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About NQ-Nyzaltar

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  1. Hi Oninous and welcome in the Dual Universe community! We know it's a bit frustrating to wait for validation to post on the forum, but this is the safest way to keep the forum clean from all spammers and advertisers that have nothing to do with the game. Beside, once your first post is approved, you don't need any validation anymore. Best Regards, Nyzaltar.
  2. @shaake Talking about Real Life Politics is not allowed in Dual Universe. No matter how it is presented, making a parody of Real Life Politics IS a way of talking about Real Life Politics. Therefore, the organization has been deleted. Please avoid to create such type of organization in the future. Best Regards, Nyzaltar.
  3. Bonjour @CaptainGeek Comme indiqué dans les règles du forum postées ici, il est demandé de ne pas faire de "Necroposting" (répondre à des sujets n'ayant pas eu de nouvelle réponse depuis près de 2 mois). Une des raisons principales est d'éviter de ressortir des sujets qui ne sont plus d'actualité, où sur lesquels la situation a radicalement évolué (comme c'est le cas ici) et générer de la confusion au sein de la communauté. Comme l'a mentioné MikeBuke, il y a déjà des initiatives communautaires francophones. On peut également trouver la réponse officielle la plus à jour sur le sujet ici. Nous informerons naturellement la communauté francophone dès que nous aurons plus d'infos sur le sujet. Dans la mesure où tout a été dit sur la question pour le moment et que ce fil de discussion aurait dû reposer en paix depuis quelques mois, il va être verrouillé Cordialement, Nyzaltar.
  4. Yes, and that's why this topic is going to be closed, now that an updated reply has been given Best Regards, Nyzaltar.
  5. Ce sujet a évolué depuis 2016. Il est prévu une version française pour la sortie officielle du jeu. Une section de forum entièrement en français est à l'étude (comme ça le sera aussi pour toutes les autres langues dans lesquelles le jeu sera traduit). Nous ne pouvons pas encore donner de date sur le déploiement d'une telle section, mais patience, la chose finira par arriver Cordialement, Nyzaltar. -------------------------------- This topic has evolved since 2016. A french version is planned for the official release of the game. A forum section entirely in French is considered (as it will be considered as well for all other languages in which the game will be localized). We can't give any ETA yet regarding the French forum section opening, but be patient: it will happen eventually Best Regards, Nyzaltar.
  6. Hi everyone, This discussion is going nowhere. Everything has been already said on the topic and continuing would only lead to stir up conflict between those who think the situation is unfair and those who think it's normal to adapt. To sum up one last time: PC Gaming industry has a long history of replacing/upgrading components in very short cycles (4-5 years) due to technological breakthrough, to stay up-to-date. However it's true that during the recent years, there have been less technological breakthroughs on the CPU side, reducing the need of replacing CPU. While it's a comfortable situation on many levels, keep in mind that it's not the "normality" but the exception in the PC Gaming history. The technological stagnation (at least CPU-side) for so many years is a first. At some point, technological breakthroughs will force you to upgrade your PC if you want to play games that will use the most advanced technologies available (unlocking opportunities that weren't possible before). It has always been like that, and it will continue to be like that (even if it will be at a slower pace). It's true that AVX instructions requirement weren't specified during the Kickstarter campaign. It has been a miscommunication on our side as it was decided from the beginning to use them (these instructions help A LOT regarding performances in a full voxel-based environment) and we recognize that. That's why it's a legitimate reason to contact the Customer Support for a refund. However, we think it's a mistake to see the situation just as "I won't change my PC rig just for Dual Universe", because sooner or later, other games will ask you to have a more recent hardware. It's just a matter of time. If it's not AVX instructions, it could be something else. There was no intention of deceiving or trapping backers here. The dev team genuinely thought that, by the time Dual Universe will be released, CPUs from 2012 or older will be replaced by gamers with more recent ones, especially as the team never marketed Dual Universe with low end specs (even during the Kickstarter). That being said, if you plan to keep an old CPU from before 2012 at least two more years, and don't plan to play DU because of that, that's totally your right and you should contact our Customer Support. Now the topic is going to be closed as the original question has been answered in detail, and repeating arguments again and again will add nothing constructive on the topic. Best Regards, Nyzaltar.
  7. Like last year, we are organizing a MeetUp in Cologne (Germany) during the event of the Gamescom. It will be an opportunity to meet JC and several members of the Novaquark team to discuss about Dual Universe! Please indicate which evening you will be available The poll will close next Tuesday, June 11th, as we have to book the restaurant quickly. (More info about the event coming soon ) Best Regards, Nyzaltar.
