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Setzar

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  1. Like
    Setzar 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)
     
  2. Like
    Setzar reacted to NQ-Nyota in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    Hey everyone!
     
    We wanted to let everyone know that the internal discussions are still ongoing. We have been reading your feedback (all of it - really!), and we wanted to express our sincere thanks to everyone for joining in the discussion.
     
    We have also been gathering your questions (please continue asking them if they haven't already been asked in this thread) and we'll do our best to have some answers for you as soon as we can.
     
    Thanks again, we really do appreciate all of the feedback. ❤️
  3. Like
    Setzar got a reaction from Noddles in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    So, I'm in favor of a complete wipe for release.  We're getting closer to a good state and game loop (though not quite there yet).  
    I do wish that paid-beta backers could be compensated for paying for a persistent world that wasn't.
     
    Now my idea; There will always be new players coming in and massive wealth stockpiles.  People also like a fresh experience and not facing a giant, well established war machine.  We also got promised new solar systems and gates to travel between the two systems; I think combining the ideas would be neat.  A new solar system with a new Arkship that is disconnected from Alioth's solar system where players could elect to start a new character.  To 'link' the systems, both sides would need to construct gates; the 'old' system would be able to construct it fairly quickly, but the new system players would need to start from scratch and have some sort of hard time gate from several months to over a year(talents, infrastructure, build time, something).  Once the gates are built, the two solar systems are connected and everything syncs up (gates should be able to be destroyed, but that's just the nature of things).  This process could be repeated every couple of years whenever NQ decides to release new solar systems.
  4. Like
    Setzar got a reaction from CaptainBlack in DEVBLOG: TERRITORY UPKEEP - Discussion Thread   
    Is this enforced by game mechanics, a gentleman's agreement, or a GM having to intervene?  Is there anything preventing a player from requisitioning an abandoned static and then burying it in dirt or surrounding it with another construct to physically prevent the previous owner from getting to it?
  5. Like
    Setzar reacted to NQ-Deckard in VOXEL COMPLEXITY AND THE VERTEX PRECISION TOOL   
    Voxels make up almost everything you see in the world of Dual Universe. Currently, most creations are made using the basic tools we provide with standard shapes such as cubes, spheres, cylinders, wedges, and tetrahedrons. 
     
    More intricate designs can be achieved through the art of ‘voxelmancy’ where players customize the shapes of voxels using a variety of methods and techniques based on how voxels react to each other when placed. This very advanced technique allows voxelmancers to place each corner of a voxel exactly where they want it. To do that, they use what is called a ‘voxel reactor’.
     

     
    Voxel reactors, as amazingly useful as they are, have three major drawbacks:
    They are time consuming to use. They are not very intuitive for beginners. They are laid out in a checkered pattern in all three dimensions.  
    The last item on that list poses some technical problems. 

    VOXEL COMPLEXITY
    When we are effectively applying a checkered pattern of voxels of different colors or even air, it creates a relatively large amount of small surfaces. This doesn’t really pose a problem for a single reactor, but can be a performance burden for some voxel libraries that consist of thousands of reactors.
     
    With more and more detailed constructs of complex design being built, it’s become problematic for the ‘mesh service’ system that generates the shapes that you see when not in build mode. On a few rare occasions, highly-detailed constructs may not render at all or their honeycomb will disappear. 
     
    To prevent this from happening, we will gradually implement a limitation to the complexity that can be created in a single chunk of voxels. It will start with a simple complexity gauge in Demeter:
    With the launch of Demeter, you will start by seeing a new feedback gauge while building which highlights the region you’re actively working on and will appear as a bar in the HUD that indicates the complexity level of that region as a percentage.  In a future update (exact update number still to be discussed), we will introduce the eagerly-awaited vertex precision tool (Known to many of you as the fabled vertex editor) as a way to ensure that the limitation to voxel reactors doesn’t hinder players’ ability to create amazing constructs in the game. (More on that below.) In a subsequent future (and yet undefined) update, we will enforce the complexity value limit to be 100% for any new voxel operations. As such, old constructs and blueprints will not be altered by this but may become unalterable if they are above the limit in a region. Rest assured that if you have an existing construct that’s above the limitation, you will still be able to use it as is.  
    With all that out of the way, let’s get to the fun part!

