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huschhusch

Alpha Tester
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  1. Like
    huschhusch got a reaction from TheTulucan in Anfrage an Spieler wegen Widereinstieg in Dual   
    Hallo TheTulucan,
     
    wenn Du mir sagst unter welchem Spielernamen ich nachsehen soll und ungefähr wo, kann ich für dich nachsehen ob deine Sachen noch da sind.
    Ansonsten sind die meisten Sachen von Spielern die ihr Monatsabo haben auslaufen lassen  geplündert worden.
     
    Kannst dich ja per PM bei mir melden.
     
    Mit freundlichen Grüßen
    Die Waldfee
  2. Like
    huschhusch reacted to RugesV in Automated Parking Lot Assignment on Market Platforms   
    X universe has a good system for this. Each station would have several parking area's. (Several s, m, l). When you want to land at a station you request docking permission. It gives you a weigh point to land at a specific pad. Once half of the pads are filled up the pad opens up and puts the ship into perm storage. When a player needs his ship again he can go to any open pads terminal of the correct size and request his ship be brought out of perm storage.
  3. Like
    huschhusch reacted to Megabosslord in Anyone else STUNNED space cores aren't excluded from the core cap?   
    I mean, I thought it was blindingly obvious: space stations might be big, but individual stations are rarely close together (meaning only the player building the station can impact their own load time), there's no terrain to render, and generally less traffic around them so system o/h is far lower than ground constructs - plus incentivising players to move into space would drive more traffic necessary to drive progression and at a minimum one-step closer to PvP.
     
    Sometimes I wonder who's calling the shots at NQ and what on Alioth they're thinking (or not thinking.)
     
    [EDIT: Please also let us convert statics to space and fix BP alignment, so we can just BP our ground bases and move them onto a deck in space.]
  4. Like
    huschhusch reacted to Peregrin in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    Novaquark,

    Have you even considered the fact that by recalibrating your game to your technical/ financial needs, you're also recalibrating our projects and our dreams ? Sure, you're faced with hard limits - straight from the board room, I'd wager - but could you please at least show some tact in your communication, spare a little mercy to your playerbase, show some empathy for our efforts ? Another radical Alpha-level change in a Beta state designed to ease the server load, this org core limit exposes leaders and designers to the whim of their members with a two weeks notice, random core abandonment, no fast-tear-down system and an incomplete RDMS, while cores are now mandatory for ressource gathering.
     
    After promising us the new Oasis, back in the days where you needed our support, you took the Dual Universe away from us: every step you've made since Beta shows this world firmly belongs to you, not us. And you know what ? FINE, I get it, it is what it is, JC's Grandiose Vision was too expensive, welcome to Abu's Discount Metaverse.
     
    But please be more careful as you thread on our dreams.
  5. Like
    huschhusch got a reaction from Ashford in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    English (deepl used)
    I think changing the core boundaries is the ultimate solidarity test.
    Will we pass this challenge?
    I will donate 2 cores for Hagbard the megalomaniac.
     
     
    Die Waldfee
     
  6. Like
    huschhusch reacted to blazemonger in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    I think the core count changes really make sense if you look at them objectively.
     
    The very stream of comments shows why, players have massively used what was intended to be ORG based cores for personal use. One player should NOT have access to or need hundreds of cores.
     
    Yes, I certainly lay blame with NQ for the way they have let this get out of control and only now act. This should have been done years ago, but NQ seems to never have even considered this scenario which must be a big part in their operating cost.
     
    That said, I also see how some recent changes, mainly MU and the requirement to run them from a static core has caused an increase in core use.

    As they are, a player has 42 core slots, 17 personal and 25 assignable to an org at max skill
     
    I'd say that the peronal core sount shoudl be more like 30 or so and the "reserved for org" cores could be more like 50 at max talents
     
    Players start with 5 personal and 5 org cores
    Personal core talents add 2 each level for the basic talent and 3 each level for the advanced which can be trained after L5 on the basic, total personal cores which mean 5+10+15 = 30 personal cores Org core slots add 3 each level on basic, advcanced and expert talents for 5+15+15+15 for 50 cores The basic org core talent (for 20 cores) will also allow these 20 cores an dthe 5 base cores to be assigned to an org the player is super-legate for. advanced and expert can only be assigned to an org that has 5 or more members So players can have 50 cores on a personal org and can still assign 25 cores to an org of their choice

    I believe NQ has no real choice in this and will push it though but I also feel the number are a bit too tight and need to be loosened up. But generally, while it will hurst  for some, I feel it's not unreasonable for them to push this.
  7. Like
    huschhusch reacted to NQ-Deckard in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    A few clarifications:
     
    Your personal slots have nothing to do with this.