  8. Hi everyone! With the test session starting today (Thursday, May 30th) at 14:00 UTC, you will be able to enter the Puzzle Game Building Contest! We presented quickly what is the concept of the contest in this announcement two weeks ago. You can also find the complete rules over there. (to be able to read them, you need to be logged and have Alpha access). However, we felt it was necessary to give some more insight about the possibilities with Interactive Elements. That's why JC, with the help of NQ-Wzrd, made a Puzzle Building Tutorial. It explains the basics with an up to date video. Moreover, as the Contest duration will be quite short, we've decided to give to everyone (even those not actively participating to the Contest) a few Interactive Elements of each kind. The Elements you received are just a starting point. You could use more by crafting more or trading more with other players. Happy building! The Novaquark team.
  9. Dear Alpha Testers, We are glad to announce a new Contest coming next week, starting Thursday, May 30th! This time the theme will be about “puzzle games”, made with Interactive Elements. LUA scripting will be authorized, but it won’t give an edge on the winner selection: the main criteria to win the Contest will be creativity, originality, and aesthetics. Full Contest Rules will be posted next week, just before the Test Session. We can’t wait to see all the puzzles, contraptions and escape rooms you’ll design! Also, we said last week there will be a time extension for the test session this week. With the Contest coming, we thought it would be more relevant to do it next week, as this will give you more time for the Puzzle Game Contest! If you’re not familiar yet with Interactive Elements, here is the video presenting the main ones: (Disclaimer: The video is a bit old so graphics are not representative of the current graphics in the game anymore, but the gameplay related to Interactive Elements presented in this video still globally applies in-game). The Novaquark Team.
  10. (this DevBlog has been posted on the website on May 2nd, 2019) Hey guys! It’s NQ-Entropy here today and we’re going to talk about Player Progression! We’re finally introducing a big chunk of our player progression and it's what we're calling the Talent System. The Talent System is one of the major ways that you’ll be able to build and specialize your character in the world of Dual Universe. Character progression and specialization is a major pillar for us in order to allow you guys to embody various professions, but also to promote teamwork amongst groups and on the job market. The Talent System is a time-based progression model during which you will get more and more training points. Featured as part of the talent tree is a talent queue. Based upon what talents you wish to acquire, you may queue various talents in your training queue. This will allow you to set-up, plan, and prepare your talent acquisition for an extended period of time. Should you decide not to train anything in the queue, a portion of your talent points will be saved in your talent point bank, ready to be used at any time. Keep in mind that not utilizing the talent queue means acquiring points at a slower rate. Avoid taking too much time deciding, as you’ll pay in total points what you gain in flexibility. Now that you can acquire them, let's talk about what a Talent actually is. A talent is a beneficial effect split into five different levels. Each level grants a bonus or a potential element unlock. A bonus will usually be a boost to a part of your character, like character sprint speed, or something more specific like mining efficiency. Talents are planned to touch nearly every single feature and become a main pillar of the game. They will serve as element unlocks, allow you to engineer better quality constructs, and grant you the ability to fly faster ships. They will open access to various tools and even significantly buff your current ones. The first available talents that you will have access to are: Basic character stats Digging and terraforming Mining Tool and element unlocks As we continue to add more talents, you can expect expansion upon these categories as well as the introduction of new ones. However, there are a couple of things worth addressing before you begin testing: You might feel like you’re being hamstrung at the beginning. Some talents will allow you to do things you couldn't do before, yet others will serve to limit access to things you could do in the past. Our goal is not to be overbearing in our limitations, but give appropriate growth to specific aspects of the Talent System and provide a power balance over time. We will iterate on it in the future. As of right now, some levels of talents do not unlock anything. This is something that we are aware of and will continue to fill in the gaps as we go. For now, just be certain to double check what a level unlocks and train for nothing by mistake. The current balancing is not final. We are testing technical limitations and gameplay limitations. Expect talent bonuses to alter or be removed as we address future balance changes. It is likely the system will go through resets during the testing phase. Our goal is to see that players do not lose talent points after we initiate the system; we will aim to “re-spec” your character in-between resets. While we cannot 100% guarantee this, rest assured we will try our best to approach this as fairly as possible. That’s all the news we have to share for the moment, but I invite everyone to explore the new Talent window and give us feedback on specific talents or the system as a whole. We hope you really enjoy this feature! As always, don't hesitate to give some feedback in this dedicated forum thread! See you guys later! NQ-Entropy
  11. Dear Community Members, Last week we've already detailed some of the main changes and additional features in the r0.15 Update. Today, we want to give you a visual preview of those changes and features and we just released a short video for the occasion! We will also release a DevBlog on the Talent System later this week, so stay tuned! The Novaquark Team.
