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huschhusch

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  1. Like
    huschhusch reacted to NQ-Nyota in INTRODUCING THE NEW DU MESH EXPORTER!   
    Noveans, 
     
    We are pleased to announce that our DU Mesh Exporter will be available for Dual Universe on Wednesday, March 20th, 2024!
     
    The DU Mesh Exporter has been a top feature request and it will give all Noveans the ability to export their creations and builds from Dual Universe into a 3D file, which you will then be able to save as well as print in 3D! 
     
    That’s right, you will be able to save your ships or constructs into a 3D file and once it’s printed (which 3D printing company you use  is entirely up to you) you can then put your creation(s) on your desk or window or it can be a really expensive toy for your cat to play with (cat is optional).
     
    More details about the DU Mesh Exporter will be available on March 20th, 2024, so time to polish up those ships/constructs in preparation for exporting and printing. 
     
    Here are some examples of already exported models to give you a glimpse at what can be printed:








  2. Like
    huschhusch reacted to NQ-Wanderer in Kickstarter backers with physical rewards: verify your postal address before we ship your reward!   
    Dear Kickstarter Backers,
     
    The production of your Kickstarter Physical Reward(s) is nearing completion! Silver packages have started shipping, while Gold and Sapphire are almost ready to go. Ruby, Emerald and Kyrium are processing and we hope to have more news about their shipping status soon.
     
    Have you had a change of postal address in 2023? We’re giving you one last chance to update your address with this form. We want to make sure that the rewards arrive safely, so if you’ve had a postal address change, please fill out the form so our files are as accurate as possible.
     
     
    PLEASE KEEP IN MIND:
     
    - If you have not created your Dual Universe account yet, you will need to do so. On creating your account, make sure to use the same email address as your Kickstarter backer one and fill out the address on your profile:https://www.dualuniverse.game/signup
    - All updates to your postal address must be completed by Friday, February 16th, 2024.
     
    PLEASE NOTE:
     
    After the above deadline, the address we have on file is the one that the rewards will be shipped to. We are unable to give any additional opportunities for postal address changes after this time.
     
    We apologize for the long time this rewards shipping took. We can't thank you enough for your contribution to Dual Universe, which wouldn't exist without you. 

    See you in game!
     
  3. Like
    huschhusch reacted to NQ-Nyota in Hunt For The Golden Goober   
    A new scroll has finally been revealed to help you on your Golden Goober Hunt! Apologies for the delay.
     

  4. Like
    huschhusch reacted to Hecticus in [Game Suggestion] - Scanner Results Book   
    I usually package them and label it e.g. “Teoma scans” there’s your book.
  5. Like
    huschhusch reacted to AdmiralS3 in THE FUTURE OF DUAL UNIVERSE - Discussion thread   
    Plenty of People still play the game. The game is what you make it. Yes it has it's flaws, like any other game, not everything works 100%, 100% of the time.
     
    The newest schematics system is annoying to many of us, but it does work.
     
    Lag from Alpha and early beta is down considerably, mostly because not every property has giant gaping holes every 3 feet. Gone are the days of wandering over to your friend's property only to fall into a cavern M class ship never to be retrieved again, except by chance a DU Dev feeling bad for you.
     
    Industry works... and the market works. Yes many of us think they should bring some bots back... not the consistent oh hey lets buy everything at 25 and sell it all at 25 T1 ore bots, but maybe a more dynamic buy and sell setup to keep the market a bit more active, with far fewer bots... but the market is relatively stable, sales happen, buys happen, and some of us make a fair chunk of change.
     
    The tax and time sink system many feel still needs some work. Tile taxes really needs an overhaul, it should be tiered based on how many you have... IE something like 50k, 100k, 200k, 400k, and so on, allowing newer players a chance to grab territory, while somewhat limiting older players in how much they can own, but you know what you're getting into well before you plop down that Territory Unit. What burns most of us is the tax for schematics is now constant... the time sinks for schematics is now constant. The time sink for ores has always been constant, before you dug your territories, now you're always calibrating the mining units, or mining some roid or another, not much changed there.
     
