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Waffle Boy

Alpha Tester
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  1. Like
    Waffle Boy reacted to GraXXoR in Can we get some some rare/exotic adjustors & wings? Tired of putting tons of these things on my ships.   
    interestingly, the original list started with the XS Space Tank and expanded from there.  

    but I made it nearly three years ago and nothing on the list has been introduced, so I wouldn’t hold my breath. 
  2. Like
    Waffle Boy reacted to GraXXoR in Can we get some some rare/exotic adjustors & wings? Tired of putting tons of these things on my ships.   
    Our org once had a 6kT ship transporter. it had two rows of M Ailerons stacked from top to bottom of the build cube, so about 400 of them.
    If you weren't on a beast CPU (this game appears to be far more CPU demanding than GPU) then you entered the realm of Power Point Presentations.  Like single digit.
    If we had access to L or even XL parts, things would have been much better..

    Guys, didn't there used to be MASSIVE XL Landing gear at one point in the past or did I just dream it?
  3. Like
    Waffle Boy reacted to CptLoRes in Can we get some some rare/exotic adjustors & wings? Tired of putting tons of these things on my ships.   
    XL anything is relatively new. L used to be the largest element size, except for core sizes during very early pre-alpha tests, but that was quickly removed.
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    Waffle Boy reacted to Zireaa in Can we get some some rare/exotic adjustors & wings? Tired of putting tons of these things on my ships.   
    I agree it’s dumb we have two
    use so
    many wings 
  10. Like
    Waffle Boy reacted to Honvik in DEVBLOG: PANACEA 'REMEDIES" ON THE WAY - Discussion thread   
    Some good and some poor changes.
     
    What is DU?  Is DU a civ building game sandbox or autominer with minecraft building?  The Civ is out of DU IMO.
     
    See PvP as said by Pann/Deckard was all about if you want the best reward it wont be safe.  Now literally you dont need to mine roids thus PvP is defacto dead, boomed, ended...... I may as well pick up that 5l per hour T10l per hour T5 hexes as well I can spam so many more of them!.  As much as Legion are the dominant force as an alliance it has been fun clashing with them at asteroids and skirmishes around mission hubs.  This just pushes it more to why bother.
     
    I guess I struggle to see from the original vision of one safe area, building alliances, building ships/warships etc and potentially clashing but equally someone can trade, build and feed those wars.
     
    Perhaps with all this ore we need voxels to play a part on ships again (ore used in armour and blown off) or decay of elements so we need to replace elements from time to time in non-pvp to help stimulate the economy.  Btw I am not wholly against cheap ore prices as to me prices now for ore are fine and it is a bit like the old days.  We just need a use for that ore that also disappears by other means.
  11. Like
    Waffle Boy got a reaction from NeXaMo in DEVBLOG: PANACEA 'REMEDIES" ON THE WAY - Discussion thread   
    When will the new roadmap come?
  12. Like
    Waffle Boy got a reaction from VandelayIndustries in DEVBLOG: PANACEA 'REMEDIES" ON THE WAY - Discussion thread   
    Figures the only people happy about this are the people that don't want to enter the PvP zone.  Goodbye asteroid mining and goodbye for reasons to PvP
  13. Like
    Waffle Boy reacted to VarietyMMOs in DEVBLOG: PANACEA 'REMEDIES" ON THE WAY - Discussion thread   
    The community is only ever interested in getting more for doing less while having zero regard for the eco or game balance in the slightest. This is a devs job and its been failed yet again by nqs knee jerk reaction. 
     
    All this has done is make the same people run even more autominers pushing the ore prices down to the point people are going to complain 500k is to much due to the lowering price of the ore. 
     
    We don't need more ore in the universe, we need a sink for it so the prices go back up. 
    Not only has the ore prices forever been destroyed and put more buying power into the hands of mission runners whom are already getting way to much
    the asteroids have become completely pointless. 
     
