Knight-Sevy
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Knight-Sevy got a reaction from Zarcata in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread
Keeping our talent points would actually be a complete game breaking for old players.
For example on the objective of going for an Aphelia mission run:
- A ship without handling or pilot talents requires 4 times more flight elements than a version with maxed talents.
- Items to craft with industry cost 2 times less in quantity of ore if you have maxed talents.
To put it simply, a new player will have to farm 8 times longer than me to achieve the same result if I keep all my talent points.
And I'm not even talking about PvP, or in addition to the PvE advantages you have all the management of weapons and radars.
It would be totally unfounded for us to keep our talent points.
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Knight-Sevy reacted to NQ-Nicodemus in Livestream announcement: The Exchange opens a new wing!
Dual Universe is more lively than ever. With many players eager to showcase, sell and advertise their creations to the community, the time has come to open a new wing of the Exchange, our in-game community hub.
To celebrate this, we invite you all to our Twitch channel where NQ-Nicodemus, the driving force behind the feature, will present the Yellow wing of the Exchange. Come and see its player-made shops for yourself - we hope you find the goods you’re looking for!
Our livestream will start on Friday, July 29th at 15:30 UTC.
If you’re also interested in opening your own booth in the Exchange, please follow these steps:
Step 1: Read this document carefully to learn our rules, guidelines and requirements.
Step 2: Build your construct to a completed state, ready for review by NQ.
Step 3: With your XS core construct complete, fill and submit your application form.
Are you as excited as we are by the extension of our community hub? Share us your feedback here.
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Knight-Sevy reacted to NQ-Nicodemus in Livestream announcement: The Exchange opens a new wing! - DISCUSSION THREAD
Here is the discussion thread for the opening of the Yellow Wing of the Alioth Exchange!
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Knight-Sevy reacted to NQ-Wanderer in NEW SCHEMATICS: HOW WILL THEY CHANGE DU? OUR CREATIVE DIRECTOR'S NOTE
"Hello, Noveans!
This is Cyrille Fontaine (NQ-Kyrios), and today I’m joined by NQ-Entropy to discuss an important change coming soon to Dual Universe.
Schematics have been one of the most controversial changes we’ve made to the game and a significant challenge for us to fix. While the purpose behind the system remains as needed as ever, the way we implemented schematics has caused great discontent within our community. In today’s letter, we’re excited to discuss the changes we’re making to the schematic system, based on your feedback, to improve it.
Over to NQ-Entropy:
When we released schematics in 0.23, it was to address a problem that had the potential to adversely affect Dual Universe as an MMO. Players were able to be fully self-sufficient with ‘build-it-all’ factories, reducing interaction between players in the game’s economy.
We acted too quickly in implementing the current system. The limits we placed were too harsh, too binary, and too expensive. You needed too many schematics to run an industry chain and it was painful to manage them all. We saw the flaws in the system and listened to our community’s feedback.
Schematics achieved our goal of creating specializations in what players were able to craft and limiting private, ‘build-it-all’ industries, but they also paralyzed industry gameplay for many players that couldn’t afford schematics.
Our first attempt to fix the system was to reduce the price of schematics, but this wasn’t enough. It has taken us a long time to return to the schematics system and create a solution. This delay has meant that schematics have continued to impact players. However, we are now ready to introduce our solution to the schematic issue.
OUR APPROACH
We’ve decided to go back to the drawing board and remake schematics in a more accessible and fulfilling way.
Remaking features in Dual Universe is never easy. Our time is limited, and our decisions on how to spend it directly impact the state and quality of the game. Remaking a feature means investing time into something that may not improve the game if we misfire. It also means risking making something worse, requiring even more time to fix later.
The simpler solution would have been to just remove schematics from the game, but despite our missteps on how we had implemented them, schematics did meet the role they were designed for. Removing them would just bring back the original problem that we were trying to solve in the first place.
We hope that this new system will be worth the wait.
NEW SCHEMATICS
The new schematic system is split into two major parts: copying and consuming. The brunt of the change is on the copying side, which is a brand-new system.
We wanted to make schematics more accessible and easier to use while retaining a portion of their limiting effect. We have made them more scalable across the board and made the system easier to balance and adjust from our end.
