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Stan reacted to NQ-Abu in Welcome our new CEO
Hi Noveans,
Thanks for the warm welcome! Since I've joined I've been amazed by the incredible job the Novaquark team is doing, working hard on delivering the dream of Dual Universe. I’m also very impressed by how you, our community, have been supporting the DU project from day one. Let's all keep moving forward together!
Cheers,
Nouredine
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Stan reacted to Eviltek2099 in Poll about territory taxes
Need a 3rd option. Affordable taxes! because we really do need a reasonable way to clear out long time inactive or game abandoned player Zones!
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Stan reacted to BlindingBright in Give us more ore & asteroids - less taxes! (Demeter Changes)
Been on PTS now for 15 hours testing while collecting my thoughts. A lot of these changes will force players to /work/ to keep what they own in game... right now with rough calculations it looks like about /half/ of the ore dug may have to go back to paying taxes on the tiles, and thus players will need to work... to keep their land... to keep working to keep their land.
I say work, because these new loops, for many- will turn it into active work/tedium to manage. Plus, potentially half of your ore income is spent on the hexes... now you'll need to take a cut for fuel to transport/logistics. After the end of it, you're left with very little to build/expand with. For new players, it will be muuuuch harder to solo while getting a foot-hold.
So I ask, is this a move to slow players down and reduce overall server costs? As it stands this a soft-wipe of sorts, as many with "fun" projects people work on a few hours a week may now be forced into grinding to keep it going- or loose it... and if players don't come back, as it stands... you loose a tile, as it is on PTS... you also loose all the static constructs owned on that tile.
So is this a change to reduce quanta/inflation? if so than look at the source, missions-alt runners to curb it vs creating a huge sink via land. Is this change for... data inflation? as more ore enters the game, more constructs are made- and in live(more data due to tunnels on top of that) so more ore = data costs. And I dare say this is the real reason for these changes, otherwise NQ will let up on them as player outrage seams to be more so than 0.23, and it hasn't fully sunk in yet for most players what these changes even mean... and while this post covers some core issues, it does not cover the ninja-changes to ship elements/flight mechanics or other core complaints.
Give us more ore via auto-mining - more charges, more ore to pull from per hex and... some way to skip the lame mini game.. please? minimum efficiency of 25% vs 0? Nobody wants to login once/twice a day to hop around auto-mining fields to play a stupid mini game. Least while mining traditionally I can tune out and watch Netflix, with autominers- it requires just enough attention you cant let your mind easily wander... but not enough satisfaction to make it.... enjoyable. 2x more ore may not be enough, 3-4x may hit a sweet spot for most. More Roids - All safe zone roids get mined out within an hour of discovery already. fix discovery timer of 20 minutes/middle Colum! Likewise, PTS seemingly won't spawn in asteroids in time for us to check the new spawn rates.... This change will /encourage/ more people into PVP space. Lower the taxes for tiles. This is a game that people pay monthly for- not a second job.
So say we all.
BlindingBright
-MTI Superlegate, Lodestar Chancellor
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Stan reacted to NQ-Deckard in VOXEL COMPLEXITY AND THE VERTEX PRECISION TOOL
Voxels make up almost everything you see in the world of Dual Universe. Currently, most creations are made using the basic tools we provide with standard shapes such as cubes, spheres, cylinders, wedges, and tetrahedrons.
More intricate designs can be achieved through the art of ‘voxelmancy’ where players customize the shapes of voxels using a variety of methods and techniques based on how voxels react to each other when placed. This very advanced technique allows voxelmancers to place each corner of a voxel exactly where they want it. To do that, they use what is called a ‘voxel reactor’.
Voxel reactors, as amazingly useful as they are, have three major drawbacks:
They are time consuming to use. They are not very intuitive for beginners. They are laid out in a checkered pattern in all three dimensions.
The last item on that list poses some technical problems.
VOXEL COMPLEXITY
When we are effectively applying a checkered pattern of voxels of different colors or even air, it creates a relatively large amount of small surfaces. This doesn’t really pose a problem for a single reactor, but can be a performance burden for some voxel libraries that consist of thousands of reactors.