    So in one update you make missions worse, asteroids worthless and destroy the pvp eco all at the same time. 
    Hurting pvp, the only thing in the game making elements leave the game further pushing the issue of over supply. 
    Stop just making things easier and actually create a balanced game damn it.
  14. Like
    Waffle Boy got a reaction from Metsys in DEVBLOG: PANACEA 'REMEDIES" ON THE WAY - Discussion thread   
    When will the new roadmap come?
  15. Like
    Waffle Boy got a reaction from VandelayIndustries in DEVBLOG: PANACEA 'REMEDIES" ON THE WAY - Discussion thread   
    When will the new roadmap come?
  16. Like
    Waffle Boy got a reaction from Nayropux in DEVBLOG: PANACEA 'REMEDIES" ON THE WAY - Discussion thread   
    When will the new roadmap come?
  17. Like
    Waffle Boy got a reaction from Snipey in DEVBLOG: PANACEA 'REMEDIES" ON THE WAY - Discussion thread   
    When will the new roadmap come?
  18. Like
    Waffle Boy reacted to NQ-Nyzaltar in DEVBLOG: PANACEA 'REMEDIES" ON THE WAY - Discussion thread   
    Greetings Noveans!
     
    We would like to hear your feedback in this thread on the Devblog explaining the adjustments that will be deployed tomorrow and later with the Panacea update!

    Best Regards,
    Nyzaltar
  19. Like
    Waffle Boy reacted to Aranol in [ABUSE] PVP asteroid   
    It's happen often that Alioth/Madis /Thades PVP asteroid spawn very close of the safe zone limit
    In that case you have tens of ships at the safe zone limit, and players flying with their nanopack to the PVP asteroid, and come back to their ship as soon as their nanopack is full.
    Is that really the gameplay NQ wants ? Those players completely avoid the risk/reward mechanics !
    Can we just have a limit so that PVP asteroid never spawn so close of the safe zone (something like 30su)
     
  20. Like
    Waffle Boy reacted to NQ-Deckard in TERRITORY UPKEEP KICKING OFF SOON   
    If you haven’t already, we highly recommend that you read the Territory Upkeep devblog before reading this. It’s okay. We’ll wait. 

    ……….

    ….. =^-^= …..

    Back? Cool! Now we want to tell you about what’s going to happen next.

    In the devblog, we wrote that “the first tax payments will be subtracted from the territories two weeks after the Demeter release date. Once the update is live, we will announce the exact date and time the first tax cycle will begin.” 

    This is that announcement: the first tax cycle will begin on December 7th at 09:45 UTC. 

    If you have claimed your territory, designated your headquarters, and primed your wallet with enough quanta to cover the taxes (1 million per week per territory), you’re all set and don’t need to do anything further to prepare. Still, you may want to continue reading in case you’d like to know how to benefit from situations where territories have unpaid taxes.
     
    ABANDONED TERRITORIES

    Territory owners have a two-week “offline territory” grace period to pay. They still own the territory and the constructs on it, but any mining units or industry on the territory will be forced offline, only returning to service if the taxes are paid. 

    When two weeks of unpaid taxes pass, the territory enters an abandoned state and becomes available for another player to claim. Once a territory is abandoned and claimed by a new owner, it’s for keeps. The previous owner can’t swoop in, drop some quanta and take it back.

    REQUISITIONING CONSTRUCTS

    If there are static constructs on the territory, their ownership does not immediately convey with the territory to the new owner. Rather, the new territory owner must requisition ownership from the previous owner via the construct context menu. The previous owner then has two weeks to retrieve the construct content by disassembling and removing them. If the original owner does not retrieve the constructs by the due date, the new owner can take ownership of them by confirming the requisition.

    As much as we know some players would enjoy Fireflying around salvaging construct content from abandoned territories, it’s not possible without claiming the territory first. This can only be done by the new owner of the territory.

    THE COUNTDOWN BEGINS

    Here are the important dates to remember: 
    First territory taxes are due for pre-Demeter claimed territories: December 7th at 09:45 UTC Unpaid taxes result in industries and mining units going offline on pre-Demeter claimed territories: December 7th at 09:45 UTC The first requisitions will potentially go through on December 7th at 16:00 UTC.  Pre-Demeter claimed abandoned territories are up for grabs: December 21st at 09:45 UTC Potentially, you can lose ownership of the static constructs that were deployed on YOUR territory that you owned pre-Demeter starting from January 4th Post-Demeter claimed abandoned territories are up for grabs: December 10th at 16:00 UTC  
    Dates for when new owners may requisition for ownership of abandoned constructs and when ownership will transfer will vary depending on when the requisition is submitted. But since the requisition takes two weeks, you cannot lose the ownership of your static constructs before December 7th, 16:00 UTC . And if the construct is still on territory claimed before Demeter, it cannot be lost before January 4th at 09:45 UTC.
     
