Jump to content

BiGEdge

Alpha Tester
  • Content Count

    136
  • Joined

  • Last visited


Reputation Activity

  1. Like
    BiGEdge got a reaction from Orlimoros in nach 5 unfassbar schlimmen Stunden...   
    Wie wäre es denn, wenn du schon ein MMO (=Spiel was mit sehr vielen Spielern gespielt wird) anfängst, 
    dann mal andere im Ingamechat oder DU discord fragst was als nächstes zu tun ist, oder ob es eine gute Idee ist "force Respawn" zu drücken oder 
    ob es nicht ne Art Taxi gibt welches dich für einen Teil deines Startgeldes irgend wo hinbringt.
    Das Tutorial hat dir sicher ebenfalls erklärt wie du Kontakte zu anderen Spielern knüpfen kannst, einer Organisation beitrittst oder einen Chat benutzt.
    Soviel zum MMO.
    Und dann ist es ja auch noch in einer Persistenten Welt. Sprich alles was dort geschieht, gebaut oder gelöscht wird ist halt persistent und ist nicht umzukehren.
    Genau das macht ja den Reiz aus, weil es kaum Spiele gibt die diesen Anspruch haben.

    Aber nungut besserwisserei bei Seite... Ähnliches hab ich nur schon sehr oft gehört/gelesen.
    Meistens von Leuten, die auch viel anderes Spielen.
    Jetzt bin ich mir nicht sicher ob ich dafür dem Entwickler nen Strick drehen würde, weil es Leute gibt, die nicht wissen was für eine Art Spiel sie gestartet haben.
    Aber auch nicht den Einsteigern, die das alles noch gar nicht wissen und mit jeder sich von anderen Spielen ankonditionierten Aktion, einen Fehler machen können und es 
    kein Zurück mehr gibt.
    Die Frage ist nun, wie kann man es ändern, ohne dass DU am Ende wieder wie jedes 0815-Game ist, was es ja nicht will?
    Wie kann man neue Spieler dazu bringen, sich mit anderen Spielern zusammen zu tun um von ihnen zu lernen anstatt von tutorials oder Suchmaschienen?
    Die Grundannahme war, dass Menschen Soziale Wesen sind... das scheint nicht mehr zu gelten bei konditionierten Gamern.

    Nunja... trotzallem empfehl ich dir DU weiter zu machen...
    Dich hier im Forum zu melden war schonmal ein Schritt in die richtige Richtung, wie ich finde.
    Jetzt vllt noch auf dem DU discord Server vorbei schauen und mit deinem DU Profil hier auf der Seite verknüpfen.
    Warum ich dir als programmierer empfehle weiter zu machen?
    Mit deinen progging und scripting Fähigkeiten kannst du uU ziemlich erfolgreich in DU werden, was dir kaum ein anderes Game bietet.
    Mit Lua, html, CSS, SVG und den logikellementen im Spiel könntest du teils großartige Dinge erschaffen, was nicht viele können und diese dann sogar verkaufen für Quanta.
    Ich biete dir sogar an dich abzuholen und die 15km aus den geclaimten Zonen zu fliegen.
    Die Frage ist jedoch was bringt dir das dann? Und brauchst du das wirklich? Und ausserdem, was versprichtst du dir von DU?
    Bisher scheint sich ja kaum eine deiner Erwartungen erfüllt zu haben, weil du etwas anderes erwartet hattest, als das Spiel erfüllen wollte.

    Hofe ich konnte dir erst mal etwas weiter helfen 

    Greez o/
  2. Like
    BiGEdge got a reaction from RudiGaterau in nach 5 unfassbar schlimmen Stunden...   
    Wie wäre es denn, wenn du schon ein MMO (=Spiel was mit sehr vielen Spielern gespielt wird) anfängst, 
    dann mal andere im Ingamechat oder DU discord fragst was als nächstes zu tun ist, oder ob es eine gute Idee ist "force Respawn" zu drücken oder 
    ob es nicht ne Art Taxi gibt welches dich für einen Teil deines Startgeldes irgend wo hinbringt.
    Das Tutorial hat dir sicher ebenfalls erklärt wie du Kontakte zu anderen Spielern knüpfen kannst, einer Organisation beitrittst oder einen Chat benutzt.
    Soviel zum MMO.
    Und dann ist es ja auch noch in einer Persistenten Welt. Sprich alles was dort geschieht, gebaut oder gelöscht wird ist halt persistent und ist nicht umzukehren.
    Genau das macht ja den Reiz aus, weil es kaum Spiele gibt die diesen Anspruch haben.

    Aber nungut besserwisserei bei Seite... Ähnliches hab ich nur schon sehr oft gehört/gelesen.
    Meistens von Leuten, die auch viel anderes Spielen.
    Jetzt bin ich mir nicht sicher ob ich dafür dem Entwickler nen Strick drehen würde, weil es Leute gibt, die nicht wissen was für eine Art Spiel sie gestartet haben.
    Aber auch nicht den Einsteigern, die das alles noch gar nicht wissen und mit jeder sich von anderen Spielen ankonditionierten Aktion, einen Fehler machen können und es 
    kein Zurück mehr gibt.
    Die Frage ist nun, wie kann man es ändern, ohne dass DU am Ende wieder wie jedes 0815-Game ist, was es ja nicht will?
    Wie kann man neue Spieler dazu bringen, sich mit anderen Spielern zusammen zu tun um von ihnen zu lernen anstatt von tutorials oder Suchmaschienen?
    Die Grundannahme war, dass Menschen Soziale Wesen sind... das scheint nicht mehr zu gelten bei konditionierten Gamern.

