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Immortallis

Alpha Tester
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  1. Like
    Immortallis got a reaction from McXerXes in Birthday Bash Tour Schedule!   
    The first tour has launched with many Noveans in the amazing new tour 'bus'!

  2. Like
    Immortallis got a reaction from Lasersmith in Birthday Bash Tour Schedule!   
    The first tour has launched with many Noveans in the amazing new tour 'bus'!

  3. Like
    Immortallis got a reaction from NQ-Nyota in Birthday Bash Tour Schedule!   
    The first tour has launched with many Noveans in the amazing new tour 'bus'!

  4. Like
    Immortallis reacted to NQ-Nyota in Summer Celebration at The Alioth Exchange!   
    Noveans, are you ready for a summer party?
     
    Get your cocktail shakers and water guns ready, because today we’re BBQueueing up for our Summer Celebration at the Alioth Exchange!
     
    Pros: there is actually no queue.
    Cons: you don’t get to shoot your water gun, but there are plenty of other fun activities to do and also some free loot too!
     
    To join in the fun, all you need to do is find your way to the Alioth Exchange starting right now up until July 24th, 2023. (Plenty of time for a visit or two or maybe three!)
     
    Live Event:
     
    And to make this event extra cozy, we’re inviting you for our sauce-dippin’ finger-lickin’ live event where you get to meet some of the NQ staff and create memorable moments together with our community members. And for some extra flavor - make sure to visit our very special NQ booths that are set up at the parking lot and get yourself some freebies!
     
    Live Event Time: Wednesday, July 19th @ 4:00 PM New York/Toronto time / 20:00 UTC 
    Place: At the Alioth Exchange green hall parking lot
     
    Want to add a decoration to our beach-y event?
     
    Once you’ve spent time at the very beach-y Exchange and you think that something could be added or maybe you could build that you would like included in the decorations. We’re inviting all of our creative players to come up with their own summer decorations and submit them using this form. If we think it will fit in with the theme, we’ll happily place it for everyone else to see. Deadline is Friday, July 21st, 2023 at 18:00 UTC. (All entries are subject to approval and must be XS or S core size only.)
     
    Raffle:
     
    You know what else summertime is great for? A good ol’ raffle with a very exciting prize! Throughout this event, anyone who interacts with a dispenser gets their name registered for a chance to win a 90-day Gametime Code. Will you be the lucky winner? Make sure to go click on at least one dispenser to be entered in the draw! The lucky winner will be announced after the event is over. 
     
    How to get to The Alioth Exchange

    Coordinates:  ::pos{0,2,24.3879,99.3719,124.6659}
     
    You can also take a shuttle from your closest District 1 through 10 on Haven and Sanctuary -> Travel to Alioth -> Select “Alioth Exchange” from the Points of Interest tab on your map (F4) -> Right-click and “Set as destination” and you’re there!

    While you’re there, don’t forget to check out our community stores: summertime is meant for treating yourself to a little upgrade for your construct collection! 
     
    Fancy yourself a booth at the Exchange? Here’s how!

    Just follow this link with all the information on how to get your booth set up your Exchange booth. 
     
    --
     
    Let’s meet up at the Exchange, Noveans! Don’t forget your sunscreen, and we hope to SEA you there  
  5. Like
    Immortallis reacted to TEckles in AN EGG-CELLENT ADVENTURE TOUR!   
    Splash Down in the Ship and some other pics from Saturdays tour







  6. Like
    Immortallis reacted to Mhaijik in AN EGG-CELLENT ADVENTURE TOUR!   
    More EggCellent Adventure screenshots   April 23, 2023 
    https://1drv.ms/f/s!Ah6qVu8DVaEQoAfZ65R_AaPgeRma?e=ZE0A0f
     
  7. Like
    Immortallis reacted to TEckles in AN EGG-CELLENT ADVENTURE TOUR!   
    Some shots from this mornings tour







  8. Like
    Immortallis got a reaction from NQ-Nyota in AN EGG-CELLENT ADVENTURE TOUR!   
    Screenshot from today's eggcellent adventure

