Poljack reacted to NQ-Deckard in DEVBLOG: INSIDE ARES, PART ONE
We recently announced that an additional update, Ares, was added to our public roadmap. Many of the features and changes for Ares will be available on our public test server (PTS), when it is updated and back online tomorrow, September 15th, at 10.00 UTC. (See the roadmap here.)
In that announcement, we promised a devblog that would talk about the big-ticket items we plan to deliver with Ares: the new Core Combat Stress victory condition, more functionality for shields, and PVP-related fixes. (Inside Ares, Part Two will cover warp improvements as well as boarding and docking changes. Watch for it on Thursday.)
Without further ado, let’s dive in!
CORE COMBAT STRESS
In a nutshell, core combat stress represents a core's ability to keep functioning under prolonged weapons fire. A core unit that takes too much stress will be destroyed and will be considered a PvP destruction.
Core combat stress will be used as a second loss condition on constructs during PvP, working in tandem with generic core unit destruction. It does not matter which one happens first, only that one happens eventually. This will allow us to support larger fights and ensure that everyone's weapons are doing damage, even if it is only against core stress.
Stress will be accumulated as the construct takes non-shield weapons hits, taking the form of a gauge that starts at 0% and goes up to 100%. Non-shield hits on a construct will make the gauge go up. The core stress gauge is affected by a weapon's raw damage and is unaffected by the resistances of the element or material the attack hit.
Example: A weapon hit does 1,000 thermic damage. It hits an element with 50% thermic resistance doing 500 damage to the element; however, the core stress gauge will count 1,000 damage for that hit.
When the core stress gauge hits 100%, the core unit will be destroyed and will be considered a PvP destruction (as if it was destroyed by a weapons hit) and everything that implies.
The value of the stress gauge will be defined by the following:
The base of the core stress gauge value will be the health sum of honeycomb materials on your construct. The quality of the material used will provide multipliers to the value. Higher honeycomb tiers will provide better multipliers. The type of material used will provide a different multiplier, with products having a better multiplier than pure materials.
Finally, the stress gauge will gain health linearly with honeycomb until a cap, at which point additional honeycomb will have diminishing returns.
The fundamentals for shields were unveiled in this devblog and made their initial debut with the Apollo update in August. The time has come to increase their potency and value with some new features.
Shields v2 brings adjustable resistances and venting.
Adjustable resistances Shields have a base resistance value of 10/10/10/10 with an additional resistance pool of 60% that players can assign in 5% increments to any of the four resistances. (Examples: 10/10/10/70 or 25/25/25/25) Once players have locked in their resistance selections, those choices will be active and cannot be changed until the cooldown time of 60 seconds has expired, at which time the resistances will remain as set unless they are recalibrated. Shields UI will display which resistances are taking the most damage on the shield, allowing pilots to make an informed decision regarding the settings. Venting Pilots may vent their shields at any point, the exception being when the venting cooldown is active. Cooldown duration varies per size, with smaller shield variants having lower cooldowns. Venting shields will do two things: Turn off the shields, bearing in mind that they can’t be active during venting. Begin shield regeneration of a certain percentage per second. Venting may be deactivated at any time. Deactivation will occur automatically when shields have reached maximum capacity.
We highly encourage pilots to explore the use of shields and venting while it’s available on PTS. Since there’s a bit of a learning curve involved, the test environment is the perfect place to experiment freely without any real cost to your ship on the Live server.
We’re closing the loop on some “unintended” uses of these game mechanics.
Speed Resume deactivated on construct death: When a core is destroyed, that construct will be incapable of benefitting from speed resume in any way. This will avoid and fix various exploits in regards to “ghost-riding” destroyed ships into safe zones. Offline player deaths on construct death: Offline players on constructs will now be killed on core destruction. This will avoid logging off characters that can then log back in, repair the core unit, and attempt to flee.
Originally, the plans also included a change that would cause ownership loss on core unit crash destruction. Thanks to our intrepid PTS players who tried it out and promptly let us know the problems such a change could cause, we pulled it from the Ares update. (Read the related post from the Game Design team’s NQ-Entropy.)
