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Takao

Alpha Tester
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  1. Like
    Takao reacted to blazemonger in The problems with Planned updates and how they will kill PvP   
    OP's suggestions are based on the assumption that PVP is a central mechanic which is a goal to achieve and a means to make a living in game or "pay for itself". I'd say that assumption is actually incorrect and while it is obviously perfectly fine and absolutely acceptabel to choose the life of a pirate or bandit in game, this doe snot mean NQ must amend their plan/vision to accommodate that. For the game to "work" elements need to get destroyed and not be indefinitely repairable.
     
    I'd expect a docked ship to not be able to actually engage in PVP while being docked, and so you would need to both fly it and as you refer to M code I'd expect you would need several players per ship to use it effectively. I'd say that this level of co-operation and co-ordination is pretty much what the game is about and so I do not see the problem.
     
    Also, have you seen an L core  and how do you see a design which would have a S core cross section on an L core ship? Also as above, you can't benefit from having M core ships docked so you'd be a sitting duck if the L core is not weaponized and operated by a group of players.
     
    Lastly, while energy management was mentioned, I did not hear anything about that coming in with the December patch, it is something planned to come March 2021 at the earliest. We also have no information at all on how that will actually work so any assumptions like you make are at best speculative.
     
    It all sounds like what you see as an issue is not actually there as there is way to much unknown to even make the assumptions you do.
     
     
  2. Like
    Takao reacted to JohnnyTazer in The problems with Planned updates and how they will kill PvP   
    Sorry, as for someone with a decade experience pvping in eve, and pvp experience in DU, element destructions is 100% needed.  What ive also proposed tho long ago as a forum post, is a robust Salvage talent tree.  And im not talking about holding alt and clicking to take elements salvaging.  I'm talking about when elements are 100% dead, you can get some RNG and possibly get back some parts that were used to create that.  So things do die, but slavagers can still profit some.  And with durability it sounds like even if someone loses they wont have completely destroyed every element so still profit to be had.  
     
    As for docking I've never done anything with it so dont know.
  3. Like
    Takao reacted to Jinxed in Incoming pvp changes   
    That is my impression... I believe that beyond flight and interaction physics, voxels and inventory and progressing server backend technology, they have not started on any of the higher level societal structure (beyond RDMS) or overarching strategic gameplay.

    It really still feels like early alpha, and the only reason it feels playable at all is more due to its sandbox nature than the level of development gone into it.

    Elite Dangerous alpha was pretty playable. The game had exemplary physics, a working Stellar Forge, NPCs were implemented (though weak), trading worked, proto missions were available (sadly, some of those exact same missions are still available to this day), equipment classes and grades, the basics of a crime and punishment system... And a sense of progression... From ship to ship all the way to the mighty Anaconda, or Jump to Jump to the centre of the galaxy, far rim, nearest nebula, etc...

    I don't want to compare the two games directly but rather contrast the states of development they were both in during their respective alpha periods.

     The elite "premium" beta came out, plus a final beta and then a conformational "gamma" was released during which very little added. Bugs were squashed, values were tweaked, assets were improved but the game was recognisable.

    This game has so many things left to implement before it's even concept complete, let alone feature complete. So I don't expect critical details to be implemented or even decided yet, TBH.
  4. Like
    Takao reacted to blazemonger in Incoming pvp changes   
    Silly idea, a small object should be less easy to lock, regardless of radar size. The radar size should maybe increase the lock chance/time, have a longer lock range and in return require more power (once introduced). You also mentioned just now that they said that this depends on both having the same radar.. How woudl the size of my radar affect your ability to lock me.. That is such sideways thinking..
     
    Artificial balance idea unless the lock chance actually changes if the relative position and orientation is taken into account by this.
     
     
    Another short sighted and knee jerk "solution"
     
    Cores should have a power capacity, weapons/shields/engines/radar/countermeasures should require power. You can fit whatever as long as it stays within the power capacity of the core. You fit large weapons, no or minimal shields or only a small radar operating a limited capacity so you need to get close which opens you up to attack. You may be able to add power by adding batteries but they have limited use and will impact mass and agility with it.
     
     
    Once more, NQ shows their inability to be creative and really come up with good ideas as well as being oblivious to anything the community may discuss suggest. If these things are al they can come up with after nearly a year since they introduces PVP.. I don't know but it's meager at best..
     
     
    EDIT: Posted update on this further down after hearing what was actually said and frankly, it's not that bad and actually pretty decent as far as ideas go.
     