    So there is some good and some that needs work. However, the game is still what you make of it... Literally and figuratively.  I know solo players that simply enjoy their own little slice of Haven..... building what they want when they want. I know super huge industrialists that also play solo and enjoy the game that way... there are orgs that mine and orgs that pvp and still more orgs that build giant constructs in the depths of space or on planets for us all to enjoy.
     
    There are many positives that outweigh the negatives of this game, and yes somethings aren't perfect... but we do have devs that listen at least to some degree. Tickets get answered, and a community that tries its level best to help one another.
  6. Like
    huschhusch got a reaction from swizzLa in Physical Backer Rewards (Poll)   
    English (deepl used)
    Have any of you already received your backer reward or part of it?
    According to the announcement, at least the silver backers should have received their boarding passes.
     
     
     
    Die Waldfee
     
  7. Like
    huschhusch reacted to reggamm in Scanning again - let's simplify it.   
    Or maybe it 's better to do as with asteroids ?  The scanned territory, after a day, is open to everyone. It does not need to be scanned by anyone again. Just on the map, already opened hexes will display the amount of ore.
  8. Like
    huschhusch reacted to space_man in Last chance to update personal information before KS physical rewards will be shipped   
    When should we be expecting these rewards?
  9. Like
    huschhusch reacted to NQ-Deckard in Dual Universe - April Fools 2023 Change Log   
    Hello Noveans,
     
    We hope you enjoyed these fake April Fools changes, more information on the real 1.4 update will come soon.
    The change log can be found here: https://www.dualuniverse.game/launcher/patch/release-14
     
    Let us know how you feel about the changelog below.
     
    Thank you all for your support!
  10. Like
    huschhusch reacted to Dixiii in Courier Missions - most boring and most profitable   
    A lot of players can be pessimistic now, as online numbers are quite low. NQ can sit almost idle and earn a little - subscription money from new players.
     
    But think it's a wrong way for NQ, since base of the game - graphics, engine, already created base mechanics for a lot of things are good enough. DU just missing some easy to understand and not hard to add game activities, like mentioned before PvE in a safe space vs ships and turrets. Or even easier: randomly generated temporary market buy orders at high price, with some announce. For sample: "Aphelia corporation buying up to 100'000 of Basic L size engine on Theoma Market 3, price 500k per item, for next 24 hours". Will add some fun and action to the game for sure.
  11. Like
    huschhusch reacted to Nemezir in Idea: Abandon Inactive Tiles for Unsubbed accounts After two weeks.   
    I understand your point, but how do one miss a sub for weeks, if one plays active? 
     
    If one don’t have the few bugs a month available I would recommend not to play so much and reconsider life choices. 
     
    especially when we talk about folks having alts around. 
     
    i am not against alts or people owning nice tiles. 
     
    i have issues with folks firing some alts, blocking valuable tiles and resources and then stop paying and playing and expecting to not have any penalties. 
     
    if DU wants new players to have their way, they need to make room for them. 
     
     
  12. Like
    huschhusch reacted to Leniver in Could we get rid of those scam?   
    Hello,
     
    I know that for some people it's OK to scam others. But NQ should at least give us tools to filter those scams.
    Many people are complaining about the game not having enough player, not sure that this type of gameplay push new player to get interested into the game.

    Again, I don't complain for myself but to keep the game healthy and bring in new players.

     @NQ
    give us a way to ignore all the buy order below a certain amount in the settings the first time you open the market in the game (for new player) the player has a "help" message telling him that he can set default filters. (maybe also the reason why)  


    Kind regards
  13. Like
    huschhusch reacted to CptLoRes in Will DU ever be optimized? Can you please fix the LAG?   
    On of the things NQ did to try and improve performance was that voxels are converted into a normal polygon model when you leave the build mode. This allows them to use the built in traditional polygon optimization tricks and LOD rendering methods that come with the 3D engine.
     