    THE VERTEX PRECISION TOOL
    There is currently a bit of a gap between learning how to build using the basic tools and more advanced voxelmancy techniques, something we’ve wanted to address for a long time. The introduction of the vertex precision tool in a future update will allow you to take any vertex (a corner of a voxel) and move it to a new location on any of its three axes inside the vertex's moveable area at different resolutions. This will provide an intuitive way that fills that crucial gap between basic building and advanced voxelmancy to fine-tune your builds.
     
    See the video below for a demonstration of how this works. Please keep in mind that the video only shows an early prototype, but we think it’s already promising enough to make you as excited as we are about the possibilities of this tool.
     
     

     

     
    VENI, VIDI, VOXIED
    I came, I saw, I voxeled 
     
    We hope that these voxelmancy changes, along with all of the great new Lua functions added in the Selene update, will inspire and encourage you to make even more amazing things than you already are. 
     
    Check out our Tutorials page for even more ideas and tips on using voxels to bring your creativity to life in Dual Universe. 
     
    As always, we’d love to hear your comments and answer your questions on the forum. 
     
  6. Like
    Setzar reacted to NQ-Nomad in Beta 1 Release Notes. Last updated on September 8th   
    Hello Noveans, 
     
    Earlier today we released a server update that brought the following changes: 
     
    New Feature
    Recruit a Friend program: Get exclusive in-game rewards, element skins, and game time when friends you’ve invited to play Dual Universe become subscribers. Get the details here.
    Bug Fixes
    Fixed an exploit related to the DSAT. Fixed an exploit related to Packages. Fixed offline player death not being applied. As always, thank you so much for your support! 
     
    Cheers,
    Nomad
  7. Like
    Setzar got a reaction from Noddles in Look back at 0.25, look ahead at 0.26 - Questions thread   
    A lot of folks, including myself, are wondering if power/energy mechanics are coming.  Any PvP rebalancing seems a much lower priority should power mechanics rebalance the way ships are designed in the first place. 
     
     
  8. Like
    Setzar reacted to NQ-Deckard in Look back at 0.25, look ahead at 0.26   
    The three-part devblog series we published in April, “The Future of Dual Universe”, addressed the cost of doing business and our plans for the ramp-up to launch. We took the first steps in delivering on those changes in May with the incremental 0.25 updates, adding more gameplay content and improving both performance and visuals.
     
    Our 0.25 updates brought players:  
    Voxel compression  Constructs LOD  Hauling Missions The Job Forum The first of a series of Challenges The integration of PopcornFX for visual effects And, of course, many bug fixes and additional improvements  
    If you haven’t had time yet to check out these changes, we released some videos showcasing them. Watch this video for a closer look and missions and challenges and this first look at the new visual effects. 
     
    About the latter, It was fun to watch the real-time reactions from our Twitch streamer community as they saw the changes for the first time. 
     
    Now that 0.25 is wrapped up, development is underway for our next big milestone. Codenamed Apollo, the update centers around the first phase of a major mining revamp. The addition of asteroids will provide rare and precious ore, which in turn will create opportunities for conflict as the hunters become the hunted. To that end, PVP will receive a first wave of balancing changes and the introduction of shields. Keep an eye out for devblogs on these topics! 
     
    In the meanwhile, we’d like to invite you to post your follow-up questions about the changes we introduced in 0.25 in this thread. In turn, we’ll take the best questions for an upcoming Q&A. Your insights and constructive feedback go a long way not only in helping us identify any lingering issues that should be addressed but are also helpful in how we can make things better in future updates. 
     
