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AlexRingess

Alpha Tester
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  1. Like
    AlexRingess reacted to GraXXoR in I'm about ready to uninstall this game...   
    I do love Utopia station. Feels like a real hub of civilization not a museum at all. 
  2. Like
    AlexRingess reacted to Honvik in Disappointed NQ lack of help in fixing our City   
    Whilst I know I'll have some replies that this is not a priority they can be for some including our Org.  We thought we were moving forward with NQ asking us to provide locations and owners of car in the territory we own as an org to be abruptly advised it is not possible.
     
    We are trying to resolve, expand our player run city on Ailoth for our Org 'Empire' but sadly there are a number of cores owned by people long left the game blocking path's, blocking development in a few key locations so we reached out to NQ to help with assistance.  We of course have learnt our mistakes going 'forward' so will give rights for people to build but core owned by the Org so this stops this situation going forward, however we cannot fix the rest without NQ's help.
     
    All that we are asking is NQ come back to the table and actually help people who play your game and are here to improve the offering to players.  Of course some of us even thought 'lets all send tickets in' but that would clog your system up would it not?
     
    Hopefully this can be resolved and we can get back to building and settling fantastic new structures and also getting some new players into building too!
     
    Thank you
  3. Like
    AlexRingess reacted to joaocordeiro in This is war (?)   
    I agree with most said here.
    But a quick note:
     
    This is the 2nd topic this week directly promoting another game. One that is a direct competitor. 
     
    I know some of you mean well. But this forum does not exist to provide "Alternatives to DU". 
     
    If you have some feature in some game has or some decision some competitor made, it is acceptable to bring other games for reference. 
     
    But it is not acceptable to do direct promotion of the competition. 
     
    Keep this in mind. 
  4. Like
    AlexRingess reacted to SirJohn85 in Bug list   
    Wasn't meant to be a rule either, just the hint that if you want someone to see it from NQ that it won't be until Monday.
     
     
  5. Like
    AlexRingess reacted to Leniver in LENI tips of the week: How to create a core blueprint with all handling   
    Hello to everyone,

    I decided to make this post so people know how create a core blueprint and being sure that all the handling will be applied.
    The handling on a core blueprint is a bit weird, it seems NQ doesn't have test every case.

    The blueprint system is separated in 2 different kind of blueprint:
    "Core blueprint": it's a schema that will allow you to create "single time blueprint" "Blueprint": it's a single time use blueprint
    How the handling works when placing down a blueprint?
    When you create a blueprint from a core blueprint it takes the skill saved on the core blueprint.
    If the player that place the ship has higher skill, he will apply the player skills. 
    If the player that place the ship has lower skill, he will apply blueprint skills.

    How the handling works when creating a core blueprint?
    When you create a core blueprint the handling skills are not saved correctly.
    If the player that create the core blueprint has any handling skills, the handling is reset (It's the bug!)
    If the player that create the core blueprint has no handling skills, the handling skills are saved in the core blueprint.

    The tips:
    To be sure that the handling skills are saved in the core blueprint you need to have a character without skills.
    To make that, thanks to NQ that remove all the skills through VR, you need to use a VR station and create the core blueprint in VR.

    Example of setup:
    1 container 1 Surrogate VR station 1 Surrogate Pod Station
    Put down the container, surrogate station and the surrogate pod.
    Set a name for the surrogate pod and activate it. (wait ~5 minute that the surrogate pod is registred by NQ)
    Use the surrogate station and search for the name you have entered.
    Once you are in VR, go in build mod on your construct and create a core blueprint.
    Put the core blueprint in the container (so you don't loose it when exiting the VR)
    Exit the VR and you are done.

    I hope it will help you.