    Nunja... trotzallem empfehl ich dir DU weiter zu machen...
    Dich hier im Forum zu melden war schonmal ein Schritt in die richtige Richtung, wie ich finde.
    Jetzt vllt noch auf dem DU discord Server vorbei schauen und mit deinem DU Profil hier auf der Seite verknüpfen.
    Warum ich dir als programmierer empfehle weiter zu machen?
    Mit deinen progging und scripting Fähigkeiten kannst du uU ziemlich erfolgreich in DU werden, was dir kaum ein anderes Game bietet.
    Mit Lua, html, CSS, SVG und den logikellementen im Spiel könntest du teils großartige Dinge erschaffen, was nicht viele können und diese dann sogar verkaufen für Quanta.
    Ich biete dir sogar an dich abzuholen und die 15km aus den geclaimten Zonen zu fliegen.
    Die Frage ist jedoch was bringt dir das dann? Und brauchst du das wirklich? Und ausserdem, was versprichtst du dir von DU?
    Bisher scheint sich ja kaum eine deiner Erwartungen erfüllt zu haben, weil du etwas anderes erwartet hattest, als das Spiel erfüllen wollte.

    Hofe ich konnte dir erst mal etwas weiter helfen 

    Greez o/
  3. Like
    BiGEdge got a reaction from huschhusch in nach 5 unfassbar schlimmen Stunden...   
    Wie wäre es denn, wenn du schon ein MMO (=Spiel was mit sehr vielen Spielern gespielt wird) anfängst, 
    dann mal andere im Ingamechat oder DU discord fragst was als nächstes zu tun ist, oder ob es eine gute Idee ist "force Respawn" zu drücken oder 
    ob es nicht ne Art Taxi gibt welches dich für einen Teil deines Startgeldes irgend wo hinbringt.
    Das Tutorial hat dir sicher ebenfalls erklärt wie du Kontakte zu anderen Spielern knüpfen kannst, einer Organisation beitrittst oder einen Chat benutzt.
    Soviel zum MMO.
    Und dann ist es ja auch noch in einer Persistenten Welt. Sprich alles was dort geschieht, gebaut oder gelöscht wird ist halt persistent und ist nicht umzukehren.
    Genau das macht ja den Reiz aus, weil es kaum Spiele gibt die diesen Anspruch haben.

    Aber nungut besserwisserei bei Seite... Ähnliches hab ich nur schon sehr oft gehört/gelesen.
    Meistens von Leuten, die auch viel anderes Spielen.
    Jetzt bin ich mir nicht sicher ob ich dafür dem Entwickler nen Strick drehen würde, weil es Leute gibt, die nicht wissen was für eine Art Spiel sie gestartet haben.
    Aber auch nicht den Einsteigern, die das alles noch gar nicht wissen und mit jeder sich von anderen Spielen ankonditionierten Aktion, einen Fehler machen können und es 
    kein Zurück mehr gibt.
    Die Frage ist nun, wie kann man es ändern, ohne dass DU am Ende wieder wie jedes 0815-Game ist, was es ja nicht will?
    Wie kann man neue Spieler dazu bringen, sich mit anderen Spielern zusammen zu tun um von ihnen zu lernen anstatt von tutorials oder Suchmaschienen?
    Die Grundannahme war, dass Menschen Soziale Wesen sind... das scheint nicht mehr zu gelten bei konditionierten Gamern.

    Nunja... trotzallem empfehl ich dir DU weiter zu machen...
    Dich hier im Forum zu melden war schonmal ein Schritt in die richtige Richtung, wie ich finde.
    Jetzt vllt noch auf dem DU discord Server vorbei schauen und mit deinem DU Profil hier auf der Seite verknüpfen.
    Warum ich dir als programmierer empfehle weiter zu machen?
    Mit deinen progging und scripting Fähigkeiten kannst du uU ziemlich erfolgreich in DU werden, was dir kaum ein anderes Game bietet.
    Mit Lua, html, CSS, SVG und den logikellementen im Spiel könntest du teils großartige Dinge erschaffen, was nicht viele können und diese dann sogar verkaufen für Quanta.
    Ich biete dir sogar an dich abzuholen und die 15km aus den geclaimten Zonen zu fliegen.
    Die Frage ist jedoch was bringt dir das dann? Und brauchst du das wirklich? Und ausserdem, was versprichtst du dir von DU?
    Bisher scheint sich ja kaum eine deiner Erwartungen erfüllt zu haben, weil du etwas anderes erwartet hattest, als das Spiel erfüllen wollte.