COPYING
Players will have access to a new interface in which they’ll be able to copy batches of schematic copies from Aphelia’s Master Copies. Players will have access to several copying slots that can run simultaneously and will each be able to create a batch of schematic copies.
Copying schematic batches will cost time and a small amount of quanta. For example, a batch for smaller tier-one elements or tier-one honeycomb may only cost a couple of thousand quanta to copy, while the most expensive and larger schematics may cost a couple of million. Different types of batches will also give a different number of schematic copies per batch. For example, copying a schematic batch for a large high-tier element may only give you two or three individual copies, but copying a tier-one honeycomb schematic may give you a batch of 25 or more.
CONSUMING
Schematic copies will be consumed by the industry unit when an item is made. You will input schematic copies into the schematic banks in the same way as before. Apart from some interface changes to accommodate the new system, the industry unit’s function remains the same.
However, there are a few important points to note:
Not everything will require a schematic
Parts will no longer require schematics at all. This could be subject to change, but we’re experimenting with it in the first release.
Additionally, decorative elements, including doors, will not need schematics, though some exceptions may apply.
You won’t need a schematic for every individual item
We have many items in Dual Universe. There are types of elements, with different tiers and variations, and all of our honeycomb, scrap, and materials. We felt it was too frustrating and demanding to need a schematic for each item.
We want more flexibility and ease for our players. We’re creating schematic copies for each category of items based on factors such as their tier and size, rather than each item in particular.
For example, you could have a schematic copy that makes large tier-three elements and use it to create all types of corresponding items such as large tier-three weapons, engines, industry units, etc. Similarly, for example, you would only need one schematic for all tier-one pure honeycombs and another for all tier-one product honeycombs.
Finally, you’ll be able to list your schematic copies for sale on the market, enabling you to manage your stocks by buying and selling schematic copies.
CONCLUSION
To summarize, our goals for the new system are:
For personal and smaller industries, players can make schematic copies for a relatively minor cost and run a small number of industry units. This brings back small, ‘backyard’ industries of convenience. Note that you can still have a lot of machines, but the number of schematic copies you can copy by yourself will limit the number of machines that can run simultaneously.
For larger scales, it will require player cooperation, making larger industrialists purchase schematics from the markets or rely on friends and organizations to generate schematic copies for their factories.
Schematic copies are more flexible and easier to handle. You don’t need a schematic for every item. You can use the same schematic to make one of many different items. This limits the total number of schematics, making managing them simpler.
Copying time, batch sizes, number of copying slots, and quanta cost can be more easily adjusted and modified based on feedback and metrics.
The new schematics will come to Dual Universe very soon. In the meantime, we will be listening to feedback on costs for copying and balancing them accordingly. We will also be watching for your suggestions for items that may need their own schematics, issues with the way items are currently grouped into schematics, or potentially items that currently have schematics but shouldn't.
We won’t initially implement talents related to schematic copying but we will be implementing them in future updates.
We’re also devoting a whole episode of Ask Aphelia to schematics. If you have questions about the new schematic system, please send them to us by Thursday, July 14, with this link.
Thank you for bearing with us, Noveans. We know that this change has been a long time coming. We hope that this new system will revitalize industrial gameplay in Dual Universe for everyone.
We invite you to join in the discussion about this topic, using this thread.
NQ-Kyrios and NQ-Entropy"
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Knight-Sevy got a reaction from Deathknight in @NQ - Feedback on schematics
A long time ago with my friends on Discord, more or less moaning about the progress of the game, we finally realized that the majority of the effort of NQ was focused on cost reduction.
Here is the list of things that have or will change:
- Overhaul of planetary mining to remove all people's galleries and limit "pending operations"
- Revamp of the planets to remove the voxels present and modifiable "in depth"
- Nerve of organizations with drawers to avoid being able to have an infinity of core units (limitation of a number X of cores per player).
- Limitation of the number of industries that can rotate compared to a number of players X present on the game.
- Added a destruction timer so that people who no longer pay for the game no longer impact the company financially
- Added a timer to remove destroyed buildings from the server
- Increased weapon damage and increased rate of fire. Massive nerf to voxel hp and added CSS, to reduce the number of calculations in PvP.
-Removal of the build mode in PvP to avoid doing the state calculations of the ships too regularly
Here's what should happen again (speculation):
- Energy or core capacity system to limit to X elements possible on a size X.