    Leniver#4309
    https://wheelchair.leniver.ch

    (To NQ, if you feel important to fix that bug .... DU it)
  6. Like
    AlexRingess reacted to Distinct Mint in Bug list   
    https://board.dualthegame.com/index.php?/topic/22123-mining-efficiency-5-talent-likely-adds-zero-per-level/
     
     
    Also: The daily quanta login screen blocks the "back to the surface ..." event from triggering. This means that if you fall through the surface on login, and the daily quanta screen is up, you will continue to fall until you click "ok". The effects of this can be interesting: if you continue falling, then by inspecting the altimeter and speed you can see that you will eventually oscillate around the centre of the planet (no interaction with the planet "core" that is in the game proper). When you finally get bored and click "ok" on the daily quanta screen, you'll be teleported to the surface of the tile that you are in. Of course, if you've oscillated to the other side of the centre of the planet you'll appear exactly on the other side of the planet to the one you started on. Free teleporting!
  7. Like
    AlexRingess reacted to Gottchar in Bug list   
    Last updated July 13th  2022


    As reporting a bug usually is a process with no feedback and as picking talents usually means hoping they actually work, here is a public bug list. If you want anything added, please describe them clearly. No need to be salty towards me, I am just the salty guy who wants them fixed or at least known, too.
    Do not spread exploits. There are plenty of exploits, I would love to make them all public for a level playing field, but it is against the TOS. So as I want to keep my list, please no exploit talk at all!
     
     
     
    Talent related:
     
    Crafting

    -plenty of text is wrong, like exceptional parts manufacturer claiming to decrease crafting time for functional parts, it works however. 
    -[tier] product refining description is for honeycomb, but works . 
     
    Piloting
     
    -increasing foil lift via piloting talents (not handling) do not change sustentation speed(with full talents your true sust speed is therefore 82% of what is displayed)
     
     
    Gameplay related
     
    Industry/crafting
     
     
    -So many more unknown server errors leading to random machine stops, especially after maintenance
    -HC nanocrafter inconsistencies, like galvanized black iron can not be nanocrafted
    -t2+ Hovers and Boosters have the schematic price|craft duration|assembler need|materials needed of the of the one bigger version. In other words, while basic verts and hovers L cost as much as an M engine, t2+hovers and boosters L cost as much as an L engine of the same tier. Likely caused by the mixed naming conventions for all elements
     
    Ships/piloting
     
    -Diagonal (as seen from the front) elements add crosssection based on their max coordinates they cover. As in, the game checks the difference between their highest and lowest X value, highest and lowest Z value, multiplies them, and that is the cross section of the element. In simpler terms: If you place a wing diagonally, in order to get a little lift and a little stabilization, it has as much cross section as an upright, rectangular box that covers it. 
    -Elements also have different cross section depending on where exactly they are, a horizontal Wing S does not add to cross section if placed on a z coordinate ending on .5   
    -configuring pilot seat resets connections and autoconnects different parts. Sadly never my gyro. 
    -When the default configuring has too many possible links, it states it skips autoconnection, but instead just connects as much as it can and then continues. I wish it actually did skip auto connect.
    -Airbrakes produce a down (relative to craft) force when active. To repro, just glide down while holding brakes and pitch down about 45° (brakeland, while facing downwards).
    -Cruise control can hold retro brake active at close to zero speed, compared to holding breakes manually (test by comparing normal brake holding, 6km over Alioth, vs cruise control set to zero). 
    -Collisions with environment are checked client side, same for mass of construct, position etc.
    -As long as you are above 3420meter (space engine can activate) and 6270 meters (space engine generally can be active at 100%) your space engines only generate as much power, as your atmo engines facing the same direction have max power. Cruise control does not have the issue. (numbers used for Alioth)
    -G-values in build helper do not factor in docked constructs
    -the build helper function that shows blind passengers can be bypassed
    -Landing with a tilted core craft which has a docked construct often leads to fun explosions.
     
