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decom70

Alpha Tester
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  1. Like
    decom70 reacted to Seawing in 1.4 Feedback post   
    Edit: Hallelujah! Keybinds for Identify and Engage are in 1.4.2!
     
    Core PvE feedback:
     
    Clicking on widgets for almost all combat actions is fun-destroyingly painful!
     
    Keybinds for the following actions would go a really reaaaalllly long way to a combat experience that has flow:
     
    1.  Identify selected target  now present in 1.4.2
    2.  Engage selected target now present in 1.4.2
    3.  Reload All
    4.  Vent
    5.  Cycle Shield Resistance Presets
     
    If I could click a target's icon around me with the reticle, and from there out interact with it solely by keybind it would at least put us on par with tab target MMOs
     
    There is potential for fun here, but the current method solidly, solidly blocks it.  This one point must be addressed in order for the combat to retain appeal and players.
     
    Other PvE feedback:
     
    Enemy killcount to complete the Very Easy mission feels high for the time alotted.  Reducing the # of kills required by about 30% would feel better, or an extra 5 minutes on completion
     
    Being killed by running out of time feels harsh, an automatic portal out would be better.  Players already expend fuel/ammo and sustain damage, simply leaving the mission without payout is punishment enough imo.
     
    Enemies should not spawn and fire on the player the very instant they enter their construct seat.  Perhaps the intention was to feel like you were being ambushed?  However if so this is not communicated to the player.  A 30 second countdown to the arrival of the first wave would be good.
     
    Ressurrection node selection logic needs to be looked at, as currently a rez node on a carrier at the mission entry point has not been where I've been sent on death.  Rather all the way back to Alioth?
  2. Like
    decom70 reacted to enjeyy in DUAL UNIVERSE: WHAT'S COMING NEXT   
    This is some really exiting news and I wish the NQ team a great success!
     
    Just please be very cautious with this part: "finding ways to encourage multi-crew ship setups". This alone has the potential to counter all efforts to bring more people to PvP, if it means "the game mechanics make sure, that a multi-crew ship is better than an equal amount of players with solo ships". Many players enjoy their independence and prefer to depend on their own skills. Group play and coordination is a great advantage on itself and doesn't need enhancement by game mechanics.
  3. Like
    decom70 reacted to Hagbard in DUAL UNIVERSE: WHAT'S COMING NEXT   
    i would suggest to reconsider the "for a single fuel tank"  bit.
    a problem that all advanced Flight Huds have is the number of links on the control units. mainly the fuel tanks are the limiting factor, as whenever you have a bigger number of fuel tanks, those consume so many links, that we are unable to link all elements needed to control the ship to a single seat.  there are some workarounds in place, like not linking the fuel tanks and going via core and talent levels to try to get the correct amount of fuel in each of the fuel containers. but this is painful, difficult and honestly nothing we should have to do.

    Just implement this change as a fuel "hub" allowing 10 fuel containers per fuel type to be accessed via one link and the problem would be solved, and wouldn't cause a risk,like increasing the general number of allowed links might do.

    Hagbard.
  4. Like
    decom70 reacted to Omukuumi in DUAL UNIVERSE: WHAT'S COMING NEXT   
    Good luck NQ for dev all of this, DU really need that! Hope is back.
  5. Like
    decom70 reacted to vylqun in DUAL UNIVERSE: WHAT'S COMING NEXT   
    First time in a while that i really like what i read, hope its rather coming sooner than later
  6. Like
    decom70 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)
     
  7. Like
    decom70 reacted to Snapsis in Talemai is solid proof that ore distribution with infinite ore pools that can be claimed is terrible for game   
    Jago -     2.66% tiles claimed (1616)
    Teoma - 2.48% claimed (1505)
    Both out since launch.
     
    Talemai - 3.34% (1768 tiles) claimed in less than 24hrs.
    I think our work is done here.
     
    NQ : Now do you understand why we need a different ore distribution for next planet?
     