With more and more detailed constructs of complex design being built, it’s become problematic for the ‘mesh service’ system that generates the shapes that you see when not in build mode. On a few rare occasions, highly-detailed constructs may not render at all or their honeycomb will disappear.
To prevent this from happening, we will gradually implement a limitation to the complexity that can be created in a single chunk of voxels. It will start with a simple complexity gauge in Demeter:
With the launch of Demeter, you will start by seeing a new feedback gauge while building which highlights the region you’re actively working on and will appear as a bar in the HUD that indicates the complexity level of that region as a percentage. In a future update (exact update number still to be discussed), we will introduce the eagerly-awaited vertex precision tool (Known to many of you as the fabled vertex editor) as a way to ensure that the limitation to voxel reactors doesn’t hinder players’ ability to create amazing constructs in the game. (More on that below.) In a subsequent future (and yet undefined) update, we will enforce the complexity value limit to be 100% for any new voxel operations. As such, old constructs and blueprints will not be altered by this but may become unalterable if they are above the limit in a region. Rest assured that if you have an existing construct that’s above the limitation, you will still be able to use it as is.
With all that out of the way, let’s get to the fun part!
THE VERTEX PRECISION TOOL
There is currently a bit of a gap between learning how to build using the basic tools and more advanced voxelmancy techniques, something we’ve wanted to address for a long time. The introduction of the vertex precision tool in a future update will allow you to take any vertex (a corner of a voxel) and move it to a new location on any of its three axes inside the vertex's moveable area at different resolutions. This will provide an intuitive way that fills that crucial gap between basic building and advanced voxelmancy to fine-tune your builds.
See the video below for a demonstration of how this works. Please keep in mind that the video only shows an early prototype, but we think it’s already promising enough to make you as excited as we are about the possibilities of this tool.
VENI, VIDI, VOXIED
I came, I saw, I voxeled
We hope that these voxelmancy changes, along with all of the great new Lua functions added in the Selene update, will inspire and encourage you to make even more amazing things than you already are.
Check out our Tutorials page for even more ideas and tips on using voxels to bring your creativity to life in Dual Universe.
As always, we’d love to hear your comments and answer your questions on the forum.
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Stan reacted to Eviltek2099 in Detecting Stacked Elements - Discussion Thread
While your in there coding this feature please provide better hitbox collision and feedback for objects while placing for both objects on the construct and the item being placed! Far too often there is some invisible area where it just will not place. The feedback could be on where the collision is taking place and a highlight part on the construct that is causing the collision.
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Stan 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
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Stan reacted to NQ-Naerais in A letter to our players
Dear Noveans,
We would like to address the recent speculations that have arisen in our community, and openly disclose some changes that are happening at Novaquark.
First and foremost, Novaquark continues to be supported by its long term investors to allow it to launch Dual Universe in line with its original vision. It also puts us in a position to attract experienced talent to complement the team that’s already in place so that we can continue to improve the game.
Next week, we will share with you what we think our priorities should be for Dual Universe and how we hope to approach the development of the game with improved processes going forward.
An important change to note is that Jean-Christophe, the founder of Novaquark, has transitioned from the day-to-day management of the team to better focus on his position as a board member. Over the years since the creation of Novaquark, JC designed and set the standards for the structural and conceptual foundation of the game, and he feels now that a solid base is there for him to move forward as a strategic advisor. The recent changes in the administrative presidency of the company only reflect the transition of JC to his new role. We’re excited to have the team he has built deliver on his vision for the game.
Rest assured that Novaquark’s future is in good hands, and there is a strong partnership between our long-term investors and our team. We believe that the future is bright for the game and for the company, and we cannot wait to tell you where we want to take Dual Universe.
With our warmest regards,
The Novaquark team
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Stan reacted to JayleBreak in Now Available: Reactor/2D+ Voxel Planner
Continuing on beyond the original 2D Voxel Planner, I'm releasing today a new in-game building tool: Reactor/2D+ Voxel Planner. It extends the original 2D Voxel Planner's limited layer support with a Layer definition screen while adding a tool to design the 3 dimensional shape of a single voxel.