    But there must be something fundamentally wrong with how NQ does rendering. because excluding a visit to Market 6, there is nothing show on the screen in DU that justify the slow rendering (FPS) performance. And streaming content from slow servers should not impact FPS performance on the client side, since loading new data and rendering existing data are two completely separate tasks.
     
    So the argument is actually that slow servers should lead to higher FPS, since there will be less data to show when it has not loaded yet.
    Which leads back to my point that it appears to be something fundamentally wrong with how NQ does 3D rendering. Probably because they for a LONG time had a "just make it work somewhat, and we will improve it later" attitude. And as all experienced developers knows, the fixing later time never comes around. And sometimes it also turns out that stuff can't be fixed and has to be completely changed. Which then becomes a HUGE problem when you have used this as the foundation to built an entire game on top of.
  14. Like
    huschhusch reacted to NQ-Nyota in Dual Universe: Ein Blick Voraus   
    Hallo, alle zusammen! Ich bin Mark van den Heuvel, vielen von Euch als NQ-Deckard bekannt, ein Mitglied des Produktionsteams hier bei Novaquark.

    Zunächst einmal wünsche ich denjenigen unter Euch, die kürzlich ihr neues Jahr gefeiert haben, ein wunderbares neues Jahr und ich freue mich darauf, all Eure Kreationen im Spiel zu sehen. Zu Beginn des Jahres 2023 möchte ich Euch alle darüber informieren, wo wir derzeit mit Dual Universe stehen und was als Nächstes kommt.

    Nach dem Start im letzten September haben wir hart daran gearbeitet, noch vorhandene Fehler zu beseitigen und das Balancing zu verbessern. Außerdem wurden die versprochenen digitalen Kickstarter-Belohnungen an unsere Unterstützer ausgegeben.
    Wie immer der Fall bei Dual Universe, liegt die Arbeit wie von selbst vor uns, und wir haben viel zu tun und zu verbessern. Eines unserer aktuellen Hauptziele ist es, das Spielerlebnis zu erweitern und einige Features und Qualitätsverbesserungen nachzuholen, insbesondere einige der von unserer Community gewünschten.

    Ich möchte Euch einige der geplanten Neuerungen vorstellen, sowohl für die nahe als auch für die fernere Zukunft.

    Planeten

    Wir haben kürzlich eine neue Version von Talemai veröffentlicht und arbeiten weiter an den anderen Planeten. Nach Überprüfung unserer Fortschritte, haben wir beschlossen, uns zukünftig etwas mehr Zeit zu nehmen, damit sich die neuen Planeten wirklich anders anfühlen, mit neuer Grafik, neuem Terrain und aufregenderen Eigenschaften. Das bedeutet, dass sie in einem langsameren Tempo und möglicherweise in einer anderen Reihenfolge erscheinen werden, als wir es uns vorgestellt hatten. Erwartet in Kürze neue Teaser, Konzeptzeichnungen und weitere Bilder von uns! Soon™

    Kampfmissionen

    Wir hatten aufgrund von anders liegenden Prioritäten schon früh in der Entwicklung von Dual Universe beschlossen, uns nicht auf ein PvE-Kampfsystem zu konzentrieren. Bei all dem Feedback, das wir seit Beginn des Spiels erhalten haben, ist der PvE-Kampf ein von unserer Community immer wieder gefordertes Feature geblieben. Wir versuchen immer, auf Euer Feedback zu hören, und ich freue mich, ankündigen zu können, dass wir damit begonnen haben, die erste Iteration eines PvE-Kampfsystems in das Spiel zu implementieren!

    Die erste Version wird ein PvE-Missionssystem sein, das die Spieler mit ihren Schiffen in den Kampf führt. Die Missionen werden in ihrer Größe und Schwierigkeit skalierbar sein, damit alle Spieler (solo oder als Teil einer größeren Gruppe) daran teilnehmen können.

    Wir sind sehr gespannt auf das PvE-Kampf-Feature. Es wird das Gameplay für alle Noveans noch interessanter machen und den Spielern die Möglichkeit geben, die Härte des Weltraumkampfes zu erleben, bevor sie sich in die Schlacht gegen andere Spieler im Dual Universe PvP stürzen.