     
  5. Like
    Takao got a reaction from Teufelaffe in Permanent Bubble? They nuts?   
    A non-pvp zone helps every player:
    Non-PvP players know where they can safely move.
    PvP players know where they find players that are (more or less) ready for PvP, which is important, because who wants to accedentially engage with another player who doesn't want any pvp?
  6. Like
    Takao reacted to SirMaxxx in Warning (and a bit of a whinge) re Support / Refunds etc.   
    Bought a three month subscription Aug 28th.
    Could not get into the game (login timeout) at all.
    Contacted support Aug 30th and sent required debug files Aug 31st. as requested.
    Heard nothing. Repeatedly contacted support and once, via discord, got into the game for about a minute before it crashed and went back to the timeout issue.
    Finally asked for them to cancel my payments and give me a refund as I wasn't getting any response from support (Sept 17)
    "Please cancel my payments immediately and refund me the full amount paid"
    Sept 30 received an email "Thanks for getting back to us. Sorry to hear you're having trouble playing the game and would like to have a refund. No worries, we'll get this sorted for you."
    Today (Oct 28) I received an email
    "I went ahead and cancelled your subscription."
    note they cancelled the subscription and not the payments.
    "Regrettably, scenarios such as this are currently not eligible for a refund."
    with a link to the T&C with all the 14 day stuff in it.
    I let them know within 2 days it wasn't working - but it has taken them 2 months to respond - but tough, outside the 14 days, buddy!
    And in that same email 
    "If you are interested, I would take a closer look at the issue and would like to request the following data about your device/setup:"
    asking for the same files I sent on 31st August that nothing happened about.
     
    I have tried all of the solutions offered in various other posts from folk having similar problems - and as mentioned, one of their support people managed to get me in the game for a minute by doing something (unfortunately when it crashed on my again and went back to the old behaviour, the Discord chap just told me to raise a support ticket.)
     
    So I have asked them to re-instate my subscription until it expires (otherwise how could I possibly tell if they ever fix the problem) but not to allow it to renew.
    I have sent the files requested (including resending the old files) in the hope that someone will actually look at them this time.
     
    Incidentally (just in case they're reading) @ng-wokk was the original email support person I sent the files to (and who never responded) and @ng-rocketman  is the most recent correspondent.
     
    I offer no advice - just the facts.
     
    I will post again should I hear anything...
     
    Don't hold your breath
     
     
     
     
  7. Like
    Takao reacted to blazemonger in Permanent Bubble? They nuts?   
    The questions I have are:
     
    Why are "PVP oriented players" so focused on being able to target those who have no counter/recourse? Are you looking for kills more than fight maybe?
     
    Why is it that on a good number of occasions, a ship approaching me on an intercept course would turn tail and run as soon as I start moving in their general direction instead of staying on my intended heading? Are you afraid to actually encounter a fight maybe?
     
     
    It's been well established by now that, while they may be the loudest, The player base looking for pewpew is in fact the minority. Not meant in a bad way but it is.
    It appears to me that based on what many of these complain about, if the creatives and non combatant players would leave, there is nothing left for these players to do or shoot at.
     
    The notion of fleets and escorts in game is not viable as there is n way for a fleet to move as a unit. Also If there were to be escorts, this would in effect do the same as using warp as you would not be interested in engaging due to the fact you may actually lose a fight and you are more interested in the kill.
     
     
    Non combatant players right now choose the expensive route of Warp drives because there are no counters in the game to avoid being shot at. There is no deflection, jamming, stealth, decoys, flares, chaff. Saying "just bring friend and load guns" is not a viable options as this means losing room for cargo and generally being less cost effective than adding  a Warp Drive in the first place. And again, many "PVP players" would actually not engage if they find they may actually draw the short straw in a fight.
     
    DU is not, and was never designed to be, a combat centric game. It plays a role in the game for sure, and is important as a pillar of the game, but it is not what the game is all about and anyone who has the expectation is is, should be or will be choose the wrong game to play.
     
    Territory Warfare will favor the defenders versus the attackers, yes. I have no doubt NQ will implement EVE style mechanics which will prevent offline base raiding and allow for time zone co-ordination when getting into fights.
     
     
    All that said, and while I personally have no interest in combat at all, I do agree that the choice to now let the existing Alioth/Madis/Thades safezone triangle in place is not good for the game and effectively creates a game within a game. It creates a whole set of new problems which I fear NQ has not considered yet and is a massive surrender of their initial vision for the game towards the creative part of the community, I think because they do not really know how to otherwise safeguard this group remaining in game. What may play into this is that NQ knows that this group is both bigger, gives them more exposure and may well be inclined to spend more money in the coming cosmetics cash shop than the PVP oriented player base which from a business POV does make sense.
     
  8. Like
    Takao reacted to Geckospeed in Fair Warning. And a message to the devs.   
    I bought the game with the minimum entry package, think it was two months or something. And my request for a refund was denied. My reason being that I can't play the game because graphically it's cancerous and so blurry it gives me a headache just to look at it. How this doesn't warrant a refund when I played it for maybe 10 minutes I don't know, but reflects very poorly on the devs. That being said. I'm not going to do your work for you and submit a technical ticket or report this issue on the forums as it seems others have, and that's not my job.
     
