CoreVamore reacted to NQ-Nyzaltar in PVP
As some of you may wonder why this topic has been locked, here are some clarifications:
As much as it is unacceptable to spam/derail an org recruitment thread just to taunt/harass the one who posted the said thread, it's also unacceptable to start a forum thread with the global idea of "You don't know what PvP is, let me teach you" (because this is how it can be interpreted). It's a highly provocative way of starting a discussion (whether it's intentional or not), and it clearly does not invite to constructive replies.
You should really have stick to your point 1 (explaining what is your vision of PvP is totally understandable) and refrain of posting your point 2 (even if you put "imo").
PvP vision varies from one player to another. You have a vision of PvP. Other players may have a different one. Don't put all PvP Combat players in the same bag and give them the nastiest intentions they don't necessarily have, or it will become a self fulfilling prophecy: if you put everyone in the same bag, why would they act differently as you already put them in the same category? If you want to unify them against you, you're indeed using the best manner to achieve this goal. If it's not your goal, now is probably the time to reconsider how you communicate with them. Furthermore, we already asked you to stop provocating PvP players by calling them "sociopaths". Calling them "mentally ill" fall in the same category. It's just as provocative as PvP players calling "Carebears" those who are not interested in PvP.
This is a the second warning (for people from both sides). Next time, we will start give temporary forum bans (and permanent ones if a temporary ban doesn't prove to be enough to some people involved).
We are totally aware that on some other game forums, it's something normal to taunt each other, and "bathing in carebear tears" is a common activity. This might be a deliberate choice and/or became one goal of those forums. We won't judge or comment on this topic here. It's a choice like any other and the dev teams are entitled to manage their platforms as they see fit.
That's why we will give here a clear reminder of what is exactly the current goal of the official Dual Universe forum:
As stated in the forum rules, you're not supposed to be provocative, meaning: this forum is a neutral ground. This is a platform to have constructive discussions to help improving the game, not to impose one's vision and/or denigrating others' visions. You are free to expose your vision, of course, but not to attempt enforcing it by denigrating the others.
You may also have some (in-character or out-of-character) grudges with some community members, but if this is the case you're expected to leave all this at the forum's doorstep. If it's too difficult, just ignore the people you don't like and don't reply to their topics. Don't start provocations or add oil on an already existing fire, or you might be affected by moderation actions (even if you're not the one who started the trouble).
We hope you'll understand Novaquark's stance on this matter.
One final note regarding the narrative that "PvP Players will hunt players who are completely unprepared" is kind of a biased way of presenting the real situation:
Players not interested in PvP will have safe zones where they will be able to have various activities without risking being bothered by PvP Combat players. If they want to explore outside of the safe zones, they are implicitly accepting the risks and should prepare accordingly. If they don't, and get caught, it's on them. If they don't want to take any risk of being engaged in PvP, then they shouldn't go outside of the safe zones. On the opposite, if they're taking risks and prepare accordingly, bigger rewards will await for them. In the end, it's their choice, and the choice they made comes with consequences. Because players will have a choice, it's not accurate here to say that PvP Combat will be "non-consensual". On that topic, Dual Universe is already far more Non-PvP friendly than games like EVE Online (where you have to explore space even to mine the most basic ore, and where you can be attacked).
CoreVamore reacted to Beddhead in PVP
@Daphne Jones As a person with a "mental Illness" I find you throwing the term "Mental Illness" around like you do VERY hurtful! You are "hurting" me by throwing those words around! I am a high functioning autistic person I have Asperger's Syndrome. I DON'T PVP! But when i do I am not as good as others because of my "mental Illness" which causes me to be slower on reacting in PVP situations! I formerly request that you don't throw the words "mental Illness" around OR label the completely NORMAL people that DO PVP with those words! Those words are very demeaning! I know for a fact that I am NOT the only disabled person playing DU, these other players may take your words very hurtful as I do!!
CoreVamore reacted to DarkHorizon in Podcast 4 - Notes
Was bored, so I took some notes of all the curious and interesting stuff I heard during the podcast in the latest news update. If you don't want to listen through the whole hour and forty-six minutes, feel free to read everything I skimmed off and enjoy. Also, feel free to post or message me if you got something I should add to the OP.