    READY, SET, GO!
     
    If you’ve had your eye on an abandoned parcel of profitability potential, it could soon be yours. Save the date and ready your fastest ship to make sure you get there first to claim the prize. 
    If you have questions, we’ll do our best to answer them. Hit us up in this thread.
     
  21. Like
    Waffle Boy reacted to Honvik in Empire Org   
    THE EMPIRE
     
    The Empire is an autocratic organization, the largest organization in Dual Universe. It offers strong values and culture designed to immerse you into a living experience that entices any interest. From the avid PVP player to the builder, farmer and economic parties. No matter your interest the Empire guarantees you a position. We are Prosperous, Formal, Secure and Stable.
     
    We already have a fantastic City on Ailoth as well as many outposts where players can 'settle' and set up a shop, we are working on a space station as well as construction of our haulers and warships.
    We are certainly looking for people who really want to get involved.  Dual Universe can be quite complex and we will help you understand what this game can do for your enjoyment.  Of course if you want to get really involved there is always something that you can join in with!  We are now also moving to constructing a large space station as a futureproof project.
     
    We offer new players a small hauler to use temporarily to get you straight into mining as well as a free blueprint to get you started and have members on hand to provide you help and advice in getting yourself set up in Dual Universe
     
    In future we hope to add even more fun events from small ship PVP skirmishes, asteroid mining to hover bike racing!
     
    Come visit our cities and territories to experience it yourself and view the manifest to learn more. https://discord.gg/GyRxzdB5Qw or to sign up please check our Org page in Dual Universe
     
    We are on facebook https://www.facebook.com/groups/theempiredu
    We are on Twitter https://twitter.com/duempire_
  22. Like
    Waffle Boy reacted to NQ-Pann in MINING TALENTS RESET WITH DEMETER UPDATE   
    When the Demeter update goes live soon, some talents will be reset to fit the mining overhaul and the introduction of mining units. 
     
    The following list of talents will be reset and their points recredited to your available talent pool:
    Mining and Inventory Miner Mining Range Advanced Mining Mining Optimizations Scanner Upgrades Detector Upgrades Dredger Mining Efficiency Scanning Efficiency Scanner Advanced Upgrades Detector Efficiency Detector Optimization  
    Any of these actively training when the update is released will be taken out of the queue, and the points already invested during training will be seamlessly recredited to your available talent pool.
     
    Note that this will not be the case for the PTS, as you can simply refund your talent points there by typing /respec in chat and then reconnecting to the PTS.

    Join the conversation here. 
     
  23. Like
    Waffle Boy reacted to NQ-Deckard in DETECTING STACKED ELEMENTS AVAILABLE SOON   
    With production on the Demeter update well underway, we wanted to make you aware of one of the big changes that will be included in the release, the Stacked Element Detection function. 
     
    Previously, it was possible (though not permissible) to stack elements while creating ships. We’ve since eliminated the means to do this; however, there could still be players who are unknowingly piloting purchased ships that contain stacked elements. Used in tandem with the in-game build helper, we will now provide a way to identify stacked elements on constructs so that the owner can remove them.


     
    You may now find that some elements listed have a red triangle in front of them, indicating a stacked element and/or an element that is overlapping another element. 

    The following elements* are currently subject to disabling:
    Repair units Shield generators Weapons Elevators Anti-gravity generators Anti-gravity pulsors Containers Industries Mining units Airfoils (wings, stabilizers, and ailerons) Space and air brakes Adjustors Engines (atmospheric, space, rocket, hover, and vertical boosters) Control units (including PvP seats) Deep space asteroid trackers Resurrection nodes Surrogate pods and VR stations Territory scanners *List subject to change
     
    Please note that this is a temporary method to address the issues caused by stacked elements. An automated process will be introduced in a future update in which any stacked or overlapping element will have its function disabled. We highly recommend that all players use this to retrofit, redesign, or unstack any stacked elements to ensure retention of functionality once the final phase of the stacking fixes is implemented.
     
    A forum thread is available here for questions and comments. 
  24. Like
    Waffle Boy reacted to NQ-Deckard in DEVBLOG: INSIDE ARES, PART TWO   
    This is the follow-up to Tuesday’s devblog, Inside Ares, Part One. Here we’ll go over the improvements and changes to warp sequences as well as docking and boarding. Even if you read the previous devblog about docking and boarding, you should give this a look; we’ve been finessing the original plans to make them even better. 
     