  9. Like
    Setzar got a reaction from Physics in What's the deal with Asteroids NQ?   
    Asteroids are a huge opportunity to bring that emergent gameplay to DU that I believe we all want.  Non-aggression pacts between orgs, group organized mining (pilots, miners and scouts working together), and piracy/org vs org conflict all come to mind immediately. 
     
    In my opinion, asteroids should address these issues:
    Alterative to terrestrial mining. A way to gather large amounts of T1 and T2 without meganode hunting; T3+ content may be dependent of that particular asteroid belt spawn. Bring 'civilization' outside of the safe-zone (be it for cooperation or pew-pew) Get some ships destroyed so more ships can be built.   A few ideas regarding these asteroid fields:
    I think they should be non-static in nature.  They should spawn in, persist for a few days, then de-spawn (or turn into just rock).  If they continue to spawn in indefinitely, eventually their will be no need to share or contest them.  The also means if one doesn't spawn near your base, the next one might (or might not).  With the proposed mechanic of needing to be scanned down first, this would give those that are scanning a limited head start. Combat ranges need to be evaluated carefully and hopefully mechanics adjusted accordingly.  Depending on the size of the asteroid belt, I'd think a sensor range dampening effect  (that extends well beyond the belt itself) would make both hunters and scouts work harder without allowing those L Railguns to snipe folks from way outside the belt. As @Physics suggested, I like the idea of the belts being dense enough that one can't speed though without colliding with something.  Having the asteroids be large (and huge one's hollow) would be nice as well. Probably not getting this one soon, but requiring guns and missiles to have line of sight to actually hit their target would be great.  Being able to evade that combat ship by keeping an asteroid between you and them would emphasize the pilot's role and give any hollowed out asteroids a tactical value. A mechanic that allows people to communicate or 'hail' another ship would be appreciated.  The idea of having them in the safe zone should really be limited to T1 with limited T2 with the thought being T1 and T2 should be the stepping stones to progress to T3+.   If people are going to be able to live in space, maybe a space Market? (Or player markets if you REALLY love us?)  
  10. Like
    Setzar reacted to Noddles in What's the deal with Asteroids NQ?   
    Slightly off topic but Im still heavily of the opinion that every NQ market should be deleted and replaced with player markets. Then limit the number of public player markets per planet so that way they become conflict drivers. Im sure theres something you could do with the safezone markets as well to make them competitive. 
     
    Setzar is correct. Just follow Setzar. 
  11. Like
    Setzar got a reaction from SpiceRub in What's the deal with Asteroids NQ?   
    Asteroids are a huge opportunity to bring that emergent gameplay to DU that I believe we all want.  Non-aggression pacts between orgs, group organized mining (pilots, miners and scouts working together), and piracy/org vs org conflict all come to mind immediately. 
     
    In my opinion, asteroids should address these issues:
    Alterative to terrestrial mining. A way to gather large amounts of T1 and T2 without meganode hunting; T3+ content may be dependent of that particular asteroid belt spawn. Bring 'civilization' outside of the safe-zone (be it for cooperation or pew-pew) Get some ships destroyed so more ships can be built.   A few ideas regarding these asteroid fields:
    I think they should be non-static in nature.  They should spawn in, persist for a few days, then de-spawn (or turn into just rock).  If they continue to spawn in indefinitely, eventually their will be no need to share or contest them.  The also means if one doesn't spawn near your base, the next one might (or might not).  With the proposed mechanic of needing to be scanned down first, this would give those that are scanning a limited head start. Combat ranges need to be evaluated carefully and hopefully mechanics adjusted accordingly.  Depending on the size of the asteroid belt, I'd think a sensor range dampening effect  (that extends well beyond the belt itself) would make both hunters and scouts work harder without allowing those L Railguns to snipe folks from way outside the belt. As @Physics suggested, I like the idea of the belts being dense enough that one can't speed though without colliding with something.  Having the asteroids be large (and huge one's hollow) would be nice as well. Probably not getting this one soon, but requiring guns and missiles to have line of sight to actually hit their target would be great.  Being able to evade that combat ship by keeping an asteroid between you and them would emphasize the pilot's role and give any hollowed out asteroids a tactical value. A mechanic that allows people to communicate or 'hail' another ship would be appreciated.  The idea of having them in the safe zone should really be limited to T1 with limited T2 with the thought being T1 and T2 should be the stepping stones to progress to T3+.   If people are going to be able to live in space, maybe a space Market? (Or player markets if you REALLY love us?)  
  12. Like
    Setzar reacted to NQ-Naunet in DevBlog: Organization Wallets   
    Hey Noveans,