  9. Like
    Immortallis got a reaction from Lasersmith in AN EGG-CELLENT ADVENTURE TOUR!   
    No I was on the tour ship.  When you sit in a seat press INSERT to toggle your view perspective.  You can scroll in and out holding CTRL or Shift (can't recall which) with mouse wheel.   F9 to turn off HUD for screenshots.  Have fun!
  10. Like
    Immortallis got a reaction from Lasersmith in AN EGG-CELLENT ADVENTURE TOUR!   
    Screenshot from today's eggcellent adventure

  11. Like
    Immortallis got a reaction from NQ-Deckard in [BUG] Maintenance units get stuck Loading data for some constructs   
    Current Version Number: PTS Impact: Inconvenience Summary: Maintenance units get stuck Loading data for some constructs Description: When I click repair for some constructs the LOADING message appears on the screen and will not resolve.  I have let it run for up to 30 minutes just to see before pressing CANCEL.  Relogging and using another character did not resolve the issue.  However, I did manually repair one of the damaged adjustors (which was red), leaving several more damaged and broken adjustors and only then did the repair unit LOAD the data properly for the construct. Reproduction: I had this occur both on my pocket speeder and a new dynamic construct deployment
  12. Like
    Immortallis got a reaction from NQ-Deckard in [BUG] EasyAntiCheat throws an error intermittently when logging out then into another account   
    Current Version Number: PTS Impact: Crash upon login Summary: EasyAntiCheat throws an error intermittently when logging out then into another account Description: I have had this occur a few times where I am logged into my main account, log out, then login on my alt account.  It just seems to freeze then I noticed the Easy AntiCheat error popup in the background.   It doesn't provide any specific error or context (see screenshot).  Once I click OK the pop up disappears and the DU client closes. Reproduction: Log out of one account then log back into another account without exiting the client (intermittent issue)
  13. Like
    Immortallis reacted to ReleeSquirrel in [BUG] Can't Delete or Recycle During a Tutorial, Not in a Tutorial   
    Subject: [BUG] Can't Delete During a Tutorial, Not in a Tutorial<Issue name here> Current Version Number: Dual Universe February 2023 - 1.2.0-Preview Impact: Inconvenience, potentially Game Breaking Summary: I cannot Delete or Recycle inventory objects, I get an error message that says "You cannot delete items in a Tutorial." Description: I am currently in Territory 28304, the same as The Institutes on Alioth, that might have a factor. I filled up my linked inventory on a ship, which is in same territory. I wanted to make room, so I tried to delete some of the excess free items I got. I got the error "You cannot delete items in a Tutorial." I tried a few times and it repeats. I was in the Dispenser Tower when I tried first, and tried a few places in there. The last place I tried was at position ::pos{0,2,29.1544,95.1211,257.9318}  a ways away but still in the same territory. I have also tried using Recycle Elements but that pops up the same error message. Reproduction: Fill your linked inventory in a nearby ship with elements from the Dispenser Tower. Try to delete a stack of items from that inventory. The error should appear, and the items not be deleted.
  14. Like
    Immortallis reacted to NQ-Deckard in Static Construct Altitude Limit   
    Hello Noveans,

    It has recently come to our attention that a number of static constructs have been deployed at an altitude above what we previously had defined as the vertical limit of around 1000m.  At this time we are unsure why this limit is not being applied as intended, and we are currently investigating this issue in order to resolve this.

    As we are revisiting this limit while it is not currently functioning, we will be exploring our options to implement a more adjustable approach in order to have different limits for different planets. If successful we will also eventually be including this value at a later date in the shipped atlas.lua file, allowing Lua control units to also read this value for each planet and use it to fly above static constructs.

    Why are you stifling my dream of building a tower that connects a moon to a planet!?
    We also want to be clear about the reason for this limit, it is not here to stifle your dreams of building large towers and structures made of multiple static constructs. It is here, so we can ensure a reasonably safe boundary layer for atmospheric flight by all our players without the concern of encountering a random building in your flightpath while flying at high speeds. Chances are, the build limits will likely be slightly more accommodating than the previous system and allow for slightly more building height in the end, this however remains to be seen.