This is exactly why we have a test server and why we value those who do reconnaissance there before the updates are released on the Live server. We offer sincere thanks to the players who took the time to give us candid, constructive feedback.
SEE YA THURSDAY
Inside Ares, Part Two will be published on Thursday. While you’re waiting, why not head over to the forum and share your thoughts about Part One?
Poljack reacted to NQ-Deckard in Look back at 0.25, look ahead at 0.26
The three-part devblog series we published in April, “The Future of Dual Universe”, addressed the cost of doing business and our plans for the ramp-up to launch. We took the first steps in delivering on those changes in May with the incremental 0.25 updates, adding more gameplay content and improving both performance and visuals.
Our 0.25 updates brought players:
Voxel compression Constructs LOD Hauling Missions The Job Forum The first of a series of Challenges The integration of PopcornFX for visual effects And, of course, many bug fixes and additional improvements
If you haven’t had time yet to check out these changes, we released some videos showcasing them. Watch this video for a closer look and missions and challenges and this first look at the new visual effects.
About the latter, It was fun to watch the real-time reactions from our Twitch streamer community as they saw the changes for the first time.
Now that 0.25 is wrapped up, development is underway for our next big milestone. Codenamed Apollo, the update centers around the first phase of a major mining revamp. The addition of asteroids will provide rare and precious ore, which in turn will create opportunities for conflict as the hunters become the hunted. To that end, PVP will receive a first wave of balancing changes and the introduction of shields. Keep an eye out for devblogs on these topics!
In the meanwhile, we’d like to invite you to post your follow-up questions about the changes we introduced in 0.25 in this thread. In turn, we’ll take the best questions for an upcoming Q&A. Your insights and constructive feedback go a long way not only in helping us identify any lingering issues that should be addressed but are also helpful in how we can make things better in future updates.
Poljack reacted to NQ-Deckard in DEVBLOG: DOCKING AND BOARDING REVAMP
Space can be lonely, and, if some adages are to be believed, no one can hear you scream out there. You may want to bring along some friends, maybe not so much for the screaming but for sharing fuel and good times. That’s where docking and boarding comes in.
Previously referred to with the blanket term “parenting”, breaking them off as boarding and docking clarifies what they are and what they do. Just as the name implies, boarding allows passengers to come aboard your ship. Docking makes it possible to have ships connected to other ships, even when both are moving. This boarding/docking relationship basically has the same functionality and behaviour as before but with the added benefit of rights management.
In its original design, boarding or docking a construct was not consensual. Neither the player who owned the construct being boarded/docked nor the player whose construct was being attached to another could decline. They may not have even been aware it had happened in some cases, it simply occurred due to their proximity.
This was a problem for a few reasons, most notably that it opened the door for bugs and exploits. In addition to negating those, revisiting the feature also gives us the opportunity to make it more intuitive and purposeful.
Owners can use the Rights & Duties Management System (RDMS) to assign Right to Board or Right to Dock to their constructs that will let others board or dock, or to forbid such requests.
Dynamic constructs have the ability to move, as opposed to static constructs - like buildings - that are immobile. With the necessary rights, avatars will be able to board dynamic constructs, and smaller dynamic constructs (let’s call them shuttles) will be able to dock with bigger ones (aka carriers). When boarded or docked, the player or the shuttle moves with the carrier, and their mass is added to the carrier’s physics.
A player or a shuttle will need to be near the carrier in order to board or dock, it can’t be done from a distance. The distance is commiserate with the size of the target vessel, the minimum distance being 32m and 128m being the maximum.
Players are able to board any inactive dynamic construct. This makes it possible for them to tour constructs on display in a marketplace or the like. The construct will go into the “active” state when the owner or someone else with piloting rights jumps into the driver’s seat, and unauthorized passengers will be automatically ejected.
If a player enters a dynamic construct with the proper rights or when the construct is inactive, they will become boarded and can move freely around the construct.