    Joining an organization in Dual Universe has many advantages, especially when it comes to pooling and sharing resources. The introduction of org wallets in the upcoming 0.24 update will add a convenient way to transfer money to and from organizations, just as players have been requesting.
     
    But wallets aren’t limited to organizations alone. Many of these features will be useful to individual players as well. This should be welcome news to everyone who will be raking in the quanta via the new Mission system.
     
    Let’s take a closer look at all the wonderful things wallets can do.
     
    WALLETS 101

    Each organization now has a wallet.
     
    There are two new rights related to organization wallet management in the Right and Duty Management System (RDMS):
     
    Consult wallet: Gives the right to members to simply know the current balance of the organization. Edit wallet: Gives the right to do all the wallet operations available to the organization wallet. It includes buying, selling (and paying taxes by doing so), browsing the log and transferring money (see below).
    Giving the right to edit the wallet of Wave Corp to another player.
     
    HOW IT WORKS

    Any player with the “edit from wallet” right of an organization can:
    Sell unclaimed items or items claimed by the organization in the name of the org. Once sold, the money goes to the organization wallets. Buy items in the name of the organization. When doing so, the wallet of the org is used instead of the wallet of the player. Also, the item is then automatically claimed by the org when purchased. Edit and/or delete orders owned by the organization. NOTE: Going to the “My Orders” panel of the market UI, allows the player to see their own orders as well as the orders of all organizations for which they have the appropriate rights. Payable dispensers owned by organizations will use the organization wallet, instead of the Superlegate wallet.
    TRANSFERING QUANTA
    All players can give any amount of quanta to any other player or organization. Players with the necessary wallet rights of an organization can also transfer money from the organization wallet to any other entity. Transfers are tracked in the wallet logs of both the sender and the recipient.
    There are a few rules regarding quanta transfer, mainly intended to protect players from griefing through spamming the recipient’s wallet log :
    A transfer requires a minimum amount of 1,000 quanta.
    There is a cooldown period of 10 minutes between two transactions with both the same sender and the same recipient.

    Transfering money to the organization Wave Corp.
    THE WALLET LOG
    Managing an organization and giving the right for wallet operations to several players requires basic management functions. That is why we are adding the wallet log.
    All entities (players and organizations) have access to a wallet log that reflects all transactions related to their wallets.
    Each entry contains the date of the operation, the type of operation (such as money transfer, market transaction, various fees, etc.), and additional information, such as the name of the player who completed the operation, for instance.
    The wallet log.
    SHARE YOUR THOUGHTS!
    What do you think of the plans so far? Is this a good starting point or are there additional functions you think wallets will need? We look forward to reading your feedback in this forum thread.
  13. Like
    Setzar reacted to Universum01 in Quality of Life improvments   
    This is a list of improvements that can be coded in under an hour, the little annoyances that are easy to fix that degrade the experience.
     
