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helvetian

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  1. Like
    helvetian reacted to NQ-Nyota in An Egg-cellent Adventure Has Begun!   
    The Dual Universe egg hunt has begun Noveans! 
     
    From Saturday, April 16th to Monday, April 25th, please join us for An Egg-cellent Adventure!
     
    All around Alioth you will randomly find colored eggs on the ground as well as some other in plain sight places. Some of them you may find often (common), some of them might be a rare find or if your egg detecting skills meet the challenge, you may find a special Novaquark staff egg! All eggs contain gifts from the Novaquark team, so do not forget to smash them open to see what’s inside!
     
    There have been several players who have already found some eggs, so you’re going to need to be quick, lucky, as well as very observant!  
     
    There’s more! This Egg-tastic celebration is also a competition. Each egg is worth a certain amount of point(s), which means the rarer the egg, the more points you will get. Colors include white eggs (most common), green, yellow, blue, red and the very special Novaquark staff egg which is the most valuable of them all!
     
    Once you find an egg, there will be a special code inside (read carefully!). Copy the code and enter it into this simple form that is linked inside the egg and register your code to start accumulating points!

     
    Helpful Hint: Start your search by looking around the Point of Interests (POIs) around Alioth.  
     
    Good luck Noveans, be egg-cellent to each other. 
  2. Like
    helvetian got a reaction from antanox in DEVBLOG: PRECISION IN BUILDING - discussion thread   
    I find the claim that 64 steps per voxel would deform ships dubious, since as far as I can tell the voxelmancy-heavy ships (those built using voxel reactors, the ones where deformation would become obvious) would align exactly to those steps - as far as I know, all voxel reactors have a detail degree of a multiple of 2, and I've never heard of anything more detailed than 64 step. Even if it did deform ships a little, 1/64 of a voxel is not even 4mm/0.2". I think 64 steps per voxel would make much more sense.
     
    Please do not lower the voxel extension range below what it is today. Being able to extend a voxel by 1.5vx in any direction is extremely useful for things like detail work and connecting complex shapes without having to line them up to each other. Just as an example, many of the finer details in this build (e.g. the struts, landing gear and horizontal stabilizers) were only possible due to the ability to stretch voxels by 1.5vx on each side. Limiting this range now would probably ruin this and many other builds.

  3. Like
    helvetian got a reaction from Kurock in DEVBLOG: PRECISION IN BUILDING - discussion thread   
    I find the claim that 64 steps per voxel would deform ships dubious, since as far as I can tell the voxelmancy-heavy ships (those built using voxel reactors, the ones where deformation would become obvious) would align exactly to those steps - as far as I know, all voxel reactors have a detail degree of a multiple of 2, and I've never heard of anything more detailed than 64 step. Even if it did deform ships a little, 1/64 of a voxel is not even 4mm/0.2". I think 64 steps per voxel would make much more sense.
     
    Please do not lower the voxel extension range below what it is today. Being able to extend a voxel by 1.5vx in any direction is extremely useful for things like detail work and connecting complex shapes without having to line them up to each other. Just as an example, many of the finer details in this build (e.g. the struts, landing gear and horizontal stabilizers) were only possible due to the ability to stretch voxels by 1.5vx on each side. Limiting this range now would probably ruin this and many other builds.

  4. Like
    helvetian 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
  5. Like
    helvetian got a reaction from killthrush in Demeter will probably Kill the game if it goes to live servers..   
    As someone focused on building, not making money, I definitely support the idea of creating an option for people to own a tile just to build on, or even just to preserve it. As an example, I have claimed a ring of territories around a central territory I am building a city on, just to create a buffer zone that prevents other players from building too close to the city. Simply getting together the money to maintain these seven tiles would force me to spend a lot of time playing money-making activities such as delivery missions and asteroid mining. Not a fan of that idea at all.
     
    I like Ruges' idea with taxation based on tile use.
     
    I'm also totally on board with deleting old scanner results, or at least not having them show the "new" ores. Besides the obvious issue of scan collectors having a huge advantage when it comes to ore hunting, there's no logical explanation for the old scanner results (that might have been taken a year ago) to suddenly become up-to-date when they didn't refresh before.
  6. Like
    helvetian got a reaction from An0ubiS in Demeter will probably Kill the game if it goes to live servers..   
    As someone focused on building, not making money, I definitely support the idea of creating an option for people to own a tile just to build on, or even just to preserve it. As an example, I have claimed a ring of territories around a central territory I am building a city on, just to create a buffer zone that prevents other players from building too close to the city. Simply getting together the money to maintain these seven tiles would force me to spend a lot of time playing money-making activities such as delivery missions and asteroid mining. Not a fan of that idea at all.
     
    I like Ruges' idea with taxation based on tile use.
     