    Each player gets a base amount of 15 organization construct slots assigned to their account.
    Plus a new talent that can add 10 more organization construct slots to reach a total of 25.

    Any amount of these slots can be assigned to any organization of your choosing.
  8. Like
    huschhusch reacted to kulkija in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    Construct slots rules - Serioously. 
    Way overkill change of rules.
     
    We need more personal constructs as well as org-constructs.
     
     
  9. Like
    huschhusch reacted to PotatoMart in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    the number are to low.  A Single Player can have 25 Construct slots, for Mining Units u need lets say 10. For Buildings and Ships only 15 left.....
     
    Just do it in the way that the player hast max 25 Construct slots for himself, and lets say 10 extra slots only for org spending which he cant use himself, only for org.
     
    Or make it simple double the numbers.
     
    At least the paying ppl should have more construction slot that beta key users.
     
     
  10. Like
    huschhusch reacted to NQ-Wanderer in DEVBLOG: TRA$H TO TREASURE   
    Wallet feeling a little light lately? Get ready to remedy that when the Panacea update hits, bringing with it two lucrative, quanta-producing possibilities: space wrecks and inactive asset requisitioning (IAR).
     
    SPACE WRECKS
     

    You’re going about your business, flying through space from one market to another or heading out to join some friends when your radar unexpectedly reveals something. Curious, you move closer to investigate and find wreckage. There’s no indication of who left it behind or why. Finders keepers, right? It’s yours now. And you’ve got some choices to make.
     
    DECISIONS, DECISIONS
    Will you: 
    salvage the ship for materials and elements? tokenize and sell the whole ship? sell the information about where the wreck is located? create a mission to get someone else to salvage it? The decision is all up to you.
     
    RADAR AND RARITY
    No special equipment is needed to locate these space wrecks, your standard radar is enough to detect them.
    They will spawn randomly throughout Helios. There are five tiers of rarity, with lower-tier wrecks with low-value contents spawning at a higher frequency. The highest-tier wrecks will be harder to find; those who discover and harvest them will be rewarded with high-value materials and elements.
     
    INACTIVE ASSET REQUISITIONING
     
    This system is being introduced to address one of the chief complaints we’ve heard from Noveans, namely abandoned constructs cluttering up the universe, especially in public markets.
     
    The purpose of IAR is to:
    create salvaging opportunities for players around the game world. ensure cleanliness and performance around markets and other Aphelia zone hot spots. clean up older, unowned constructs.  
    In other words, IAR has the potential to create a less cluttered environment for everyone and a fatter wallet for you.
     
    ABANDONED CONSTRUCTS DEFINED
    Players with a subscription, even if they have not logged in for a while, are in no danger of having their constructs flagged as “abandoned”, with the exception of constructs parked in Aphelia territory as noted below.
     
    In effect, constructs belonging to unsubscribed users and not on their owners’ sanctuary zones will eventually lose their ownership, putting them in an abandoned state and making them vulnerable to be salvaged by other players. Likewise, constructs owned by an organization will lose their ownership when the org’s last remaining legate ends their subscription.
     
    During the unsubscribe process, players will be reminded that their constructs will be in danger of becoming abandoned. When the constructs lose ownership, a blueprint will be placed in the owner’s inventory should they choose to return to Helios at a later date.
     
    TIME’S TICKING 
    When an account becomes inactive due to a canceled subscription, a countdown will begin on all constructs belonging to that account. After a period of time, those constructs will lose their ownership and other players will be able to salvage or capture them.
     
    Then, all unowned constructs will have a countdown timer and it will count down from the moment it is unowned, regardless of why they are unowned (PvP destruction, IAR, abandonment, etc.) At the end of this timer, the construct will simply be removed from the game world.
     
    The ‘ownership’ timer for unsubscribed players’ constructs is three months (90 days/2160 hours). The timer is the same for organization-owned constructs and begins when the last active legate of the owning organization’s subscription expires.
     
    Each time a construct is unclaimed, whether due to an owner’s inactive game account or if abandoned via PvP, a one-month countdown to decay is set and is visible to everyone. If no one salvages the construct, it will be permanently removed from the game.
     
    As with most newly introduced systems, this is subject to change in the future depending on the metrics we see as time passes.
     