    Looking for feedback on what's good, what's bad, and things to add. Iv numbered them to make it easier to show what you like/dislike.
    Once we have a decent list I can post on upvote https://upvote.dualuniverse.game/


    Market:
    1.) Buy to inventory: Bought items go into your active container if there is room. Skips unnecessarily transferring from market container to inventory.
    2.) Sorting: Allow market orders to be sorted by several columns at once. (Ex closest distance and lowest price sorted in the order they are clicked)
    3.) Default Sorting: Market orders are default sorted by, closest distance, then lowest price, then largest quantity.
    4.) Searching: When searching a word like Atmo for example, have anything that starts with Atmo in the first word first, then anything with Atmo in the second word second, and so on. So if i search for Atmo, Advanced Engines should not be the first thing that comes up.
    5.) Keep scroll position: When looking through items and you click on one then go back to the list, have it return you to where you were on the list, currently it resets you to the top of the list. 
    6.) Quick Sell from linked container: Right now if i want to quick sell something i have to drag it from my linked container to my nano, reopen the market and sell it a little at a time.
    7.) Right click, inspect item: In the market window allow us to right click and inspect an item to see its details without having to leave the list.
    8.) Buy all for BPs: An option to buy everything needed for a blueprint from the market. This would also add to the market as sellers can now play the market for people buying all. This one is a little more Dev intensive and im iffy on having it on this list.
    9.) Allow the market window to be moved around.
    10.) When buying remotely you still get a warning about market items in container. A simple if player is not within 50m of a market don't show the window.
    11.) A checkbox for blueprints when searching, so they do or do not showup when your searching. Have the checkbox remember its position of checked or not checked in-between client loads/logins. Most of the time your searching, its not for blueprints and they tend to just clutter the search.

    Items:
    100.) Right click, view on market: Not just for inventory items but on the inspect window as well.
    101.) Shift click items: Much like you can do in OS's,  click one item, then shift click another lower in the list and it selects all items in-between. Would be a godsend for inventory transferring.
    102.) When transferring items to a container that does not have enough space, by default round off to the nearest digit, so players don't end up with 0.47976249.. ect of an item in their inventory.
    103.) Crafting an item in the nano crafter will auto craft anything that's required.(EX: Crafting a Surrogate VR Station also ques the items not in your inventory like Basic screen, Basic Processor, ect)
    104.) When nano-crafted items do not have all the required material, skip to the next craftable item in the nanocrafting que.
    105.) Give the option to clear the notification. This also helps server and client performance when noticed get into the thousands.
    106.) Have notifications only show new ones by default.

     
    Scanning:
    200.) Having to freeze scanning ships: You need to freeze your ship or scanning can get aborted. You can be completely still and scanning will get aborted. I think giving scanning a little more margin on moving should fix this, that the player has to move a few meters from scan start location.
     
    Server:
    300.) Give a countdown for server restarts, a 15, 5, and 1 minute notices when the server is restarting, to allow people to get into a safe position.


    Iv been playing for 2 weeks and every time I hit one of these items it degrades the experience and they add up over time.
  14. Like
    Setzar reacted to NQ-Naunet in [Discussion] DevBlog: The Mission System   
    I brought your concern to the team, and they shared their thoughts:
     