    I leave this as a message of my extreme disappointment with this game as a product, and it's developers service, as well as warning to others who may struggle with hot blurry messes. 
  9. Like
    Takao reacted to Jinxed in This game is too easy. Some Thoughts and concerns.   
    Weren’t loads of things locked back in the early alpha? L space engines, I remember, not being placeable by me at one point. 
     
    A problem is mining is too fast because they didn’t want to do automated mining. 
     
    they couldn’t make mining realistically slow since you have to baby sit each litre you get. 
    so instead you get to pull in 200M3 per second per player. 
     
    they should have screwed the ridiculous voxel based mining and just had extraction point mining with a low extraction rate that requires a permanent base set up to protect the resources.  
     
    means logistics to empty the skips and bring the resources home would have to be thought about and that would have made resource supply lines and pickup routes a thing and made regions of the planets actually valuable and worth fighting for. 
     
    the game is broken in that respect. 
  10. Like
    Takao reacted to blazemonger in This game is too easy. Some Thoughts and concerns.   
    Too many loud voices are way too attached to their riches, many of which were obtained using unbalanced game options and mechanics which in the process destroyed a good portion of the games ability to facilitate it's development. Not saying ppl exploited anything here, but NQ made some bad choices, were told they were bad choices and went ahead anyway and then found they made some bad choices  

    Combine this with their focus on revenue and as a result sacrificing their ability to actually balance and restructure as needed (including wipes which are absolutely normal and part of game development at this stage) and you have a recipe for a hollowed out game only a few weeks into it's beta soft launch.
     
    A wipe, once important balance passes are in the game,  where we keep our blueprints and see accrued talent points returned to the pool for a respec would be good for the game, it will weed out some of the debris and some of the abandoned structures. It will potentially weed out some who focus more on being able to say they "own all this" and not really partake in the game and at at the same time create an opportunity for NQ to push the game to new players coming in on the subjective idea of an "even playing field" (which is really not a thing but too many think it is so why not make use of that sentiment and gain more revenue through it).

    It wil certainly draw some tears form big orgs who invested a lot of time in their infrastructure but those wil bounce back even when they may do a lot of crying about it in the process. NQ setting up a "no wipe unless we really have to" expectation was a mistake but at the same time I really feel that, once the balance passes are done, it very much defendable that they "have to" wipe in order for these passes to take proper effect (which is what I do expect will eventually happen)..
     
     
    Regarding Talents, there are a lot of talents now which really do not have any effective use. I'd agree it would be good to have certain items locked behind talents and then consecutive levels increase the effectiveness of those elements..

    For instance, for Territory Scanner:
    "Scanning Calibration" - will increase the range at which you can detect ore, increasing 20% each level where Level 5 also unlocks;
    "Territory Scanner Calibration" - Unlock Territory Scanner and reduce scan time by 15% each level, level 4 will also unlock;
    "Multi Scan Operation" -  Allow for one extra scanner to be operated simultaneously and remotely per level within a total of 7 scanners at L5 allowing a player to scan a tile and it's surrounding tiles with one scan action (3,4,5,6,7 respectively)

    And for Warp drives:
    "Space Engine Calibration" - increase ability to calibrate and optimize space engine speed with 20% per level, ending at 30K for level5 which also unlocks;
    "Warp Drive Calibration" -  unlocks Warp Drives and increase ability to calibrate Warp drives before jumping by 15% each level, level 4 will also unlock;
    "Warp Cell Efficiency" -  Decrease number of warp cells required to travel by 15% per level
     
    NQ pretty much copied the EVE skill system but forgot to understand how that system is really a rather smart chain of skills which provides a logical and sensible progress for players as they get deeper in the game, unlocking abilities as they go and as the player's experience will allow him/her to use such skill effectively. I'd also really like to see NQ introduce skill books like  EVE has as it will remove a lot of clutter when skills for which books are not available can easily be filtered out.

    Skill books also actually create roles within organizations where you'd have players tasked with keeping org books in stock and distributed as needed.
  11. Like
    Takao reacted to blazemonger in Planet Resource Deserts Are Not A Good Experience   
    The thing though is that days into the "early start" for backers (as has been well documented), mostly due to a number of oversights and NQ being their usual overly optimistic and "you'll need years to do this" SELF, a lot of high tier ore was not only mined but pretty much removed form the game in order to fill up bank accounts. Even today, selling T1 ore and some easily crafted goods to bots is in many cases still a profitable and viable way to fund other activities, sinking massive amounts of resources into the black hole of the markets.
     