    Wir befinden uns noch in der frühen Entwicklungsphase dieses Features und es wird Zeit brauchen, aber wir freuen uns schon jetzt darauf, Euch zu ermöglichen es in zukünftigen PTS-Sitzungen auszuprobieren. Euer Feedback wird uns bei der Weiterentwicklung des PvE-Kampfes in Dual Universe sehr hilfreich sein.

    PvP-Verbesserungen

    Nach einer kürzlich stattgefundenen und sehr erfolgreichen Diskussionsrunde mit Mitgliedern unserer PvP-Community sind wir dabei, das gesammelte Feedback und unsere eigenen Daten auszuwerten, um zu entscheiden, welche Änderungen wir vornehmen werden. Wir ziehen in Erwägung, die Wichtigkeit und/oder die Anforderung zu erhöhen, dass erfolgreiche PvP-Schiffsdesigns eine Voxel-Rüstung haben müssen, Wege zu finden, um Schiffs-Setups mit mehreren Besatzungen zu fördern, und möglicherweise die Optionen einzuschränken, Fracht während des Kampfes zu entfernen. Bleibt dran für weitere spannende Entwicklungen im PvP.
     
    Konstruktionen der Wettbewerbsgewinner

    Vor dem Start des Spiels haben wir einen Wettbewerb veranstaltet, bei dem Spieler ihre eigenen Außenposten und Flitzer entwerfen konnten, und die Gewinner wurden in Dual Universe aufgenommen. Wir arbeiten derzeit daran, die Konstruktionen, welche die Gewinner des Wettbewerbs eingereicht haben, beim schon beim ersten Start des Spiels als Optionen zur Verfügung zu stellen, und wir wollen sie auch im UEF-Shop zum Kauf anbieten. Die Wettbewerbsbeiträge waren originell und beeindruckend. Ich möchte nochmals allen, die teilgenommen haben, gratulieren.

    Wartungseinheit

    Für die Veröffentlichung von Version 1.2 kurz vor den Feiertagen war eine komplette Überarbeitung der Reparatureinheit geplant. Da die Funktion noch mehr Arbeit benötigte, haben wir beschlossen, ihre Veröffentlichung zu verschieben und sie in das kommende Update 1.3 aufzunehmen. Nach der Fertigstellung wird die Reparatureinheit durch die Wartungseinheit ersetzt, die Konstruktionen mit Schrott reparieren und demontieren kann. Das Zerlegen von Konstrukten ist jedoch die Funktion, an der noch am meisten gearbeitet werden muss, und wir prüfen derzeit, ob diese Funktion in die Version 1.3 aufgenommen werden kann. Sobald diese Funktion hinzugefügt wird, wird es kein Aufwand mehr sein, das letzte Stückchen Voxel in einem Konstrukt zu finden, und es wird die Neugestaltung von Konstruktionen vereinfachen, da die Wartungseinheit diese für Euch abbaut.

    Joystick-Unterstützung

    Dual Universe verfügt bereits über ein vereinfachtes System zum Anschluss von Joysticks. Diese waren jedoch nie mit dem Lua-System verbunden. Wir werden das ändern und es den Spielern ermöglichen, Analog- und Tasteneingaben von Joysticks, Schubreglern, Pedalen und sogar einfachen Gamepads in Dual Universe festzulegen. Dies wird das Flugerlebnis für Spieler, die keine Lua-Entwickler sind, erheblich verbessern und neue Türen für Lua-Entwickler öffnen, z.B. durch Projekte wie Lua-Arcade-Spiele, benutzerdefinierte Flugkontrollsysteme und andere raffinierte Dinge, die unsere Community entwickelt.