    Edited to add more evidence.
    This is a field of Gold all captured by one Org within 36 hours.
    ::pos{0,41,-25.0361,-89.9769,-0.0003}

  8. Like
    decom70 reacted to Zeddrick in Why is the "Idea Box" forum disabled to post suggestion? Do the developers know everything we want to see?   
    It would be great if you could share some of that long list sometime.  Give people a bit of optimism for the game's future and all that ...
  9. Like
    decom70 reacted to blundertwink in Why is the "Idea Box" forum disabled to post suggestion? Do the developers know everything we want to see?   
    I mean...this is actually true. 
     
    NQ doesn't engage meaningfully with any ideas or discussions here.
     
    They really don't want any idea, suggestions, or feedback unless it is "balanced" with compliments and praise, too. 
     
    Maybe NQ would disagree, but this is a lesson NQ has taught the community many, many times over the past 8 years. It's demonstrated over and over with their actions over the almost-decade it's taken them to publish a vastly unfinished "game". 
     
    So no, they really don't want your ideas. You're free to post ideas in the general forum...but they will not be read, they will not be considered, they will not be acknowledged. 
  10. Like
    decom70 reacted to CptLoRes in Voxelmancers Prison Shanked At Launch   
    The game did not die because of players. The game died because NQ sucked the life out of the game alienating players at every step, to the point that not even the hard core fans would stay around any longer.
  11. Like
    decom70 reacted to DatsunE46 in Very frustrated with the talent tree not telling you what you need to activate specific factories   
    right click to inspect, scroll in the new window and you will find an impacting talents drop down box, open it and youll find out what you need. it could be alot more intuitive i do agree.
  12. Like
    decom70 reacted to sHuRuLuNi in Tell NQ your game loop (non-PvP)   
    I built ships while waiting for the game (exploration, rpg ...).
    It never came.
    I stopped playing.
  13. Like
    decom70 reacted to Novean-61657 in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    I suspect that this would kill the game, not only with an exodus of paying subscribers with multiple accounts that have been paying since the start of beta. Also the amount of negative press that would generate would be a killing blow to NQ. Or is that your objective?
  14. Like
    decom70 reacted to kulkija in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    If schemas go away I'm in favor of full wipe.
    Please revert also Territory taxes to old system => No territory tax but old system with Increasing fee for extra territories.
    If territories with mining units need upkeep make MUs to consume Nitron.
  15. Like
  16. Like
    decom70 reacted to Wolfram in My opinion in the current state of DU's "pillars"   
    First things first, I don't hate DU, nor hate the devs and the GM/CMs, those always were quite friendly and open to talking with players. What I hate is how the management at NQ is going to end up killing DU in their pseudo-race to see how quickly they can release it. I don't care if the game takes ten years to release and they keep charging for it as a beta, I do care about getting a good game with nice mechanics, something actually enjoyable, in return.
     
    Like really, NQ is going to end up doing a paper release of DU with mechanics that are either half-finished or aren't even enjoyable and they are going to spend the only "hype" moment of release they can with it. This isn't the same as No Mans Sky that did a full 180 and became a cool game, it is an exception not a rule. If the game doesn't take off on release it might never make it. Anyways, here's what I feel about what NQ called the game "pillars" in their state today:
     
    - Building and scription, well I must reckon, the voxel and Lua tech on this game is amazing and you can clearly see the devs did a work of love there, building and scripting is very nice and can be a rabbit hole if you want! Kudos to the devs working on that!
     
    - Piloting is also quite good, I like the simulator feeling of DU and how we can fly in and out of space, even with autopilots it never gets old. As some people have mentioned before, it would be nice to have multi-role (rotating) engines though and maybe some passive wheels that behaved like landing gears.
     
    - Mining is now reduced to just machines spitting out infinite ore after you find your unicorn 600L flower and asteroids on the Saturdays. Yeah, because the lack of rolling release of asteroids makes them mostly useless during weeks, even the ones at PVP zone. The whole "discovered but not public" thing is also a really poor attempt at forcing players to cross each other's path instead of relying on "emergent gameplay".
     
    - Combat/PVP is a joke as it is right now. Clicking buttons to "target" and "fire at" someone and praying to the almighty RNG/talents instead of relying on actual skills might have worked for some early MMO in the 2000s, but definitely not for such a "big and innovative" game such as DU and in 2022. The issue gets even worse when atmospheric/planetary combat gets mentioned.
     
