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Stolas

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  1. Like
    Stolas reacted to JohnnyTazer in DU as Civilization Gone Wrong (Poor game design)   
    Some amazing good points last few posts. They need to integrate pvp and fast.  Look I know there are builders but even those wont support this game for years on a sub. But pvpers will. They do in eve. Hell I know people that sub 6+ accounts and only log in a couple times a month for fleet fights.  Building in a safe zone will only keep those people interested so long, because there is no reason for anyone to live in their city!!! NONE! 
     
    If the builders wont understand, building in the pvp zone benefits them. It gives purpose. People need purpose. Ya sometimes you might lose your shit, but that's part of the fun. And if you truly love building (not just the end result) then it's just part of the loop. Even ships only need to be built once now with BPs and repair units.
     
    These "pve'rs" don't realize they need pvp, cause it provides an endless loop and gives them purpose, making cities that matter that hold important resources and a reason to group up to protect it.  With a good reputation a person could outsource their skills to build outposts in pvp land.
     
    PURPOSE!!!!! Without it, we end up with DU as it is its current state, and that's clearly showing that that isnt cutting it.
     
    Purpose. 
  2. Like
    Stolas reacted to GraXXoR in NQ Devs forced to play DU Solo   
    Very interesting. Please share the source of this information with us. 
     
    cheers. 
  3. Like
    Stolas reacted to JohnnyTazer in DU as Civilization Gone Wrong (Poor game design)   
    The reality is, you can't have this dynamic universe filled with "emergant gameplay" (something that JC says over and over) when you cant effect the gameplay of someone else.  Thats just the way it is.  Is the current combat completely broken and unbalanced? Yes.  But even if they fix that, they need to drop the majority of the safe zones.  Alioth + Sanc at max.  
  4. Like
    Stolas reacted to Comrademoco in Comrademoco - A Fond Farewell   
    Sup DUveans,

    Just stopping by here to say my final farewell to everyone here, in discord, and in game that I had the privilege to be acquainted with or some, to even call friends. 

    I had a blast being along side everyone of you these past 7 years, watching this community grow from literally 0 members to a whopping 50,000+ of you. I had many fond memories building premature alliances, making in game hostile moves, watching orgs rise and fall, overall, nerding-out over every aspect of Dual Universe.

    However, all good things must come to an end. I'm sad to say but due to recent announcements and the overall direction of community aspect of Dual Universe is partaking, per say, I must state my farewell from the community and Dual Universe completely (as a player and as Moderator, in Discord and other platforms). At this point, I'm not enjoying being part of a community that's not being nourished at its fullest or been ignored for so long. (That's just the tip of the iceberg) Regardless, I leave on good terms, hope you all have fun, wishing the best to everyone and Novaquark (Here's hoping for a fast recovery, community-wise) 


    As always,
    Catch everyone on the flip, but most importantly; Have Fun!

    Remember: Comfort: is the enemy of progress
     
    o7
  5. Like
    Stolas reacted to Anderson Williams in “Marketplace Heist” Response   
    This is glorious. Let your salt flow. 
     
    You screwed with things that were obviously not supposed to occur dude. v0v what did you think was gonna happen lol?
  6. Like
    Stolas reacted to blazemonger in “Marketplace Heist” Response   
    If a dev left RDMS open than that is not an exploit nor a bug. That a dev needed to change RDMS settings to move a market in itself is a massive red flag IMO
     
    If you said that the players involved should have known better and not push this then sure, you have a point. But that does not make this an exploit in a game dev sense even when yes, you could say they exploited the situation by going in against better judgement. Those two uses of "exploit" are the same word yes, but the intent and meaning is very different and i think you know that.
     
    Again, I am not saying what happend is not an issue or that it's fine what these guys did. I am saying that I can see the adrenaline rushing and stupid choices were made and yes, NQ needs to address that absolutely. As a business responsible for keeping the lights on and feeding 100+ staff at a time they really can't afford any missteps, NQ must also see the bigger picture and their own position. Instead they pretty much went out of their way to make this presentable in a way that the could enforce a ban due to actions by a player (group) with malicious intent to sabotage and damage NQ using an exploit which is not what happend here. And the text they used is quite easily debunked to the point it becomes what it is, dumb players doing dumb things following a dev making a dumb mistake.
     
