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BiGEdge

Alpha Tester
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  1. Like
    BiGEdge reacted to Ragnarok8 in NEW SCHEMATICS - Discussion Thread   
    we'll see what happens. The schematics explanation seems a bit complicated, but given every little items won't need schematics anymore and you'll just be regulating schematics for elements is a good way to go. I don't know if the implementation of this fix for the schematics will affect what happens regarding a wipe sine the biggest way to "turn back time" so to speak would be to restart most everything so the schematics can be slowly introduced and the people who spent boatloads of money for good schematics will be affected. Thanks for making a change. I hope this will make it better and not worse, but time will tell.
  2. Like
    BiGEdge reacted to Bachiir in NEW SCHEMATICS - Discussion Thread   
    i guess i might not understand correctly how this new system will work but so far it sounds like a mistake, the fact that the schematics are consumable more specifically sound like a mistake it will simply get things even more complicated to manage. Keep in mind that the best limit we had is that players with high talents are able to sell items for cheaper than the cost in material a player with no talents could build an item. That alone forces players to specialise in industry if they are serious about it. For now mining units can supply ore easely since the amount of players is verry low but with a greather amount of players that situation should change and help to sell ore at a reasonable price to stimulate the economy.
     
    As of right now it sounds like a system that will stimulate the creation of alt accounts so that players can have easy access to the schematics talents tree  
  3. Like
    BiGEdge reacted to Novean-32184 in A letter to the devs...   
    Backers and subscribers alike have paid NQ for a service and that service includes devs who maintain and expand the game.
    Please stop being silly, you sound like a fanboi with his message on repeat (which you are entiitled to be if that is thecase).. 
     
     
    People are frustrated, they are annoyed and unhappy. NQ's actions and choices are not exactly doing (or saying) much to alleviate that.
    Just like you have the rightg to be the everlasting optimist, ignoring all things not fitting that narrative, so do others havethe right to recognize the issue and bring them front and center in a thread started as a "letter to the devs". Both letters  are valid as both are based on opinion, emotion, passion (yes, I do say passion here) and desire for the game to get good.
  4. Like
    BiGEdge reacted to blundertwink in The Alioth Exchange Grand Opening Wrap Up!   
    I hope that this was a fun event for those that were there. I don't mind the idea of the exchange; I agree that it would be better to have player-run markets, but I get that this was a compromise done so that NQ wouldn't have to spend time on engineering. 
     
    The thing that stands out to me is that there's like 40 people...all of them just colorized versions of the same model. So IMHO pictures of crowds in DU don't really connect as marketing material because it tends to emphasize how players aren't individuals.
     
    They are faceless clones.
     
    Faceless clones expected to pay taxes and feed schematics to machines between checking in on auto-miners. The RP in this game has become full-on dystopia very quickly. Aphelia is pure evil. 
  5. Like
    BiGEdge reacted to kulkija in A letter to the devs...   
    Clearly NQ is not following their vision. And here we are.
     
    How many times in history people have said that "it is not possible," Man can not fly, earth is flat, Columbus shall newer go west...
  6. Like
    BiGEdge got a reaction from CptLoRes in A letter to the devs...   
    Well this is part of what i meant...
    NQ should stick to theyr roots. Lets remind them where it all began and what they had in mind and promissed us for emergent gameplay and create emergence.
    They give us the tools and make the games rules.
    But if the rules are just not engaging, the game runs dry on players.
    We the players did a lot to create content for the game, so that other players can enjoy it.
     
    Lets remind them...
    They should check all the good ideas and all the bad ideas for the game and develop only those that have three things.
     - Engaging replayability in all aspects of the game. If you start the Game, new players should get a hand from the players, youtubers, organisations, not a half baked tutorial. Minecraft fE never needed a tutorial and even EVE online first hat the success and after succeeding a tutorial (imo the FTUE was one of the biggest waste of time and resources) its not engaging to logg in once a day and just setting some Talents and check your production and logg off again. Activitys come from players and the tutorials are not leading the players towards those activitys, but seperating players from the community. You cannot show the players what they are able to do in the game, what endless possibilitys of interaction they have with other players, when you lead them to stay a solo player.
     - Give the players all the tools to shape theyre empires. First thing in building a civilization is communication. Give the players all the possible tools to communicate. This crap of a ingame chat is boring and really not engaging. VoIPand all the other things Players have in so many other Games would help. Next part of a civilization are citys. Ya i know players allready build citys. but they are mostly lifeless and dead when visiting them. Why do human build citys? there are good reasons history showed us. War! Only in big groups you can avoid being killed, with strong leadership or in democracy. Land! To find fertile land and defend it against others who want to steal it from you. Companionship! Only works well, when the communication is properly working. Let the players talk ingame to another person, when you meet them, and i promiss you, they will try to stick together and work together.
    - Markets have to work. Having a full economy cicle is essential for a growing society. Rather with Quanta, or anything else, but all three things, the out and inflow of money needs to be regulated, the income of resources and the decay or destruction of finished products, These three things need to be balanced to a wealthy supply and demand, the essence of any economy. A wealthy economy only works when there is shortage. An economy stucks, when there is too much abundance.
     