    Hofe ich konnte dir erst mal etwas weiter helfen 

    Greez o/
  4. Like
    BiGEdge got a reaction from RudiGaterau in [Discuss] We've Heard You!   
    All those statements are allmost exact same statements i gave to the german discod chat and some communitys who know me well...

    A lot of people were upset about the 0.23 and named it as the "Downfall" of DU.
    Cooperation over creativity is not theyr cup of cake and they havnt yet appreciated the possibilitys of a singleshard-server.

    Many others see this as a major step towards the goal on what DU should be like.
    DU as a playerdriven virtual civilization needs to have most of the challenges not be reachable without others.

    What we got with 0.23 is not yet what has been needed to force a kickstart to this virtual civilization, but its a good Start.
    And i know some who see DU still as a game like many others and not as an oppurtunity to have something completely different.
    Something thats gonna less longer than any other game or hype.
    Something that evolves with every step towards its goal, but where the devs have allways the goal in mind.
    Build us the biggest virtual singleshard civilization game... Not just another Sandbox, but a virtual World.

    Thank you NQ, that you allways keep course towards that goal.
    Sometimes with learning or experience curves and sometimes ways some dont understand.
    But heavyly focussed towards the goal.
    If you ask me... i guess i undstood what the game can be.
    I see the Vision behind it.

    And even if im wrong i wouldnt let this project down.
    You DU an awesome job NQ

    Just DU it

    Greez your #FanboyNr1 ^^
  5. Like
    BiGEdge got a reaction from Mornington in [Discuss] We've Heard You!   
    All those statements are allmost exact same statements i gave to the german discod chat and some communitys who know me well...

    A lot of people were upset about the 0.23 and named it as the "Downfall" of DU.
    Cooperation over creativity is not theyr cup of cake and they havnt yet appreciated the possibilitys of a singleshard-server.

    Many others see this as a major step towards the goal on what DU should be like.
    DU as a playerdriven virtual civilization needs to have most of the challenges not be reachable without others.

    What we got with 0.23 is not yet what has been needed to force a kickstart to this virtual civilization, but its a good Start.
    And i know some who see DU still as a game like many others and not as an oppurtunity to have something completely different.
    Something thats gonna less longer than any other game or hype.
    Something that evolves with every step towards its goal, but where the devs have allways the goal in mind.
    Build us the biggest virtual singleshard civilization game... Not just another Sandbox, but a virtual World.

    Thank you NQ, that you allways keep course towards that goal.
    Sometimes with learning or experience curves and sometimes ways some dont understand.
    But heavyly focussed towards the goal.
    If you ask me... i guess i undstood what the game can be.
    I see the Vision behind it.

    And even if im wrong i wouldnt let this project down.
    You DU an awesome job NQ

    Just DU it

    Greez your #FanboyNr1 ^^
  6. Like
    BiGEdge got a reaction from Kingstonian in [Discuss] We've Heard You!   
    All those statements are allmost exact same statements i gave to the german discod chat and some communitys who know me well...

    A lot of people were upset about the 0.23 and named it as the "Downfall" of DU.
    Cooperation over creativity is not theyr cup of cake and they havnt yet appreciated the possibilitys of a singleshard-server.

    Many others see this as a major step towards the goal on what DU should be like.
    DU as a playerdriven virtual civilization needs to have most of the challenges not be reachable without others.

    What we got with 0.23 is not yet what has been needed to force a kickstart to this virtual civilization, but its a good Start.
    And i know some who see DU still as a game like many others and not as an oppurtunity to have something completely different.
    Something thats gonna less longer than any other game or hype.
    Something that evolves with every step towards its goal, but where the devs have allways the goal in mind.
    Build us the biggest virtual singleshard civilization game... Not just another Sandbox, but a virtual World.

    Thank you NQ, that you allways keep course towards that goal.
    Sometimes with learning or experience curves and sometimes ways some dont understand.
    But heavyly focussed towards the goal.
    If you ask me... i guess i undstood what the game can be.
    I see the Vision behind it.

    And even if im wrong i wouldnt let this project down.
    You DU an awesome job NQ

    Just DU it

    Greez your #FanboyNr1 ^^
  7. Like
    BiGEdge got a reaction from Haunty in [Discuss] We've Heard You!   
    All those statements are allmost exact same statements i gave to the german discod chat and some communitys who know me well...

    A lot of people were upset about the 0.23 and named it as the "Downfall" of DU.
    Cooperation over creativity is not theyr cup of cake and they havnt yet appreciated the possibilitys of a singleshard-server.

    Many others see this as a major step towards the goal on what DU should be like.
    DU as a playerdriven virtual civilization needs to have most of the challenges not be reachable without others.

    What we got with 0.23 is not yet what has been needed to force a kickstart to this virtual civilization, but its a good Start.
    And i know some who see DU still as a game like many others and not as an oppurtunity to have something completely different.
    Something thats gonna less longer than any other game or hype.
    Something that evolves with every step towards its goal, but where the devs have allways the goal in mind.
    Build us the biggest virtual singleshard civilization game... Not just another Sandbox, but a virtual World.