     
    Trade/markets
     
    -Notifications do not include size of item (can be found in the log though, press "O"). 
    -"View market page" only works for items in the market container
     
    Other UI

    -Setting something as destination while in VR often gives wrong position once out of VR.
    -opening a notification log with more than 10k entries freezes the game for seconds, it re-freezes every time a new notifaction pops up while notifications still open, until you finally manage to set it to "last 24h" or similar.
    Update, notifications now get auto deleted regulary.
    -Bookmarks, pffff. Somebody ping me if they properly work, I will stop checking.
    -trying to put something into a full container displays message "not enough space in active container"
     
     
    Other
     
    -using a LUA parameter with a decimal comma instead of decimal point (damn Germans) will ignore the comma and the numbers behind it, run normal otherwise but the LUA parameter will not be displayed anymore to be edited, as the the whole export part is skipped, too. (LUA issue, not DU specific, DU should still throw an error). 
    -canopy windshield triangle M and L have wrong mass and volume. 
    -"brick product" is called "brick honeycomb"
    -VR Stations, gunner or pilot seats, get stuck on "in use" and can not be used anymore. Ask a GM in the help channel or try this: place a fresh seat, enter it, alt+f4, log in again.
    -Not being allowed to board a construct may keep you from coming close enough to rightclick-report it.
    -Linked container fluctuates out of range if you have no talents (or in vr), even well within the 250 meters, if you are on the same construct as the container. Workaround: Have a dynamic core with a container to link to, at your base.
    -Nanopack volume talent works in VR
    -Some ships in the flight challenge have full buffs, not sure if intended.
    -Elements deactivated for supposed clipping often re-"clip" after maintencance, or if a copy is made via blueprint.
     
     
    Mining
     
    -Multiple people mining the same spot causes errors
     
    Technical issues
     
    Account/Billing
     
    -revoked keys and gametime run out show error 106 on log in
     
    Performance
     
    Game hugs all RAM sooner or later, client has to wait for server info to be allowed to show frames, aka, framerate stutters at idle GPU.
     
    Settings

    -Borderless can not be stretched to cover a full screen with game resolution set smaller than screen resolution. Workaround: Set screen to reolution you want to run DU at.
  8. Like
    AlexRingess reacted to GraXXoR in BOO crashed the SW pvp Event, was good fun and generated content :D   
    Alternative headline:
    Boo are so bored they crashed a Star Wars RP event with their meta builds. 
     
    This game’s search for civilization is plumbing new depths of fail. 
  9. Like
    AlexRingess reacted to Dimencia in an apology to naunet for creating a thread that got out of hand   
    Well yeah, I also have several hundred hours of playtime.  I still don't think anything he said was wrong or inaccurate.  I mean, what even are the proposed problems with what he claimed?  He says the planets are more alive than ever, well, they are - there are more constructs and signs and org advertisements than ever at the markets.  Big orgs with production lines and mining trips?  Yep, those definitely still exist, and definitely grew over months.  If he is even aware of the die-off (may have been a solo player), it doesn't invalidate any of the claims anyway
  10. Like
    AlexRingess reacted to Dimencia in an apology to naunet for creating a thread that got out of hand   
    How are you supposed to bring people back?  They played, they got bored, they quit.  They paid their subscriptions while playing, and afterward, sure you could say their money is being used to make a game for other people.  But I mean, they paid for the subscription knowing it would expire.  There was no guarantee that paying means the dev team will do exactly what they want.  And I am quite sure that if the game were rolled back to prior to 0.23, it wouldn't help the player counts, because prior to 0.23 is when most people quit.  We got to endgame easily in days, within weeks had a factory producing every item in the game, and within a month we were finished and had experienced all content in the game.  In the orgs I was in, there was one or two people upset about schematics - the rest were gone before they ever came out.  
     
    If the industry and PVP updates weren't enough to bring them back, then what next?  Let the game continue to die, not bringing in any new players, while we wait and see if atmo PVP convinced them to come back?
     
    Or, just advertise to new players who haven't already experienced the whole game
  11. Like
    AlexRingess reacted to SirJohn85 in an apology to naunet for creating a thread that got out of hand   
    Exactly - Let's replace the old playerbase with a new audience who had no expectations and no money to invest in the game when it was on Kickstarter and had a vision that it doesn't fulfil today that we used on Kickstarter several years ago.
     
    Since they have the money of the old players, we can then start to ignore them, since they are no longer important because we have a new playerbase. It doesn't matter who made it possible for the investors to raise more money for this project. We made it clear to them with the business plan and the fundings that there was interest.
     
    ...
     