=> next patch they will make the distinction between the useful elements (those with a schematic) and those useless (without schematic), the first will count in the energy / the capacity cost
- Removal of Sanctuary to leave only Haven, Revamp of other planets as well?
- Added a recycling system to destroy assets and help clear chests
=>
All these things are beneficial in the end for the game and allow either to make it possible in the long term (without that NQ will ALREADY be closed) and the gain of resources also makes it possible to improve a lot of things, even if efforts are still always to do. But damn what, overall their servers hold up pretty well! And the voxel tech is really good, whether it's the build mechanic itself or the draw distance of player constructs.
Totaly agree,
I've said it dozens of times, before slapping the players, tried to give them a lollipop before and a candy after.
Each mechanic should come with a new equivalent or new real gameplay. (Lua is only enough for the community of Nerds who will ever make the game live on their own. That doesn't count).
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Knight-Sevy reacted to NQ-Kyrios in A LETTER FROM OUR CREATIVE DIRECTOR
Hello, Noveans!
I’m Cyrille Fontaine, Creative Director here at Novaquark. These are exciting times and I wanted to give everyone an overview of our objectives and direction for Dual Universe.
A game like Dual Universe is a never ending labor of love and ongoing development, but there is a point when you just need to assess if it is ready for a release. After close to two years of testing and numerous major additions to the game, we have decided to prepare the game for launch.
Development of Dual Universe continues at full speed, and we’re spending the lion’s share of our focus right now on fixing bugs, stabilizing the game, improving our back-end systems, and overall continuing to polish the game.
We’re close to deploying a brand new feature that we expect will be a hub for creators and merchants alike to gather and present themselves to other players. It’ll be open to anyone who wishes to participate and advertise their shop, museum, service, or any other point of interest.
We’re also working hard to deliver our promises to our Kickstarter backers that supported us from the beginning. We’re searching for a new shipping partner to deliver the physical rewards as well as delivering the digital rewards through the major game updates of 2022. We’re also implementing an initial web-based version of DACs.
Our team continues to analyze game data and read your feedback to focus our efforts on where we can be most effective, and this means that our plans can change with developments in the game, but looking to the future, I want to share some of what we currently have planned in upcoming content updates for Dual Universe.
Flotillas are a new feature we’re developing that will allow players to form temporary groups of constructs. These will help in identifying friend from foe, assuming your foes haven’t already infiltrated your squad. This will improve many different aspects of group play ranging from fleet engagements, running convoys, piracy, and more.
Another gameplay feature we’re looking to add is recycling, which would enable players to better manage their inventories by turning parts of broken or unwanted elements back into components.
We want to expand PvE with the goal of helping players bring the game-world to life and improving the story in which everyone experiences the game. The mission system is one area of focus for this goal in developing more complex, interconnected, and lore-oriented objectives.
We’re also developing a power management system. A good way to consider how energy will work is to look at how construct maximum speeds have changed. Players must decide how to specialize each ship, and similarly, must make choices on how best to distribute power across their constructs.
We want to increase the quantity of discovered planets and moons as well as new aspects, biomes and gameplay opportunities, and to produce planetoids the size of big asteroids, much like the Thades belt rocks, but claimable as a territory.
One of the most resource-intensive features that we have to tackle is planetary warfare. It brings significant change to the game and, before we can achieve it, we have to bring PvP in general to a more mature state. We know that territory warfare is an important game system to many of you, so continue to help us improve PvP by engaging in fights to generate data for us to analyze and continue to improve the system.
There are also many other features that we are looking to improve or introduce in the future.
Now, let’s discuss the topic of a reset.
We have seen your many posts across Discord, our forums and social media. We’ve heard your frustration and know that many of you are waiting for a decision about whether or not we will reset. Let me assure you that no matter what we decide, you will not be reset back to square one. Of the different options we’ve been discussing in case of a reset, we are certain that you will keep your core blueprints, including blueprints owned by an organization that you lead. We are also looking into which other important parts of your game progress could be kept if we do reset.
Yes, the internal discussion about a possible reset does continue, and it’s no exaggeration to say that this is the most significant decision we currently have to make for Dual Universe. We appreciate our players and your engagement with us, but I also want everyone to know that all of us here at Novaquark are eagerly awaiting the day we can share concrete news with you.