  12. (this DevBlog has been posted on the website on May 2nd, 2019) Hey guys! This is NQ-Entropy coming at you today with a new DevBlog about what we’re calling Barter, or to be more precise—direct-player trading. Now Markets aren't going anywhere, and we expect the majority of transactions to be done there. But often in the depths of the wilderness, you may not have direct access to a Market and might need the helping hand of a stranger to obtain an extra part or element. That being said, let's talk about our new Barter system. The Barter system is going to allow players to directly trade items and Quanta between one another in the game world. You’ll be able to do this by approaching another player, opening the drop-down menu by right-clicking on the player, and selecting “Barter”. The player receiving an attempt to barter will be notified with a prompt asking him to confirm or deny it, which he can do by using the “y” or “n” keys. Should that player be AFK or totally ignore you, the request will automatically timeout after 30 seconds. If a player is in a position or location where a Barter isn’t possible, the issuer will be notified. If a player initiates a Barter and another accepts, a brand new interface will pop up; welcome to your Barter screen. The Barter interface is split into four key areas. Starting from the top left, you will see your Bartering partner’s name and basket, with all items or Quanta they may put up for trade. In the top right is your domain, where you can see your personal basket and what items or Quanta you’ve decided to offer. Keep in mind that these screens are updated in real-time, and both parties will see baskets revise as you add or remove items or modify Quanta. In the bottom right, you’ll find your inventory which will work exactly as you would expect. You’ll be able to use all of your standard inventory filters and search functionality to find the items you want to Barter. In order to move items from your inventory to your basket and vice versa, there are several methods: Drag and Drop: You can click, hold, and drag items. Double Click: Double-clicking on any item will move it to the other location. Contextual Menu: You can right-click on any item and select to move it manually from the drop-down menu. The Shift key will still work the same way it always has when moving items that are stacked, allowing you to split stacks of items appropriately. You will notice two buttons next to your respective baskets. This is how you and your partner will confirm that you are satisfied with the current Barter and are ready to proceed with the exchange—however, there are a couple of important things to note. At a basic level, both partners have individual confirmation buttons to designate that they are ready to proceed with the trade. Once both parties agree and have confirmed, the exchange will go through instantly. At any point during this confirmation, should either player change anything in their basket (remove an item, add an item, change quanta, etc.) all activated confirmations will be deselected. For example, if I am Bartering an engine for 100 Quanta and I confirm this exchange, my partner may decide to change 100 Quanta to 50, which will automatically deselect my initial offer. The exchange will proceed only when both parties have confirmed the exchange. Speaking in game terms, if I am Bartering an engine for 100 Quanta and confirm this exchange, and neither basket is modified, once my partner activates their confirmation, the trade will instantly complete. Lastly in the bottom left, you will see your chat. You can use it normally to access your other chat channels, but initiating a Barter will automatically prompt an additional chat window between both players to discuss trading terms. Once the Barter is complete or if the Barter is canceled, this window will automatically close. In the event that you are unable to receive items due to volume considerations, your confirmation button will turn red to indicate this. If your button turns red on a confirmation attempt, that means that you do not have adequate inventory space to accept new items. Barter will work with the linked container in a limited fashion. When entering a Barter, you will only be able to trade using one inventory source at a time; either your main character inventory or your linked container. This will be defined by your linked container option in the inventory. Should the inventory you are Bartering from becoming too full, you will have the option to transfer items from your current inventory to a secondary one. At this time, you will not be able to trade dynamic objects such as Territory Scanner results and Blueprints, but this is something we’re striving to accomplish in the future. Thanks for your support, guys! As always, feel free to drop any feedback you have to share with us in this forum thread NQ-Entropy
  13. (this DevBlog has been posted on the website on April 30th, 2019) Hey guys! NQ-Entropy here today with NQ-Wave. We’ve been working on a significant overhaul of the game’s balancing and we’re going to do our best to explain the big changes we’ve been working on. The main subjects today are the major rebalance of inventory and container capacity, material transportation, crafting recipes, and almost every single step between mining and crafting. Saddle up. Our starting point was the dialogue we had with the community about the issues with containers. We heard everything you guys said, from smaller containers not being useful and crafting times on larger containers being too long. This wasn’t lost on us; we also agreed that it was a little ridiculous at how weak certain containers were as opposed to the Nanoformer inventory, which held a staggering 64m3, the equivalent of a large container, or 64 extra-small containers. There was an issue. What happened in the following weeks was us going down a massive rabbit-hole where we started pulling different strings and unearthing a lot of inconsistencies in our global balancing on almost every level. We decided that we wanted to start over on solid and healthy ground, and make sure that we knew what we were doing, how, and why. We are now at the finish line of the first major pass, and we’re ready to talk to you about it. One of the initial issues excavated from the wreckage of our investigation was the difficulty of transporting materials while in atmosphere. As it turns out, in a realistic physically based system, it's