    Sorry for the biting tone in my text. But instead of building the game that they have actually presented to the public, the players who have always left feedback for several years are to be replaced by new ones? 
     
    How about instead trying to solve the problem for once and bring back the people who made the game possible in the first place? Community bonding or closeness to the community looks very different to me than what we have. 
     
    Nevertheless, a big kudo to the community management team that has to read through a lot here. You are proof that a battle helmet is needed at the front.

     
  12. Like
    AlexRingess reacted to Dimencia in an apology to naunet for creating a thread that got out of hand   
    Some cranky old people in here.  How he described DU is the same way we all saw DU when we started in it.  After months, we become jaded, we start to realize that all those ships at the market are still there because, their owners don't even play the game anymore.  We realize that these massive orgs are actually mostly empty.  Nothing he said in the article is really inaccurate - the numbers of members in the org list has definitely grown over the months, and so has the number of ships at markets.  The guy just hasn't played enough to realize that they are empty growth.
     
    And regarding the schematic changes, those are the only reason I came back to the game - they have revitalized the markets and made it possible to make money without mining, finally.  I've been buying ore and reselling elements and have finally saved up enough to start pushing toward some of the bigger industry units, without ever touching the mining tool.  The markets are stabilized and profit margins are slim (but positive) on easy to make items like containers, and big on hard to make items like AGGs - exactly the way it should be.
     
    And, probably most importantly - if you don't like the fact that the game is dead, maybe let people make reviews without shouting shill.  For one, NQ should invest money into advertisement - more advertisement means more players, and that's just, how you sell a game.  But NQ didn't even pay this one, and they came away with a good impression of the game.  The game is in a better state now than it has ever been, except for lack of players - too many people got upset over 0.23, or got bored before it.  But, bring in new players who didn't lose anything in the patch, and they've got a full and alive (seeming) world with multiple options for how to make money.  Bring in enough of them, and it will become truly full and alive again
  13. Like
    AlexRingess reacted to NQ-Naunet in A German news outlet puts a false spin on DU's condition   
    Additionally, as this thread was shared internally I have received a response regarding the validity of the claims presented here: "I can confirm that we did not pay anything. We're not even in contact with this journalist."
     
    This publication created a feature without our involvement, and it's clear to anyone reading that they're not up to speed on what's actually happening inside of Dual Universe as of 2021-02-16. ?‍♀️

    Feel free to disregard the article, or just enjoy it for a laugh if you'd like.
  14. Like
    AlexRingess reacted to NQ-Naunet in A German news outlet puts a false spin on DU's condition   
    This thread has been locked: do not put NQ staff member LinkedIn profiles here! I shouldn't even have to say that. I'm really disappointed.

    You can express your upset with the game and speculate about us all you'd like, but leave windows to our personal lives OUT of this arena. Please.

    I don't want to come to work worried about what I'll see of myself here - some of us may be public facing, but I implore all of you to treat us with respect. Respect our privacy, please.

    Pick apart problems, not people. 
  15. Like
    AlexRingess reacted to IvanGrozniy in DU as Civilization Gone Wrong (Poor game design)   
    A classic case of vision getting in the way of good game design (also known as fun). This is a post about what civilization is / can be in Dual Universe, and perhaps what went wrong. Before diving in, here are some of my assumptions:
     - JC is a scientist, not a game designer
     - JC is a micromanager
     - JC does not want to listen to his devs (some of which worked for Ubisoft and know a thing or two about good game design and mechanics)
     - Because of the assumption above, I also assume there's a degree of conflict between devs and JC
     - I assume a lot might change up to release since this is a beta, but something tells me... not really, given the track record so far of very good ideas being thrown away or not listened to (classic examples include bot market orders screwup in beta, this was talked about extensively by Blazemonger and a slew of other people in the community, was completely ignored, and the results are clear)

    Lets get the whole "but it's a beta" shtick out of the way... if you can't, just pretend that you can.
     