     
  7. Like
    BiGEdge reacted to Underhand Aerial in A letter to the devs...   
    I agree with u. 1000%,
     
    awesome collection o the DevBlogs and the good things they said there! 
  8. Like
    BiGEdge reacted to kulkija in A letter to the devs...   
    Good points
    I agree by 100%
    What you wrote, made me think this:
     
    I think we all agree about current problems. Direction of development is off
     
    If NQ really does listen us , are those problems on us?
     
    This I like to say to NQ:
    Respect original vision and go towards it.
    Ignore proposals which  may lead to wrong direction.
  9. Like
    BiGEdge reacted to Tordan in A letter to the devs...   
    You are not alone.
    I too still hope for the realization of the vision.
     
  10. Like
    BiGEdge reacted to Knight-Sevy in A letter to the devs...   
    I can argue without getting too wet that our organization, which has about ten active members + the 20 other players who have played with us in the past, still want the vision of the initial game to be realized.
    And we are all more or less aware of the sacrifices necessary for this last, end of planetary mining, industrial nerve, limitation of core units... All this is positive for us if it allows us to carry out the vision.
     
    Here is a non-exhaustive list of the vision of the game that we support :
     
    "At the same time, we want rare resources to be hard to secure, exploring the unknown to be challenging, and territory control to be central for Alliances and Empires."

    " The ship’s autonomous AI will constantly monitor every action performed in its action radius and neutralize any attempt of aggression or unauthorized destruction. Beyond that zone, it’s PvP free-for-all. You only go there if you’re well prepared. "

    " But it will be in principle possible to settle a new safe zone anywhere on any planet (except in another safe zone), if enough players are willing to contribute to its building and maintenance. "
     

    " In Dual Universe, creating a market will require nothing more than setting up a Market Unit, a particular Element that you can craft and install in any construct of yours. The Market Unit requires an energy supply and a container to store the traded goods "

    " - let the players set their markets anywhere they want, making the geopolitical/strategic aspect of this a core element of the emergent gameplay "
     

    "One important thing to understand is that Resurrection Nodes (or RN) are expensive. Very. Whether you buy it or you collect the materials to craft it, this will be a considerable investment. "

    " A Resurrection Node is a power hungry machine "

    "You need to power it and make sure it is fully charged, and the time it takes for a full charge will depend on the type of power source you can afford to use. This can range from a few minutes to a few days."

    " In any case, one thing is sure: the resurrection nodes are going to be a central element of gameplay and emergent strategies/counter-strategies between opposing factions "
     

    " Duties are things like: a price to pay per month, per day or per use to be able to use the tag, a price to acquire it, a certain location that you must be in to be able to use it, etc " 

    " Another important aspect is the notion of warranties: when I give a tag to someone, I can also take it back at any time. I may agree to provide a warranty attached to this tag, which says that the removal will be done after a 24h or 48h notice, or that I agree to pay a certain amount when I remove the tag, as a compensation. " 

    " The last notion I want to talk about is the notion of ?power delegation?. "


     
  11. Like
    BiGEdge reacted to Tordan in A letter to the devs...   
    Thank you for your insights
    You do know I am not a dev correct? So while I have in fact worked hard to contribute to the game and it's success, mostly as a player and supporter my job is to make suggestions, help where I am able, and sometimes just encourage.
     
    Disparaging others seldom helps to achieve a positive result.
  12. Like
    BiGEdge reacted to NQ-Wanderer in UPDATE: MERCURY (0.30)   
    Summer approaches and with it comes Mercury, our next update to Dual Universe.

    As Cyrille Fontaine, our Creative Director, mentioned in his letter, our focus is currently on polish, and Mercury is no exception. This update also brings new features such as The Alioth Exchange, better lighting to improve visuals, Summer DACs, and more.

    Read on for an overview.
     
    THE ALIOTH EXCHANGE

    We’re about to deploy a new installation in the heart of Alioth where players can apply to build a display to advertise and sell their creations. Applications will be open to all players who want to advertise their ship shops, markets, Lua Scripts, organizations, voxel libraries, or anything else that they create.
    More details about, ‘The Alioth Exchange,’ will be available in an upcoming dedicated post.
     

     Note: constructs featured are samples only.