    So what about the existing constructs that are not adhering to this restriction?
    Well, as we are unsure why this build limit suddenly deactivated and we are refining it anyway. We will allow these constructs to remain for two weeks beyond the implementation of the new height restriction system. Two weeks after the new restrictions are in place, we will begin removing  or moving any static constructs beyond the defined altitude limit of each planet to ensure they are not inside the boundary layer. Keep an eye on the upcoming change logs for a list of the altitudes for each planet.

    I hope this clears up any and all confusion on the topic, and thank you all for reading.
    - NQ-Deckard
  15. Like
    Immortallis reacted to Endstar in Adjust org recruiting beyond yes/no. Let us send a message or reason we said no please.   
    When an org is set to allow recruiting the only options legates have is accept or refuse.  We cannot ask questions or even give a reason for refusal. Would like to send a message or communicate with a person who applied. Seems basic and needed. 
  16. Like
    Immortallis reacted to Wolfram in Suggestions to make the whole asteroid experience interesting!   
    So, a bit of feedback here on how the current DSAT/Asteroid Mining experience works and what could be improved to make it more interesting with the upcoming release.
     
    Spawn asteroids across the week instead of just Saturday
    Basically, instead of spawning all asteroids over a single day of the week, you do it over a week, maybe even have a timer showing on the DSAT window showing how many days until that specific asteroid leaves the Helios system. This would "funnel" more people into the asteroids, which for any asteroids outside the safe zone would mean more chance of encounters, since almost always people would want to be the first on those "tasty" T4/T5 rocks, and also allow for those who don't have much time during the weekend (or just prefer playing during the week) to have a chance at participating on asteroid hunting too!
     
    Remove the middle-section (recently discovered) from the DSAT screen
    Simply make the DSAT show an asteroid as either discovered or not discovered. If you still want to give a timer before publishing then fine, but don't make that timer public. Having participated on asteroid hunts before the only two uses I noticed for it are either letting people know that something was found, so they might go for another asteroid, or for ganking and piracy. We don't need yet another camping-based PvP mechanic in the game.
     
    Allow us to retract/close the DSAT antenna when not tracking anything
    This is more of a cosmetic thing than functional one, but would be nice to be able to retract the antenna when the DSAT is not in use, would fit designs much better.
     
    Well, those are my 2 cents on things that could be improved, I'm sure other players might have more ideas, but thought about bringing up that discussion out of Discord into a more official place...
  17. Like
    Immortallis reacted to Novean-32184 in What kind of in-game events would you like to see in Dual Universe?   
    I would like to see NQ not create events but create tools for player to create events. Similar to how Space Engineers allows for players to create scenarios.
     
    Outside of that I'd like to see NQ focus on adding versatility to things like surface harvesting, not have rocks all over and everywhere but pockets you need to hunt/scan for. And in those pockets have a higher yield per rock and also have special items similar to gems which in turn could then buff elements like engines or allow for schematics to be researched and improved. These pockets could then respawn somewhere else in a set radius once depleted.
     
    Imagine the possibilities that would add to the game at relative low cost.
     
  18. Like
    Immortallis reacted to Geo in Animated Neon GIFs for Orgs & Ships, Signs & Screens   
    Recently, I've been working on a photography art series called "Art of the Metaverse" 🎨 
     
    The images were all filmed in-game during 2020 & 2021 and re-imagined with Adobe Lightroom (mobile edition) to enhance and/or colorize the content within the screenshots. Photoshop was not used. The series does not represent how the game looks (now or then). Rather, all pieces in the series are intended to be an artistic interpretation of Dual Universe.
     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     


     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     
    Hope you enjoy these. 
     