That is all for this message. Until next time, thank you for your attention, Noveans!
Please don't hesitate to provide your feedback here.
- Cyrille Fontaine (NQ-Kyrios)
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Knight-Sevy got a reaction from Zychov in Taking Alien Core Tutorial - How it works?
You are pretty much obligated to annihilate your opponent's entire fleet before taking the alien core.
Complicated task, but if you manage to take one, one day, all the other 9 will be completely free because you will have all your fleet + all the wrecks of your opponent and they will have almost no ship left to defend the following ones.
Again a mechanism that starts from a good feeling, but very poorly thought out without the community having been consulted at the start of the development of this feature.
For example, nobody at the Legion (we control all the cores) was consulted.
It is contemptuous and profoundly weak-minded to have done so this way.
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Knight-Sevy got a reaction from Facial_Fracture in Taking Alien Core Tutorial - How it works?
You are pretty much obligated to annihilate your opponent's entire fleet before taking the alien core.
Complicated task, but if you manage to take one, one day, all the other 9 will be completely free because you will have all your fleet + all the wrecks of your opponent and they will have almost no ship left to defend the following ones.
Again a mechanism that starts from a good feeling, but very poorly thought out without the community having been consulted at the start of the development of this feature.
For example, nobody at the Legion (we control all the cores) was consulted.
It is contemptuous and profoundly weak-minded to have done so this way.
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Knight-Sevy got a reaction from marxman-1 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?. "
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Knight-Sevy reacted to blundertwink in A letter to the devs...
Eesh, they'll never be able to reduce server costs enough at those sort of subscriber numbers! They'd need their servers running soooo efficiently that Amazon would be paying them for this game to be viable at 20,000 subs. 😁
Also, they don't actually have to pay back the $25 million...it'd be generous if that was how VCs worked, but they invest money in exchange for ownership shares. It isn't a "loan" they expect to be paid back, although that's kind of how I assumed it worked before I had to research VCs for my dayjob.
NQ is on the hook with them forever.
If that ownership share leads to $500 million of profit for the VC, well...that's why they do it. Huge risk for the potential of huge rewards.
That's also why most VCs would never invest money in a new studio with zero revenue led by someone with no experience in the field...they know that most new ventures fail in general. Nowadays, they want to see at least some revenue first...which I suppose NQ has, but they sure didn't when the investments came in around 2016!
A very high percent of all VC ventures fail -- they still do it because the potential returns are so astronomical when ventures do have success.
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Knight-Sevy reacted to blundertwink in A letter to the devs...
I don't agree.
I think the only technology worth anything is the voxel tech -- the voxel to mesh algorithms and the voxel editors.
As far as I know, NQ didn't develop technology to make single-shard a possibility.
This technology was already viable because of how cloud-based infra works, and NQ has famously leveraged AWS to do this (vs. trying to build their own stack as some other companies do).
This idea that it's one server isn't true -- it's still many servers working in a cluster, with instances going in and out of the cluster as needed.
Power consumption isn't the issue, because that's not how AWS charges. CPU, memory, and read/write ops on a database like Dynamo is where things get really expensive. AFAIK AWS hasn't drastically raised prices recently (if that's not true please LMK, it'll affect my day job lol).
They over-leveraged these easy-to-use services early on, then realized it was too expensive...because NQ is the exact opposite of an "expert" in server tech. They made really obvious mistakes that many first-time devs do: not designing for scale, then had to cut back.
Even with them utilizing these services at their highest, it probably wouldn't be too expensive if they had ~100,000 subs or so. The issue isn't just cost, it's that their sub base is so low -- in a scaled-out subscription model, there's always a ton of players under-utilizing the infra that more than make up the hardcores playing all day.
I do agree that there's tech worth something, although it's hard to say if others will really see the value and I don't believe NQ has had much luck in developing useful server tech other than their core voxel systems.
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Knight-Sevy reacted to CousinSal in NEW SCHEMATICS - Discussion Thread
During alpha tons of people wanted pvp in some form. It was the main focus. DU without open world pvp Is dreadfully boring.