    CONTINUED GRAPHICAL UPGRADES
     
    We’re tackling illumination, vegetation, and explosion visual effects with the Mercury Update. You’ll find that the game world will be more radiant and realistic with our new global illumination, vegetation asset fixes will improve the look of foliage in the game, and whether you’re fighting or simply crashing a ship, you can enjoy more vibrant explosions.
     

     
    SUMMER DACs
     
    We’re implementing a separate, test version of DACs, allowing every active player to invite a friend to try Dual Universe free for one month. 
    These Summer DACs are separate from real DACs, and will not impact your accrued pool of DACs from crowdfunding packages when gifted. 
    One Summer DAC will be given to every active player and can only be redeemed by new accounts not yet subscribed to the game. They will expire by the end of the summer if not used. Summer DACs should allow us to test our web-based DAC system before the game’s release while offering your friends a chance to try the game for free!

    NOVEAN OVERVIEW

    We're adding an in-game interface which provides an overview of your general account information and unlocked possessions. We’ll expand this feature moving forward, but in Mercury, you’ll be able to see your unlocked cosmetic skins in a dedicated tab.
     

     
    LUA API
     
    Our vision for Lua has evolved over the years and with the new directions we’ve taken, it’s become necessary to entirely revamp our Lua API. These changes will future-proof the API and make it better serve the game by improving and tidying the system. We’re starting this process in Mercury. 
     
    Naturally, such a major change will come with an enormous changelog, but to give you a brief overview of what’s coming ahead, we’re going to:
     
    Restructure the entire Lua API Prepare an object-oriented approach to be ready for future evolutions. Reduce the use of JSON in the API to favor the use of real Lua tables. Rely more on event-driven code to reduce player loops and server requests. Reduce the complexity and size of scripts Add some of the, ‘nice to have,’ features Add further points of interest to some elements such as the telemeter.  
    To summarize, our goal with this update is to reset the API and prepare it for future evolutions. Rest assured that your codes will still work in Mercury and that we’ll give you ample time to adapt your creations.
     
    TALENT POINT RESET

    Every character will have their talent points refunded back to their pool with the Mercury Update. While we must perform this reset for technical reasons related to upgrading our systems, this is also an opportunity for players to refocus talents into different areas and try new ‘builds’, or to simply correct training away from unwanted talents.
     
    ------------------------------------------------------------------------------------------------------------------------------------------------------
    As always, we’ll publish a series of articles delving deeper into Mercury’s features, but for now, thank you for reading, Noveans! We’re excited to move forward with Mercury and are eager to hear your thoughts in this forum thread.
     
     
  13. Like
    BiGEdge got a reaction from DecoyGoatBomb in A LETTER FROM OUR CREATIVE DIRECTOR - discussion thread   
    That post is exactly what the community needed...

    Lots of informations what the plans for the Game are. Lots of infos wich direction Novaquark will lead the game.
    Question: When can we expect PVP fighting on foot and how is it planned? Will it come together with the planetary warfare that wa planned almost 2 years ago?
    Its important to have a stable playerbase. DU has it rn. Im not sure how a Release can help, when most of the promissed base features are not fully implemented yet.
    There are a lot of players waiting to come back to the game with a release. But if they are not pleased and dont see a feature complete game at release, most of them
    will quit again im afraid.
    Most important are the bugs and exploits to make money the unregular way. There have been a lot of allready. I see this as the only reason for players to ask for a wipe.
    I hope you were able to fix all of those exploits at best and have an eye on it if they are all gone.

    1. Feature complete game (5 pillars of DU finished) I hope the plans havnt changed since the kickstarter for those goals.
    2. Bugs and Exploiots all fixed, to prevent people after a potential partly wipe to destroy the economy on unregular ways.
    3. enough players, i know a lot of people will come back. i also know a lot of players will never come back to DU and you lost them forever with the silence of the developers all the time.
    Broken promisses dont help to save a stable playerbase. Not clearing rumors from developers side dosnt help either.
    It was a long and halftimes wonky way so far with you NQ, but i really hope its getting better.
    But with hopes and dreams you can make a lot of money, but cannot hold a longterm playerbase
    Im sure NQ is still the company who want to build a metaverse for us players and not to make money in the first place.
    I still trust you NQ thats why i backed a lot of money many years ago.
    But i know many people dont have this pacience.

    Do something great, Just DU it

    BiGEdge
  14. Like
    BiGEdge got a reaction from Celestis in A LETTER FROM OUR CREATIVE DIRECTOR - discussion thread   
    Arguments for a wipe: Its unfair when people have allready played and got stuff sooner than others.
    Arguments against a wipe: Big Orgs will have all theyr stuff back in notime and smaller groups of players will quit the game forever because all theyve achived since beta start is gone, and NQ promissed no further wipes if not neccessarry.