    NQ had an opportunity then to fix that but decided it was all fine. now that they find players are pulling material out of the ground much faster than they expected (again, naïve thinking), they find themselves wit he dilemma of pretty much having removed the easiest way to resolve this from their toolset by not excluding wipes but pretty much making it a very hard sell for them to use that option and not run into an ocean of tears.
     
    What will probably happen is, yet again, the general player base will see the fallout in overarching limitations and further nerfs and increase in cost to do basic stuff in game. Industry will probably get a lot more expensive and no doubt T2 industry elements will be brought in to further discourage the average player form making their own stuff and forcing them to the markets. And all of that because NQ really doe snot want the "Satisfactory" feeling the game currently has to become the predominant gameplay loop besides building ships (it's currently the only one really).


    All of this and the needed balance passes really can only lead to one thing, a wipe. If NQ doe snot change their position on this they will just find themselves in a position where they can't properly balance the game and they will find themselves outpaced by the player base as far as how fast they will need to bring in new content and features which they will then need to rush through which will cause more balance problems. NQ said they will not wipe unless they have to and guess what.. They will have to, and sooner than they think.
     
    It will be a very tough sell and there will need to be a lot of sweetening to make the wipe get through without to much of a riot buit a wipe will need to be done. Frankly, if they let us keep blueprints and put talent points back into the pool I honestly see no problem with it. The problem is that NQ seems to keep pushing the "no wipe unless absolutely needed and even changed their plans, sacrificing the game's visual quality, to do so.
     
    Man up NQ.. I really believe it should be obvious you are not getting away from this, so bite the bullet and plan for a wipe, maybe sometime before Xmas. Good time to encourage new subs to come into a fresh, new and improved world and create some much needed revenue in the process.
  12. Like
    Takao reacted to blazemonger in “Marketplace Heist” Response   
    This may be true but it does not take anything from the fact that from the player's perspective, the construct is editable and open. There is _no_ communication from NQ stating that as a result of a duplication bug there can be a situation where this happens so there is _NO_ way for players to know this might be the case. So in that respect, this argument is not valid.
     
    As I have made very clear before, I agree that the actions from the player's end were unjustified and they should have known beter. As a result yes, punitive action from the side of NQ is absolutely fair and reasonable but the chosen path is way over the top.
     
     
    And I see no reasonable arguments against the NQ action is saying it is. There is always those who just say no (just like there are those who just say yes) but the consensus for those who do not agree with he direction NQ takes here seems to be that..
     
     
    Which was dumb on their end but does not justify a permaban IMO and that of many others in and outside the DU community. In fact by this being in the public eye already should make NQ more cautious of possible fallout from an over reaction
     
     
     
    All true but there is a few things that NQ continues to ignore and does not take accountability for or ownership of:
     
    There is no solid, well defined way in which NQ handles reports on exploits and bugs, it's all ad-hoc and takes forever as these go through the ticket system which is backed up for weeks without any triage being done except for maybe connection issues. 
     
    Communication on this is and has been at best vague and easily open to several interpretations.
     
    This is really not that hard:
    Once reported and seen, NQ declares an exploit or bug in public and an entry in TOS makes that announcement binding and defines it as a "do not abuse this as doing so will result in a bannable offense".
     
    This both creates clarity quickly and allows NQ time to go in and fix this.
     
     
    NQ has a huge list of more or less high impact bugs and issues which are known and reported, some have been in the support queue for 5+ weeks without even been looked at. Escalations to CS staff/leads have no effect. Generally, ticket based support by NQ is pretty much so backdated that it becomes meaningless. Well known issues in game remain unattended for weeks on end, patches which break important game functionality are left in as-is without any indication of a fix for these issues.
     
    In general, NQ needs to stop being offended when people point out the obvious and improve their style of, frequency of and context for communication. A lot of things that happen are due to NQ being slow, vague, inconsistent and to be honest often using language which seems to come straight out of Google Translate. Have an objective look at the TOS and see how it's really badly written and is generally littered with incorrect use of capital letters and punctuation. 
     
     
    Bottom line here IMO is that NQ still refuses to see that there are definite parts of all this that are in their court and while it certainly does not justify the player's actions, it does mean that NQ needs to take ownership of this which they are not doing. And most of what "us" who do not agree with this action are pointing out is exactly that, not a blanket "set them free" as quite a few of the ones in the community who choose to oppose our view seem to be implying.
     
    Due to the way NQ handled this, there are now a number of publications on this issue which are geared against NQ, some are grossly overlooking all the facts because it gets them viewers but they are having an effect  which is fully due to the way NQ handled this and now, instead of taking the opportunity to reflect and choose to do some PR repair work,  NQ seems to just double down on there position.
     