Here's a quick rundown on what I got.
PVP Social Features Piloting Revamp Industry Changes Surface Gathering Territory Units Visual improvements UI Roadmap Update Player Questions NDA Lift
CVC is on track for January.
First version of CVC:
Large -temporary- arena in space only Will be expanded to atmospheres, then the entire game world. More versions in the future?
Pillars of CVC:
Lock+Target - operating at long range, one way of dealing with lag Destruction - piece by piece, physical holes Multi-crew - No battleships controlled by one person
Future Improvements to CVC:
Repair Units - Rebuild your ship at 'last snapshot', Shipyards Separation between PVP space and safe zones.
Construct vs Avatar:
If a player is hiding behind a wall and you shoot the wall, the player will die because of the blast radius. Explicit player targeting will come later (if needed).
Social Features ===
Some features may be coming sooner.
Legates will have the right to decide who should do what in an organization. A voting system for Legates You can have other organizations among Legates Someone in an organization can be chosen as a representative - A Super Legate
Ownership: Everything in the game has an owner.
Will be expanded to individual items in the player's inventory. An engine belonging to a specific player can be held in another player's inventory. New filters will be applicable. Organizations can now own constructs. Players can formally trade and transfer construct rights between each other and organizations.
Partial revamp of RDMS:
New types of rights introduced Legates will have rights to manage an organizations RDMS Three specific groups: Actors: Groups of people put together to define people. Miners, pilots, etc Rights: Construct based, territory-based, item-based, and more. Tags: Ability to tag items, constructs, territories, etc, to target a policy Chat system being worked on. A solution will be made for people in organizations that are non-testers.
Piloting Revamp ===
All changes will be given a dedicated dev blog, this is just some of them
Wings will be able to cause torque
Script generation in control units redone
Flight with mouse
Autoconfig script will need to be run on A3 release
"G" will trigger gears without the need for scripting.
Cruise control will control your ship with velocity instead of thrust
Different 'mode' Easier to control ship Easier for new players in space, more feedback, easier to understand what you're doing Not a 'better way' Balancing
Space engines unbalanced, very overpowered Rocket booster fuel cost and materials adjusted Player specialization will start to increase
Industry Changes ===
Maintain - Indy linked to out container, will attempt to keep a number set of whatever the unit is building (always maintaining a set 30 ore then stopping) Set Number - Indy will make a specific number of parts, then stop. Recipes revamped, will now make sense, parts will have actual names, "burner", "case housing", etc
Ore distribution altered
New Specialized Indy Units: Glass, metal, etc
New Indy designs, animations soon.
Surface Gathering ===
Extension of existing game play
Collect surface resources, fairly low value
Resources may, depending on where they are, but not always regenerate
Intended to be a more casual experience and help new players
Rocks, crystals, trees
Initial seeding will be done, then more refined over time
New Tool: Surface Gathering Tool
Walk up to a surface element, activate the tool, charge up, gather resource
Territory Units ===
Making a comeback
Who has rights to mine, build, etc
Visual improvements ===
Space lighting 'too dark'
Nebula added to brighten things
Will be able to see other ships at a distance in space
Not all UI elements will be changed in A3, all however will be improved over time.
Entire revamp planned for more consistent interfaces
Roadmap Update ===
Consolidation and stabilization will be focused on after A3
Some beta features may be postponed New things will still be added User Experience
Ensuring things work well Information provided when the player needs it Onboarding process further polished Beta 2
Need to introduce features really important to coherence for all gameplay pillars Release will be an acknowledgment of the maturation of the game, not necessarily addressing more issues. This was done with the unannounced 'pre-alpha' stage.
Fast Travel Options:
Visit a place once, unlock a 'fast travel' option. Planets moved closer together. Speed limit increased. Other ideas open to player feedback
Planet Revamp: Exploring in DU gives a sense of wonder. Well underway. Destined for alpha 3 but was pushed back. Biome design, more realistic textures. How things look today are still considered placeholders. Ongoing effort. The geometry of planets will not be changed after the beta, no wipe, no regeneration. It will be the final version of where mountains, forests are, etc.
Mining: Bigger variety of mining veins. From mega veins over multiple territories, to tiny pebbles, regular nodes, etc.