    WARP IMPROVEMENTS
    Based on player feedback, we’re turning the knobs down a bit on warp drive. The ability to cancel a warp at any time made it more powerful and flexible than originally intended. To curb that, warp speed has been divided by 4. Although it may seem like we’re overcorrecting, in effect it’s not as drastic as it sounds. Travel will take a little longer at the new rate; expect trips to be closer to the minute mark rather than 15 seconds. This will take it from “blindingly fast” to “still pretty damn fast”. 

    The cooldown has been adjusted to 150 seconds (2.5 minutes). This will require more judicious use of warping as you weigh the convenience of using it against having it available in case of needing to bug out quickly if you unexpectedly encounter threats. 

    Probably the most impactful change is that auto-align strength during the warp sequence has been reduced to 20%. This change will correct a situation where the warp alignment was way too powerful for larger ships. Keep in mind you can still align manually before warping and skip this step. We hope this will keep pilots more engaged and thinking about the warping process either by passive aligning to an extract point or actively aligning before warping.

    We’re also adding spool-up time. Spooling is a post-align state in which your warp drive is spooling after aligning. This is intended to curb the purely reactionary defensive use of warp drives. Going into a PvP zone is a risk, and the risk vs. reward needs to reflect the weight of those situations. If you’re paying attention, hitting warp could get you out of most dangerous situations in a flash and we felt that this was a little too strong. Initially, the spool-up time will be set to 15 seconds.

    Last but not least, weapon fire taken during the initialization sequence - be it starting the warp, alignment, or spooling sequences - will cancel the action. (Note: Hits taken once the ship enters warp after the spooling process will not cancel the warp and the ship will continue to warp.) This is a behavior players have requested and we've also intended to implement for a while. Although we don’t want to shift the risk-vs-reward ratio too far the other way, we believe this is a good change.

    DOCKING AND BOARDING REVAMP
    Since we published the Docking and Boarding Revamp devblog, we have continued to iterate on the design to make it even better. Before explaining the incoming changes, here’s a quick recap of what we previously announced.
     
    The owner of a construct or ship is considered the “parent”. As a parent, you will now have more control of, and more information about, your current docking and boarding situation. On the information side, you will always see your current avatar/ship boarding/docking status. You are free to (un)dock/(un)board while in the immediate proximity of any construct to which you have RDMS rights. To get ''in'’ the construct, you will need to be docked/boarded to that construct or you will be repulsed.
     
    A new widget will display your construct parenting information. This will also be available in the control unit data in Lua. We’re also adding a build helper window that lists parented masses (player or construct) to the inspected construct. This will allow you to evict any unwelcome guests. 
     
    Thanks to your feedback, we’ve revisited our plans and made some additional adjustments based on your input. The introduction of two alternative docking modes to complement the existing default “manual” mode. 
    To change your docking mode preference, you will need to reset it in the context menu action on the targeted new parent construct or by using the new shortcut to switch active docking to the closest docking candidate. 
     
    The "Automatic'’ mode will automatically dock you to the closest ship for which you have docking rights. ''Automatic (owner)'' will do the same if the ship is owned by the same entity as the pilot.   
    The docking widget is changing to display these changes.  

     
    New Lua functions will give you more flexibility to create docking rules for your constructs. 
     
    Players also told us that having to use a context menu while maneuvering the construct felt awkward. To address this, we’re making changes to the reticle that will give more fluidity by allowing you to see the best docking candidate of the maneuvered constructs, using the same shortcut (Alt-T) so that you can switch docking of the maneuvered construct without using a context menu.
     
    COMING SOON
    Production to transition Ares from PTS to Live is well underway. It bears repeating that players, especially those who enjoy PvP, should spend a little time on the test server to see the impact these changes will have on their personal gameplay. 
     
    We’d love to hear your feedback about Ares. Join the conversation in this thread. 
     
  25. Like
    Waffle Boy got a reaction from Elitez in A complete guide to the upcoming future discussion of DU. An eminent wipe is up in the air.   
    If a wipe happens tomorrow.  I'll be getting all 200 of my alts to do missions and within weeks I will have billions more than the average player, again.  Then you will go back to complaining.
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