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Corvus

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  1. Like
    Corvus reacted to BlindingBright in Give us more ore & asteroids - less taxes! (Demeter Changes)   
    Been on PTS now for 15 hours testing while collecting my thoughts. A lot of these changes will force players to /work/ to keep what they own in game... right now with rough calculations it looks like about /half/ of the ore dug may have to go back to paying taxes on the tiles, and thus players will need to work... to keep their land... to keep working to keep their land.

    I say work, because these new loops, for many- will turn it into active work/tedium to manage. Plus, potentially half of your ore income is spent on the hexes... now you'll need to take a cut for fuel to transport/logistics. After the end of it, you're left with very little to build/expand with. For new players, it will be muuuuch harder to solo while getting a foot-hold.

    So I ask, is this a move to slow players down and reduce overall server costs? As it stands this a soft-wipe of sorts, as many with "fun" projects people work on a few hours a week may now be forced into grinding to keep it going- or loose it... and if players don't come back, as it stands... you loose a tile, as it is on PTS... you also loose all the static constructs owned on that tile. 

    So is this a change to reduce quanta/inflation? if so than look at the source, missions-alt runners to curb it vs creating a huge sink via land. Is this change for... data inflation? as more ore enters the game, more constructs are made- and in live(more data due to tunnels on top of that)  so more ore = data costs.  And I dare say this is the real reason for these changes, otherwise NQ will let up on them as player outrage seams to be more so than 0.23, and it hasn't fully sunk in yet for most players what these changes even mean... and while this post covers some core issues, it does not cover the ninja-changes to ship elements/flight mechanics or other core complaints.
     
    Give us more ore via auto-mining - more charges, more ore to pull from per hex and... some way to skip the lame mini game.. please? minimum efficiency of 25% vs 0? Nobody wants to login once/twice a day to hop around auto-mining fields to play a stupid mini game. Least while mining traditionally I can tune out and watch Netflix, with autominers- it requires just enough attention you cant let your mind easily wander... but not enough satisfaction to make it.... enjoyable. 2x more ore may not be enough, 3-4x may hit a sweet spot for most. More Roids - All safe zone roids get mined out within an hour of discovery already. fix discovery timer of 20 minutes/middle Colum! Likewise, PTS seemingly won't spawn in asteroids in time for us to check the new spawn rates.... This change will /encourage/ more people into PVP space. Lower the taxes for tiles. This is a game that people pay monthly for- not a second job. 
      So say we all.

    BlindingBright
    -MTI Superlegate, Lodestar Chancellor
  2. Like
    Corvus reacted to blazemonger in “Marketplace Heist” Response   
    Can we get a dislike button?
  3. Like
    Corvus reacted to hdparm in [Lua] [API] Element public members and return values of some functions   
    OUTDATED. NOT UPDATED SINCE v0.23.0
     
    This is the result of running the globals dumping script in-game on constructs that had various elements attached to them.
     
    Some exposed functions were called with pcall. The first value indicates whether the call was successful, the second is the actual function return value. All functions that return a vector return it as a table, not as a vec3 structure. Usually such functions will be called like this: local worldGravity = vec3(core.getWorldGravity()). Boolean values are returned as a number 0 or 1, and not as true or false.
     
    Element events are not listed here, as they cannot be detected by the dump.lua script. See the codex in-game (press F1) or outside the game (C:\ProgramData\Dual Universe\Game\documentation\web_codex.html) for event and function descriptions and other information.
     
    Anti-Gravity Generator
    r0.21.0
     
    Control unit
    r0.23.0
    Programming board exposes fewer functions compared to cockpit and seat. The control unit has references to linked elements, which are also available as local variables in each event handler. Event handlers defined in the script editor also get placed inside it. Here the control unit is a hovercraft seat that has 2 linked fuel tanks, a radar and a core.

    Core
    r0.23.0
    Static cores have fewer functions compared to dynamic cores.
     
    Databank
    r0.21.2
     
    Elements with a state
    r0.21.2
    Detection areas, laser detectors and manual buttons expose the same functions. Their state is accessed using getState().
     
    Elements with a toggle-able state
     r0.21.2
    Force fields, ship doors, landing gears and manual switches expose the same functions. The state is accessed using getState() and can be changed by activate(), deactivate() or toggle().