    Sincerely,
    Geo
  19. Like
    Immortallis got a reaction from Palis Airuta in DEVBLOG: NEW FTUE IN ATHENA - discussion thread   
    My take on the DU FTUE back-story (in jest of course)
     
    Okay so to recap, we were cryogenically frozen ...
    Travelled thousands of light-years across the universe ...
    looking for a new Earth like planet to call home.
     
    The Ark ship finally gets to Alioth (Hallelujah!) and we are awoken by the A.I. ...
    who puts us in a drop pod (lander) to start our new life ...
    but due to some gross miscalculation the drop pod shoots in the opposite direction and we land on a 'moon' devoid of surface water.
     
    The A.I. did however take the time to mine all the necessary ores ...
    in order to build infrastructure (institutes, markets, mission hubs, etc.) ...
    on not only one but ALL the moons and planets in the Helios system (and in the middle of the safe zone)!
     
    Not only that but the A.I. also took the time (while we were frozen, I might add) ... 
    to stock these markets (except Haven) with items and schematics for us to purchase from her ...
    with the daily allowance that she gives to us for surviving yet another day in her reality!
     
    She coddles us along, providing tutorials and opportunities to learn new skills ...
    which in the end provides more income to her data 'bank' ...
    through territory purchases, market taxes, non-HQ territory taxes, etc.
     
    All the while pushing us towards PvP ...
    To fight against one another for capturing rare resources ...
    in an A.I. calculated misdirection.
     
    The real enemy has been in front of us all this time ...
    the true gameplay is Player versus A.I. ...
    Down with our Overlord Aphelia!!!  🙃
  20. Like
    Immortallis reacted to Tordan in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    How much WORK or EFFORT I have put into this game is irrelevant, and there are very few who can argue they have put in more time and effort into building then I have.

    I have no expectation of work product, in this or any other game. Nor is there any legal right to it, in this or any other game. Games have run for years, only to shut down overnight with no warning. No expectation of compensation, no compensation will ever come.

     I have my knowledge, and if the Stroke I had in January didn't wipe that, then for sure NQ can't.
     
    All I truly care about is that we hit the ground at release with solid:
    1. Lore/Cannon for it all. Write a damn story to explain it.
    2. A functional communication system. (long neglected and def NOT ready for release)
    3. The ability to choose how much audio and visual "noise" we want the game to display. IE a functional UI with settings controls. (long neglected and def NOT ready for release)
    4. A well thought out plan on how to start an economy, and how to adjust it when it goes out of wack (which it will)
    5. A strong and robust set of game mechanics that are FUN to play, and prioritize those who want CONSTRUCT a civilization over those who what to hack, slay, and steal. 
     
    give me that, and I'm willing to start over building shacks and scooters.
  21. Like
    Immortallis reacted to DekkarTV in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    As the only real voxel game on the market, Dual Universe has a tight grasp on voxel builders.  As a voxelmancer prior to the new addition of voxel tools, I'll be here wipe or not.  As someone who comes from the survival genre game background where wipes are common I am used to regular wipes.  While I don't approve of regular wipes after release, I do feel that so much of DU has changed between when I started and today and will again at release.  I'm honestly tired of rebuilding to fit new rule sets. (wing stacking, brakes, gun sizes, etc.). That said I feel if there is a wipe I would be happy to continue playing with the following concessions;
     
    1. Element sizing and hitboxes are set to their final size and placement rules (no more adjusting physical size, only tweaking balance)
    2. NQ sets the "Launch" or "after wipe" the final rules they want for the game. No more "financial adjustments" (ie: core slot changes)
    3. ANY player that logged into DU and paid for time DURING the beta be provided 3 months free time at launch and an increase from 90 talents/minute to 240/minute for the first 3 months. (This would both financially appease the 2 years of loss for me, and help to restore the game talents to a point where content can appear quickly)
    4.  Minimum price SELL ORDERs are implemented in the game.  This will stabilize pricing and allow people from miners to industrialists to make profit along the way (unless they are silly about it)
     
    As a builder with hundreds of constructs spread across several organizations, I don't care about constructs, I will just build a new place, with new ideas and new growth.  (personal opinions)
     