    Thank you NQ, that you allways keep course towards that goal.
    Sometimes with learning or experience curves and sometimes ways some dont understand.
    But heavyly focussed towards the goal.
    If you ask me... i guess i undstood what the game can be.
    I see the Vision behind it.

    And even if im wrong i wouldnt let this project down.
    You DU an awesome job NQ

    Just DU it

    Greez your #FanboyNr1 ^^
  8. Like
    BiGEdge reacted to Haunty in [Discuss] We've Heard You!   
    Good to see NQ sticking to the core vision instead of being pulled apart in different directions by divisive players.
  9. Like
    BiGEdge reacted to NQ-Naunet in We've Heard You!   
    0.23 and What We Learned

    In reading through the reactions from our community regarding the recent 0.23 update, we’ve gained some valuable insights. 

    Before we talk about the changes we’ll make in our processes going forward, let’s get back to the fundamental reason behind the update itself. What we did in 0.23 is at the heart of the vision for a game where a society of players is interacting directly or indirectly with each other through an elaborate network of exchanges, cooperation, competition and markets.
     
    As it was, the current state of the game consisted mostly of isolated islands of players playing in almost full autonomy. A single-player game where players happened to share the same game world but with little interactions.
     
    It’s hard to imagine how the appeal could last for more than several months for most players once they feel they have “finished” the game. It is also a missed opportunity to try something of larger proportion, a society of players growing in a fully persistent virtual world. For this to work, you need more than isolated gameplay. Players need to have viable reasons to interact and need each other.
     
    In many single-player space games, you have ways to make money, and the game then offers you ways to convert this money into whatever you need in the game to progress, mostly via markets. This is the state in which we should end up for Dual Universe once all the necessary ingredients are in place, You get into the game, you farm a bit of money in fun ways, and you buy more and more powerful ships, equipment, weapons, etc., to help your character grow. The difference is that here, the ships or equipment you buy have been made by other players, instead of the game company. On the surface and during the first hours of gameplay, to a new player it would look similar to any of those other space games, but it would in fact reveal itself to be much deeper once you spend a bit of time in the game. Everything you would do would be part of another player’s or organization’s plan, everything would have a meaning. And soon you would realize that you too could be part of the content creation and, somehow, drive the game in the direction you want.
     
    In its current beta stage, DU doesn’t have enough ways for people to make money because we haven’t yet had the opportunity to implement all of the necessary features. There’s mining, of course. Trading is not as good as it will eventually be because markets are not really used to their full potential. As a consequence, players rightfully turned to a solo or small org autonomous game mode. 
     
    We tried to nudge people out of this with the changes introduced in 0.23. While necessary, many players expressed that the changes of 0.23 came too soon because it lacked a variety of lucrative ways for people to make money outside of mining.

    What We’ll Do Now
     
    The vision expressed above still holds. We want people to consider going through the industry specialization only if they intend to become industrialists and not necessarily to sustain their individual needs; however, we understand that it’s too soon to press for intense specialized gameplay considering the lack of sources to earn money. 
     
    Here’s our plan for now. We will modify the formula of the schematic prices to make it considerably more affordable for Tier 1 and still challenging and worth a commitment but less intense for anything Tier 2 or above. 
     
    This will allow most factories focused on T1 to resume their activities rapidly while keeping an interesting challenge for higher tiers, spawning dedicated industrial facilities aiming at producing to sell on the markets. We will also reimburse players who have bought high-priced schematics since the launch of 0.23 (please give us some time since it may take a few days as we go through the logs).
     
    We will keep monitoring the price of schematics to see if it makes sense to increase or decrease the costs. The right approach to set such a price would be to evaluate how much time it takes to recoup your investment by selling the products that the schematics allow to produce. It should be a few months so that the investment is a real commitment and it makes sense to plan for it.  We currently lack the metrics to properly assess this return on investment time. We need a player-driven market price for the components and a market price for the products to assess the profit made by each run of a schematic. This will come when the markets start to work as intended, and we can gather more data about them. 
     
    Feedback and Testing

    The release of 0.23 also taught us that we need improved ways to test new features, both internally and with community participation. The Upvote feature on the website was a good start, but it’s not enough. 
     
    To address this, we have two courses of action that will be taken. The first will be to set up an open public test server, hopefully with shorter release cycles, for players to try out new features. This will also allow us to explore ideas and be more iterative. If all goes according to plan, this test server should be introduced for 0.24, the next release. It will mirror the content of the production server with regular updates to sync it. 
     
    The second important initiative is to revise the role of the Alpha Team Vanguard (ATV), getting them more involved in early discussions about new features and the evolution of the game. We are still defining the framework, so more information will be released as available. 

    What is to Come
     
    In the short term, we will push a few corrections to improve 0.23, which include:
     
    Ships will now stop (be frozen) when their core is destroyed in PvP, making them easier to catch. Element destruction will impact the restoration count only when it occurs through PvP, at least for now (not when the ship is colliding/falling as we want to avoid having players penalized simply for crashing their ships because they’re learning how to maneuver them, for example). Recycling of un-restorable elements through a recycler that will take an element as input and grant a small amount of the schematics required components as output.
    The next major release is already in the making and will be about the mission system, a first step toward giving players more fun ways to earn quantas. We will reveal about it shortly so that we can get as much feedback as possible.
     