To support these features, a new XS Dynamic core construct has been built with a unique Voxel stack (derived from the NRD Voxel Cube which also inspired some aspects of the interface). The construct also has new Reactor frame
The blueprints (at nominal cost) for the construct and the original 2D Voxel planner are available at the Objective Driveyards headquarters at the open space location which will hold their future sales office. There is plenty of parking! In game location: ::pos{0,2,23.2925,73.1635,9.1008}
Also available is a limited number of blueprint+elements+voxels from a dispensor. These will cost 100 000 quanta and are limited to 1 per player.
More information can be found on this short Video tour.
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Stan reacted to NQ-Naunet in A Look Ahead
Hello again Noveans,
While this year may be winding down, the Dual Universe team is winding up for all the great things players can look forward to 2021.
In this video, Creative Director J.C. Baillie highlights a number of upcoming features and improvements that will take DU to the next level, including:
Beautiful graphics enhancements A mission system that will create more emergent gameplay Wallets for organizations let you share (and protect) your organization’s financial assets Territory warfare to entice more gritty player-versus-player action
Watch now to hear more about all of this and much, much more! ❤️
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Stan reacted to JayleBreak in Now available: In-game 2D Voxel Planner/Builder
Some final thoughts. This tool does not do "voxelmancy" for you - even in the
limited domain of 2D voxels. In my view, Voxelmancy is much like solving
Sudoku puzzles: making the right choices early on in the plan is important.
Unlike Sudoku however, not all voxel "problems" (designs) have solutions.
To gain "voxelmancy" expertise start out small. Perhaps the most frequent use
I make of this tool is to fashion single 2D voxels that previously required
use of an extensive "shape" voxel library or a 3D voxel wedge (which I
find to be somewhat more time consuming and error prone).
Also, I want to explain why I started the plan at layer 2. For those
interested enough to reproduce the truncated cone as I described, test your
understanding by replacing layer 2 and adding a layer 1 design so that pasting
the layers together produces a traditional cone ending in a point.
Finally, I want to acknowledge the encouragement from members of Objective
Driveyards (ODY - where you can find free blueprints for the planner),
the tutorials of Tordan, the free voxel wedge blueprint from
Infinity Corp (also ODY), and Stan of NSD for zero point voxels.
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Stan reacted to JayleBreak in Now available: In-game 2D Voxel Planner/Builder
As there is nothing new to be covered in the plan, I've skipped ahead to show
the scratch board's content after building layer 3 and layer 4 (a second
arc formed by voxel "plates"). The green quarter circle is layer
2 (plus handles). The red arc is of radius 3.5, and the yellow
arc is of radius 5. The quarter cone is seen in blue, and was
formed by first copy pasting layer 4, then layer 3, and then layer 2.
Finally, in red is the full cone formed by rotating the quarter cone 90
degrees and pasting 3 times.
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Stan reacted to JayleBreak in Now available: In-game 2D Voxel Planner/Builder
The vertices in layer 3 are adjusted to form a quarter arc. The outer
edges are pushed to occupy the same positions as the inner edges since
otherwise we would introduce a flat step in the cone (same as the truncation
of layer 2). The radius of the circle is 2.5x1.414 or 3.535 (or as near as
can be made). Additional layers can be defined in the same fashion as this
layer but with larger radii (3.5x1.414, 4.5x...). However, there is a point
when the offset required by the greater radii cannot satisfied by moving the
bottom left or top right vertices.
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Stan reacted to JayleBreak in Now available: In-game 2D Voxel Planner/Builder
The layer just completed is a quarter circle one voxel thick. To create a cone,
its neccessary to force its bottom face to conform to a circle
of a larger radius. The picture shows the initial voxel layout for layer 3 of
the plan, Layer 2 is also visible as translucent voxels. The layer 3
voxels (green and blue) border the original positions of the yellow and blue
voxels in layer 2. Since they share edges, the outer edges of layer 2
will conform to the inner edges of the neigboring voxels in layer 3 when
layer 2 is pasted on top of it.