     
    NQ should have been firm and hand out punitive sanctions but also maintain the higher ground and think of their own and the game's interest which they did not and that will be seeing a fallout causing more harm than the heist did for them over the next days and/or weeks. And that is entirely on them.
  7. Like
    Stolas reacted to DarkHorizon in “Marketplace Heist” Response   
    I've read this thread from top to bottom now (ending at this point, whose to say what's happened in the time I've taken to write this), while my take is nothing special and has been said several times already, I'll offer it anyways:
     
    I'm inclined to agree with this statement particularly.
     
    Was it in bad taste, I agree, it was. I don't think anyone would disagree with you on that point.
     
    The decision to leap straight to a permanent ban has me taken aback. I haven't seen anything personally, but I've heard plenty of reports about people's entire bases being stolen out from under them, even live right in front of them.
     
    This blight went on for nary a time before NovaQuark finally gave us some guidance on the subject. People stealing your construct due to misconfigured RDMS is on the construct owner, and that such theft would not result in any action on behalf of NovaQuark.
     
    Okay, I can understand pinning the blame on the player tester for misunderstanding the system or handing out permission willy nilly, or even setting perms to 'all', which now has a window advising players testers of the potential hazard. This, to me, is reasonable. The player tester needs to clean up their act and take it as a learning moment no matter how bitter the pill is to swallow.
     
    I can even understand NovaQuarks position relating to interference with the game test. One of the marketplaces on Alioth was destroyed, and some player's testers orders were interrupted.
     
    What I fail to understand here, is how NovaQuark can tell players testers who had their constructs "stolen" from them on account of faulty RDMS be given no action, only to turn around and permanently ban players testers for taking advantage of faulty RDMS on NovaQuarks own constructs.
     
    It was also laid out a few days ago to that theft as a result of bad RDMS will not be actioned on by NovaQuark.
     
    Did people's orders at the marketplace get interrupted, yes. 
    Did a marketplace get destroyed by some players testers, yes. 
    Did stuff get stolen and sold for profit, yes. 
    Did some people get inconvenienced, yes.
     
    Guess what:
    Come atmospheric PVP and player-run markets, this kind of activity will be a daily fact of life which we'd all best get used to it.
     
    Maybe for laughs, they even wrote out "Plz don't ban" in voxels when the crime was finally done. All right, perhaps it wasn't a new person that stumbled upon this but someone with experience that knew what they were doing, and the profit-seeking crime is premeditated. Instead of a seven-day ban, make it a thirty day one.
     
    Sure, the beta experience got sullied, I agree. And while it was an NQ marketplace that got the wipe, it's not like it's the only marketplace on Alioth.
     
    While I do agree the destruction was overboard, I think the response to this from NovaQuark was equally so. I believe NQ should take this as a learning experience, the players testers too, but more so NovaQuark. The players testers learned that no one is immune from bad RDMS, and NovaQuark probably learned a thing or two about marketplaces that should come in handy for the future feature of player-run marketplaces.
     
    Dare I say we should celebrate this moment in Beta as "Hey remember that one time in Beta where a bunch of people tore apart a marketplace?" and we can all laugh around our campfire years after release...
     
    Instead, what are we watching? A two-tiered justice system; rules for thee but not for me. I don't like it, not one bit.
     
    Don't get me wrong, I still think something should be done in the end, but I think the justice served here outweighs the crime. Meanwhile, the justice other testers are seeking for the constructs that got stolen from them is being delayed if not denied entirely. If that was the case, we'd have a month-long backlog by now (to clarify, on that issue alone on top of everything we already have) sadly, NovaQuark is in no way treating equal actions with equal outcomes and consequences as far as this particular topic of theft goes. If we're being honest with ourselves, then scoopers, dupers, and exploiters would have already gotten the boot before this event even happened. No great Quanta reset, no publicly nerfing the ice cream scoops, just bans.
     
    The fact that this scenario played out the way it did, it makes me question what is safe. If I'm questioning what is safe, that doesn't exactly make me want to test anything out of fear that I might end up in the same fate. Maybe the only winning move is not to play test?
     