    We also want to reassure you that the mission system is not the only answer to offering more varied ways to earn revenue in Dual Universe. Things like asteroid mining and mining units will be introduced in the next few months. 

    This list is by no means complete, but should be a good jumping off point that gives players reasons to fight and to explore, opportunities for pirates, new ways of making money, and a plethora of other activities our creative community will think of even if we didn’t. 

    That’s it for now! We want to thank you again for your support and patience as we progress along this beta road! See you soon in Dual Universe!

    Want to discuss this announcement? Visit the thread linked below:
     
     
  10. Like
    BiGEdge got a reaction from NQ-Naunet in [Discussion] DevBlog: Rebalancing the Universe   
    Finally thank you NQ...
    finally you start to put some love into the balancing to fit the goal you promissed years ago.

    Make anything you DU ingame more valuable by putting more time into it.
    Defining profession and give em more to DU.
    And finally, this patch could help boost the economy in the game.
    Please stick to it, to a point ehere there are players not see a reason to be an industrialist, and we can start building emergence and not so that every player does the same.

    Good work so far, keep it up NQ
  11. Like
    BiGEdge got a reaction from FireDemon in [Discussion] DevBlog: Rebalancing the Universe   
    Finally thank you NQ...
    finally you start to put some love into the balancing to fit the goal you promissed years ago.

    Make anything you DU ingame more valuable by putting more time into it.
    Defining profession and give em more to DU.
    And finally, this patch could help boost the economy in the game.
    Please stick to it, to a point ehere there are players not see a reason to be an industrialist, and we can start building emergence and not so that every player does the same.

    Good work so far, keep it up NQ
  12. Like
    BiGEdge got a reaction from OrionSteed in [Discussion] DevBlog: Rebalancing the Universe   
    I find thats an awesome statement, with some very constructive criticism. Like from here +1
    But it seems you havnt understood yet what the course of the game was intentionally was.
    It was allways intended that people are not needed to go mining, but its just one of many sources to make money.
    This patch helps to boost the Trading, so that people trade more and mine less.
    In my over 3 years with allmost 4000 hours of playing DU, the beta had the worst experience so far, because everyone was forced to go mining.
    The markets are not used much rn, because trading ores give the best profit.
    Not many people were trading Elements or Honeycomb, because Ore gave the most money and everyone had theyr own industry to produce anything on theyr own within a month or two.
    With this patch you will see allmost empty markets at first, because everyone will buy anything they can, befor the prizes will rise to never seen hights.
    So this is your chance to make a lot of Quanta you will need after the patch. Not for buying ore, but for buying Elements others produce.
    After the patch the markets will fill again with very high prizes at first, but then the market will regulate itself to a very low prize again for Elements for a short time until they are all sold and even big orgs have sold anything from theyr storage to get any quanta they can.
    Even components will get a value on the markets, because not everyone will be able to produce final products.
    Then it depends on your trading skills, how many money you can get out of it by being active and fast on the markets.
    This patch helps to balance the economy without a wipe.
    Its far from done, and we will see even more so called "nerfs"... but as i see it as an economist in reallife, that this patch was really needed to make trading more interresting and mining less neccessarry.
    Quanta gets much more viable and solo megafactorys within a month without making any profit out of it gets busted.
    If you need any trading tips, to get rich, way better than with mining or as an industrialist, just PM me ^^
  13. Like
    BiGEdge reacted to Kurosawa in [Discussion] DevBlog: Rebalancing the Universe   
    I dont see how a wipe will solve anything other then making everyone lose all their xp/time invested.
     
    Sure resources would be lost, but 1 person will always be out performed by 10 that will be out performed by 100. So in effect no change to the economy in the long term.
    Only difference is we have to spend even more time getting xp.
     
     
     