     
    All of the above obviously IMO, not saying I am absolutely right or entirely accurate (as I obviously do not have all the facts) even when I believe I am not wrong here.
  13. Like
    Takao reacted to NQ-Naerais in “Marketplace Heist” Response   
    Hello Noveans, 
     
    At this stage it’s hard to ignore that the “Market Heist” has definitely caused a stir of dialogue and reactions both in our community and on the internet.
     
    We have taken some time to look at the situation in more detail: the actions of these players are not ok, not condoned, and will not be tolerated. We stand by our decision, and we’d like to better explain it. 
     
    Most of what Novaquark builds within the game world, such as markets, institutes or the Arkship is not a player-owned construct. It is a part of the game play designed to serve all players. There are exceptions, like shipwrecks, which are designed for salvaging, and clearly communicated as such. 
     
    We did, indeed, state to players that if RDMS is not properly set on a construct, and it results in theft, it’s part of the game and we won’t act upon it. This is to acknowledge that treason can happen in an organization, for instance, and is part of the emergent gameplay we’re trying to promote. 
     
    Now, this does obviously not apply to NQ-built constructs, which are designed to serve a specific purpose in the game. It is obvious that these constructs, owned by NQ accounts or Aphelia, are not meant to be interacted with in the same manner as player constructs. Besides, they may contain some highly overpowered and unbalanced elements which were never meant to fall in the hands of players. So the situation with the market is clearly covered by section 5.2 of the EULA: “You must refrain from engaging in any behaviour that could harm NOVAQUARK’s image and/or reputation, that could harm one or more other Users or have a negative impact on their gaming experience, or that is detrimental to the proper functioning of the Game.”
     
    Finally, and for the record, the issue with the market did not result in a wrongly-set RDMS, but rather in a duplication bug. Part of what we use is the same tools as players to build constructs. We create one district, then duplicate it. Something went wrong in the duplication process of one of the markets, which resulted in players being able to edit it.
     
    Were we harsh? Yes. But we had previously communicated that we would no longer tolerate abuses of bugs and issues. We do realize that perhaps this started innocently enough in that someone pressed “B” while standing on a market. But it went beyond this, and that shows intention. The players involved indicated that they reported the issue, and after further investigation, one did, though not by following the proper feedback channel: they pinged a staff account on Discord in the middle of the night. We’ve clearly stated that staff do not respond to pings on Discord, and that the reporting method for exploits and bugs of this nature is either via our ticket system, or via a community manager on the forums. 
     
    Even a proper attempt to inform us about an exploit doesn’t mean that it’s OK to go on and abuse it. Communicating an exploit to the NQ staff doesn’t serve as a way to absolve the players, it’s only meant to ensure that we fix the issue - it’s not a free pass to use an exploit. The banned players destroyed a player market by dismantling it, and the fact that they communicated with us via Reddit with a request not to be banned shows that they knew what they were doing was wrong. They posted on Reddit, proud of their ‘achievement’ and of the destruction. 
     
    In the end, repairing the damage cost us hours of manpower across multiple departments, which could have been invested into further progressing the game. 
     
    That is why we take this seriously. 
     
    Here are a couple of things that we’d like to reiterate:
    We are in beta.  Things aren’t always going to work as intended. But we have a persistent, single-shard universe, and altering its foundations impacts all players. Bug Fixes aren’t instant. They take manpower time to find, investigate, fix, test and roll out. We try to make sure that fixing a bug doesn’t introduce a dozen more. As beta players, we count on you to help us and report bugs, not abuse them. We believe that this is fairly standard for most games.   We genuinely hope this brings some clarity to the situation, and ask you all to remember this is a communal effort. We’re in this together.
     
    Sincerely,
    The Novaquark Team
     
     
  14. Like
    Takao reacted to ONIXXX in Unknown people took the base   
    The answer came, I think it is not answered and the GM works, as any use of exploit you can justify this answer, I have not heard the details, where exactly is the problem, which player has granted access, I believe that access is provided to the core was not, in General, I'm completely disappointed, I will try to convey the maximum count of people this "competent" answer, 
    here is the answer

    Hello ONIXXX,

    Thank you for reporting this, however in this case after a prolonged investigation I can confirm that this was not an exploit.
    Without going into the details of the investigation, which I cannot do. I would like to advise you to be careful when giving the rank of Legate to a player.
    I know this is not the news you were hoping for, but I cannot compensate you for the losses under the circumstances found in the investigation.

    Further clarification on our stance towards exploits, can be found at this forum post.

    We do however greatly value these reports and would like to encourage you to report other issues, bug and exploits you discover. And provided that we deem no excessive intentional abuse is discovered before or after the report, no punitive measure will be applied as a result of reporting.

    If you have any further issues or questions, please do not hesitate to reach out to us.
    And I sincerely hope you recover from this event.