    So NQ make the right choice for the playerbase and the game...
  15. Like
    BiGEdge got a reaction from Gryffin-1 in A LETTER FROM OUR CREATIVE DIRECTOR - discussion thread   
    Arguments for a wipe: Its unfair when people have allready played and got stuff sooner than others.
    Arguments against a wipe: Big Orgs will have all theyr stuff back in notime and smaller groups of players will quit the game forever because all theyve achived since beta start is gone, and NQ promissed no further wipes if not neccessarry.

    So NQ make the right choice for the playerbase and the game...
  16. Like
    BiGEdge reacted to Gryffin-1 in A LETTER FROM OUR CREATIVE DIRECTOR - discussion thread   
    Greetings!

    Short of extracting every bit of knowledge from peoples brains about Dual, talents, etc. there is no way to create a level playing field with a wipe.
    There are also the PAYING subscribers to consider who were told that there would be no more wipes unless absolutely necessary. Many people are PAYING to work for you to assist fixing the game and finding the bugs. Most beta versions are free because the Devs realize the value and cost savings of actual people playing their games. As paying customers, we have every right to expect a greater return for all our efforts to help YOU!

    If you were to do a full wipe, the larger organizations would be back on top in no time and have greater advantages then newer orgs/players. They are in a much better position to pool resources to advance more quickly with all the combined knowledge they have. On the other hand, over these past few years, organizations have been created, talents pooled and a community formed - a community that is on the verge of becoming even more depending on what is done. 

    We have also spent countless hours as a community in the scrapping program and to simply loose all to a wipe after all that hard work is really asking a lot. Scrapping has helped all of us!
     
    Thousands of people are just waiting to see what happens regarding a full wipe and if so, you will loose a lot of players plus word of mouth in the gaming community as a whole. We want to do more in the game but hold back because of the time investment in building or whatever to loose it all to a wipe. After all these years and so much effort, it would be to much. Many people are just waiting in the wings not willing to invest anymore time to build when it will all be for naught if a wipe comes. So, some people maintain their subscriptions but don't really play waiting for some direction regarding whether or not there will be any more major wipes.
     
    Consider continuing as we have been doing and let people know that even though this is still considered Beta, that their paid subscriptions guarantee the continuance of all that they have achieved, BP’s Constructs, territories etc. and that there will be no more major wipes. Emphasize that their talents, constructs etc. will remain as they are. We have earned this!

    An advertising campaign might be along these lines as in, grow with us as we continue the journey with Dual to create more systems, more content etc. People’s response will be positive and they will enjoy anticipating new systems, new content, being part of the games development  and so on! As for issues with planets, like the Alioth system, it's issues can be revisited at a later time. Each new system introduced could be handled separately from the others to address the issues and applied globally to other systems if need be.

    No Mans Sky is a perfect example of bouncing back and even though it is different than this game, their changes and keeping their word helped them recover their losses with the gaming community.

    Be a trend setter, be different and better than any other game has done before!

    You have the opportunity to make gaming history with revolutionary ideas and actions!

    You will regain many of your former player base plus those waiting in the wings. 

    All of this is within your grasp to reach out and take it and breathe life back into us!

    Make this happen to such a degree that it will reverberate throughout the gaming community in anticipation and excitement of what’s to come in DUAL as it once did so many years ago and above all else, remember, WE WANT TO SEE THIS GAME TO SUCCEED and truly enjoy this game!
  17. Like
    BiGEdge reacted to Virtualburn in A LETTER FROM OUR CREATIVE DIRECTOR - discussion thread   
    I understand there needs to be some for of flatline, BP's are key anyway, but most of our BP's contain elements that we won't be able to purchase or buy for an age of rebuilding.  What about ships we've worked to purchase from other players?  I have at least 2 ships that I know I will never see again as the players just don't exist in game anymore.

    What about the player voxel store that has been a key place for old and new players alike to obtain or sample voxels?  Places like this are as key to the game experience as some of the player bases and space stations that have become landmarks, these weren't just built in a day or even a couple of months...

    I don't know, 6 years of my life has been spent in this game building and designing a base inside a mountain, saving for BP's to build the industry I desired and working and working to get the parts to make my personal ships.  Yes, the game was in beta, but it's not like there's a been a flow of new players coming and going, most of the core players have spent years getting to where they are.  The game itself has come from basic mechanics to some really good content, but you can't deny that this game has been created by players... ALL the ships, all the events / Expos... to log in one day and find everything I've worked to create gone and a pocket load of BP's wouldn't be a thank you for your support over these years, it would be a big screw you, your efforts have amounted to nothing.