    The largest pool of people that will be upset will be the industrialists, these people spent so much time managing their factories to get them operational that there is literally a hard sell for them to reset.  In order for them to re-establish themselves up to the tier they currently have reached in 2 years will take a shorter time without schematics due to the need to earn additional quanta and this overall is a positive, provided their profit margins are safe through "minimum sell order prices"
     
    To the nay-sayers "If you wipe I'll quit" well it was a pleasure knowing many of you.  But lets be honest here, many people threatened to quit at literally every beta update NQ has had since launching the beta multiple years ago and yes many good friends of ours have moved on already.  With so many planned changes, and yes a big change in initial development plans, NQ has adjusted the game in good and bad ways. They followed their general goal and realized that they over-reached on some of them in a way that many people will not be satisfied with, but there was no point during the beta that NQ could wipe even if they wanted to and sustain a significant enough volume of beta testers to get to where we are today. 
     
    Final thoughts
     
    I'm PRO-full wipe, and have always been. I have billions of quanta in assets and I'm sitting on hundreds of millions of ore. My voxel box alone is worth at least a billion in the current economy.  I currently have more elements and voxel than I could ever hope to use on my own, and that is the primary reason I have orgmates.  Yes we are a small group that is dedicated to just having fun, but we have made connections and friendships in DU that we could not find elsewhere.  I'm sure many many of you are the same.  DU is about "community" and once you realize this as a player you start to enjoy yourself more.  From IC's fly ins to the DU-creator website, most of us just love being creative and showing stuff off to each other.  That is where the true magic of DU is.  This magic will NOT disappear with a wipe.  For those that remain after the wipe, you will get to see a new magical world evolve. For those that choose to depart, you will find something missing in your gaming life and wish/hope/pray for something to fill that niche.  This is what most EQ Next: Landmark players have felt, articulated and searched endlessly for, until DU arrived. 
     
    Whatever NQ's choice is, I will remain a player. For those that leave. We will miss you.
  22. Like
    Immortallis reacted to NQ-Wanderer in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION   
    Following our policy of being as transparent as possible and to keep everyone informed, we want to give you some insight about the internal discussions the Novaquark team has on the delicate topic on whether we’re going to have a wipe or not, and under which form. The discussions are numerous, as there is no easy answer and we have to take into account all of the pros and cons for each possible solution. We also have been taking into account the players discussions which have happened - and for some, are still happening - on Discord and our official forum. On one hand we have you, our early backers and players, who supported us for quite some time now, and we want to renew our thanks for being so patient and passionate about Dual Universe. On the other hand, we have the constraints of making the game appealing to new players.
     
    Please note: By “new players”, we mean players who’ve just heard about Dual Universe, but we also have many backers that have chosen not to participate during Alpha and Beta, so they can begin playing once the game has reached a polished enough state with game mechanics.
     
    SO, WHAT ARE THE PARAMETERS WE HAVE TAKEN INTO ACCOUNT?
     
    We know that players have repeatedly asked for an answer to this question. It has been on the table for many months, if not since the Beta opened. The team has been discussing many options on the topic and we’ve gone back to the drawing board many times. Here is an overview of the factors that we are taking under consideration:
     
    A reset would be an opportunity to remove things that have been deemed very unpopular by the already existing community, such as the schematics. The only way to remove them in a clean way without causing too many disturbances in the economy is clearly when the in-game economy has been just reset.
     
    Many tests/adjustments during Beta have impacted the in-game economy, leading to have some players getting extremely rich way faster than intended, due to an intensive use of some features in their early stage, such as the mission system (and that's understandable, as the situation is part of a normal process in the development of a game). However, it's also common practice in the game development process to usually have some kind of reset when critical milestones are reached, and resetting the economy to have a healthy start once the game has been stabilized and the game features have become more balanced makes sense.
     