    Standard-Lua-Konfiguration

    ÜberarbeitungSobald wir die Joystick-Unterstützung hinzugefügt haben, werden wir die Standard-Lua-Skripte, die wir den Spielern zur Verfügung stellen, neu gestalten. Unsere Community hat sich dieses Update schon lange gewünscht, und wir wollen sicherstellen, dass wir es auch liefern. Wir werden eine ganze Reihe von Funktionen und Verbesserungen hinzufügen. Das bedeutet neue Lua-Flugsteuerungssysteme, die Möglichkeit, Widgets ein- und auszuschalten, ohne Lua-Code zu benötigen, und die Integration verschiedener Systeme, die in den aktuellen Steuerungsskripten nicht vollständig gekapselt sind, wie z. B. Anti-Gravitations-Generatoren.

    Auftank - Prozess Änderungen

    Dies war ein beliebter Wunsch unserer Spieler, und wir überprüfen gerade unsere Optionen, um es Spielern zu ermöglichen, Tanks von einem anderen Element aus aufzutanken. Zurzeit planen wir, einen "Treibstoffeinlass" zu schaffen, der als Stellvertreter für einen einzelnen Treibstofftank fungieren kann. Diese Funktion befindet sich noch in der Planungsphase und kann sich bei eingehender Beschäftigung unsererseits in der Funktionalität noch ändern.


    Wie immer danke ich Euch für die Lektüre dieses kurzen Überblicks und das, was auf uns zukommt. Ich hoffe, Ihr habt ein klareres Bild von der Richtung, in die wir Dual Universe bewegen, und ich freue mich darauf, Eure Meinung im Forum zu hören. Ich wünsche Euch einen schönen Tag.

    -Mark (NQ-Deckard)
  15. Like
    huschhusch 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)
     
  16. Like
    huschhusch reacted to Atmosph3rik in NQ, why is element obstruction so unpredictable?   
    All i really want is some clarity.  If i knew that they were planning to fix it, or not planning to fix it, then i would move on.  
     
    But when something makes playing the game this frustrating, I start to wonder if maybe I haven't made enough noise.   Maybe NQ doesn't even know about it.
     
    And when I eventually end up on the forums, it's usually when a bug/feature has pissed me off enough that it motivates me to come make another post about it.  Which doesn't usually lead to the most politely worded or "balanced" feedback.
     
    I can accept a yes or no answer.  What's hard to accept is not knowing whether NQ is even aware of an issue.
     
    This has been an issue since day one.
     
     
     
  17. Like
    huschhusch reacted to ColonkinYT in T1 fuel market effect opinions.   
    Of course, it would be fun, but these bonuses will not solve the problems.
    There is one psychological factor of deflation. Because of him, people leave the game.
    When prices fall, you work more and get paid less.
    Nobody likes this either in games or in real life.
    And the reason here is far from Mining units. (Although in them, too, offline mining is such an idea.) The root problem is in game design and the lack of balance in the production of resources and their consumption. Much more ore is produced than can be consumed in the current situation. And when there were bots, it was possible to destroy excess ore for money. Now this possibility is not available. And surplus ore is putting pressure on the market.
    Space fuel is not able to greatly improve the situation. (Although the step was taken right but too late).
  18. Like
    huschhusch reacted to Xarius in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    Overall good changes, I like it. Much better than last patch.

    Keep steering toward a positive direction.
  19. Like
    huschhusch reacted to psyKodad in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    Well, experienced that..from the other side. And you're right.. it's easy enough to 'dodge a gank' by just tapping or stay max 30 mins..and that's the exact reason why this gameplay was bad. There was no risk..you exactly knew whats coming.
    What we will get now is real risk vs reward..where you might risk to stay longer..with the increasing risk of encounter a random patrol.

    But i understand why you're pissed...you're used to a broken game mechanic that allowed pvpers to gank and controll 99% of pvp space resources from a gui list, and i assume you liked that a lot.
    It can hurt getting something taken away..get over it and see it as what it is, a fix to improve the game..even if it comes very late
  20. Like
    huschhusch reacted to psyKodad in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    Because a crosshair on your ass as soon as you touch an asteroid is nowhere close to 'risk vs reward'.
    That mechanic was purely designed to cater gankers with quick nobrainer prey..and it's good and healthy for the game that this crap will be gone soon.
     