    To the point:

    The game suffers from very bad game design choices. My stance is, if this game was really about civilization building, the mechanics of the game would be very different than they are now. What is civilization?
    organization of individuals into social bodies due to selective pressures characteristics of civilization include: social structure and hierarchy, efficiency, work organization, supply of needs, development of more efficient technologies selective pressures that create civilization include, but are not limited to: resource shortage, non-uniform resource distribution, geography, weather, proximity to neighboring civilizations, war, dangerous environment, dangerous neighbors  
    I'm sure a lot of you have seen (or were part of groups that tried to build) cities in DU. Some have actually done so. The problem is, they are completely useless and empty. They look nice, there was tremendous effort in making them, but they are completely nonfunctional because no one needs to be in a city. And that is due to the fact that there really are no selective pressures for civilization at all. There is no reason to be in a group because there is no danger. There is no scarcity of distribution of regular ore. We have safezones on all planets, and a big giant safezone around three planets. Why would anyone live in a city? There are no "white-collar" and "service" game mechanics that characterize cities.
    DU has no danger element at all (even in pvp zone, if you don't fly in the pipe, you're pretty much golden) DU has no progressive tech tree DU has no progression, it has quanta gates for elements that anyone can acquire and use given they have the quanta for it I can go on, but for an analysis of "civilization" just read this discord post: https://discord.com/channels/184691218184273920/304455542162587649/80629454165311491
    I know this is wishful thinking at this point, but DU would be much better off with actual game design:
    Better Talent System: scrap the Eve talents system (some things should really not be copied), instead have a tech progression tree where you unlock technologies you can use. And have the skill grow based on your activity in the game, not a set amount of points per hour. It's gamey , it's simple, it's fun, it's very intuitive. And you can always add more tech to the tree indefinitely as the game grows. This will allow whole orgs to gravitate towards a direction in the tech tree so we actually get diversity in org playing styles. For example, one org can develop their pvp armadas with ballistics (machine guns, gattling guns, big bertha weapons), another org might focus their armada pvp tech research into laser or electonic warfare. The same can go with unlocking building technologies. The same can go for politics and leadership styles within an org. Have it all be a research tree. There are countless ways of adding diversity and different paths to a game using this mechanic instead of the Eve Talent Points system. Safe Zones: seriously.. is Sanc Moon not enough? The game lacks any danger and people just stop playing because of tedium and burn out. You won't believe how hard it is to convince people to gather into PVP events in this game because they're just too bored of it, it has zero consequence. Sanc moon is a sanctuary moon. That is its purpose. Better Consequences: This game has the wrong consequences. What seems to be happening is a bunch of nerfing to create more consequences in the game, such as talk about nerfing linked container distance, brakes, mining, this whole permadamage to elements, etc. How about actual danger, not the tedium of fixing and replacing parts? How about lowering the cost of building guns and ammo? Halfing most of the voxel HP? How about designing the game so that more people can get into pvp easier, and if they lose, the cost isn't too great that they are discouraged from ever trying it again? JC should actually listen to his devs and game designer (if he has one): lets face it, economists, mathmeticians, scientists, or whoever NQ may or may not consult about their game.. they are not playing the game. WE ARE. What we are witnessing is the result of the disconnect between how gamers play and how JC thinks a game should run. And it is our wallets that are paying. This means JC should listen to his devs. This means JC should really hire a game designer, they are a rare species and it's difficult to find a good one, but if you do, please listen to that person. JC may know stuff about robotics, but as I see it, he has no clue about human psychology, especially gamer psychology.
    My rant is over. Catch me outside how bout dat.
  16. Like
    AlexRingess reacted to NQ-Nyzaltar in [Guidelines] Public Test Server Feedback   
    Dear Noveans,
     
    With the opening of the Public Test Server (PTS) available to all DU players come a few guidelines, if you want to give some feedback.
    We wanted - for a long time - to give the opportunity to anyone among you to give your opinion on features before they hit the Live Server.
    However, as the time window to give feedback on new features deployed on the PTS will be usually limited, it's important to get structured feedback to be taken into account by the Devs, in order to make possible changes before deploying the said features on the Live Server. Note: having a new or modified feature deployed on the PTS doesn't necessarily mean that the same will be deployed on the Live Server. Community feedback may change the Dev Team course of action.
     