The UI display may look something like this:
This is a sample of the UI that is still in progress
If the construct is active and the player attempting to board does not have the necessary right to board, they will be repulsed. The effect is similar to hitting an impassable barrier with no damage taken. The UI display may look something like this:
Once shuttle pilots with the necessary rights are within range, they can manually dock to a carrier. This is done through a contextual menu that is accessed via right-click. The shuttle will then be invisibly tethered to the exterior of the carrier.
Without that clearance, the shuttle will be repulsed.
Authorized shuttle pilots will receive an opt-in confirmation to signal when they are within docking range.
The “Docking” widget in the piloting UI informs the pilot of the shuttle when they are in docking range through this small open chain link icon.
This is a sample of the UI report to show a shuttle’s docking status.
The owner of the carrier is considered the parent, and those who are granted boarding or docking rights are children.
Just as real-world moms and dads, construct owners can give their “kids” the old heave-ho when it’s time for them to leave the nest and fly solo. This is done in a Build Helper’s submenu where all boarded players and docked shuttles are listed.
Buh-bye! Boarded avatars can be ejected at any time directly through the carrier’s Build Helper interface.
This results in ejected players suddenly finding themselves adrift, possibly in deep space. Here, they have two options. Jetpack to a safe place. Depending on the distance, this could take quite a while; however, it’s safe (they can’t be attacked) and they will arrive with the inventory in their nanopack. The second option, suicide, will get them on terra firma faster, but they will lose whatever they were carrying. Probably a good idea to stay on the good side of the carrier captain to avoid being in this predicament.
With a few simple clicks, the carrier pilot can easily de-dock shuttles, too.
TAKE IT FOR A SPIN
These changes will be featured in an upcoming release on the public test server (PTS). We highly encourage our community to explore it when it’s available, then let us know what you think about the ease of use and convenience. Until then, feel free to join the discussion on our forums.
Poljack reacted to NQ-Naerais in Market Clean Up - Today!
Despite our recent efforts to expand and clear out Market 6, we are still getting reports about performance and clutter. We want to assure our players that we understand your frustration and are still working to find better permanent solutions.
Meanwhile, we will be addressing clutter across Alioth this weekend. Our plan is as follows:
Dynamic constructs that have not had direct interaction with their owner over a set duration (currently 30 days*) will be hidden. Constructs at the market that violate our rules, Code of Conduct and EULA will be removed.
If your construct is hidden, you can unhide (recover) it by using the Fetch tool. To do this, right-click on it in the Construct list on your Map screen. Any constructs that you own, whether visible or hidden, will appear on this list.
Fetch functionality now works for organization-owned constructs as well. For hidden constructs that belong to your organization, your legates can retrieve them via that same functionality.
Our customer support team is at the ready if you still need assistance recovering your constructs. Simply ping our Live Support staff in the in-game help chat with “@GM” or file a ticket on our support page and we will dispatch help right away!
Please note that this is intended only as a temporary measure to aid performance and improve your experience when visiting these areas.
We look forward to seeing the results from these changes over the weekend.
May your frames be plenty.
*Duration may change based on our findings
Poljack got a reaction from BlackFalcon375 in DEVBLOG: THE FUTURE OF DU - Part 3 - Discussion Thread
I mean tbh automated mining instantly gives you my vote! love the idea of new players being given a leg up as well i think that's a very positive step to help people on their DU journey starter setups etc i think is an excellent idea . Now as for space pvp if that post is suggesting that space is say sectors or whatever and in each one the materials have a range of rarity and a reason to hold said sectors or nebulas i think that is gonna be excellent i love that idea. And please keep this general comms coming i for one am enjoying it keep it up NQ.
Poljack got a reaction from AlexRingess in Now that we know a bit more.. What's next? (long read)
Do you know what Blazemonger I don’t generally agree with you i feel that you bash this game far too often, but for once (and I rarely post here)I feel in this post you have the balance between criticism and being constructive spot on here fair play ..