    I've wanted this game to succeed so bad and looking forward to release and some fresh Noveans... but this just sounds like a death nell for me, already I've seen so many talented players pack up and go.  I guess maybe that's the intention... you just want a constant renewal of players and subs... no history, no legacy.  How far from the tree we have fallen,
  18. Like
    BiGEdge reacted to merihimRefin in A LETTER FROM OUR CREATIVE DIRECTOR - discussion thread   
    shiiit. I played wrong the whole time. Did some farming and shit and didnt make blueprints. Damn
  19. Like
    BiGEdge reacted to Yoarii in A LETTER FROM OUR CREATIVE DIRECTOR - discussion thread   
    Please, "Fleet", not "Flotilla"
  20. Like
    BiGEdge reacted to NQ-Wanderer in KICKSTARTER REWARDS STATUS   
    Hello Noveans,
     
    Many thanks to all of you who have been with us from our Kickstarter campaign. We appreciate your support and your patience and would like to update you on the status of the rewards you have been waiting for.

    THE PHYSICAL KICKSTARTER REWARDS
     
    Production on the Dual Universe figurines and the Collector Box is complete. However, there are two challenges in shipping them:
     
    First, due to the COVID-19 Pandemic, the price of shipping has risen significantly. It has reached a point where sending the rewards would cost as much as producing them. We had hoped that these price rises would only be temporary, but we now know that they won’t decrease in the short to medium future. We’ve therefore taken the decision to absorb the increased cost and to move forward with shipping the physical rewards. The second challenge has come from our partner responsible for handling the shipping of the physical rewards. They’ve recently informed us that they won’t be able to complete the task. We are therefore searching for a new partner to take receipt of the physical rewards and to start shipping them to you as quickly as possible.     THE VIRTUAL KICKSTARTER REWARDS
     
    Both the Kickstarter Founder Packs and the Supporter Packs will be released throughout the milestones of 2022 in Dual Universe. We’ll give you more concrete details on exactly when you can expect each part of those rewards packages to be released in the months ahead.

    Your support and patience mean a lot to all of us at Novaquark, and the delivery of your Kickstarter rewards is one of our priorities. We thank you again for your support and will update you with more information as quickly as we can. 
     
  21. Like
    BiGEdge got a reaction from BoomHeadshot in DUAL ACCESS COUPONS - STATUS UPDATE - discussion thread   
    Why are there still people expecting a wipe??
    There will be no wipe if not a huge problem in the code or something critical happens from NQs side.
    The Beta runs as expected, eccept from its a bit longer than expected.
    DU is supposed to be a persistant universe and the last wipe was at beta start.
    I see no reason yet for a wipe... Everything works as promissed and expected so far.
  22. Like
    BiGEdge got a reaction from Kezzle in DUAL ACCESS COUPONS - STATUS UPDATE - discussion thread   
    Do you know the ingameprice of one DAC?
    No?
    I dont know either, because the price depends on how much Quanta other players want to pay for playtime.
    If players dont want to trade DACs, the price will be very high. If the players trade DACs a lot, the price will be very low.
    So it depends on the players, and the players only how the DACs are used, traded and priced.
    Its just a chance for players who have not much RL money but a lot of time to work ingame to play the game. 
    Is it pay to win, when you need to work ingame for it?
    I say definately No! You cannot "Win" in a creative sandbox when there is nohing to "Win"
    It is Play to pay!
    People who say, DACs are pay to win, have no clue how DACs work...
  23. Like
    BiGEdge reacted to Ving in DUAL ACCESS COUPONS - STATUS UPDATE - discussion thread   
    DACs had a monetary value quoted in the alpha packs, 18 euros, which partially justified the price.

    So now they are only worth 7-9 euros? Are backers going to be given an increased allocation due to the devaluation?
  24. Like
    BiGEdge reacted to NQ-Wanderer in DUAL ACCESS COUPONS - STATUS UPDATE   
    Hello, Noveans!
     
    We have good news: DACs are coming to Dual Universe! As many of you already know, DACs are an important feature of the game’s economy, allowing players to gain game time with quanta. We will initially be releasing a website-based DACs system in the coming months and will then be further developing the system moving forward.

    WHAT IS A DAC?
     
    A Digital Access Coupon (DAC) is equivalent to a month of subscription. Think of it as a digital coupon that you can use to gain 30 days of subscription time or transfer to another player. 

    HOW CAN I REDEEM AND TRANSFER DACs?

    Players will interact with this first iteration of DACs on our website. You’ll be able to see an overview of your DACs and be able to redeem as many as you’d like in exchange for game time. You’ll also be able to find other players by searching for their name and transfer DACs to them, but in order to receive DACs, a player must first have an account or create one on our website. There are no limits to the amount of DACs that may be transferred from one account to another.
    You will also be able to view your DACs history, giving you an overview of previous transactions.