  14. Like
    BiGEdge got a reaction from Sigtyr in [Discussion] DevBlog: Rebalancing the Universe   
    I find thats an awesome statement, with some very constructive criticism. Like from here +1
    But it seems you havnt understood yet what the course of the game was intentionally was.
    It was allways intended that people are not needed to go mining, but its just one of many sources to make money.
    This patch helps to boost the Trading, so that people trade more and mine less.
    In my over 3 years with allmost 4000 hours of playing DU, the beta had the worst experience so far, because everyone was forced to go mining.
    The markets are not used much rn, because trading ores give the best profit.
    Not many people were trading Elements or Honeycomb, because Ore gave the most money and everyone had theyr own industry to produce anything on theyr own within a month or two.
    With this patch you will see allmost empty markets at first, because everyone will buy anything they can, befor the prizes will rise to never seen hights.
    So this is your chance to make a lot of Quanta you will need after the patch. Not for buying ore, but for buying Elements others produce.
    After the patch the markets will fill again with very high prizes at first, but then the market will regulate itself to a very low prize again for Elements for a short time until they are all sold and even big orgs have sold anything from theyr storage to get any quanta they can.
    Even components will get a value on the markets, because not everyone will be able to produce final products.
    Then it depends on your trading skills, how many money you can get out of it by being active and fast on the markets.
    This patch helps to balance the economy without a wipe.
    Its far from done, and we will see even more so called "nerfs"... but as i see it as an economist in reallife, that this patch was really needed to make trading more interresting and mining less neccessarry.
    Quanta gets much more viable and solo megafactorys within a month without making any profit out of it gets busted.
    If you need any trading tips, to get rich, way better than with mining or as an industrialist, just PM me ^^
  15. Like
    BiGEdge got a reaction from Umibozu in [Discussion] DevBlog: Rebalancing the Universe   
    I find thats an awesome statement, with some very constructive criticism. Like from here +1
    But it seems you havnt understood yet what the course of the game was intentionally was.
    It was allways intended that people are not needed to go mining, but its just one of many sources to make money.
    This patch helps to boost the Trading, so that people trade more and mine less.
    In my over 3 years with allmost 4000 hours of playing DU, the beta had the worst experience so far, because everyone was forced to go mining.
    The markets are not used much rn, because trading ores give the best profit.
    Not many people were trading Elements or Honeycomb, because Ore gave the most money and everyone had theyr own industry to produce anything on theyr own within a month or two.
    With this patch you will see allmost empty markets at first, because everyone will buy anything they can, befor the prizes will rise to never seen hights.
    So this is your chance to make a lot of Quanta you will need after the patch. Not for buying ore, but for buying Elements others produce.
    After the patch the markets will fill again with very high prizes at first, but then the market will regulate itself to a very low prize again for Elements for a short time until they are all sold and even big orgs have sold anything from theyr storage to get any quanta they can.
    Even components will get a value on the markets, because not everyone will be able to produce final products.
    Then it depends on your trading skills, how many money you can get out of it by being active and fast on the markets.
    This patch helps to balance the economy without a wipe.
    Its far from done, and we will see even more so called "nerfs"... but as i see it as an economist in reallife, that this patch was really needed to make trading more interresting and mining less neccessarry.
    Quanta gets much more viable and solo megafactorys within a month without making any profit out of it gets busted.
    If you need any trading tips, to get rich, way better than with mining or as an industrialist, just PM me ^^
  16. Like
    BiGEdge reacted to DylTheRipper13 in [Discussion] DevBlog: Rebalancing the Universe   
    I like the move towards specialization
  17. Like
    BiGEdge reacted to Sh4d0ws in [Discussion] DevBlog: Rebalancing the Universe   
    Other than hoping we get a talent reset, I love these changes. One of my biggest frustration was going to look at the market and trying to find a place for advanced production... and the unrefined ore sold for the most profit.... Why? Because everyone has an entire factory ready to pump stuff out. I agree with increasing the cost of getting a factory going. Please make the markets actually useful.
  18. Like
    BiGEdge got a reaction from Vifrevaert in [Discussion] DevBlog: Rebalancing the Universe   
    Basic Balancing is the most important right now...
    More and more people are leaving the game, because they have everything with little effort within a month.
    Thats exactly what i expected with the last Alpha patch when the beta started.
    And the whining from many people when making everything harder or nerfing some systems afterwards was another thing that i expected.

    What i have learned after all the years, that NQ always tryes to do anything to make DU an emergent system.
    A second Life, a virtual identity, where you have to work befor you get something.
    Not like in other games where you play for couple weks and you have everything you need.

    This is exactly what was needed to make the community bring more people to the game, because you need them to archive something big.
    But i agree... not listening and start easy and not sticking to the initial plan would disappoint people.
    The initial plan was, that it would take weeks or even month to have a ship and reach other planets.
    Now with some issues and even some people who will stop playing because everything will be too hard for them was expected
     
  19. Like
    BiGEdge got a reaction from Lukyi1337 in [Discussion] DevBlog: Rebalancing the Universe   
    Basic Balancing is the most important right now...
    More and more people are leaving the game, because they have everything with little effort within a month.
    Thats exactly what i expected with the last Alpha patch when the beta started.
    And the whining from many people when making everything harder or nerfing some systems afterwards was another thing that i expected.

    What i have learned after all the years, that NQ always tryes to do anything to make DU an emergent system.
    A second Life, a virtual identity, where you have to work befor you get something.
    Not like in other games where you play for couple weks and you have everything you need.

    This is exactly what was needed to make the community bring more people to the game, because you need them to archive something big.
    But i agree... not listening and start easy and not sticking to the initial plan would disappoint people.
    The initial plan was, that it would take weeks or even month to have a ship and reach other planets.
    Now with some issues and even some people who will stop playing because everything will be too hard for them was expected
     
  20. Like
    BiGEdge reacted to NQ-Naunet in [Discussion] DevBlog: Rebalancing the Universe   
    Alright Noveans, you know what to do!

    It's time to discuss the most recent DevBlog: 

    Place all of your thoughtful ruminations about the update here. 👇
  21. Like
    BiGEdge reacted to NQ-Naunet in November DevBlog 4: Rebalancing the Universe   
    Hello Noveans,

    With the latest release (0.23), we are introducing some pretty radical changes to the industry gameplay. We would like to take the time here to explain the rationale behind those decisions. 
     