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Stan reacted to JayleBreak in Now available: In-game 2D Voxel Planner/Builder
Clicking on the "Build" button begins the process of creating the voxel
design. Next, exit the chair, enter build mode for the construct,
activate the "Select" tool, and face the voxel board. You should see a
pointer indicating a voxel which you should select and copy. Turning to the
assembly board you will see a pointer and a number over it. The number "0"
indicates you are pasting a "scaffolding" voxel while a number between 1
and 7 indicates a voxel that is part of the build. For these voxels, scroll
on the "Quick Access" menu to the material indicated. Then paste the voxel
at the position indicated by the tip of the pointer. Finally, activating
('F' key) the button on the pedestal below the assembly board will advance
both pointers to the next voxel. With practice you will be able to place
voxels quite quickly. When all the voxels are placed the pointers will
disappear.
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Stan reacted to JayleBreak in Now available: In-game 2D Voxel Planner/Builder
Using vertex-drag, the original layout of voxels can be changed to a quarter
circle of radius 1.5x1.414 or 2.121 voxels. Note that each "tick" in the
vertex position is 1/8th (.125) of a voxel. So the lowest left most vertex
in the quarter circle was moved to (0,-7) and the top right most vertex was
moved to (-7,0). The blue voxel's upper left and lower right vertices were
moved by (-12,-12) - to the extreme upper left position. This limit
is what determines the steepest possible "slope" that the cone can have using
2D voxels.
The remaining vertices were adjusted "by eye" to make the "best" curve.
Note that the plan being created here is going to result in a truncated
quarter cone which will be used to make the full cone by using
copy-rotate-paste operations.
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Stan reacted to JayleBreak in Now available: In-game 2D Voxel Planner/Builder
Moving the mouse pointer near the lower right corner of the red voxel, holding
the left-shift key down and left clicking allows you to "drag" the nearest
vertex to a new position. The numbers displayed are changes to the X position
(increasing X to the right), and Y position (increasing Y goes down) of the
vertex. These values range from -12 to 12 and result in the possible positions
being restricted to the transparent white square overlayed on the screen.
Releasing the left mouse button will fix the new position of the vertex.
Note that holding the left shift key down without a mouse click will result in
the current mouse position relative to the upper right vertex of the voxel it
is in being displayed as you move it around.
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Stan reacted to JayleBreak in Now available: In-game 2D Voxel Planner/Builder
The terminal screen used in designing the layout of a layer
consists of the left panel with a series of color buttons that can correspond
to the materials in the Quick Access menu, or (as here) to distinguish between
different voxels in the design. The "Build" button is used to create the voxel
layer on the assembly board. The "Reset" button clears all layers permanently.
The right panel has at the top the index of the current layer; 2 in this case.
Below it are buttons for the 4 "pages" that provide access to the current layer.
A layer consists of 15 rows by 15 columns of visible voxels. Shown here is
the portion of the plan found on page 1 and has 8 rows of 8 voxels.
The right most column on page 1 will appear on the left most column of page 2.
The last row on page 1 will also appear on the first row on page 3.
Next is the "Undo" button which undoes the last action, the "Redo" button which
re-applies the action just undone, and the "Clear" button which clears the
current layer (and unlike "Reset", it can be undone). Note that there is no
hard limit on the number of actions that can be undone - it is limited by the
amount of free memory in the client. Also, the undo "stack" is cleared when
the board is deactived.
Finally, the "Help" button shows screens that give brief instructions on the
use of the planner, and "Logout" deactivates the program board.
The center panel shows the starting point for the layer 2 plan for
the truncated "cap" of the cone.
A left click on a voxel assigns it the "material" currently selected in
the left panel. Note that clicking the middle mouse button is a short-cut
for performing the "Undo" operation. The next step alters the voxels
to form a quarter circle.
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Stan reacted to JayleBreak in Now available: In-game 2D Voxel Planner/Builder
About a year ago, I wrote the 2D Voxel Planner now found on "dual.sh". I'm
now introducing a fully in-game construct that combines an enhanced 2D voxel
planner with an integrated voxel board.