    Wan't to gank or controll all pvp space resources?..work for it..
  21. Like
    huschhusch reacted to Msoul in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    I really like this direction. The whole process of tracking down unknown signals can be a lot of fun. A little less detailed information for asteroids and little more for wrecks is a great call in my opinion. Looking forward to the livestream and the follow up information on update 1.3
  22. Like
    huschhusch reacted to Mordgier in Do you think it's Sadistic Tendancies?   
    So the cost of DU is not really CPU cycles but CloudFront - DU uses Cloudfront to push out all the voxel data. Any construct or terrain change you make is stored in cloudfront and pushed out to other clients as needed and then stored as cache by your client, at least till the cache is invalidated. Just how much data is pushed is easily tracked by checking your cache size folder. For the estimated costs it's pretty easy - https://aws.amazon.com/cloudfront/pricing/
     
    You can confirm this easily by the way - 
     
     
    Keep in mind that NQ likely has a contract with AWS that is for negotiated pricing, it's pretty rare for any significant users to just pay the list price.
     
    That's why mining had to go and that's why constructs have to get destroyed if not tied to a paid account - else they are forever sent out to other clients and NQ pays for it.
     
    Tracking millions of autominers is just a bunch of rows in a table - it's not a significant cost really. 
     
    As to why NQ made the AM timer 24 hours instead for 20h like the "daily" timers in many games - it's because they have a consistent history of failure to learn from the mistakes made by other games.
     
    "Daily" timers being either set to a specific reset time or less than 24h to avoid the constant 'shift right' for the players has been standard practice for some time in other games.
     
    I had previously posted a breakdown of what I estimated NQ to be paying for hosting and how many players they needed to cover their staffing costs with the profit assuming France average DEV costs + taxes - and that post got deleted and I took a 3m ban for it sooo uhh not doing that again - you're welcome to draw your own conclusions though...admittedly I did also state that you shouldn't buy into DU because of that data because well...uhh...DOA.
  23. Like
    huschhusch reacted to GraXXoR in Do you think it's Sadistic Tendancies?   
    Why on earth would NQ set an exact 24 HOUR TIMER for recalibrations and not allow skills to reduce the time other than to hurt the players of their game?
     
    EVERY SINGLE DAY I'M HAVING TO STAY UP LATER AND LATER TO CALIBRATE MY MEAGRE T2 MINING UNITS....
     
    Because on day 1 I set my mining units at 9:20pm after i finished work IRL and the next day, I wasn't able to set them until AFTER 9:20.
    As it happened, it was about 9:30 by the time I finished calibrating them.
     
    The next day, a client phoned me just before I could calibrate them and ended up calibrating them at 10:15...

    Now the next day, I was unable to calibrate them until 10:15 finishing at about 10:30
     
    The day before yesterday, I went out for a drink and got back at gone 11pm. Now last night I was unable to calibrate them before midnight. So I had to skip calibration until Saturday afternoon at 12;30pm...
     
    I've used Hanlon's razor so much this last two years that the blade is duller than a taxman's suit. To the point where I could easily believe NQ chose 24 hour cooldown SPECIFICALLY TO IMPEDE their PLAYERS and INTERFERE with their PLAYSTYLE. There is no other reason why a GAME DESIGNER would PURPOSEFULLY choose such a PLAYER HOSTILE cooldown.
     
    This means that once a week I am effectively either losing sleep or losing a day of calibrations.
     
    Thanks for willfully and purposefully making your game a POORER EXPERIENCE at EVERY OPORTUNITY you get.
     
    Wearily yours,
       Jinx.
  24. Like
    huschhusch reacted to Atmosph3rik in Do somthing about Market Parking   
    I think DU needs a parking system like Elite: Dangerous.  You request docking permission.  And then you have 30seconds to park perfectly inside your designated spot, or the station opens fire on your ship.
     
    Or the easiest solution would be for people to use their brains when they park, and don't pin someone else's ship to the platform.  But i suppose that's asking too much.
  25. Like
    huschhusch reacted to Rahzi in Recycling   
    It would be nice if we could get a "Replace and Recycle " option for elements  that are still on ships
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