    SPECIAL RULES FOR MARKETS 
    A modified version of IAR will be used on Aphelia territories, including all market zones.
    Regardless of whether or not the owner is an active subscriber, all constructs on Aphelia territories are subject to IAR. As soon as a player exits their construct in Aphelia territory, a 168-hour (seven-day) abandonment countdown will begin for that construct. This is considerably shorter than the default IAR timer. Once that countdown reaches 0, the construct will lose its ownership. A new countdown timer of 48-hours (two days) before deletion will start ticking.
     
    HAPPY HUNTING
     
    Will you be among the happy scavengers scouring the skyways and byways for wrecked ships and abandoned constructs? Join the conversation about this devblog here.
  11. Like
    huschhusch reacted to NQ-Ligo in Lua Parameters not working [DEV RESPONSE]   
    Hi Jake,

    We are well aware of this issue, it is an issue that came up after we fixed a major problem that was causing client crashes. To be honest, when we say "it may take a while to fix", it does, it requires reworking the parser we have in place.
    Unfortunately, it won't be possible to fix this before our break, which will do everyone a lot of good for a full recovery. Nevertheless, it remains a major problem that we are keeping in mind, if that makes you feel better.

    Of course, I can't give any date sorry.
  12. Like
    huschhusch reacted to Kurock in Make the glowy rocks stop glowing   
    I like immersion.  DU's asthetic is supposed to be scifi but more on the side of realism.  The glowing rocks simply arn't realistic.  Now there are certain rocks that do glow under certain lights but not nearly to the extent depicted in DU 
     

     
    Idea: These rocks should look like normal rocks except when you have the harvest tool equipped then it they look like this.  This makes them easy to find when you want to harvest but doesnt look terrible when you don't.
     
    What say you?
  13. Like
    huschhusch reacted to DarkHorizon in Make the glowy rocks stop glowing   
    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.
  14. Like
    huschhusch reacted to Underhook in How Happy Are you With Dementor?   
    I can see why an industrialist would want element destruction in the safe zone.  As a pilot, I see the reason why element destruction is turned off.  Coming into Alioth with a heavy load a few seconds of lag can = total ship destruction.  Around 80% of my crashes are due to game performance.   If they can fix it, fine.
  15. Like
    huschhusch reacted to ADCOne in Industry schematic replacement   
    I am not fond of schematics since I preferred, working my way through building what I could on the road to making my own ships myself. I have found once you have the blueprints up and running - I do still need to get some of the Blueprints I need. It works as it used to so I am ok with that. I am certainly not fond of the idea of turning the entire game into a kiosk, where you pay for everything and anything in game. If that happened it would be unplayable for me - would literally be a job.
     
    So I am on too keen on the idea of replacing schematics with spending money each time you place an industry unit. I think if you were going to replace it with anything, simply make manufacturing anything a skill you have to train and some things cannot be trained before other things - like a tech tree - I think that would be a much better way to avoid everyone having a massive factory.
  16. Like
    huschhusch reacted to hdparm in Industry schematic replacement   
    In a game that's described as "the space MMO entirely built and driven by the players", a currency issued by NPCs (quanta) should not be required for anything. Not for unlocking or changes recipes, not for territory upkeep, not for anything else. Quanta should only be used to optionally trade on NPC markets.
  17. Like
    huschhusch reacted to yamamushi in DEVBLOG: MINING UNITS 101 - Discussion Thread   
    DU is becoming the opposite of the game we were promised in Kickstarter.

    Anyone who backed this game before Beta knows exactly what I'm talking about.
  18. Like
    huschhusch got a reaction from Hirnsausen in Tombola of Safe Asteroids in PVP Space   
    English (deepl used)
    I find the idea of the lottery very interesting.
    My approach would be to announce all asteroids by lottery. 
    All players get the opportunity to know the location of an asteroid by a lottery. The player receives the message through an entry in the event window and then has 48 hours to visit the asteroid before it is deleted again. If he has entered the asteroid within the aforementioned period, he gets another 48 hours to extract it. After that, the position is announced to everyone.
    If an asteroid is not mined for 48 hours or is empty, it is deleted and a new asteroid is created somewhere in the system and is drawn.
    The maximum life of the asteroid is 1 week.
    This means that all game elements except for the DSAT are available and can be used by all players.
    It goes without saying that several asteroids are in the system at the same time.
     