    Kind regards,
    NQ-Deckard


    All until, in such a project I no longer want to play, I think it would be appropriate to write who when and what did what brought to this situation, and not throw out a General answer that is suitable in any situation, compare the reaction to my situation and the reaction to market 15, and in both cases it is not clear what these people are guided by....
  15. Like
    Takao reacted to WildChild85 in Not Punishing Desolation was weak and poor from NQ   
    About the situation:
    The organization Desolation (https://community.dualthegame.com/organization/4124/) has used a bug very actively to move ships from the Safe Zones (even planets) to the pvp zone to destroy and therefore steal them. Around 300 players have lost there ships and a lot of new players with that everthing they had resulting in a big quit wave. We know, that Desolation even allows their members explicitly in their rules to use any kind of bug and exploit, which is clearly against the rules of Novaquark.
     
    NQ now officially confirmed, that this organization doesn't get any punishment. So basicly this whole rules here
     are complete bullshit, because you can do whatever you want, Novaquark will not punish you.
     
    If that is the way NQ wants to go, this game will die pretty quickly because all new players, that don't have the power or organizations behind them yet will quit the game very quickly.
     
    In my opinion, this is a very poor and weak behavior of Novaquark and a punsh in the face for every honest player in this community.
  16. Like
    Takao reacted to Nayropux in Incentives for using center of lift/thrust   
    On discord yesterday I asked where I can see center of lift/thrust, and learned something disappointing: it doesn't exist. Apparently all thrust and lift is generated, by default, at the center of mass and you can opt in to these elements producing torque. Essentially, by default you are opted out of basic physics in order to make ship building easier. This makes as much sense as allowing people to opt out of air resistance or gravity, but I do understand why it was done: making a workable ship should be somewhat simple, and these concepts can trip people up.
     
    There are two issues with this however:
    1. Why is torque disabled by default, but the inertial matrix is exposed and used for rotation commands? These mechanics are of a similar difficulty, so it does not make sense to me to have one and not the other. Especially with how strong adjustors are, forcing people to opt into torque should not be too arduous, considering the default lua can just balance the torque with adjustors, and if you have a massively unbalanced craft you can just paste adjustors everywhere.
    2. There is no incentive for opting into physics, for people who want the added challenge. Deciding to opt into torque is all downsides with no benefit.
     
    It's the second issue I want to focus on with this post. Assuming that torque will not be forced on by default in order to make naive ship building viable, there needs be a real incentive for ship designers to opt into torque. This can take the form of bonuses to thrust/lift, drag, and/or fuel efficiency when all engines/airfoils have torque enabled. This lets ship designers who want to sell ship designs to opt into the extra difficulty of designing a ship with these elements, and they are rewarded with a more effective design. I think this would be a reasonable compromise between allowing easy ship building, and allowing people who want to take on the extra difficulty a way to differentiate their designs.
  17. Like
    Takao reacted to Anopheles in Voxel HP Rework   
    Using voxels for defence leads inevitably to cubes, limiting design choices and combat interest.
  18. Like
    Takao reacted to Makashima in Industry Planning Simplified!   
    With Beta now out for several weeks, I have been inundated with requests about my simple way to plan factory production lines, that I had shown off during the games Alpha.

    Needless to say, since the Beta release, I have been hard at work as a Community Helper and also as the Super Legate of my Guild. But alas, I have finally found some free time to sit down and share a way to make the Industry designing of DU go from Hellish to Simple!

    First off:

    Firstly I just want to say that this method I will be sharing does NOT replace building calculators, but instead works in tangent with them. A crafting calculator may well tell you all the numbers you need, but it doesn't help organise it all. That is where this will come in to play.

    Also it is important that I credit Juvenious, who initially inspired me to make this and showcase it off in Alpha, which garnered more attention than I ever thought possible, and would like to thank him for his encouragement and help in laying out the ground work. Be sure to visit his Discord *HERE* where he is collecting / making up further standards to help simplify tasks.
     
    So what is it?
     
    The idea was to create a unique set of shapes, that represent one of the industrial factory units in the game, whilst keeping them simple, elegant and familiar in some way to their related task. Then they are placed into a Legend, something that shows you their representation, along with other information as how to interpret the diagrams fully and easily.
     
    In essence, we get this, the SL Factory Standard Legend:


    As you can see, a lot of the shapes will either look like a basic silhouette of the industry unit they represent or have some other relation to their purpose. The colour coding is also a massive addition to helping keep things simple, as it then allows you to categorise the industrial units together, helping you keep track of the production line in game, with the colours & their order chosen to mimic that of popular MMO games item grades.

    * Please note: The Tier system for the Standard is different to that of the one shown in game. Simply put, the differences are:
    - In DU, the level of components and subcomponents is broken down into: Intermediary -> Complex -> Functional -> Exceptional. With there being Basic, Uncommon, Advanced, Rare & Exotic tiers.
    - In the Standard, it is broken down simply by what the requirements are of the component. i.e. Al-Fe Alloy would be Tier 1, as it requires just Pure to make, which is Tier 0. A Warp Cell would be Tier 5, as the highest tier subcomponent needed to make them, is a Tier 4. Basic, Uncommon etc can be seen as a Grade of item, but does not hold any weight in the Legend or diagrams.
     