Territory Warfare: Design not completely set. Claim enough territories around a territory you own, one in the center becomes a 'temporary safe zone'. Destroy the territory unit to claim it for your own. Evolution of combat V2. Expanded to the whole system, not just the PVP arena.
Mission System: Nothing more than a player given quest system allowing players or orgs to design missions for others to complete for rewards. Will help address the need for things for new players to do, mine ore for an organization, etc. Exploring 'NPC type' missions that only new players can do (TBD).
Release and Post Release: An indication of what NQ wants for release with some features coming after release. Some features might be ready earlier.
Player-owned markets were pushed back due to challenges; what happens if you store your market in your inventory, destruction occurs, having player owned markets be in PVP areas or not. Energy management will come with specific challenges. Create groups of people who are not parts of the same organization to work, play, fight together.
Player Questions ===
Will Beta be feature complete:
What is 'feature complete'? It's really hard to say for a game like DU. What do we need to make a release ready game? We have our priorities for release. As company size increases, we'll be able to do more things. Things will get better the more successes occur for the game.
Will gameplay look much different after release from alpha? Crafting times, recipes, talent costs, space station placement, restrictions, and so on. When will we see these changes before release:
Balancing things will always be occurring, new things will always be here to fix for changes to old features and after introducing new ones. As much balance will be pushed as needed to keep the health of the game where it needs to be.
We try not to revisit things that we consider are 'in a good state'. How many features we need vs how many we want. When there is a feature that is pretty good or where it needs to be, great, let's shelve it and work on other features that need help. Loopback if we need to.
Preception of less communication in NQ since Kickstarter ended:
It's been busy, the team hasn't exactly been happy with this lack of communication. Dev diaries reintroduced, would like to do one every month, but we need to gather high enough quality footage for these videos, this is why we introduced the podcasts, we're still trying to find the tone and type of content for podcasts, but the idea was to have a forum where we can speak to the community, talk about the game, give them an inside look at what we're doing, give them access to the developers.
We've had a great reception, this is something we'd like to do more frequently. Hopefully all this we've been putting out to answer more questions from the community. We have a second podcast, we're planning an AMA, all to reinitiate that communication. Hopefully, this is something we'll be doing in the next few months as we head into another incredible year. Maybe as a reassurance, we spend quite a bit of time reading the forums, maybe we don't respond always, but when we think about new features and are balancing things, we spend quite a lot of time on the forums seeing what you're thinking and saying. As often as we can, we make changes to act positively to what you're saying.
Our ticket system is carefully monitored and various things are given priorities where everything will be handled at some point. The problem is the limit of how much we can do in a given time so sometimes it might take a lot of time to fix something you think would be easy to fix, that's not the problem. The problem is other things need to be done before this because we've judged there are more needing. Think of it as a hospital, you deal with the most urgent first so even though you are in pain, you're not going to die, you're not first.
Not just on the forums, we also spend time reading YouTube and Discord, something I can say and I'm going to give them credit, we have a team of community managers who are advocates for the players inside the company. They are extremely vocal about making sure the community and its concerns are heard, and you can be assured they have your best interests at heart.
NQ-Nomad is one of them, he works on this podcast. I want to thank them and close this podcast by thanking the community for helping us move forward and for their support. We put that in every video and communication, we want you to know that we mean it and its not just a gimmick. This is something we all believe in, starting with JC and that culture of 'community first'. The community is our most precious asset as what this game and vision are based on, and this is distilled to all employees at NovaQuark.
Nothing pleases me more than reading Discord on release days. Sometimes the feedback is good, sometimes bad, but as someone who works on the game, when players get their hands on what you've been working on and just break it instantly, we expect that, I just love reading everyone talking about the features and things I've had my hands on for a while.
More community questions will be answered later in the second podcast along with the AMA.
NDA Lift ===
Will come next year when the game is ready, closer to early March after A3 is released. We need to make sure people outside the community are ready to enter the game. Stabilizing everything, improving user experience. These new players won't spend as much time as Alpha players understanding the development process and will just jump in and judge the game by its current state.
Need to polish performance, visuals, improve onboarding, etc. This needs to happen before beta which creates a hard limit. We hope to be able to do this in March but it is hard to say if we will be able to meet this deadline.