     
     
    Die Waldfee
     
  19. Like
    huschhusch reacted to Serula in Call for Demeter-related questions   
    Do the surface nodes that spawn after calibrating a MU also get a bonus from adjacent territories?
  20. Like
    huschhusch reacted to NQ-Naerais in So, what JC is doing now?   
    As we explained, JC remains the founder of NQ, and he's a shareholder and member of the board. He's also a scientist with an entrepreneurial track record. As such he's often asked to participate in conferences and events.

    This video is just that, JC participating in an event and using DU as a subject matter.
  21. Like
    huschhusch reacted to Zarcata in DEMETER PTS PREVIEW - Discussion Thread   
    I am shocked that we as settlers want to ensure survival and make the same mistakes here in the new solar system as we did in the old solar system.
    We are plundering the planets, arbitrarily stamping heavy industry everywhere, which is mainly intended for the machinery of war. We wage war on ourselves as usual. HELLO!? We all came out of the same colony ship in a suit and start a war right away?
    Why are looters and war criminals still allowed into the safe zone and to accept missions at Aphelia? These traitors to our society should be hunted down everywhere! No opportunities to buy or sell anything on the market, no safe zones to enter, etc. THAT would be credible content.
     
  22. Like
    huschhusch reacted to yamamushi in Will NQ listen to feedback about the Demeter update?   
    Just gonna put out there, I don't remember auto-miners being promised during kickstarter, but I do remember Avatar vs Avatar combat and territory warfare ? 

    I'll go a step further, and point out the trailer for the game has none of this stuff mentioned, but territory warfare is still in there ? 
     
     
     
    tl;dw - none of this stuff is making me excited to play the game, when there are still glaring features missing (that are still advertised) to the point of being completely forgotten about by the community. 
  23. Like
    huschhusch reacted to kulkija in INSIDE NOVAQUARK: DEMETER EDITION - Discussion Thread   
    Taxes for tiles is really bad idea.
    To pay taxes is newer fun in real life.
    It do not became fun if it is added to video game.
     
    To play video game should be entertainment and create good feelings. Paying taxes does not.
     
    This proposal of taxes also moves away from player driven economy.
    If I have a tile, it should be me who is collecting taxes, not some super power winch owns all planets and property on them (aphelia)
     
    This can be the last hit, and even worse than r0.23 was.
    I'm seriously concerning about leaving this game for good.
     
    *******
    Edit:
    To say this Territory ownership fee is a tax is wrong by definition.
    Taxes are paid when there is income.
    This proposal is rent.
    It forces me to collect quanta for no reason... no .. no not for me..
     
  24. Like
    huschhusch reacted to Immortallis in asteroids in safe zone??   
    Over the past 7 weeks, it's been consistent 190 asteroids spawning on Saturdays:
    100 Basic (T1) 50 Uncommon (T2) 25 Advanced (T3) 10 Rare (T4) 5 Exotic (T5) Now the issue I see is only 12-24 of those T1 and T2 asteroids have spawned in the Safe Zone each week and these are all found and heavily mined within 24 hours.
     
    Approx 80% of the T1 asteroids, and 50% of the T2 asteroids that spawn in the PvP zone are not even found before they despawn . . . as its not worth losing a ship over.
     
    Ideally, more T1 and T2 asteroids need to spawn in the SAFE zone; especially after auto-mining on planets becomes a thing.  (assumption is normal mining will no longer be permitted due to the issues caused by the load on the system having to procedurally render so many holes - but that's another topic)
     
    If they increase the number of asteroids in the SAFE zone, these could spawn over a longer period as well, instead of just Saturdays.  I think it would bring more Noveans into the hunt, give them a reason to leave the planet and become a core gameplay loop that many are currently ignoring.
     
    Yes, those of you who mine your super and mega-nodes may see T1 and T2 asteroids as a waste of time, but I think these asteroids are the future of mining as we know it.  We have been spoiled to date with the existing systems in place.  That's why this is a BETA . . . to figure out what works and what doesn't for the long term state of the game.
  25. Like
    huschhusch reacted to Zarcata in Why the hate on Solo Builders?   
    Let's take a look at the DualUniverse website:
     
     
    or here: 

     

     
     


     
    The game does not impose any rules, each player can play what he or she wants. No matter whether solo, small groups or powerful alliance structures. It is also understandable that players who work together on goals can also achieve them more quickly than solo players. The point here is "faster", not generally possible or not possible, because a solo player can also achieve everything in the game, even setting up a warp beacon line.

    In the end, we players all sit in the same sandbox to have fun, even if everyone wants to define fun differently. There should only be one rule, which is: everything is allowed as long as it promotes everyone's fun, because it's only fun until someone starts crying.
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