    HOW DO I GET DACs?
     
    The initial set of DACs being released has already been purchased by our Kickstarter backers through the Founder and Supporter packages. You can however receive DACs from any player who has already purchased them, for example in exchange for quanta, allowing you to buy Dual Universe game time using your in-game assets, or to gift game time to friends.
     
     
    Just as a reminder, we wish to reinforce that this is only the first iteration of DACs in Dual Universe. We’ll be adding to this system over time and will work on integrating DACs into the game as an item that can be traded directly from a market. As always, we welcome your thoughts and look forward to reading your feedback in this forum thread.
     
  25. Like
    BiGEdge reacted to NQ-Deckard in Beta 1 Release Notes. Last updated on September 8th   
    Hello Noveans,
     
    We have released the Panacea update today, DU is now in version 0.28.0. The changes can be found below:
     
    New Features
    Vertex Precision Tool This is a new tool that will enhance the precise manipulation of the shapes of voxels by allowing a player to move the individual vertices. Home  sets the cursor to the currently-selected vertices position. End  resets the cursor to the last applied position. Alt + Home  sets the cursor to the centered 0, 0, 0 coordinates. X  toggles the grid display. Ctrl + Scroll  adjusts the grid size. The Arrow keys and Page Up/Down are used to move the cursor. The grid is not displayed for the smallest two grid sizes. Space wrecks Players will now be able to find randomly-spawned shipwrecks in space throughout Helios. There are five tiers of rarity, with lower-tier wrecks with low-value contents spawning at a higher frequency. The highest-tier wrecks will be harder to find; those who discover and harvest them will be rewarded with high-value materials and elements. Inactive Asset Requisitioning (IAR) This new system offers salvaging opportunities for active players. Inactive Assets When the subscription for an account is canceled and becomes inactive, a 90-day countdown timer begins on all the constructs owned by that account. Once those 90 days have passed, the construct is then abandoned. This also applies to constructs belonging to organizations, based on when the account of the last remaining legate becomes inactive after unsubscribing. These abandoned constructs can be claimed by any player or organization, just like any other abandoned construct. Constructs that have been abandoned for more than 30 days will be removed automatically. On Aphelia Territories Regardless of account activity, constructs parked on Aphelia territories will become subject to abandonment if not piloted for seven days. Constructs on Aphelia territories will be automatically removed if left in an abandoned state for longer than 48 hours. On Sanctuary Your constructs are safe on your territory. Aphelia territory rules still apply on Sanctuary Aphelia territories. Changes to organization construct ownership (construct slots) A new organization construct system has been introduced. The limit of constructs that can be owned  by an organization is now based on the lowest of two parameters: The organization’s legate with the highest level in the Organization Construct Management talents. The organization's slot count, which is assigned to the organization by players from a player’s available pool. Each player now has 10 base construct slots they can assign to any organization of their choosing. Added a new Organization Construct Slot Optimization talent increasing a player’s available organization construct slot count by three per level. Added a new Advanced Organization Construct Slot Optimization talent increasing a player’s available organization construct slot count by five per level. Added a new Improved Organization Construct Slot Optimization talent increasing a player’s available organization construct slot count by 10 per level. Base personal construct slot count increased from two to 10. Bonus from Core Unit Upgrades talent increased from two to three constructs per level. Bonus from Advanced Core Unit Upgrades talent increased from one to five constructs per level. Introduced new Improved Core Unit Upgrades talent for 10 constructs per level. Legate Organization Construct Management talents no longer grant direct construct capacity to the organization but provide a maximum limit on construct count in the organization. Talent points previously invested in these talents have received a one-time reset and are free to be spent once more. Organization Construct Management talent now increases the organization's maximum construct count by 25 per level. Organization Construct Management Specialization talent now increases the organization's maximum construct count by 75 per level. Advanced Organization Construct Management talent now increases the organization's maximum construct count by 225 per level. New UI for organizations allowing for insight into their construct slot availability and usage count as well as visibility on abandoned construct and slot allocation given by individual players to the organization. In a future update, organizations with constructs in excess of their capacity will receive an in-game warning during a bi-weekly construct check. If the organization doesn’t rectify the construct slot excess, random constructs belonging to that organization will be marked as  abandoned from the organization until the available slots and constructs are reconciled. Introduced new JSON export to clipboard buttons in the Organization Construct UI. RDMS UI polish The RDMS UI has undergone a pass for improvements and polish to bring them more inline with other interfaces. Dropdown elements are now removed from the dropdown when added to the list of selected elements.  