    "Missions have a predetermined source and destination points, yes, but that's no different than any other flight from planet A to planet B. Pilots don't have to take direct routes between the source and destination points. Also, a red warning message will appear if the mission leaves a safe zone, which should make strategizing easier. Try indirect routes, pay attention to the warnings and don't name yourself something conspicuous like "Mission Hauler" and you should be fine. "
  15. Like
    Setzar got a reaction from _Yamok_ in [Discussion] DevBlog: Rebalancing the Universe   
    While I do like this idea, it seems like player markets, org wallets, power systems, contract/mission system and player shipyards should have came first.
  16. Like
    Setzar got a reaction from Mornington in [Discussion] DevBlog: Rebalancing the Universe   
    While I do like this idea, it seems like player markets, org wallets, power systems, contract/mission system and player shipyards should have came first.
  17. Like
    Setzar got a reaction from Noddles in [Discussion] DevBlog: Rebalancing the Universe   
    While I do like this idea, it seems like player markets, org wallets, power systems, contract/mission system and player shipyards should have came first.
  18. Like
    Setzar got a reaction from Monk_NL in [Discussion] DevBlog: Rebalancing the Universe   
    While I do like this idea, it seems like player markets, org wallets, power systems, contract/mission system and player shipyards should have came first.
  19. Like
    Setzar got a reaction from vertex in [Discussion] DevBlog: Rebalancing the Universe   
    While I do like this idea, it seems like player markets, org wallets, power systems, contract/mission system and player shipyards should have came first.
  20. Like
    Setzar reacted to Finchinator in [Discussion] DevBlog: Rebalancing the Universe   
    Introduce power managment & tiered industry and reset the complete universe but let us keep skillpoints and blueprints. Also a great time to bring the new seed to the planets ^^
  21. Like
    Setzar got a reaction from Noddles in DevBlog: Element Destruction - DUscussion thread   
    I always felt that lock ranges was an important mechanic that just needed balancing, not thrown out the window.  Obviously core size was a terrible metric to determine the lock range, but maybe total construct mass or something?
  22. Like
    Setzar reacted to NQ-Naerais in Clarification regarding Bug Exploits & Griefing   
    Hello Noveans, 
     
    We realize there is some confusion regarding whether certain scenarios occurring within the game world are permitted or not, and would like to clarify these points for everyone.  In short, we’d like to ask our community to use common sense when encountering issues in the game;  If it looks like an exploit, smells like an exploit (do pixels smell?), or sounds like an exploit, chances are it is an exploit. Don’t DU it! Report it. (support.dualthegame.com)
     
    We are in a testing phase, and reporting these bugs/issues is important. Abusing them may lead to sanctions against accounts, up to and including removal from the game. We will not take ignorance as an excuse, especially in the following list of scenarios. Please note this is not an exhaustive list, and we will continue to expand upon it as needed: 
     
     “ALT + F4 Emergency Brake”: We acknowledge this is not an intended game play loop that is being intentionally used by players. We do plan to counter this action in the future but do not consider it high priority at this time. At this time, we will not take action against an account for using such. [Allowed]  
    Parenting Ships - Dragged to PVP Space: This is a hot topic and one we wish to be very clear on. Intentionally parenting any construct without permission of the owner is not intended for game play. A fix has been rolled out that will address the ability to parent constructs together via the maneuver tool. As we have not previously clarified this point, we will not retroactively punish this abuse, as of this moment forward abusing similar bugs/tools to replicate this maneuver in its current state can result in disciplinary actions on an account. [Not Allowed]  
    Attacking PVP Zone from Safe Space: Our team has been investigating complaints of ships being attacked in the PVP zone from ships outside of the zone. Our investigations strongly point to sync issues between clients. We will continue to work with this feature, but recommend players consider the zone lines for PVP to be somewhat fluid and not absolute. Our version of the neutral zone! We ask that you continue to report cases with positions, but will not action accounts at this time, unless an additional exploit is discovered. [Allowed]  
    Overlapping engines with other elements (obscuring): A fix will be rolled out that will prevent this from occurring. No action will be taken, unless additional abuse is occurring. [Allowed]  
    Theft Via RDMS: RDMS permissions and settings are the sole discretion of each player. We advise you take the time to get to know and understand the system and be cautious when making a construct or element usable by unknown players, including the use of your friends list. Not every player has your best interest at heart. We can not get involved with permission based theft, whether as an individual or an organization. We encourage you to review your friends list each time you add or remove someone and ensure your construct permissions are set accordingly. The context menu options that set public access currently do not have a confirmation prompt, be careful as setting public access to said construct will allow every player in Dual Universe to go into build mode and remove/place elements and voxels.  [Allowed]
       
    Environmental Walls/Creations: Use of the environmental and voxel tools allows the manipulation of terrain on owned and unowned tiles. You may build walls or other structures up to the allowed height, however, said constructions must not:  Block access to market places or tutorials Must abide by our Community Standards (phallic/sexual, political, religious or otherwise offensive shapes are not permitted) Must not be placed with the intention of interfering with neighboring players. When players can not agree, the final decision on what is and is not acceptable is decided on a case-by-case basis by Novaquark staff.
       