    I'm also totally on board with deleting old scanner results, or at least not having them show the "new" ores. Besides the obvious issue of scan collectors having a huge advantage when it comes to ore hunting, there's no logical explanation for the old scanner results (that might have been taken a year ago) to suddenly become up-to-date when they didn't refresh before.
  7. Like
    helvetian got a reaction from Hagbard in Demeter will probably Kill the game if it goes to live servers..   
    As someone focused on building, not making money, I definitely support the idea of creating an option for people to own a tile just to build on, or even just to preserve it. As an example, I have claimed a ring of territories around a central territory I am building a city on, just to create a buffer zone that prevents other players from building too close to the city. Simply getting together the money to maintain these seven tiles would force me to spend a lot of time playing money-making activities such as delivery missions and asteroid mining. Not a fan of that idea at all.
     
    I like Ruges' idea with taxation based on tile use.
     
    I'm also totally on board with deleting old scanner results, or at least not having them show the "new" ores. Besides the obvious issue of scan collectors having a huge advantage when it comes to ore hunting, there's no logical explanation for the old scanner results (that might have been taken a year ago) to suddenly become up-to-date when they didn't refresh before.
  8. Like
    helvetian got a reaction from hdparm in Demeter will probably Kill the game if it goes to live servers..   
    As someone focused on building, not making money, I definitely support the idea of creating an option for people to own a tile just to build on, or even just to preserve it. As an example, I have claimed a ring of territories around a central territory I am building a city on, just to create a buffer zone that prevents other players from building too close to the city. Simply getting together the money to maintain these seven tiles would force me to spend a lot of time playing money-making activities such as delivery missions and asteroid mining. Not a fan of that idea at all.
     
    I like Ruges' idea with taxation based on tile use.
     
    I'm also totally on board with deleting old scanner results, or at least not having them show the "new" ores. Besides the obvious issue of scan collectors having a huge advantage when it comes to ore hunting, there's no logical explanation for the old scanner results (that might have been taken a year ago) to suddenly become up-to-date when they didn't refresh before.
  9. Like
    helvetian reacted to NQ-Naerais in A letter to our players   
    Dear Noveans,
     
    We would like to address the recent speculations that have arisen in our community, and openly disclose some changes that are happening at Novaquark.
     
    First and foremost, Novaquark continues to be supported by its long term investors to allow it to launch Dual Universe in line with its original vision. It also puts us in a position to attract experienced talent to complement the team that’s already in place so that we can continue to improve the game.
     
    Next week, we will share with you what we think our priorities should be for Dual Universe and how we hope to approach the development of the game with improved processes going forward.
     
    An important change to note is that Jean-Christophe, the founder of Novaquark, has transitioned from the day-to-day management of the team to better focus on his position as a board member. Over the years since the creation of Novaquark, JC designed and set the standards for the structural and conceptual foundation of the game, and he feels now that a solid base is there for him to move forward as a strategic advisor. The recent changes in the administrative presidency of the company only reflect the transition of JC to his new role. We’re excited to have the team he has built deliver on his vision for the game.
     
    Rest assured that Novaquark’s future is in good hands, and there is a strong partnership between our long-term investors and our team. We believe that the future is bright for the game and for the company, and we cannot wait to tell you where we want to take Dual Universe.
     
    With our warmest regards,
    The Novaquark team
  10. Like
    helvetian got a reaction from [BOO] Sylva in Novark mission patch   
    I figured since NASA, ESA, Roskosmos, SpaceX et al. have all these neat mission patches, Dual Universe should have one too. So I designed one. Not sure about the years, since lore is still a bit spotty. The idea is to have this eventually turned into a real embroidered patch (not for commercial purposes, obviously ).
     
    Thoughts? Suggestions?


  11. Like
    helvetian got a reaction from CoreVamore in Novark mission patch   
    I figured since NASA, ESA, Roskosmos, SpaceX et al. have all these neat mission patches, Dual Universe should have one too. So I designed one. Not sure about the years, since lore is still a bit spotty. The idea is to have this eventually turned into a real embroidered patch (not for commercial purposes, obviously ).
     
    Thoughts? Suggestions?


  12. Like
    helvetian got a reaction from Ben Fargo in Novark mission patch   
    I figured since NASA, ESA, Roskosmos, SpaceX et al. have all these neat mission patches, Dual Universe should have one too. So I designed one. Not sure about the years, since lore is still a bit spotty. The idea is to have this eventually turned into a real embroidered patch (not for commercial purposes, obviously ).
     
    Thoughts? Suggestions?


  13. Like
    helvetian got a reaction from Lethys in Novark mission patch   
    I figured since NASA, ESA, Roskosmos, SpaceX et al. have all these neat mission patches, Dual Universe should have one too. So I designed one. Not sure about the years, since lore is still a bit spotty. The idea is to have this eventually turned into a real embroidered patch (not for commercial purposes, obviously ).
     
    Thoughts? Suggestions?


  14. Like
    helvetian got a reaction from Warden in Novark mission patch   
    I figured since NASA, ESA, Roskosmos, SpaceX et al. have all these neat mission patches, Dual Universe should have one too. So I designed one. Not sure about the years, since lore is still a bit spotty. The idea is to have this eventually turned into a real embroidered patch (not for commercial purposes, obviously ).
     
    Thoughts? Suggestions?


  15. Like
    helvetian reacted to yamamushi in Dual Universe DAC Challenge Coins   
    I had these custom gold and silver challenge coins made using the design of a DAC from the pledging website:
     

     
     
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