    Emitter
    r0.23.0
     
    Engine
    r0.21.0
    Space engines, atmospheric engines, ailerons, air-brakes, retro-engines and adjustors expose the same functions. Usually engines are controlled through unit.setEngineCommand and do not require linking to the control unit.
     
     Fuel container
     r0.23.0
     
    Gyro
     r0.21.2
     
    Industry
    r0.23.0
     
    Item container
     r0.23.0
     
    Library
    r0.21.2
     
    Light
    r0.23.0
     
    PVP radar (atmospheric and space)
    r0.22.0

    Radar
    not available to craft or buy; for atmosphere and space radars see PVP radar instead
     
    Receiver
    r0.23.0

    Screen
    r0.21.2
     
    System
    r0.23.0
     
    Telemeter
    r0.21.2
     
    Warp Drive
    r0.23.0
     
    Weapon
    r0.21.0
  4. Like
    Corvus reacted to NQ-Naerais in Clarification regarding Bug Exploits & Griefing   
    Hello Noveans, 
     
    We realize there is some confusion regarding whether certain scenarios occurring within the game world are permitted or not, and would like to clarify these points for everyone.  In short, we’d like to ask our community to use common sense when encountering issues in the game;  If it looks like an exploit, smells like an exploit (do pixels smell?), or sounds like an exploit, chances are it is an exploit. Don’t DU it! Report it. (support.dualthegame.com)
     
    We are in a testing phase, and reporting these bugs/issues is important. Abusing them may lead to sanctions against accounts, up to and including removal from the game. We will not take ignorance as an excuse, especially in the following list of scenarios. Please note this is not an exhaustive list, and we will continue to expand upon it as needed: 
     
     “ALT + F4 Emergency Brake”: We acknowledge this is not an intended game play loop that is being intentionally used by players. We do plan to counter this action in the future but do not consider it high priority at this time. At this time, we will not take action against an account for using such. [Allowed]  
    Parenting Ships - Dragged to PVP Space: This is a hot topic and one we wish to be very clear on. Intentionally parenting any construct without permission of the owner is not intended for game play. A fix has been rolled out that will address the ability to parent constructs together via the maneuver tool. As we have not previously clarified this point, we will not retroactively punish this abuse, as of this moment forward abusing similar bugs/tools to replicate this maneuver in its current state can result in disciplinary actions on an account. [Not Allowed]  
    Attacking PVP Zone from Safe Space: Our team has been investigating complaints of ships being attacked in the PVP zone from ships outside of the zone. Our investigations strongly point to sync issues between clients. We will continue to work with this feature, but recommend players consider the zone lines for PVP to be somewhat fluid and not absolute. Our version of the neutral zone! We ask that you continue to report cases with positions, but will not action accounts at this time, unless an additional exploit is discovered. [Allowed]  
    Overlapping engines with other elements (obscuring): A fix will be rolled out that will prevent this from occurring. No action will be taken, unless additional abuse is occurring. [Allowed]  
    Theft Via RDMS: RDMS permissions and settings are the sole discretion of each player. We advise you take the time to get to know and understand the system and be cautious when making a construct or element usable by unknown players, including the use of your friends list. Not every player has your best interest at heart. We can not get involved with permission based theft, whether as an individual or an organization. We encourage you to review your friends list each time you add or remove someone and ensure your construct permissions are set accordingly. The context menu options that set public access currently do not have a confirmation prompt, be careful as setting public access to said construct will allow every player in Dual Universe to go into build mode and remove/place elements and voxels.  [Allowed]
       
    Environmental Walls/Creations: Use of the environmental and voxel tools allows the manipulation of terrain on owned and unowned tiles. You may build walls or other structures up to the allowed height, however, said constructions must not:  Block access to market places or tutorials Must abide by our Community Standards (phallic/sexual, political, religious or otherwise offensive shapes are not permitted) Must not be placed with the intention of interfering with neighboring players. When players can not agree, the final decision on what is and is not acceptable is decided on a case-by-case basis by Novaquark staff.
       