    First, let us start by reminding everyone that we are still in Beta, which is a place where core balancing is supposed to happen in order to prepare a game that will stand the test of time at release. We understand that some changes will impact the current game style of many players, but keep in mind that everything is done for a good reason, which we will try to explain below.

    Industry Recipes as Items

    The central idea behind the industrial gameplay is that an Industry Unit (Assembly, Chemical Reactor or others) is a sort of mini factory. It should come with an initial and substantial cost you have to invest before starting to commit yourself to mass producing the goods that this unit allows to produce. 

    Mass production is a key element here. If you need just one or two items it should not make sense to build a factory to produce such small quantities. You should instead go on the markets and buy it from a specialized producer. This is the basis on which we can hope to see a healthy economy strive in the game.

    It follows then that the initial cost to build a factory must be much higher than the cost of production of one unit, and by a very large margin. This has not been the case so far. The price of an industry unit was often on par (or even far below) the unit cost of products it could output. 

    As a result, buying on markets made little sense. Markets overall were not being used as much as they were intended to, and players built omni-factories to produce anything they needed even if they only needed it in small quantities. This would be a great design for a single player game or a hosted-server game but not for a civilization-building game with a single-shard approach where player specialization is central and paramount.

    This is what the “Schematics as Items'' modification is intended to fix. (We renamed “recipes” to “schematics” because even if we are a French company, we don’t want to bring cooking too much into the factory!) We don’t intend to touch the price of existing Industry Units, but instead we have added a schematic item that you must load individually into a single Industry Unit (there is now a small schematic bank container integrated).

    Having the schematic item in the Industry Unit schematic bank is needed to run a particular schematic, so you will need several instances of the same schematic item if you want to produce the same item on several Industry Units at the same time. Those schematic items are sold by bots on markets, and they are much more expensive than the Industry Unit they run on. Each factory needs a schematic associated with it. This is why you need to buy several of them if you want to run production on several lines simultaneously.
     
    Adding a line of production for a new item will come with a steep initial cost investment. This makes total sense if you plan to mass produce the item, but is suboptimal if you just need a small quantity of this item. You would be better off going to the market to buy at minimal cost from specialized producers competing against each other. If you're only planning to produce a couple of decorative plants to customize your underground lair, it’s probably going to be more cost-effective for you to buy them from a market than buying a schematic for it or else the cost of this couple of plants would be excessive.

    What does this mean for industrial players? If you already have a giga factory, you will still have it, but it will now need a significant starting investment to buy the schematics needed for production and a commitment to mass produce and sell in order to make economic sense. You could specialize it to improve its returns or you could even consider reselling part of it on the markets to revert to another strategy. You could perhaps take it as a new challenge, a reboot of the game goal where the balancing between initial setup cost and cost of a single item will be central to your success.

    Something else to note is the fact that the introduction of items for schematics means that we may later be able to introduce a Research gameplay feature where players can improve schematics to get an edge not only in productivity but also in the quality of the product they create. This could additionally open the possibility of selling schematics, an option we may consider for the future (though it will not be anytime soon).

    New Talents

    Before the 0.23 update, there was no barrier to use any advanced Industry Unit or advanced weapon. If you had it, you knew how to use it. This was both counter-intuitive in general (before you buy new gear, it’s normal that you learn how to use them) and went against the idea of character progression as intended in the game. 
    We have now introduced new talents to unlock access to basic industry (very easy) and also the more advanced versions or the larger versions, which are more advanced talents. This will contribute to player specialization, which is a central idea in the design of Dual Universe.

    That’s it for now. Thank you again for your support and your constant help along the path. See you soon in Dual Universe!

    JOIN THE DISCUSSION!
     

  22. Like
    BiGEdge reacted to NQ-Pann in Introduction: NQ-Pann joins Community team   
    Greetings, Noveans! I'm NQ-Pann, the latest addition to the stellar (see what I did there?) Dual Universe Community team. It is my esteemed privilege to be here, entering into my second week at Novaquark. 
     
    Some of you may know me from previous projects. My MMO journey began as an Ultima Online player. It wasn't long before I began writing for game sites (mostly UO Stratics) and joining the UO volunteer program. This led to my first "real" job in the industry as the original community manager for EVE Online. I've also worked on Tabula Rasa, Auto Assault, Imperium: Galactic War and, most recently, Crowfall. 
     
    I'm a native Texan, living in the Austin area with my husband (whom I met in UO!) and our very large, spoiled rotten cat. 
     
    My role here will mostly be behind-the-scenes, writing news and blogs. I'll also be the primary point of contact for content creators, so if you stream, make videos, or resources for Dual Universe, I look forward to meeting you soon. 
     
    Head over to my AMA thread and let's get acquainted! 
  23. Like
    BiGEdge reacted to NQ-Naerais in November DevBlog 2: Element Destruction   
    Naunet running by with a quick edit for clarity: Element Destruction will be applied to all damages sustained, both in and outside of PvP battles.
    ____________________________________________________________________________________________________________________________________________

    Draw your weapons and get ready to shoot first! In today’s Dual Universe Dev Blog we will discuss an upcoming PvP feature: Element Destruction.
     