    As you, our current experienced players, will have quite an advantage compared to the new players on many levels (game knowledge, talent points, wealth, constructs already owned), there's a need to make things a bit more balanced to give a fighting chance to the wave of new players that will join the Community later.
     
    We also want to give all the players (new players as much as a big part of the early backers who have waited for the game to be in a fairly polished state) to have the opportunity of the right start.
     
    In case of a wipe, finding a way for our veteran players to allow them to keep (or rebuild quickly) their favorite constructs, without creating any loophole for players to bypass the reset (and defeat the purpose of why it’s done).
     
    Some planets currently do not have the quality and polished state the Novaquark team wants to give them. We also have seen that a part of the Community has the same opinion on the topic, and this is why the dev team has been planning a revamp for the planets which haven’t received one already.
     
    WE CONSIDERED SEVERAL ALTERNATIVES SO FAR TO REACH THESE GOALS:
     
    - Doing no wipe at all.
     
    Pros:
    Satisfying for some of our long-time builders and traders Cons:
    Unsatisfying for players wanting to discover the game and start with a more polished version of the game. Does not allow to remove Schematics properly. Does not allow to revamp the old planets properly. Does not allow the rebalancing of the economy properly. Potentially keeping bugs related to very old Constructs.  
     
    - Making a partial wipe where the economy would be wiped, but not the Constructs, which would keep all player-made creations intact, with also in mind to prevent some players from storing resources on said Constructs to circumvent the reset of the economy.
     
    Pros:
    Relatively satisfying for some of our long-time builders. Cons:
    Extremely complex to put in place properly without the known loopholes interfering (such as piling up Resources and Elements on existing Constructs before a wipe and removing them after to sell them). Unknown loopholes could break the wanted healthy economic reset. Does not allow to revamp the old planets properly. Potentially keeping bugs related to very old Constructs.  
     
    - Having a “legacy” live server and a new live server, where only the blueprints made before the new server opening would be transferred to the new live server.
     
    Pros:
    Could prevent any wipe with this solution while managing issues the dev team is trying to solve. Cons:
    Opens a number of new issues server-side. Would split the Community.  
     
    - Having a full wipe (except blueprints) with solutions to make old time players able to rebuild their favorite Constructs quickly through various means.
     
    (Here are a few examples of discussed ideas to reach this goal: for our veteran backers, starting pool of talents points and/or quanta, resource multiplier event right after the reset, etc.).
     
    Pros:
    Prevents loopholes for an economic reset compared to a partial wipe. Most efficient, proper way to remove schematics. Most efficient, proper way to handle a planet revamp. Cons:
    Some possibilities discussed could be seen as an unfair advantage.
    Keep in mind, if the above solution is decided on, that an improved version of the Blueprint / Construct deployment tool available to all players will be implemented in-game at the time (or maybe even before) such a solution would be applied to the game.
    Such improved version will enable players to have:
    A preview of the Construct before deploying the said Construct from a blueprint (this feature should be available with Athena release). An ability to auto-align the preview of the Construct on an already deployed Construct (this feature should be available a bit later after Athena release).
       
    --------------------------------------------------------------------------------------------------------------------------------------------------------------------
     
    Though this may seem to be a long explanation, it’s a (very) short description of everything the Novaquark team has discussed so far on this topic. So stay tuned, and we thank you again for your patience and support. As mentioned before, our decision will not be made on a whim, but will be made considering and pondering all of the factors mentioned above.
     
    Let us know your thoughts on all this here!
  23. Like
    Immortallis got a reaction from Vargen in DEVBLOG: NEW FTUE IN ATHENA - discussion thread   
    My take on the DU FTUE back-story (in jest of course)
     
    Okay so to recap, we were cryogenically frozen ...
    Travelled thousands of light-years across the universe ...
    looking for a new Earth like planet to call home.
     
    The Ark ship finally gets to Alioth (Hallelujah!) and we are awoken by the A.I. ...
    who puts us in a drop pod (lander) to start our new life ...
    but due to some gross miscalculation the drop pod shoots in the opposite direction and we land on a 'moon' devoid of surface water.
     
