours.  Provided you've got the ore, this will run itself.
     
    Since you are likely to be new and cash poor, get these in stages.  For 1 set of 4 you will need
     
    5 Small containers 
    5 Small Industries (small basic atmosphere eng s)
    4 Metalworks (basic reinforced frames s, basic burner s, basic screws, basic pipes)
    3 3D Printers (basic injectors)
    2 smelter (steel, silumin)
    1 chemical industry (polycarbonate plastic)
    2 refiner (ore to pure)
    2 Transfer unit (screws and pipes)
     
    This keeps max connections under 10.
     
    Below us a rough flow chart on it's set up.
     
    Once you are sure you understand the process you can go on to more complicated set ups.
     
    Edit: I keep thinking injectors were called connectors, so the C in the containers that says f,b,c,s,p should be f,b,I,s,p.
    .
     
     
     
     
     
     

  17. Like
    Anopheles got a reaction from Underhook in Basic Industry (Small Engines) for beginners   
    Before I start, this is just an example to get people going.  It's not meant to be the most min max example.  It's not as profitable as just mining, but mining gets old quickly and is time consuming while this gives you some free time to do other stuff.
     
    It uses only t1 ores and only small industry.
     
    4 x this set up will set up a 800 unit run every 280 minutes (with talents up, but not at 5) which you can sell to bots for 2mill.  About 12 million every 24 hours.  Provided you've got the ore, this will run itself.
     
    Since you are likely to be new and cash poor, get these in stages.  For 1 set of 4 you will need
     
    5 Small containers 
    5 Small Industries (small basic atmosphere eng s)
    4 Metalworks (basic reinforced frames s, basic burner s, basic screws, basic pipes)
    3 3D Printers (basic injectors)
    2 smelter (steel, silumin)
    1 chemical industry (polycarbonate plastic)
    2 refiner (ore to pure)
    2 Transfer unit (screws and pipes)
     
    This keeps max connections under 10.
     
    Below us a rough flow chart on it's set up.
     
    Once you are sure you understand the process you can go on to more complicated set ups.
     
    Edit: I keep thinking injectors were called connectors, so the C in the containers that says f,b,c,s,p should be f,b,I,s,p.
    .
     
     
     
     
     
     

  18. Like
    Anopheles reacted to loinker in So what info has leaked now ?   
    Oh there definitely is a problem, I'm just fucking with XKentX because he is a huge exploiter.
  19. Like
    Anopheles reacted to Rheuschek in Market Place death traps   
    After 24 hours, player constructs at the marketplace should be considered abandoned and subject to salvaging.
  20. Like
    Anopheles reacted to XKentX in Market Place death traps   
    1) Add a setting "allow parking fees" checkbox to character screen.
    2) If you check it - once your construct enters market, after 30min your account balance is subtracted X*(core size)*minutes. If your account reaches 0 your construct is teleported to junkyard at the ass of the world so you waste crapton of time getting it back.
    3) If you don't set the checkbox - you can't enter anywhere near public areas the same as "no fly zone" but says "cannot enter parking area without parking fees allowance"
    4) Profit.
     
    Edit: for noob friendliness except new characters from parking fees for 3 days or something after spawning first core + make a tutorial for it, all the tools are already there.
     
  21. Like
    Anopheles reacted to Mordgier in So what info has leaked now ?   
    That's how it goes. Some streamer gets an hour long interview and we are stuck either giving them views or staying in the dark...
  22. Like
    Anopheles reacted to XKentX in So what info has leaked now ?   
    Fact 1) We all know there is a content patch soon that will bring new features and re-balancing.
    Fact 2) It was proven that a specific alliance was given a preferential treatment during the last event (they have been given a hint when they hit the wall to solve the puzzle)
    Fact 3) All "Space core unit L" have been purchased at once from the market and are still being purchased even with high profit margin for the manufacturer. 
     
    What is it there in the next patch that you need so much space cores so mysterious someone that has this information already(before all the regular players) buys all space cores?
     
    Any org that would have a big project for a space station would manufacture the cores instead of giving 200% margin to the manufacturer so that's not the case.
     
    If when the patch arrives, it suddenly turns out that "Space core unit L" is of high value - this means someone had this information before and was again given a preferential treatment and advantage by NQ insider.
     
    I would say publicity of this could mean coupe de grace for DU.
  23. Like
    Anopheles reacted to blazemonger in So what info has leaked now ?   
    It would not surprise me if warp beacons get cheaper to make but still require a Space core L to be placed on
     
    This is a good catch and if there is anything in the patch which would mean L space cores get a lot more use and may well get more expensive (or even harder to make) it can only mean someone has received a heads up or is using inside knowledge to take advantage of this
  24. Like
    Anopheles reacted to Musclethorpe in Evolution of a Starship   
  25. Like
    Anopheles got a reaction from CptLoRes in Core Limit   
    Start an org, talent up Org cores and watch your core limit soar to a max of 500.
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