really hard to transport hundreds of cubic meters or potentially tens of thousands of tons in materials. Who saw that one coming? It was a learning experience to see some of you try and transport raw material, only to end up with about 20 large hover engines to lift a couple of containers, which amounted to no material at all. So this is where we began. No matter what happened next, we needed to drastically reduce the amount of weight that a player would have to reasonably move around; even in the context of large transports. As previously mentioned, the main culprit was our overly common use of cubic meters, which artificially drew upwards the volume and weight of everything we did. We globally changed our main volumic unit from m3 to liters. We now had finer control over volumes and had a more human-level metric to base our foundations on. Your inventories will now have a capacity of 4,000 liters; goodbye cubic meter, it was nice knowing you. Having said that, we mostly liked the ratios we had in place for how fast players filled their inventories when mining and made sure to adjust everything so that it remained similar to how mining was done previously. Continuing up the chain, we reached crafting recipes. We were also generally happy with the feedback we received for the crafting mechanic, but our first recipes were more for functional testing than any sort of real balance. Now was the perfect opportunity to take a look at it in more detail. We want you guys to discover this without too much of a heads up, but there's a couple of cliff-notes we can mention here: Global rebalance of item volume and weight across the board. Conservation of mass during crafting across materials, parts, and elements during crafting (some exceptions apply). Rebalancing of all ancillary materials recipes (honeycomb, fuel, products and scraps). The end result of this is fairly significant, and we’re not quite sure we fully grasp all of the implications at this point. What we are confident in is that we have all of the tools in hand to effectively make adjustments and deal with any issues that arise; something that we couldn't quite say to the same degree before. In terms of clearer changes: Parts are generally more coherent in weight and volume with less outliers. Smaller parts will generally take up more space in your base inventory while larger ones will take less. You can still expect large parts to take up significant space, but not multiple base inventories worth. Elements operate in the same ballpark of weight and volume as before, but we have less outliers. Smaller elements are not so small and larger elements are not so huge. Generally speaking, honeycomb materials will require more ore to make. The amount of honeycomb material you could acquire previously was a little too high and we wanted to rein that in a little. We don't want you to feel constantly limited by honeycomb material, but we also don't want to make acquiring large quantities of honeycombed materials trivial. It's worth noting that we fixed a bug which changed honeycomb mass; honeycombed material will likely be overall heavier than before. Fuel cost and weight have been drastically augmented, but as counterbalance, we reduced both fuel consumption for engines and fuel tank capacity. Hopefully, this ensures that fuel is more difficult to acquire and weighs more, but you will need a lot less of it for similar performance. The end result is that you’ll be able to fly for longer while retaining a similar overall cost per distance traveled as before. In regards to scraps, the first thing we did was add scraps for all ore. You can now craft equivalent level scrap from level one to four using any ore that you’d like. Secondly, we had previously done a quick fix adjustment on scrap repair, making it less painful to repair your elements. The new scrap recipes will allow you to make more scrap for less raw ore than previously, hopefully addressing said pain points of having to mine for ages just to repair a single element. It should now be more efficient to repair an element with scrap than to craft that element from scratch. Finally, containers. Containers haven't changed at all. Not one bit. An extra large container is still 128m3 of volume. But in a world of liters, 128 cubic meters comes out to just about 128,000 liters of capacity. That’s roughly 32 times the size of your basic inventory, and frankly, that's a hell of a lot of storage. Additionally, there’s been a significant revamp of the information displayed in the inventories information panel. We won't go into too much detail here as we hope the new information should be easily understood and explain itself well enough. This was a huge undertaking and we’re confident that we’re going in the right direction, but we expect there to be issues. We’re looking forward to you guys testing everything out, hearing your feedback, and hopefully providing answers. NQ-Entropy and NQ-Wave
  14. Hi everyone, @Kirth Gersen AVX instructions have been implemented in intel processors in 2011 and AMD processors in 2012 (for processors oriented to gaming activity, which generally does not include Xeon processors made before 2013 and Celeron processors). These instructions give a substantial improvement performance-wise. While a lot of games rely mostly on GPU Power, this is not the case for some games, using voxel technology. Voxel calculation is, for the moment, mostly handled on CPU side (at least for the moment, as no current GPU is optimized to calculate Voxels). That's why having AVX instructions is required. For some games, it could make sense to make a "No AVX required" version. For others, like Dual Universe, it's not worth it: the performances would be so bad without AVX, that it's not worth it to spend a fair amount of time (re)developping a "No AVX required" version. So no, there is no short term plan to remove AVX requirements. "Minimal" requirements are the minimal specs to be able to launch the game, not to have a decent game experience. That's what "Recommanded" specs are for: to have a decent game experience. That being said, if you want to ask for a refund for this reason, please contact the Customer Support at support@novaquark.com Best Regards, Nyzaltar.
  15. Hi everyone! Thank you for reporting that! The website will be updated tomorrow to fix the missing text on the Sponsor Pack Disclaimer text. Best Regards, Nyzaltar.
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