    This is all very well, but how can I get it?

    So to get started, you will want to head over to https://diagrams.net which is completely free and does not need an account. All your documents are saved in real time, to your Google Drive.

    The other thing you will need is a copy of the Standard Legend I have created. Luckily, I can easily share this with you on here through an XML file that can be imported into the website, allowing you full access to all the shapes and their formatting that I use. The Legend has gone under several updates already and may change to improve functionality so do keep checking back.
     
    SL Standard 1.5.xml
    * There is currently an issue with downloading attachments on Forums. You can PM me or visit:
    Novean Institute of Standards discord
    Planet DU

    To upload the XML file, you will want to follow this image below:


    (Please note: Select Device if you downloaded the XML file)

    This is all great, but how do you use it, exactly?
     
    Once you have the XML file uploaded, a blank page waiting for you to start populating, the next thing you're going to want to do is start putting down the relevant icons needed for each individual, unique blueprint that is required, and group them into the Tier colouring system. Once this is done, simply link the icons together, to show where they need to feed into.

    This may sound simple... But it could still be absolutely hell, with a plate of spaghetti in the middle. So here's an example:

     
    So as you can see above, this is how anyone without talents would want to make TCUs for themselves. For individuals, you could simply remove one of the Assembly Line M units and half the numbers to be able to make 1 TCU for your personal endeavours.

    There are some simple, but profound guidelines I follow when making diagrams which I can share with you. These are:
    1) Never cross over any lines. If you find yourself boxed in, put the supply in later on, with the containers name for reference to the source. i.e. "Tier 1C"
    2) Ensure that your lines always feed from left to right. This will stop any confusion in what is feeding into where. An exception can be seen in the image above, where a feed is coming from Tier 3A, up and looping into the Uncommon Power Transformer, which is fine as the only other connections its joining onto are from other containers, which a container cannot feed into another container without the help of a transfer unit. And we can see there is no transfer unit on the diagram.
    3) Always name your containers and keep track of how many links they need to output to. If you find you are over the limit of 10 links out, look into either splitting up your base production to feed into a 2nd container, use a transfer unit for a 2nd container and/or increase your talents to reduce the build times, resulting in needing less industry units for efficiency.

    So? What are you waiting for? Get drawing!

    Practice makes perfect, after all  And speaking of such, if you have any feedback or issues with this post, the XML file itself or have any other concerns or questions, please post them here without reservation!

    -Soulinks
  19. Like
    Takao got a reaction from Ralgimanek in detection skill, space 'radar'   
    That depends what your definition of "small" is.
    We can track relative small pieces of space debris with radar from the Earth's surface already.
    The warmer something is in space the easier it is to track. If you fire up an engine in space, you can notice that from accros the solar system (with a huge delay of course).
    In other words:
    There is practically no stealth in space.
  20. Like
    Takao got a reaction from 0something0 in detection skill, space 'radar'   
    That depends what your definition of "small" is.
    We can track relative small pieces of space debris with radar from the Earth's surface already.
    The warmer something is in space the easier it is to track. If you fire up an engine in space, you can notice that from accros the solar system (with a huge delay of course).
    In other words:
    There is practically no stealth in space.
  21. Like
    Takao reacted to NQ-Nyzaltar in Recent Bans: Clarifications   
    Dear Community Members,
     
    As some of the Novaquark recent moderation and sanction actions haven’t been clearly understood by some, here are some explanations and clarifications. We are aware that members from “Dark Star Imperium” (DSI) and “New Genesis” think that the decisions taken by Novaquark have been unfair and/or feel like a punishment. It’s not a punishment and we limited the inconvenience to the minimum possible by just resetting the member list of the Organization. This has been done to remove all ghost accounts and make the involved Organizations restart on a healthier basis.
     
    We also made sure that at least one person in each of the involved Organizations can re-invite real members in the Organization:
    - CN_Firestorm for “Dark Star Imperium”
    - Chipfromearth/SpaceKitty for “New Genesis” (until the end of TMA’s ban)
     
    You are more than welcome to contact them to join theses Orgs again if you wish to do so.
    Keeping in mind that besides the cleaning of ghost accounts, nothing else has been removed. All community work/content related to these Organizations have been left untouched. We are also going to send an email to all ex-members to inform about the member list reset and offer them to join their former organization again.
     