CoreVamore got a reaction from Baldric in EVE Online players , pls gather here ;)
EVE oh EVE..... loved the game but always wanted to build my own designs. So here I am
Played EVE for several years. Ended up in lowsec, dipping my toe in Provi then headed to the Great Wildlands but then realised something was missing.... and thats when DU popped up on my radar.
I like doing a variety of things. Some in the DU community may think im a 'griefer'.... I just laugh at the iriony in that
Am I a carebear? Maybe, i just like winning.... or at least the fun of the struggle.
Do I intend to build good stuffs? You bet ya !
But above all that I look forward to the friends i will make on this journey of colonisation (or is it invasion?)
CoreVamore got a reaction from Steven Reeves in Linux crowdfund please
DU is able to be run under WINE already.
Im not too worried about a Linux port provided DU runs good under WINE
A linux port would be great, but I think NQ has enough on its plate atm as it is Note: They do run Linux internally - what do you think their game engine for the servers run on, hint, its NOT windows
CoreVamore got a reaction from huschhusch in Character Tag with Mini-Logo's of Corps that the character belongs too
I thought that once we are in game, and if the corps are big enough, you may not know that the guy/gal walking behind you isnt a stalker, just a fellow corp-mate going to the same place as you.
This could be fixed by having little corp mini logo's shown in the characters tag. Maybe to a max of 5 logos.
(Having corp mini logo's on part of the characters body would also be good - maybe on the shoulder/upper arms? This could be all the logo's as there are more rooms on arms than in tags.)
Assuming there is also a friend or foe system in DU maybe also a little green/grey/red circle in the tag showing if friend/neutral/enemy.
(Though technically, since there are multiple corps, you may have the situation that someone is both friend and foe )
This way you can see friends from foes - most of the times
CoreVamore got a reaction from MopnexAndreyno in Stealth, Fog of War, ability to hide Territory hex claim.
In principle I have nothing against the ability to hide things, or put in dampening fields to hide the electro magnetic signature of electronics and machines. However I also think that doing so should have a penalty, for example when the dampening field is on then you cant trade in the nearby market, or communicate with people/machines outside of the field - after all you are trying to be stealthy and comms gives away your position.
Note: You already have the ability to build underground bases, so that ability is already there.
Secondly, to be really stealthy, you would not have a base force shield, to do so would advertise the fact that you are there. If you have either the force field going you should be able to be seen from space when someone first enters orbit.
As far a beacon objects, nopes. If you set down a territory unit that identifies you as the owner of that land - think of it as a land deed, or mining rights deed etc. People will know you are there simply because they can quickly, electronically, look up who owns what from the 'planetary land register'. So to be truly stealthy you just dig a base without any territory unit - with all the risks that go with doing that......
Keep in mind that territory units generally will be to expensive for solo players to purchase, land ownership will generally be a group thing
As far as PvP I believe there should be some form of anonymity and potential cloaking - but only up to the point that base sensors, and/or players see you - then your name bubble etc should be shown. (There are many threads on this subject - the search tool above is your friend )
So, for the most part, you can already do 80% of what you want in DU as it is
CoreVamore reacted to Geo in Animated Neon GIFs for Orgs & Ships, Signs & Screens
Here are the Dual Universe Logo Animations I've been working on over the past month. They were published today on YouTube. The Theme is "From Earth to Alioth" with music by Maxime Ferrieu (https://twitter.com/maximeferrieu) titled "Adagio for Infinite Contemplation" from the Dual Universe Official Soundtrack.
These were all made in Adobe After Effects with plugins from Video Copilot and really fun to make
CoreVamore reacted to Eternal in Engine Trails
What you are seeing in that picture is called a "Condensation Trail" (or a "Contrail"). Those trails are formed by water vapor coming out of the Engine or changes in the air pressure. The Engine exhausts 2 things, both CO^2 and water vapor. It's not just the Engines that can form them, the Wingtip as well can form them. We call them Vortices.
For more information about "Condensation Trail" ("Contrail"), read https://en.wikipedia.org/wiki/Contrail
That is the Chemtrail Conspiracy Theory people make ( https://en.wikipedia.org/wiki/Chemtrail_conspiracy_theory ).