    In order to facilitate the follow-up of your feedback by the Dev Team, it's really important to talk about one topic/feature per forum thread.
    Additionally it's highly advised to follow the template below when giving feedback on a specific topic/feature deployed on the PTS:
     
    Naming clearly the feature / game mechanics involved. Your feedback on the deployed feature (what you like / what you don't like about it (in this case, please give an explanation why you don't like it)). What kind of improvement you would see for such feature.  
    If your feedback is about a bug report, please follow this template:
     
    Subject: [BUG] <Issue name here> Current Version Number: <Can be seen when closing the client> Impact: <Game breaking / Crash / Corruption / Item/Data loss / Inconvenience / Cosmetic> Summary: <Short outline of the issue> Description: <Description of the issue> Reproduction: <Steps taken to make this bug happen>  
    Reminder: there will be no official support for the PTS.
    This means you can report bugs you found/experienced on the PTS (preferably in this forum section).
    It's encouraged to report bugs found on the PTS, to make sure they won't be replicated once the involved feature will be deployed on the Live Server.
    However, do not send tickets to the Customer Support to fix issues you encountered on the PTS.
    Why no support? The reason is quite simple: in their experimental state, things may be broken.
    The Novaquark Team prefer to allocate 100% of the Customer Support resources to the Live Server, where the "real game" happens.
     
    We hope you'll understand our stance on the matter.
     
    Best Regards,
    The Novaquark Team.
     
  17. Like
    AlexRingess reacted to Shockr in Utopia Station - Now Open!   
    ----------WELCOME TO UTOPIA STATION----------
    -----brought to you by the Utopia Spacing Guild-----
     
    The future of humankind is in the stars, and we present to you the first of many steps to broaden the horizons of all Noveans.
     
    The first of it's kind, a 2.6 kilometre long space station right in the middle of the safe zone. Less than 80SU from Alioth, Madis and Thades, this new commercial hub offers free access to the station's Warp Beacon and the future USG Warp Network.
     
    Phase 1: The Ring, offers 4 KM of space over 192 medium space cores, ideal for shops, display rooms, factories, storage and offices.
     
    Core rentals start from just 1,000,000h a month, equivalent to just 1 week of NQ pocket money. (below prices are incorrect)
     
    Visit the station via VR: "Utopia Station Visitors" or request a tour via our associates discord: https://discord.gg/BUm8ceYv78
     

     
     
    Phase 2: To begin construction - Central commercial 'high street' core of the station with markets & storage.

     
     



     
    *Utopia Station is not affiliated with any political parties or associations and remains neutral in any military conflict.
  18. Like
    AlexRingess reacted to Mamba_Lev in Increase element draw distance   
    Current element draw distance is farcical.
  19. Like
    AlexRingess reacted to Hirnsausen in MARKET OVERLOAD - Two Solutions   
    Hi community,

    you all know the problems with the market areas spammed by too much and never enough player-owned structures for advertizing and selling.
    I worked out two solutions and want to share them with you all, even more after I just had the stunning experience of having a communication with one of those hat place their structures on the landing platforms of the markets, for selling and advertizing.

    I am pasting here that posting of mine to him, that also contains the two solutions. You need to know, that he complained to the NQs on Discord, because someone else dared to block him on the platform with a structure. ?
     
    --------------------

    @Cytroxian
    Greetings, I hope you're fine. I am not an NQ, but I want to give you a feedback. I hope you don't mind, while waiting for NQ response. Like thousands of other players, each time I unfortunately have to make my way to any of the markets on Alioth, I know I will crash my ship. And that is, because when closing in to the markets, there is so much data transfer that I get all sorts of error messages, often even the entire game crashes. And what is causing that? All these permanently based player-owned structures that are covering much of any markets landing platform space. Even in the few cases I do not crash, I still cannot land. Not enough space. When landed, I get UNHANDLED EXCEPTION error windows, NETWORK ERROR screens, SCRIPT OVERLOAD messages, and DATABASE SIZE EXCEEDED messages. Cannot even start my ship without risk of crashing due to errors or game shutdown. Yes, it is a good thing that players can sell items or services. But at the moment, NQ and even many of us players are trying to find solutions to free the markets of all those permanently placed structures, without prohibiting sales. I am actively communicating my suggestions with the NQs and are in exchange with them.
    These are my own suggestions:
    - markets offer (for a small fee) delivery by drone if player has enough space in container or inventory otherwise it returns and player has to order another delivery
    - any parked structure will be automatically BPed then deleted after 15 minutes to remove all data and script problems, and when player wants to leave structure is being restored