    The A.I. did however take the time to mine all the necessary ores ...
    in order to build infrastructure (institutes, markets, mission hubs, etc.) ...
    on not only one but ALL the moons and planets in the Helios system (and in the middle of the safe zone)!
     
    Not only that but the A.I. also took the time (while we were frozen, I might add) ... 
    to stock these markets (except Haven) with items and schematics for us to purchase from her ...
    with the daily allowance that she gives to us for surviving yet another day in her reality!
     
    She coddles us along, providing tutorials and opportunities to learn new skills ...
    which in the end provides more income to her data 'bank' ...
    through territory purchases, market taxes, non-HQ territory taxes, etc.
     
    All the while pushing us towards PvP ...
    To fight against one another for capturing rare resources ...
    in an A.I. calculated misdirection.
     
    The real enemy has been in front of us all this time ...
    the true gameplay is Player versus A.I. ...
    Down with our Overlord Aphelia!!!  🙃
  24. Like
    Immortallis got a reaction from D4nkkn1ght in DEVBLOG: NEW FTUE IN ATHENA - discussion thread   
    My take on the DU FTUE back-story (in jest of course)
     
    Okay so to recap, we were cryogenically frozen ...
    Travelled thousands of light-years across the universe ...
    looking for a new Earth like planet to call home.
     
    The Ark ship finally gets to Alioth (Hallelujah!) and we are awoken by the A.I. ...
    who puts us in a drop pod (lander) to start our new life ...
    but due to some gross miscalculation the drop pod shoots in the opposite direction and we land on a 'moon' devoid of surface water.
     
    The A.I. did however take the time to mine all the necessary ores ...
    in order to build infrastructure (institutes, markets, mission hubs, etc.) ...
    on not only one but ALL the moons and planets in the Helios system (and in the middle of the safe zone)!
     
    Not only that but the A.I. also took the time (while we were frozen, I might add) ... 
    to stock these markets (except Haven) with items and schematics for us to purchase from her ...
    with the daily allowance that she gives to us for surviving yet another day in her reality!
     
    She coddles us along, providing tutorials and opportunities to learn new skills ...
    which in the end provides more income to her data 'bank' ...
    through territory purchases, market taxes, non-HQ territory taxes, etc.
     
    All the while pushing us towards PvP ...
    To fight against one another for capturing rare resources ...
    in an A.I. calculated misdirection.
     
    The real enemy has been in front of us all this time ...
    the true gameplay is Player versus A.I. ...
    Down with our Overlord Aphelia!!!  🙃
  25. Like
    Immortallis reacted to NQ-Nyzaltar in DEVBLOG: PANACEA 'REMEDIES' ON THE WAY   
    Dual Universe’s Panacea update is right around the corner, bringing with it a sizable variety of changes based on feedback from our community. 
    Ahead of the update, however, we are immediately introducing revisions to territory upkeep and mining units. 
     
    Read on for the full scoop! 
     
    GOING INTO EFFECT ON TUESDAY, JANUARY 25th
     
    Taxes will be effective again starting Wednesday, January 26th.
    The day before, we are going to deploy three adjustments to address the issues mentioned in the Community Feedback regarding Territory Upkeep.
     
    Territory Upkeep Reduction: 1 MM --> 500k.

    Territory Upkeep was first introduced in the November 2021 Demeter update. After reviewing community feedback, we announced that territory upkeep payments would be postponed for two weeks to allow the Design team time to dig deep into the metrics and fine-tune the system accordingly. 

    The upkeep rate per territory will be reduced by 50%, from 1MM to 500k quanta. Player feedback indicated that people felt they were having to sell ore too frequently to generate the funds needed to pay upkeep. In halving the upkeep costs, we will relieve the pressure to make frequent trips to the market as well as the need to sell large quantities of ore.
      Calibrations Charges:
    Base calibration charge slots increase : 5 --> 25.
    Talent calibration charge slots increase : 1/level --> 5/level.