    Marketplace Construct Parking: Players are permitted to park at marketplaces with their transport vehicles so long as they are not preventing use to other players or obstructing entry or exit points. Vehicles whose purpose is advertising (organization, service or otherwise) must abide by the following rules.  Organizations and individuals wishing to advertise at markets may have one advertising construct per district maximum Constructs may not be larger than “Small” sized Constructs may not block access to any building, entry points or dispensers Advertisements must not be placed/parented on constructs that don’t belong to you Constructs that violate these terms will be removed from the game without warning or compensation.
      Mass Manipulation in Transportation:  Players who utilize bugs to bypass the weight penalty of their inventory, other players, other constructs, etc to move mass through the game are not permitted. This includes: Adding additional mass to an already piloted ship [Fixed] Docking mass to an already piloted ship [Fixed] Circumventing linked container range [Fix Pending] [Not Allowed]  
    Item Duplication: Any method of duplicating items or resources (including quanta) is not allowed at any time. Any incidents of bugs of this nature must be reported to the support team at support.dualthegame.com [Not Allowed]
      Boarding without permission: As the deployment of the docking update is pending, the boarding of other players' constructs without consent will be considered an exploit. [Not Allowed]
     
    Offenders will be teleported away; repeat offenders may be subject to more serious repercussions.

    If you are boarded by another player and wish to have them removed, please report it either by creating a ticket here or by messaging @gm through the in-game Help channel.

    We do recommend you keep regular backups of your constructs in the form of blueprints in the case you lose a ship (through intended means (sale, give away etc),or undesired results such as in PVP, you can still recreate it later.    
     
    How to Blueprint (to save your ship/build):
    Enter build-mode on the construct, right click anywhere on the construct and click “Create Blueprint”. The blueprint will then be generated inside your currently active inventory. It is wise to keep hold of a copy of any of your blueprints inside your personal nanopack, as these are safe and not lost upon respawning.
     
    We realize this is not an exhaustive list, and we will expand upon it as time goes on. We also understand some members of our community feel that using a bug or exploit prior to acknowledgement by Novaquark is considered okay. We’d like to state that any intentional use of a  bug or exploit will be treated harshly going forward. This is the one and only warning we will issue on this topic. Please just don’t DU it! 

    On behalf of the entire team, we thank you for helping us make Dual Universe a better place! 
     