    In its current iteration, the feature works rather simply. Once destroyed, an Element can be restored indefinitely. There is currently no way for a crafted Element to disappear from the game unless it’s done intentionally. This poses a problem in the dynamics of the economy. In the real world, most purchased goods will inevitably need to be replaced. This helps to fuel the economy by creating a steady demand of goods. And, as in the real world, Dual Universe relies on a strong supply and demand chain for its economy to thrive. 
     
    To facilitate this, we’re making some changes to Elements that will not only give them value as a commodity on the Market but also add some exciting layers of strategy in how they are manufactured and used by discerning pilots who won’t settle for anything less than the best on their prized ships. 
     
    Let’s take a closer look at the incoming changes.  
     
    ELEMENTS DESTRUCTION
     
    When an Element on your ship is damaged in combat, can go next to it and repair it using scrap. If destroyed, you can also restore it completely. The change we’re making will limit the number of times an Elements can be restored, i.e. three times for an Engine and five times for a Container. Once an Element has hit its maximum amount of restores, it is Destroyed and can’t be repaired anymore.
     
    This will be less brutal than an immediate destruction, allowing you to manage a critical situation during combat, yet give you the opportunity to plan for a long-term replacement strategy as your restore counter is approaching the limit. Getting low on the restore counter for an engine? Swap it for a brand-new one at the next station. 
     
    An Element which has been restored once or more will be allowed to be brought back into a player’s inventory, but  please keep the following points in mind:
    This Element will be marked as a Modified Element. As such, it cannot be sold on Markets or used in Blueprints This Element can be bartered. Unlike certain other modified elements, the restoration count cannot be reset. The number of times an Element can be repaired depends solely on the nature of the Element.  
    Note that this is a first step. We may introduce other forms of degradation in the future, possibly impacting Element performance. Another important thing to note is that when an Element of type “Container” is fully destroyed, everything it contains is destroyed as well. This includes all types of fuel and ammo. 
     
    Tier 2+ Elements and Industry Units
    To push this logic even further, we introduced the idea of a new class of elements with better stats, by extending some existing elements with variants into higher tiers. This will impact Engines, Weapons and Radars to start with, and we will also make a push for Containers and Control Units a bit later. 
     
    In any real world industry, you have room for producers specializing in high-end products with better returns, or low-end products with higher volumes. This is what the addition of Tier 2+ Elements will bring to the table. We envision a future where Tier 2-5 engines will become the norm for performance-savvy players because of their better stats while Tier 1 will remain a commodity that is basically good enough for most players who don’t care about the stat boost. This adds variation to the gameplay and will certainly be a factor in PvP and efficiency-oriented logistic operations. 
     
    Note that only Tier 2 Industry Units will be able to produce Tier 2 Elements, the same for Tier 3 and so forth. Industry Units of higher tiers will be considerably more expensive to produce and/or buy.
     
    Element perma-destruction
    A deployed Element that has been destroyed cannot be brought into the inventory. This Element is totally non-functional and can only be deleted or Replaced. 
     
    When Replacing an element, all custom properties and settings are maintained. This action will consume an Element of the same type in the player’s active inventory, as it would do with an Element that was deployed standard. Of course, we will introduce a proper tool to replace your Elements to prevent the need for reconfiguration when you’re swapping in a fresh new one. This should help to create a healthy level of demand as PVP increasingly heats up across the Universe.  

    Weapon limitation by core size, and better hit formula
    Speaking of PVP, we want to address some imbalances in general around PvP. 
     
    Several things are on the way to address this, some of which might affect your ship designs:
    Limitation of weapon sizes based on the core size, no more L weapons strapped onto an XS core unit. Previously, the probability to hit another ship was based on the size of its core. From now on, that probability will use the surface of the ship that's visible from the view of the shooter as defined by the cross-section of the ship from that same point of view. In other words, the surface of the ship exposed to your weapons will matter and generate more damage. That way, building a borg cube will simply not be efficient and will expose you to greater damage risk.  Radar lock range unification: Instead of having each radar lock different core unit sizes at different ranges, every radar will now have a global lock range at which it locks all targets. Smaller radars will now lock at lower ranges, but retain their faster lock times while larger radars will lock slower but at greater distances. Unlike weapons, there will not be any further core-based restrictions on radar placement.  
    SHARE YOUR THOUGHTS
    As always, we encourage you to share your thoughts about these changes. We appreciate your support and look to your constructive feedback to help us make Dual Universe the absolute best it can be. 
     


    **Edit note: Clarified RESTORE vs REPAIR verbiage
  24. Like
    BiGEdge reacted to NQ-Naerais in Show us your Spooky Constructs!   
    Ready for a spooky good time? We want to see your Halloween Construction creations!
     
    Submit your builds to us here. 
    goodscare1.mp4
  25. Like
    BiGEdge reacted to JohnnyTazer in “Marketplace Heist” Response   
    Grow up. All they had to do was report the bug. If you use bugs for gain without reporting I have no sympathy for those banned. Good riddance. 
×
×
  • Create New...