Those coming out of the Engines are not mostly chemicals, those are mostly clouds. Those coming out of the Wingtip are all clouds.
There is no such thing as a "Chemtrail" (try googling it and it will all lead you to conspiracies).
How about this picture below? Like I said, the Engines both emit CO^2 and water vapor. What you see here is a feature of a Contrail. CO^2 doesn't leave a trail, the water vapor does. There is no such thing as a Chemtrail.
"Experts on atmospheric phenomena say that the characteristics attributed to chemtrails are simply features of contrails responding to diverse conditions in terms of sunlight, temperature, horizontal and vertical wind shear, and humidity levels present at the aircraft's altitude." (source: Wikipedia)
Also, Contrails can never form in space or non-athmo planets/moons. That's not possible.
CoreVamore reacted to NQ-Nyzaltar in "DSI / TSU / UEE" investigation
Dear community members,
A few weeks ago, we took a stance regarding “out of the game”/IRL-related practices to discredit, threaten or shame publicly another Community Member (even if the involved person is guilty of several infractions) that could be an opponent in-game.
As the DSI (Dark Star Imperium) / TSU (Trinary Star Union) / UEE (United Earth Empire) case blew out of proportion during January, we investigated.
We are really serious about differentiating real life from the game itself. Unfortunately some didn’t take our stance seriously. We gave them a chance to come clean in a private discussion and restart on an healthier basis. They didn’t take the opportunity for what it was: a last chance.
As they preferred “playing dumb” with Novaquark staff, we can’t have any trust that they won’t continue. Therefore we have decided to ban permanently those Community Members for various reasons (all not being banned for the same reason(s)):
Not being honest towards Novaquark staff. Making and encouraging ghost accounts. Abusive recruitment practices. Practising real life harassment and/or threatening another player. Making false report to Novaquark’s Customer Support in an attempt to make ban someone they dislike. Spreading real life information without the involved person’s consent, aka Doxxing.
(strong reminder: even if a person gives you real life information about him/her, it’s not okay to share these information with ANYONE else without his/her consent. You can’t predict how the other person(s) will use this information and if he/she/they won’t share it again. If some trouble occurs following this sharing, you can be held legally responsible).
This might seem an extreme sanction but this shows how serious we are when we say we are not going to let toxic attitude and practices spread in the Community. Our goal to build a healthy and friendly community isn’t just a figure of speech. Anyone caught to spread or encourage any toxic behavior will be removed from the Community as it will be considered as damaging the Community and negating Novaquark staff efforts (without saying that it’s time consuming and a waste of our resources).
Saying it’s a long time grudge coming from before the arrival in the Dual Universe community is absolutely not a valid excuse. If someone has a personal grudge with another community member, he/she should either:
Leave it at the doorstep and/or settle it in private and peacefully with no one else involved. Contact directly (and only) Novaquark staff if the issue persists.
The moment someone uses the Dual Universe community as a tool for IRL revenge, he/she is not welcome anymore. We’re all here to have fun. It should always stay that way.
Therefore, the following Community Members have been permanently banned from the Community:
Lime / Fullsend / mmtheboss / Sakej99 [DSI] Primarch Zelevas / TharisUEE Melkor_Morgoth
In addition the DSI Organization member list has been reset, and the Novaquark Team has appointed CN_Firestorm as the new owner of the Organization, should he accept to take a fresh start on a healthy basis.
We also give a warning to all those who were indirectly involved (with the evidence we found) but not actively participating in the recent community troubles. Next time, there won’t be any new warning. If you become involved against your will in some shady real life activities, you have only two healthy options:
Leaving the group doing such activity immediately. Report it to Novaquark staff.
If you stay in such group without leaving or reporting it and the group is caught, you take the risk to get the same sanction as those actively involved.
This investigation has taken (or more precisely wasted) a lot of time from Novaquark staff. We really don’t like to intervene in players affairs. However, if there is a chance that such affairs damage the Community by toxic behavior, you can expect Novaquark staff to step in. We hope we won’t have to take the same measures again.
The Novaquark Team.
CoreVamore reacted to Geo in Animated Neon GIFs for Orgs & Ships, Signs & Screens
Hey @Aaron Cain, here's your latest project.