    Sincerely,
    The Novaquark Team
     
  23. Like
    Setzar reacted to hdparm in [Lua] [API] Element public members and return values of some functions   
    Unofficial Lua changelog
    r0.23.0
    Changes since r0.22.4:
    All elements New functions: getMaxRestorations(), getRemainingRestorations(). Anti-Gravity Generator setBaseAltitude(altitude) no longer works inside the system flush() event. Container (Fuel and Item) New event: storageAcquired(). New functions: acquireStorage(), getItemsList(), getItemsVolume(), getMaxVolume(). Control unit New function: getMasterPlayerRelativeOrientation(). Restored function: setupControlMasterModeProperties(controlMasterModeId,displayName). Core New functions: getElementIndustryStatus(localId), getSchematicInfo(schematicId). Emitter and Receiver Range increased to 1000 m. Industry New functions: getCurrentSchematic(), setCurrentSchematic(id). Light New functions: getRGBColor(), setRGBColor(r,g,b). System New event: inputText(text). New functions: getFov(), getScreenHeight(), getScreenWidth(), getWaypointFromPlayerPos(), setWaypoint(waypointStr). Warp drive Removed function: activateWarp(). r0.22.4
    Changes since r0.22.0:
    Core New functions: getElementPositionById(localId), getElementRotationById(localId), getElementTagsById(localId). Other global.lua is now inside game.ung and cannot be edited by players. Editing existing files in Game/data/lua should no longer trigger the EQU8 anti-cheat. r0.22.0
    Changes since r0.21.3:
    PVP radar New functions:  getConstructName(id), getConstructPos(id), getConstructSize(id), getConstructType(id), getEntries(), getRange(), hasMatchingTransponder(id). The getConstruct* functions return "unreachable" or { 0, 0, 0 }, even for construct information that's available in getData(). New events: enter(id), leave(id). r0.21.3
    Changes since r0.21.2:
    Other package.loadlib has been disabled. r0.21.2
    Changes since r0.20.0:
    Anti-Gravity Generator New function: getBaseAltitude(). PVP radar getData() no longer returns construct positions. Other pcall and xpcall can no longer be used to avoid the CPU instruction limit.
  24. Like
    Setzar reacted to hdparm in [Lua] [API] Element public members and return values of some functions   
    OUTDATED. NOT UPDATED SINCE v0.23.0
     
    This is the result of running the globals dumping script in-game on constructs that had various elements attached to them.
     
    Some exposed functions were called with pcall. The first value indicates whether the call was successful, the second is the actual function return value. All functions that return a vector return it as a table, not as a vec3 structure. Usually such functions will be called like this: local worldGravity = vec3(core.getWorldGravity()). Boolean values are returned as a number 0 or 1, and not as true or false.
     
    Element events are not listed here, as they cannot be detected by the dump.lua script. See the codex in-game (press F1) or outside the game (C:\ProgramData\Dual Universe\Game\documentation\web_codex.html) for event and function descriptions and other information.
     
    Anti-Gravity Generator
    r0.21.0
     
    Control unit
    r0.23.0
    Programming board exposes fewer functions compared to cockpit and seat. The control unit has references to linked elements, which are also available as local variables in each event handler. Event handlers defined in the script editor also get placed inside it. Here the control unit is a hovercraft seat that has 2 linked fuel tanks, a radar and a core.

    Core
    r0.23.0
    Static cores have fewer functions compared to dynamic cores.
     
    Databank
    r0.21.2
     
    Elements with a state
    r0.21.2
    Detection areas, laser detectors and manual buttons expose the same functions. Their state is accessed using getState().
     
    Elements with a toggle-able state
     r0.21.2
    Force fields, ship doors, landing gears and manual switches expose the same functions. The state is accessed using getState() and can be changed by activate(), deactivate() or toggle().

    Emitter
    r0.23.0
     
    Engine
    r0.21.0
    Space engines, atmospheric engines, ailerons, air-brakes, retro-engines and adjustors expose the same functions. Usually engines are controlled through unit.setEngineCommand and do not require linking to the control unit.
     
     Fuel container
     r0.23.0
     
    Gyro
     r0.21.2
     
    Industry
    r0.23.0
     
    Item container
     r0.23.0
     
    Library
    r0.21.2
     
    Light
    r0.23.0
     
    PVP radar (atmospheric and space)
    r0.22.0

    Radar
    not available to craft or buy; for atmosphere and space radars see PVP radar instead
     
    Receiver
    r0.23.0

    Screen
    r0.21.2
     
    System
    r0.23.0
     
    Telemeter
    r0.21.2
     
    Warp Drive
    r0.23.0
     
    Weapon
    r0.21.0
  25. Like
    Setzar reacted to Lethys in Greifers   
    What a boring game this would be if nothing ever gets destroyed and if the world outside the safezone doesn't feel dangerous. 
    It was always advertised as a game where pvp can happen at all time, anywhere except in the safezones. Deal with it and don't try to change it now because you don't like pvp and obviously never bothered to inform yourself what DU is
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