    Marketplace Construct Parking: Players are permitted to park at marketplaces with their transport vehicles so long as they are not preventing use to other players or obstructing entry or exit points. Vehicles whose purpose is advertising (organization, service or otherwise) must abide by the following rules.  Organizations and individuals wishing to advertise at markets may have one advertising construct per district maximum Constructs may not be larger than “Small” sized Constructs may not block access to any building, entry points or dispensers Advertisements must not be placed/parented on constructs that don’t belong to you Constructs that violate these terms will be removed from the game without warning or compensation.
      Mass Manipulation in Transportation:  Players who utilize bugs to bypass the weight penalty of their inventory, other players, other constructs, etc to move mass through the game are not permitted. This includes: Adding additional mass to an already piloted ship [Fixed] Docking mass to an already piloted ship [Fixed] Circumventing linked container range [Fix Pending] [Not Allowed]  
    Item Duplication: Any method of duplicating items or resources (including quanta) is not allowed at any time. Any incidents of bugs of this nature must be reported to the support team at support.dualthegame.com [Not Allowed]
      Boarding without permission: As the deployment of the docking update is pending, the boarding of other players' constructs without consent will be considered an exploit. [Not Allowed]
     
    Offenders will be teleported away; repeat offenders may be subject to more serious repercussions.

    If you are boarded by another player and wish to have them removed, please report it either by creating a ticket here or by messaging @gm through the in-game Help channel.

    We do recommend you keep regular backups of your constructs in the form of blueprints in the case you lose a ship (through intended means (sale, give away etc),or undesired results such as in PVP, you can still recreate it later.    
     
    How to Blueprint (to save your ship/build):
    Enter build-mode on the construct, right click anywhere on the construct and click “Create Blueprint”. The blueprint will then be generated inside your currently active inventory. It is wise to keep hold of a copy of any of your blueprints inside your personal nanopack, as these are safe and not lost upon respawning.
     
    We realize this is not an exhaustive list, and we will expand upon it as time goes on. We also understand some members of our community feel that using a bug or exploit prior to acknowledgement by Novaquark is considered okay. We’d like to state that any intentional use of a  bug or exploit will be treated harshly going forward. This is the one and only warning we will issue on this topic. Please just don’t DU it! 

    On behalf of the entire team, we thank you for helping us make Dual Universe a better place! 
     
    Sincerely,
    The Novaquark Team
     
  5. Like
    Corvus reacted to blazemonger in NQ, why are you killing your one popular game mechanic?   
    NQ-Please .. Why are you nerfing industry out of existence with even further batch increases. The one gameplay mechanic people seem to enjoy and you pretty much remove it from general gameplay to keep the backend alive.
     
    Player: I need to make 20m3 voxel material for this construct.
    NQ: That will be a minimum of 250m3 (may be more) so get mining one or more ore veins and be stuck with a massive surplus AND time lost to production.. Or do what we actually want you to do which is travel up and down to markets and buy what you need (and hope it is actually available) 
     
    Might as well bring back NPC traders for these materials as this is going to reduce the gameplay for so many, it could even cause people to leave the game (for now).

    While there may be reasons for these changes, NQ needs to COMMUNICATE them in advance, not cold drop them on players and not say a word. Initially they indicated the changes made were actually incorrect, we all thought they meant they were too much, turns out they were not big enough.
     
    Not hat I have any hope or illusion NQ cares much as they seem to be more interested in creating the illusion they "fixed" the backend by removing the symptoms and not the cause (as they tend to do).
  6. Like
    Corvus reacted to CitizenKai in Radar And Weapons Hot Keys   
    Hello.
     
    I'm here to suggest a thing that should have been done from the beginning. Now we have the most inconvenient interface for radar and guns in our constructions.
    We can get some data from the radar API and can try to create custom widgets and interfaces for this.
     
    But all this is completely useless, because we do not have the ability to identify and capture the target and can not shoot without using the standard UI.
    I understand Novaquark can't allow us to do these things through a script. This would not be fair and it would give an advantage to those who know how to create scripts.
     
    The only alternative I could think of was using hotkeys to identify and capture targets and to fire guns.
     
    I think this is a very important thing now that we are in beta and the game world is starting to evolve.
     
    What do you think about it?
  7. Like
    Corvus reacted to Massacher in Beta key invite sent   
    Still tells me there is 1 available. I tried it 6 times. My friend hasn't received it. Are beta key invites not live yet? Or are there issues with it?
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