Star citizen is a buggy mess in alpha I won't deny that. But yesterday I got a friend friend play it with me for the first time. Here is a recap of our 3 hour play session. I picked him up in my ship and we went and did some NPC missions while he manned the turret, and made a few bucks. We then went to gear up and did some shopping. After that a player Ingame activated a mission saying he was downed and needed a revive. So we went to that bunker and found him and revived him. But then my buddy decided he wanted to kill him and blasted him and we looted him ([filtered] move but hey player driven). My friend now was a criminal and as we were flying away someone looking to get his bounty engaged us and we had a 5min dog fight but me Being a new pilot and bad I rammed into him and we blew up.
Well I respawned and he went to prison. 2.5 hour sentence. Or he could mine and reduce it. So he did some mining and got out in 20min or so. After that we went bounty hunting for a criminal that lead to a space station where he was hacking to reduce his crime status. We landed our ship and went in on foot, and we killed him but also 2 of his buddies. After that when we were about to leave another ship arrived and blew our ship up so we retreated into the space station. no ship we were stranded. Well 5min later a guy stuck in and downed my buddy but then I killed him. I then had time to revive my buddy, and he said "can we steal the ship he came in?" So we went outside the space station and were jetpacking in space. Found his ship!!! Back door was locked. So I pulled out my gun and kept shooting the door watching it take damage until it opened. Success we have a ship!! We took it and flew back to a space station to regear, get more ammo, food water and reflect on our adventure.
All that in a span of 3 hours and my buddies first day. No need to build any thing, just get a space ship and go on an adventure In pvp zone that also has npcs. It was FUN. It was organic. It showed what SC could become someday soon. When u compare that experience to DU well...I think you get it.
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Knight-Sevy got a reaction from SuperEpicAndy 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?. "
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Knight-Sevy got a reaction from CousinSal in NEW SCHEMATICS - Discussion Thread
The failure with the population currently more than weak in the game is not to have implemented PvP at all.
With NQ's recent reactions, I think they've finally figured that out.
But it may be too late for the financing of the game.
It's now quite useless I think to yell at NQ to ask them for more complicated changes. The nerve of the industry is badly needed, maybe they also want to reduce the development of the players as much as possible to have time to really add content to the game post release.
==> I repeat myself, but clearly the lack of respect that there has been towards PvP players who have now waited 2 years to finally be able to play the game is the main cause of the drop in the number of players.
As an example for only speaks of the French-speaking side that I master:
- At the launch of the Beta I remember 14 active organizations (10 to 100 members)
- 3 totally PvE organizations
- 5 mixed PvP-PvE organizations (large organization 50/100 members and streamer organization)
- 8 TOTALLY PvP organizations
And I may be able to add one from EvE which ultimately never came because there was no real PvP.
You can imagine, 60 to 80% of theplayers in these organizations were there to do short or long term PvP on the game.
Some were expecting atmospheric PvP.
NQ to shit on all these people who finally left and left the game in this state of population.
=> The only chance for the game to work is to leave its safe zone on 3 planets. AND put everything else in PvP.
There is no more time anyway, if NQ survives the release, they will have 3 months maximum to create the PvP content and bring the real player population back to the game.
Otherwise it's dead
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Knight-Sevy reacted to Taelessael in NEW SCHEMATICS - Discussion Thread
Right, I forgot the sarcasm tags... I should go edit the original post so people don't miss my intent.
My point isn't that there are mega-factories, it is that someone is still complaining about them because they can't accept that it is possible for people to work together enough to amass the supplies to build them. There are mega-factories, there will be mega-factories, they will be operated by a small number of people on behalf of larger groups for the sake of avoiding "too many cooks in the kitchen", and the only thing a wipe will do to inhibit that is annoy people in to quitting and thus reduce the possibility that the game would continue long enough for another mega-factory to be built.
So, please don't start with the absurd "objective must wipe" bologna. DU is an mmo that involves amassing stuff, building, trading, pvp, and generally competing with each other in ways that have permanent results for every action anyone takes in a persistent world. Someone will always have more stuff than someone else, people can and will cooperate with each other in large groups in ways that allow them to wildly exceed what solos and small groups do, and the only time this game will ever be fair and/or equal for everyone will be when NQ pulls the plug.