Free blueprints for the planner/builder can be obtained at the Objective
Driveyards shipyards. The entrance is at ::pos{0,2,23.4393,73.7082,3.5773}
The blueprint is labled "2Dplus Voxel Planner Builder"
The "plus" refers to the support for multiple (12) "layers" of 2 dimensional
voxel plans. These layers can be stacked together to produce 3 dimensional
objects. In the picture, on the right, is a voxel board that is the source
of voxels placed on the assembly board on the left. In the center is the
planning terminal with a "scratch" voxel board behind it.
To illustrate how things work, I will walk through the creation of a truncated
cone. The process begins by sitting in the provided chair and activating the
program board. Note that your plan is saved in a databank on program board
deactivation, change of layer, or change of page. The plans for up to 3
different avatars are seperately tracked (the number can be increased by adding
additional databanks).
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Stan reacted to Atmosph3rik in Org theft carried out today - 22,500 KL , 70 Ktons - nearly 200 Large containers worth
It definitely sucks that stuff like this can happen already, without the PVP in place to retaliate. I'm not a fan of that.
But as far as NQ's involvement. If the person who was stolen from, intended to give access to the resources, even if they didn't intend for them to be stolen, then there's nothing to be done.
If there was some kind of RDMS glitch involved, then i hope NQ steps in.
It would be crazy to expect NQ to do some kind of investigation every time this happens. But since it's still Beta and there are certainly a few issues with RDMS, maybe they will.
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Stan reacted to blazemonger in Org theft carried out today - 22,500 KL , 70 Ktons - nearly 200 Large containers worth
There is active and known RMDS exploits which will allow access to containers. Also, by posting this information you pretty much indicate you also used the linked container exploit as this amount of material is near impossible to simply lift off of a planet.. But thanks for the evidence which I have saved and will keep in case it is needed
It was only a matter of time before the exploiters in the game would come out as NQ pretty much wrote them a blank check.
you are part of the problem here, never forget that.
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Stan reacted to Samlow in Not Punishing Desolation was weak and poor from NQ
No need to disrespect the victims. They didnt lose their crappy ships, they lost hours of time investment in a place where they shouldnt lose them.
With the whataboutism. It is fine to call for all exploits to get punishment in my eyes. Just that this post was about this specific case. And this case is very public and well documented,.
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Stan reacted to Mordgier in Not Punishing Desolation was weak and poor from NQ
Really? A carrier full of pvp ships getting warped around the galaxy dropping off ships at distant planets to snipe people as they decelerate on approach didn't make people quit?
I think you are severly overestimating the impact of people who lost their crappy noob ships on Alioth to those who lost them to the pvp cheese.
I bet that more people quit from losing their newbie speeders by lagging them into the 'no fly zone' at the markets when their FPS dropped to 0 and they couldn't stop.
I'm not trying to turn this into some "whataboutism" - but if we are going to apply punishments to exploits - it's all or nothing.
So yes - either nothing is punished or everything is. Warpsleds, links, dupes, safe zone theft, etc....
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Stan reacted to WildChild85 in Not Punishing Desolation was weak and poor from NQ
PAID beta with persistancy. No wipes anymore. This is different. No Beta excuses for not punishing.
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Stan reacted to Haunty in Not Punishing Desolation was weak and poor from NQ
I'd agree more if this was release and not beta, but NQ should be quicker with declaring if something is an exploit before it goes on for weeks.
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Stan reacted to WildChild85 in Not Punishing Desolation was weak and poor from NQ
About the situation:
The organization Desolation (https://community.dualthegame.com/organization/4124/) has used a bug very actively to move ships from the Safe Zones (even planets) to the pvp zone to destroy and therefore steal them. Around 300 players have lost there ships and a lot of new players with that everthing they had resulting in a big quit wave. We know, that Desolation even allows their members explicitly in their rules to use any kind of bug and exploit, which is clearly against the rules of Novaquark.
NQ now officially confirmed, that this organization doesn't get any punishment. So basicly this whole rules here
are complete bullshit, because you can do whatever you want, Novaquark will not punish you.
If that is the way NQ wants to go, this game will die pretty quickly because all new players, that don't have the power or organizations behind them yet will quit the game very quickly.
In my opinion, this is a very poor and weak behavior of Novaquark and a punsh in the face for every honest player in this community.