    Regarding the ban of the leaders of these Organizations:

    We understand that seeing your leader banned might be frustrating. However, we want to make it clear that being at the head of a big Org does not give a free pass on toxic behavior and/or bad practices that could damage the Community as a whole. Being passionate, being young, creating quality content is no free pass for such things either. That’s why all the permanent bans decided recently are final. We are not giving such heavy sanctions with a light heart or on a whim. In more than four years, the number of community members who have been banned permanently from the community can still be counted on the fingers of one hand. We think it speaks volume... Some recent rumors say that the bans may be reversed or canceled. There is no ground to such rumor. It’s just disinformation. The fact that a banned member will “not tolerate that” has no weight either. It’s the Novaquark team’s call and the Novaquark team alone.
     
    Now, we want to give a fair warning to anyone wanting to challenge Novaquark’s decisions openly, directly or indirectly. If a community member has been permanently banned from the Community, he’s excluded from the game, which means he shouldn’t be in any Organization anymore. Reinviting or keeping a community member banned permanently could have serious consequences (such as Organization disbanding but not limited to that, as this could trigger other sanctions for those actively supporting banned members).

    Now to address some specific questions/rumors:

    We exceptionally give some details to the Community to show that we are not banning randomly or without a serious reason. We do it only because some banned members try to take advantage of the confidentiality policy to enforce their own narrative and play the victim, and attempt to misinform other players. Don’t expect the Novaquark team to give anymore information on this case or the possible future ones.
     
    “Banning Sakej99 was a mistake. He’s a different person from FullSend/Lime”.
    The Novaquark team is aware that Sakej99 and FullSend/Lime are different persons. However, that doesn’t change the fact that the permanent ban affects FullSend/Lime will also affect accounts he may have access to (by account sharing, which is forbidden in our EULA). This is one of the main reasons why we are so serious about forbidding account sharing. If someone sanctioned got access to your account, the sanction can be extended to the said account even if you haven’t done anything wrong.
     
    “FullSend/Lime has been unfairly banned, with no prior warning.”
    First, for the infraction this community member has committed, there will never be a warning as it was obviously utterly wrong: if a false report is sent to the Customer Support in an attempt to make another community member banned, the one getting the ban is the one who sent the false report. And in this case, indeed, there is no prior warning.

    Second, FullSend/Lime is probably the person in the community who would deserve multiple permanent bans (if it was possible), due to previous infractions in addition to the most recent one. Playing the card “no prior warning” is just complete dishonesty and denial of assuming the consequences of his actions during the past couple of years. Here is a short list of the infractions he has done in the past:
    - Asking members of one of his former organization to give login and password of their accounts to him.
    - Using accounts of other players.
    - Creating ghost accounts.
    - Using a loophole in the organization management system on the Community Portal in an attempt to sabotage/destroy an organization by using the account of another player.
    - Participating in a doxxing attempt.
    - Always denying the facts or trying to minimize them, to the point of reaching self-absolving, to avoid dealing with the consequences (a practice reiterated with his last infraction).
    Due to the history of this community member, there was no reason for “prior warning” with his last infraction. He has been warned too many times already. Mistakes are not erased just because it happened “long ago”.
     
    By default, Organisations where FullSend was the founder have their ownership transmitted to the oldest member with the ability to create an organization, which gave the following results:
    - CN_Firestorm becomes the new owner of “Dual Insider”.
    - Gravetender becomes the new owner of “Project Azimuth”.
    If you are a member of one of these organisations and you want to discuss these changes, please contact the new owner of the Organization.
     
    (About DSI) “There has been a total wipe of the parties to kill the conflict”     
    Wrong. If that was the case, we would have dismantled “DSI” directly and ban both DSI leaders, which would have included CN_Firestorm. You can assume that if it’s not the case, this is precisely because there is a difference between CN_Firestorm and Primarch. This sanction wasn’t against DSI. The sanction was against Primarch.
     
    Some of the banned members may say “They will be back”.
    It’s up to them. However, if we catch them, they will be banned without further notice.
     
    Best regards,
    The Novaquark team.
     
  22. Like
    Takao got a reaction from PyroMiG in Uploading 3d model into the game   
    Already answered.
    And no.
  23. Like
    Takao got a reaction from blazemonger in Star Citizen   
    @blazemonger I wasn't responding to you, but to DaphneJones.
     
  24. Like
    Takao got a reaction from Supermega in Star Citizen   
    A single persisent universe run on a server mesh is not the same as a server mesh.
    Single persistent universe means that EVERY player is in the same universe and can potentially be at the same location. So no player limits or instancing at locations.
    Server mesh only means that you have more than one physical server.
  25. Like
    Takao reacted to Lethys in Selling Blueprints Exploitation   
    If you can just change one small detail of a bought ship/blueprint and resell it as your own: bad gameplay
    If you have to manually reverse engineer the whole thing by breaking it down piece by piece, decode lua scripts and figure out the exact working of that ship/blueprint: good gameplay
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