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Knight-Sevy got a reaction from Aaron Cain 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?. "
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Knight-Sevy got a reaction from GraXXoR 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?. "
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Knight-Sevy got a reaction from Omukuumi 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?. "
-
Knight-Sevy got a reaction from Underhand Aerial 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?. "
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Knight-Sevy got a reaction from Kanamechan in NEW SCHEMATICS - Discussion Thread
If a player with mega industry cost 20 times more than what they pay at NQ in subscription.
So maybe it's better for us that he quit the game.
NQ must be forced to ensure that player cost does not increase exponentially.
They have to keep a check on X subscriptions are paid so X cost in real game.
This goes through X core per player.
This goes through X industry schema available (thus X items crafted by the game).
NQ do try to keep the too expensive player by giving him other candy. Maybe it won't work, but at least it's been tried and the bleeding is stopped.
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Knight-Sevy reacted to RugesV in NEW SCHEMATICS - Discussion Thread
You mean like new world? Easy and simple. And they had almost a million concurrent players. Except it was so easy and simple that everyone "finished" the game and stopped playing. Du is a subscription based games, they need players playing long term, not a giant initial influx that dies down quickly.
And the .23 exodus was not because of schematics. It was because of the way they introduced them. Everyone was producing everything they wanted. And then the next day those nice factories they had no longer worked. And it would have cost more quanta then they ever made to get back to the same production level.
Had they phased them in, I don't think it would have been as much an issue.
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Knight-Sevy reacted to TobiwanKenobi in NEW SCHEMATICS - Discussion Thread
Guys, these fees and taxes are not only necessary, they're beneficial to you. The game needs quanta sinks. Without them there will be inflation and everything costs more. You lose purchasing power either way. Remember when hematite cost more than 100 q/L? This was because missions were pumping billions per day into the economy. Now missions are nerfed. People think of them as pointless - why would I want to fly 7 hours for a only 8M quanta? But after the wipe things will be different. If inflation is kept down missions remain relevant. A XL package mission might be enough to buy a M-core ship, or whole megaliter of T1 ore. But only if quanta is leaving the economy down the drain of sinks.
The players demanded cheaper territory taxes and NQ gave it to them. Now NQ has to make it up in other areas. They have metrics about the quanta coming into and leaving the game, and they know how much sink and how much faucet they need.
This system is smart because it continues to be a cost burden to industrialists for as long as they continue to play, rather than one lump sum for an expensive schematic that never needs to be replaced. In this way, the economy remains steady. No mega-industrialist who bought every schematic in the game 2 years ago and now provides 25% of the elements needed for the whole playerbase. They will have to rely on you to produce their items, buying your schematics from the market.
So you can recoup the costs of producing the schematics by just selling them on the market. The market value will never be below the cost to produce unless the item is just completely unwanted. So in a way, this system is actually an EASY INCOME for players. Just use your slots to produce desirable schematics and sell them on the market. Free money for you.
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Knight-Sevy got a reaction from Kanamechan in NEW SCHEMATICS - Discussion Thread
Precisely the goal is that you cannot have too big a factory.
This makes the costs of running the server fairer. Maybe with your industry at 2,000 machines you were taking up space for another 5 players.
Now there will be the DAC system, you can subscribe 5 more accounts and actually pay what you consume in game resources.
Industrial limitation was a must.
The next will be the energy system for ships (or a capacity cost).
I hope that with all this NQ will have achieved economic stability for their servers.
Otherwise we can all say goodbye to the game.
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Knight-Sevy got a reaction from Aaron Cain in when are we getting industry balance changes?
Mining Unit and sale of massive T1 to bots.
Several billion easily and without much effort.
We'll do that at release and destroy the game economy again.
As always NQ does not want to discuss these topics.
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Knight-Sevy got a reaction from CousinSal in The speed changes and mass increases that go with it
I will make the effort to bring the point of view of the PvP side:
- No, the mass change does not change whether or not we can catch you at the exit of the safe zone.
=> Take a look at the VR "JUNKYARD SENTINELS", there are dozens of mission cargo caught before all these changes.
We were already following heights in the atmosphere. Just take its trajectory and with math then wait for it further into space at his passage point.
This was done dozens of times before gear changes.
Transport missions are dead because no one wants to waste so many hours of their life in a multi-hour AFK transport gameplay mechanic.
There are even now very few "pirate" who camp these missions. It is not profitable.