Talent UI polish The Talent UI has undergone a pass for improvements and polish to bring them more inline with other interfaces. Added Talent search field. Added the option to hide completed talents. Collapse All and Expand All buttons added. Clear Queue button added. Camera Lua API Added Lua Camera API, under System: [event] system.cameraChanged([int] mode): Emitted when the player changes the camera mode. [number] system.getCameraHorizontalFov(): Return the current value of the player's horizontal field of view. [number] system.getCameraVerticalFov(): Return the current value of the player's vertical field of view. [int] system.getCameraMode(): Returns the active camera mode. [bool] system.isFirstPerson(): Checks if the active camera is in first person view. [vec3] system.getCameraPos(): Returns the position of the camera in construct local coordinates. [vec3] system.getCameraWorldPos(): Returns the position of the camera in world coordinates. [vec3] system.getCameraWorldForward(): Returns the forward direction vector of the active camera in world coordinates. [vec3] system.getCameraWorldRight(): Returns the right direction vector of the active camera in world coordinates. [vec3] system.getCameraWorldUp(): Returns the up direction vector of the active camera in world coordinates. [vec3] system.getCameraForward(): Returns the forward direction vector of the active camera in construct local coordinates. [vec3] system.getCameraRight(): Returns the right direction vector of the active camera in construct local coordinates. [vec3] system.getCameraUp(): Returns the up direction vector of the active camera in construct local coordinates. Added Lua Camera API, under Unit: [bool] unit.isMasterPlayerSeated(): Checks if the player currently running the control unit is seated. [int] getMasterPlayerSeatId(): Returns the UID of the seat on which the player currently running the control unit is sitting. Deprecated system.getFov() function to be renamed by getCameraHorizontalFov().  
    Balancing
    Abandoned construct core units can now only be replaced with new core units and can no longer be repaired with scrap. Base personal construct availability has been increased to 10. New organization construct slot has been added at a base level of 10.  
    Talents
    Existing talent changes: Bonus from Core Unit Upgrades talent increased from two to three constructs per level. Bonus from Advanced Core Unit Upgrades talent increased from one to five constructs per level. Organization Construct Management talent now increases the organization's maximum construct count by 25 per level. Organization Construct Management Specialization talent now increases the organization's maximum construct count by 75 per level. Advanced Organization Construct Management talent now increases the organization's maximum construct count by 225 per level. New talents added: Added new Surface Harvester talent group Added new Surface Harvesting Efficiency talent, decreasing surface harvesting time by 10% per level. Added new Improved Surface Harvesting Efficiency talent, decreasing surface harvesting time by 5% per level. Added new Surface Harvesting Optimization talent, increasing surface harvest output by 5% per level. Added new Improved Surface Harvesting Optimization talent, increasing surface harvest output by 3% per level. Added new Improved Core Unit Upgrades talent for 10 personal constructs per level. Added a new Organization Construct Slot Optimization talent increasing a players available organization construct slot count by three per level. Added a new Advanced Organization Construct Slot Optimization talent increasing a players available organization construct slot count by five per level. Added a new Improved Organization Construct Slot Optimization talent increasing a players available organization construct slot count by 10 per level.  
    Improvements
    Upon death, items in packages in inventory that should be preserved are now placed  in the inventory. [UI] Polished RDMS interface. [UI] Polished FTUE objectives. [UI] Hide basic controls reminder when empty. [UI] Added a basic controls reminder entry for the link tools Hold Ctrl input. [UI] Added error notifications for the Planet Smoothing tool. [UI] Cursor now displays "Asteroid" when looking at an asteroid. [UI] Added a notification when the Refuelling tool runs out of available fuel. [UI] Added a notification when the use of the Flattener tool is forbidden. [UI] Add Search inputs in the dropdown of marketplaces in the Market panel. [UI] Removed the switch button in the Market panel to switch between buy and sell orders. [UI] Added a better error message when dropping a non-munition into an ammunition container. [UI] Add Search inputs in the dropdown of the RDMS panel for tags, policies, and actors when there are more than 10. [SFX] Updated sound effects for harvesting tools. [Gameplay] Improved detection zone precision. [Gameplay] When you lock on a player, their position is now visible on the map. [Territory Scanner] Territory Scanner state is now persistent across all players and logging out. [Achievement] Added space between quanta amount and quanta symbol in achievement descriptions. [Talent UI] Added Search input to search talent and talent group by name or description. [Talent UI] Improved visual feedback on the Talent queue. [Talent UI] Added the auto-scroll when dragging a talent in from the Talent queue. [Talent UI] Modified talent level selection when there are