    - Trading is okay-ish, the markets definitely need an UI overhaul, but it works. Player markets are nowhere to be seen (other in Scoopy's lost inventory, that is) and I'm quite sure they won't show up for a long time.
     
    - Social, oh social. DU wants to be a metaverse and tries its best to push players to socialize, but does so by punishing those who want to play solo. There's orgs, sure, but what's the benefit of those other than maybe sharing some constructs or elements? You would assume that by having your tiles close to your org mates you would have benefits and all, but instead you actually lose the mining bonuses? Now this is inside an org. Try to scale this to something such as a nation, that was one of the things DU wanted to create (with politics, etc), why would people do that to themselves by living nearby just to create a pseudo-nation? That's not to say the really -really- bad communication system. Sometimes the only chat tabs I'll see is Lua and maybe General, and that's it. For the rest of time I won't even remember other chat channels exist. VoIP is also non-existant, which honestly makes no sense for a game who wants to be a metaverse or at least to have emphasis on social aspects.
     
    - Industry, well it's fun. It's really nice but schematics are quite meh and I've said a few times before it would work much better to have an unlockable tree system instead. But yeah, let's copy EVE on that. The whole linking concept is a bit meh, I really would like to see factories with conveyors (even if they were opaque like in SE), but I understand that limitation.
     
    Anyways, this is what I can say about the game in like the year and half I've been around. Please don't get me wrong, I really like DU and wouldn't have spent so many hours playing it if I didnt, but I also know there's a lot of room for improvement here and that releasing right now is a bit of a bad idea for everyone, except for management, but well, let's hope for the best...
     
    Also a quick extra note here regarding DACs. I think it's a really bad idea to release them without a proper way of trading them in-game. Not only scams will happen a lot, which will lead to lots of people complaining on NQ's support tickets, but also will probably be an open door to RWT to happen, more than the game already has. Please NQ, invest your time and get this stuff properly tradeable in-game before releasing it. Thanks.
  17. Like
    decom70 reacted to Hagbard in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    i've been playing since alpha.
    i always tried to create content and give back a lot to the community via new fancy stuff ( like hagboards or boats etc.) and i operate a showroom with all ships on display and a marina where i try to keep a copy of each boat/sailboat using my lua for people to walk around in and enjoy the creations.
    additionally i have to make some money and operate mining units on around 20 cores. then i have an industry and need a LOT of cores for prototypes and my own ships.
    when i am selling tokens i often have to place new temporary cores.
    so with all this even after cleaning up every so often i operate around 260 cores in my construct org.
    even if i massively reduce stuff, i still would have to remove most of the stuff. so basically this would end my career in this game.
    even if NQ would reconsider and go to 100 cores it would be constant struggle of which stuff i would have to remove.
    i never used nested orgs ( which was basically more in those past mining days to claim tiles) but still i create content, i have a life in this game and i want to grow. so this could honestly be the final nail in the coffin for DU.
    NQ always talked about the visions where they create the plattform and we the players fill it with life and content. but HOW?

    If this is about server space or network traffic i would rather pay 1$ more per month to end this stupid plan.

     
  18. Like
    decom70 reacted to Hachiro in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    I welcome the try to scale the org constructs in some way. the core limitation of 275 was really not bearable for larger organisations. We had to split up in several sub-orgs for all our constructs and the managing of this was a nightmare, because of the 5 orgs per player limit.
     
    BUT:
    If I have with all talents just 25 org construct slots, this is quite an issue.
    I mean, you have just a few personal construct slots.
    - Most of them are already occupied with the cores for the mining units.
    - So if you want to build a fancy building and more than 1 single ship, you already need several of your org construct slots for yourself
    - Preparations on a larger scale will be nearly impossible

    In my case I currently build a city layout so that other players and I can build a realistic (still small) city later. A project like this needs a layout and a structure before it really starts, or it ends in chaos. Currently I have already ~150 cores placed and filled. But projects like this, that need a massive amount of cores for preparation before others can benefit from it, will be nearly impossible. Because everyone have to be in your org (remember the 5 org limit) and has to give you some of their org construct slots before they get anything in return (and be honest: how many will do this?). And even if I get enough slots from people beforehand and I spend massive ressources and time - it can be all lost if just a few players leave the org/ reassign their slots/ cancel their payment. Then the core limit drops and the already placed cores will be abandoned...
     