    And I also suggest, for these two suggestions above, to create a huge ring-shaped market platform around the Colonizing Ship Monument, that is where all players can conduct their own sales and advertizing.
      A third solution would be this:
    - any player-owned structure gets after 15 minutes a marker, and there is a Settings option for every player to allow loading of "Marked Structures" or not. This way, players that encounter problems, can switch off totally the loading of those player-owned ad and sell structures (including associated scripts and images) if they experience problems. Those structures are now just some rectangular outline. They can fly through them, but they cannot park touching  them.   @Cytroxian In regards to your problem, I have a little smile because now you get at least a fraction of the problem ("cannot do", "I am being blocked") that you self and others like you cause to us other players. Not intentionally, we know that, but still a big pain. The ABP that is blocking your advertizing structure is also the abbreviation of "AdBlick Plus", a plugin for many web browsers to get rid of too much advertising (harassive ad spamming) on websites, did you know that? Check it out, it is even the same shape of their logo.
     
     
    --------------------
     
    Dear community, your feedback and support is welcome! ?
  20. Like
    AlexRingess reacted to NQ-Naunet in [Discussion] DevBlog: The Mission System   
    Hey, as mentioned in another response I gave we have this in the works.  More info to come soon.
  21. Like
    AlexRingess got a reaction from qwertyboom in [Discussion] DevBlog: The Mission System   
    NQ, put the 0.24 on a public test server before releasing it.
    Don't do again the same mistake you did with the 0.23.
  22. Like
    AlexRingess got a reaction from DigitalNimbus in [Discussion] DevBlog: The Mission System   
    NQ, put the 0.24 on a public test server before releasing it.
    Don't do again the same mistake you did with the 0.23.
  23. Like
    AlexRingess reacted to Lexatris in [Discussion] DevBlog: The Mission System   
    "The long-term goal is to enrich the Mission system with more mission types, starting with “taxi” missions, SoS, and later adding PvP and various other “formalizable” activities. For now, we’re introducing the Mission system with transport-type hauling missions. "

    "(Please note that the UI for the Mission system is still in progress. The images below are samples of what it will look like.)"
     
    Why release an unfinished mission system? This sounds great and all but would be nice if you would release it when its ready. This is the perfect example of something you release on a test server first, make tweaks and perfect, then release on the live server.
  24. Like
    AlexRingess reacted to xplosivesheep in [Discussion] DevBlog: The Mission System   
    It is quite weird of an update (like it was any different, but that is no the point of this post).
     
    If I understand correctly, mission creation and most importantly quantas, come from the players. So this means:
    - no or little missions from Aphelia or any non-existing NPC organization
    - no additional quantas generated in the system
    - money to be going from larger players, who _usually_ belong to a larger corporation, so unless you straight up jump into it, you're likely to get breadcrumbs if any at all
     
    So it does seem like a half-baked solution that will do nothing to majority, will most probably be exploited by pirates or exploiters and in the end there won't be any break from mining for anyone needing quantas for either industry, ships, ship building or anything alike.
     
    I rate this devblog 1 only for the effort but inability to solve any pressing issues.
  25. Like
    AlexRingess reacted to Elitez in [Discussion] DevBlog: The Mission System   
    Trading kills, trading scoring, trading anything...if mathetically you dont counter that scenario before it will be in game, people will abuse it. Its just a matter of time before before it can be SOLD and abused.

    Would you like to buy 1 -  5bil collateral rewards in the 1st week? It wont be that hard. I create the mission with @Eleeteand you accept it. Than we fly around Safe zone for 2h
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