    Also introduced in the Demeter update, mining units were designed as an alternative to digging endless tunnels underground for ore. To keep them producing at their peak capacity requires occasional calibration; however, initial feedback from the community told us that further tweaks were needed for the calibration process. To this end, we’ve made the two changes mentioned above.

    This will change the total amount of stored charges from 10 (5 base + 5 max talents) to 50 (25 base + 25 max talents).

    The intention behind the charge cap was not to force a behavior in which you felt like you needed to spend charges in order not to “lose out” on charges by hitting the cap and wasting your recharge. 

    In view of that, both the base and the talent bonus are drastically going up. This will not only allow you to store more charges in general, but specifically allow you to store a much longer period of time in charge recharge time, giving you much more breathing room to store charges and not waste charge recharge time.
      Calibration grace period: 48h --> 72h
      The calibration grace period is the amount of time during which a mining unit does not lose calibration. Similarly to charge slots, the intention was not to aggressively require you to calibrate mining units every 2-3 days. In our initial calculations our goal was more to hit the 5 to 6 day mark depending on what efficiency curve the player selected, and how many mining units the player was trying to maintain.
     
    We are changing the calibration grace period from 48-hours to 72-hours. 
     
    This change should bring us closer to the initial values we were looking for and give players more breathing room to calibrate when their mining units seem to be producing less than usual, indicating that calibration is needed.
     
    CHANGES COMING WITH PANACEA UPATE (0.28) LAUNCH
     
    Using industry units on offline tiles

    The intention of requiring online territories for industry units was not to negatively impact industry units on planets. We initially saw it as further incentive to pay for taxes, but it was not a core requirement. This is also why industry units on Ssanctuary and space cores were left untouched.

    We understand from player feedback that requiring you to operate mining units on a territory in order to not run industry units at a loss on that territory was an annoyance and many players did not want to run their industry units on the same territories as their mining units.

    In view of the preferences expressed, we have decided to allow the operation of industry units on all offline territories. In combination with HQ territories, this will allow you to effectively run industry units on offline territories for extended periods of time.
      Faster extraction animations
      We are also addressing the feedback we’ve received regarding the time it takes to complete a calibration minigame, specifically the frustration from the long loading animations when calibrating a number of mining units.
     
    An option has been added in the mining unit UI (tick box) that will let you significantly reduce the time these animations take, drastically reducing the period of time the animations run.
     
    Additionally, a number of mining unit mini-game animations have been slightly reduced in duration, thus allowing a faster minigame completion.
     
    New talents for surface harvesting
      In order to further incentivize harvesting surface rocks, and to be able to specialize in it, we are adding four talents linked to surface harvesting that will touch on harvesting speed and output.
     
    The main goal is to create some surface harvesting specialization for those players who enjoy it, giving them the capability to harvest better and faster, and for longer periods of time.
     
    CHANGES COMING POST-PANACEA
     
    New surface harvesting controls
      To further address surface harvesting issues, we are working on quality of life-type improvements that will allow a degree of auto-harvesting similar to normal mining as well as other changes to reduce control and UX-based frustrations during surface harvesting. 
    Watch for additional details as we refine our plans!
     
     New mining unit surface harvesting, rocks spawning behavior
     
    Lastly, we are looking for a solution to simplify the process of gathering rocks. This is in direct response to player requests to eliminate the hassle of having to comb their territories after calibrating a number of mining units. 
     
    While this is still in relatively early stages, the solution we are looking at is to spawn the rocks right under the mining unit beam, where the beam hits the ground. Players would then be able to rapidly harvest surface rocks. 
     
    BUT WAIT! THERE'S MORE
     
    Don’t forget that there’s a lot more to Panacea than the changes and tweaks discussed above. It’s also got some cool new stuff, like the Vertex Precision Tool which we’ll be talking about in the next devblog! 
     
    Meanwhile, please join the conversation on the forum here to tell us what you think about revisions we’ve presented in this Devblog.
    We’d love to hear from you! 
     
    ---

    The Novaquark team
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