few levels currently in the Training queue. [Talent UI] Selecting the Home button unselects the current selected talent and meta group. Added a setting to skip most of the transitions in calibration mini-game. (Checkbox bottom left on Pre-calibration page.) Calibration mini-game speed increased. (Faster probe move speed, faster action placement confirmation.) Allow industry units to run on inactive territories. Added "clear channel" & "copy channel content to clipboard" on chat channel context menu. [Lua] Completely removed following client log writing functions from Lua. logInfo() logWarning() logError() [Lua] Added sound Lua API, under System: playSound(filePath) : Play a sound file from your sound user folder. Only one sound can be played at a time. The audio files can be added to your user folder in “My Documents/NQ/DualUniverse/audio/” stopSound(): Stop the currently playing sound. Enabled mining unit laser sound impact again. In addition to unclaimed items, players can now use claimed items from the player account. Deploying construct (blueprint or core) and consuming a territory key for an organization is now gated by RDMS. (Standard members will no longer be able to deploy core/blueprint in the name of an organization without appropriate RDMS rights.) Renamed "Organization Wallet" preset tag to "Organization" tag. Added "Deploy or claim organization constructs" RDMS right for org. Description of the right: "Allows someone from the organization to deploy a construct or use a construct token in its name. (Policies including this right must use the 'Organization' tag).” [RDMS] Default sort by name when selecting a different registry. [RDMS] Removed element from the dropdown when it's added to the list during the update of an actor or a policy.  
    Bug Fixes
    [UI] Fixed missing avatar icon on friend list. [UI] Tooltips are now adapted to the limits of the screen. [UI] Fixed arrow position on some contextual menus. [UI] Fixed Ctrl+F9 hiding loading screens and menus. [UI] Fixed weapon reload dropdown in the gunner seat. [UI] Fixed missing notification when activating an ECU on a static core. [UI] Fixed long actor names preventing the removal of actors in the RDMS panel. [UI] Fixed the menu lists that have pagination sort by page instead of by list. [UI] Fixed links that were not always hidden when hovering out of an element. [UI] Fixed the fuel time remaining value in the piloting widgets, with a maximum of 24 hours. [UI] Fixed the pagination reset in the RDMS panel when a new tag or policy is created. [UI] Removed unnecessary fields (volume and mass) from the item inspector on construction tokens. [Voxels] Fixed an issue with the grid at LOD superior to 0. [Tools] Fixed links that could appear backward. [Tools] Fixed z-fighting on bidirectional links with the Link tool. [Tools] Line tool is now immediately red when used without material. [Gameplay] Fixed mining units that could be unexpectedly blocked. [Gameplay] Fixed moving multiple items at the same time in the ammo container refusing ammo. [Gameplay] Characters can no longer be stuck in a chair of a tokenized construct. [Lua] Fixed a consistency issue between getMasterPlayerWorldPosition() and getPlayerWorldPosition() which did not return the same position. They now return the position of the player's feet. [Tuto] Players are prevented from piloting a ship before being instructed to. [Tuto] Fixed RDMS tutorial highlight player navigation button. [Tuto] Market Tutorial: Fixed the teleporter allowing the player to complete the tutorial without completing objectives. [Settings] Fixed mouse sensitivity parameter in the settings panel. [Settings] Fixed error log message when sorting an empty table in the RDMS panel. [Rendering] Fixed volumetric clouds on OpenGL [Rendering] Fixed a rare issue where volumetric clouds could appear bright red. [Rendering] Fixed corrupt voxels on planets while terraforming in some locations. [Performance] Reduced framerate stuttering due to visual effect loading. Fixed a bug when creating a mission where visibility dropdown was not reset correctly. Fixed unclear error when creating a hauling mission with a destination container that could not contain the package. [Talent] Fixed meta groups icon position broken after the resize of the screen. [Talent] Level tooltip is updated when a talent level is updated. Fixed soft lock when closing “Edit” or “Create” market order. Fixed Talent group’s data tree collapsing after selection of a talent. Fixed radar widget hovering over detected construct buttons. Fixed a bug where opening the Crafting panel didn't collapse the recipe’s data tree. [RDMS] Fixed sorting of tables with pagination for actors, policies, rights, and tags. [PVP] Fixed radar scan results close to a safe zone border. Quantity of buy/sell market regular order is now displayed properly in the Wallet log. Fixed mining unit animation not launching on relogging. Fixed invalid “Small Market” displayed in market interface, existing market orders that were placed on the invalid “Small Market” have been moved to Alioth District 1 Market. Fixed bogus notifications about constructs on territories owned by someone else where the constructs didn't exist anymore.  
    Exploit Fixes
    Fixed an exploit with markets and sandboxed tutorials.  
    Crash Fixes
    Fixed a crash with the graphics option "Highlight frontiers on the map" when viewing Alioth Moon 1 or 4 on the map.  
    Known Issues
    It is not possible to control the volume of Lua sounds with Lua. This requires more work at the moment.  
    Thank you all for your support!
    - Deckard
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