These projects are really fun to do. There are quite a few amazing projects that I haven't shared yet. All in good time
Btw, for anyone interested in getting one of these done for their DU-related use, I'm still doing these for free for DU community members & orgs. Just post your logo / art here and I'll add it to the queue ?
CoreVamore reacted to NQ-Nomad in Alpha Tests Schedule Modifications
Dear DUdes and DUdettes,
Today, we have an announcement that should make our Alpha testers happy! Due to our internal development process and by popular demand, we decided to bring some modifications to our Alpha test schedule.
So, from now on, next Alpha tests will happen as follows: three times a month, a 96 hours test session will occur, spanning from Thursday, 14h00 UTC to Monday, 14h00 UTC.
That means there won't be any test session once a month. This way, it will be easier for us to better plan production. We'll continue to analyze your feedback and the data produced by your crazy adorable in-game behavior It will allow us to better refine things along the way on our road to Alpha 2.
Overall, we think it's an improvement: longer test sessions covering weekends every time. This should be more comfortable for many of you!
Our Server status page remains the best way to get informed on when tests happen. It's up to date for next month and still here for you to visit (if it's not a bookmark in your web browser already): https://www.dualthegame.com/en/server-status/
The Novaquark Team
CoreVamore got a reaction from Queejon in [DevBlog Feedback] Our thoughts on Territory Protection Mechanics
Some people here assume I am a griefer when in fact I am a builder.
Nanny systems can, and do, get worked around, and in the end can give a false sense of security. "The system said he was good then he killed me - or someone did...."
I used to play Eve. I discovered that it's a tough game, not for the faint hearted. I wont get into super detail, but in it are three levels of space. High Security Space, Low Security Space, and Null Security Space. In High Security space there are space cops that come to help you out if you are attacked by any player. Players are marked by a system similar to what you are suggesting. So you would think that High Security space is the safest part of Eve. On the contrary its the most random and dangerous. I know this because I went to what some in Eve consider as the dangerous parts of Eve, Null Security Space. There I found organisations that protected and self policed their own patches of Null Sec. These orgs spread intel on who/what was in what systems - basically what was coming. Knowing this players could react in appropriate ways. Builders would get safe. Warriors would get into their attack ships to defend their turf etc.. In these situations corps marked other players/corps as either friend, neutrals, or enemies to be Killed On Sight (KOS). This way you knew who your friends were, for the most part anyway. (Always be a tad paranoid - it will help you survive)
The bottom line is that even though having no cops, and where a nanny system became irrelevant, it was the safest part of Eve. I ended up viewing High Security space as the lawless one, the most random one, the one that could get you killed without provocation. In Null Security space you had a much better idea of friend, or foe.
The upside was that all the big battles, all the major movement of players, resources, bases, etc happened in Null Sec space. Yes it was, in theory, the most dangerous space, it was also the most fun, the most engaging, the most challenging.
Yes, battle fleets could show up, and due to their corps size, field ship after ship after ship to blow players and resources to the wind. And sometimes they did it for weeks and months. This type of thing could be done for by them for training, to lower your solar systems ability to fight back, sometimes for just shits n giggles. It wasnt really viewed as griefing (just annoying lol). You still learn how to live in such a situation. You adapt. You get better. And as a builder sometimes, just sometimes, you learn how to fight back.
This can challenge you, Definitely! This can be a pain in the ass - most assuredly. This can bring you to tears (I never cried - honestly ).....
But in the end its lots of fun, long time engagement, not just a game you play for a few weeks/months then drop. Thats one reason why Eve has survived as long as it has.
So yea, I think the safe zones/sanctuary worlds that NQ is building into DU will be enough to keep people who want to be safe, safe. ('Criminals' have a right to be safe too. - keep in mind one persons terrorist is anothers freedom fighter.... ) Then there is excitement for those willing to take the risk, and get the rewards, by going outside of those zones. Knowing full well they may be attacked, but, with enough friends as backup, they will also know that if attacked they are perfectly free to fight back. Again, and again and again if need be. And yea, that can be scary. But there is nothing like charging into battle knowing you will likely die, lose your hard won ship that you probably built,
your heart is racing, time slows, palms moisten, and at that point you realise "Shit - this is hell fun!"