    This will really kill many larger projects.
    With this system, you can only start big projects, if you are already big. Big projects from small groups that form a larger organization later will be nearly impossible. So this may be okay for large orgs, but will make it way more difficult for smaller orgs to rise even if they are really active.
    Better invent some milestones.
    For example: You start with 50 Cores for your org, and with achieving several goals (spend massive ressources/quanta) you can scale up this limit and it remains permanent. So even a small group can get to a decent amount of org cores with the time if they are active (this idea is absolutely not perfect, it shall show just another direction).
     
    A system like the announced one that is so fragile that a few leaving/reassigning/inactive members can destroy your organization with the reduced core limit - that is not really thought to the end.
     
    I understand the reason and I appreciate that you are try so solving this.
    But this is the wrong way NQ.
  19. Like
    decom70 reacted to Frank2 in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    I have 8 mining constructs that will now come down.  I have a ship museum that will now lose its structure and most of the ships on display.  I have a two core hangar and 4 cores if parking that will be torn down and my few remaining ships will sit on the ground.  Building was what I enjoyed most.  There is no more reason to gather resources if I can't build.  
  20. Like
    decom70 reacted to Taelessael in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    Welp, there goes org-constructs.

    Under the current tile/skill values it isnt hard to toss up 25 constructs just for running mining units, with personal constructs dedicated to a few stations with landing pads to store stuff for bulk movement in space, some ships I use, and a couple slots for ships/structures I am designing...

    Max skills wont allow players to contribute much to group projects/structures, so you may need to do something about that.
    -I'd advise at least doubling the ore in all hexes (and the hex-tax to compensate) so that people are tossing fewer of their constructs in to mining platforms and can spend more on cooperative play. 
    -I'd also suggest just generally having a higher cap (perhaps via more skills or limiting this cap specifically to static/space core structures without industry/programing/container elements), as this limitation may just strait out invalidate a lot of larger artistic structures.
  21. Like
    decom70 reacted to CptLoRes in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    Oh man..  15 + 10 cores as the max cap for any player regardless is really not that much and it is going to hurt A LOT of people badly.
     
    Just of the top of my head.
    - The new MU system is eating cores like they are candy
    - Ship sellers need lots of cores for demonstration models
    - Ship museums
    - Creative players often use lots of dynamic cores to work around placement limitations for artistic expressions
     
    Right now the only good thing I can think of is that this will limit the usefulness for making those pesky space elevators. But for big projects like race tracks, player driven markets etc.. oh man they are going to struggle.
     
    And this limit will be a large hindrance for the stability of large community projects, since they will now be depending on the good will of players sacrificing slots and not taking them back again later.
  22. Like
    decom70 reacted to Hagbard in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    yes i am, but i add a lot of content, innovation , and free stuff as well. but cannot afford that any more quite soon unless i get sponsored.
     
  23. Like
    decom70 reacted to Hagbard in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    sorry, i cannot assign any slots to IC... i need >250 myself
     
  24. Like
    decom70 reacted to Hagbard in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    OMG. i am a builder.. an engineer .. a collector.. a single player. and i have played for quite some time.
    i use a construct org with maxed talents to manage my constructs. and it is always close to the construct limit.
    enabling a limit of 15 for my org basically means the end of almost everything for me.
    How is that supposed to work. people like building stuff or buying cool stuff, and they usually come as a single new construct due to how DRM works.
    so we are killing construct selling economy?
    who would assign construct slots to an org if you need them to even store your own single player stuff??
    seriously?
    and all the mining unit cores? dead as well..  sorry.. that would not be my game any more
     
     
  25. Like
    decom70 reacted to Zarcata in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    The organisation itself has 0 (ZERO !!!!)
    This means that a player must first "give or sell" places to the organisation, only then can the organisation go through many players up to the corelimit mentioned.
    A player will therefore become extremely important for organisations that want to build large projects. At the same time, solo players will be punished extremely severely, as an organisation no longer offers core places and you only have the places of your character.
    @NQ-Deckard Should I start tearing down all my buildings?
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