    In most circumstances, I can see and understand in NQ's favor on crime and punishment, but this is not one of those times. Sorry to say, but you do not have my support in this, and I've also been given some things to think about as a result of this. I don't think this topic has met its end, which is what I'm waiting for before I come to my definite conclusion. Know that I'm still just a user like anyone else commenting on this thread. I can't sway NQ's opinion in any manner, and that is not my intent with this post.
     
    You have my thoughts and I'm curious to see what the future holds.
     
    Oh, and I'm not joining anyone's protest or movement on any communication medium. I'm simply offering my opinion on the matter which is what these forums have allowed me to do.
  8. Like
    Stolas reacted to DarkHorizon in Podcast 4 - Notes   
    Was bored, so I took some notes of all the curious and interesting stuff I heard during the podcast in the latest news update. If you don't want to listen through the whole hour and forty-six minutes, feel free to read everything I skimmed off and enjoy. Also, feel free to post or message me if you got something I should add to the OP.
     
    Here's a quick rundown on what I got.
     
    PVP Social Features Piloting Revamp Industry Changes Surface Gathering Territory Units Visual improvements UI Roadmap Update Player Questions NDA Lift  
    PVP ===
    CVC is on track for January.
     
    First version of CVC:
    Large -temporary- arena in space only Will be expanded to atmospheres, then the entire game world. More versions in the future?  
    Pillars of CVC:
    Lock+Target - operating at long range, one way of dealing with lag Destruction - piece by piece, physical holes Multi-crew - No battleships controlled by one person  
    Future Improvements to CVC:
    Repair Units - Rebuild your ship at 'last snapshot', Shipyards Separation between PVP space and safe zones.  
    Construct vs Avatar: 
    If a player is hiding behind a wall and you shoot the wall, the player will die because of the blast radius. Explicit player targeting will come later (if needed).  
     
     
    Social Features ===
    Some features may be coming sooner.
     
    Legates:
    Legates will have the right to decide who should do what in an organization. A voting system for Legates You can have other organizations among Legates Someone in an organization can be chosen as a representative - A Super Legate  
    Ownership: Everything in the game has an owner.
    Will be expanded to individual items in the player's inventory. An engine belonging to a specific player can be held in another player's inventory. New filters will be applicable. Organizations can now own constructs. Players can formally trade and transfer construct rights between each other and organizations.  
    Partial revamp of RDMS:
    New types of rights introduced Legates will have rights to manage an organizations RDMS Three specific groups: Actors: Groups of people put together to define people. Miners, pilots, etc Rights: Construct based, territory-based, item-based, and more. Tags: Ability to tag items, constructs, territories, etc, to target a policy Chat system being worked on. A solution will be made for people in organizations that are non-testers.  
     
     
    Piloting Revamp ===
    All changes will be given a dedicated dev blog, this is just some of them
    Wings will be able to cause torque
    Script generation in control units redone
    Flight with mouse
    Autoconfig script will need to be run on A3 release
    "G" will trigger gears without the need for scripting.
    Cruise control will control your ship with velocity instead of thrust
     Different 'mode'  Easier to control ship  Easier for new players in space, more feedback, easier to understand what you're doing  Not a 'better way' Balancing
     Space engines unbalanced, very overpowered  Rocket booster fuel cost and materials adjusted  Player specialization will start to increase  
     
    Industry Changes ===
    New Modes:
    Maintain - Indy linked to out container, will attempt to keep a number set of whatever the unit is building (always maintaining a set 30 ore then stopping) Set Number - Indy will make a specific number of parts, then stop. Recipes revamped, will now make sense, parts will have actual names, "burner", "case housing", etc
    Ore distribution altered
    New Specialized Indy Units: Glass, metal, etc
    New Indy designs, animations soon.
     
     
     
    Surface Gathering ===
    Extension of existing game play
    Collect surface resources, fairly low value
    Resources may, depending on where they are, but not always regenerate
    Intended to be a more casual experience and help new players
    Rocks, crystals, trees
    Initial seeding will be done, then more refined over time
    New Tool: Surface Gathering Tool
    Walk up to a surface element, activate the tool, charge up, gather resource  
     
     
    Territory Units ===
    Making a comeback
    Who has rights to mine, build, etc
     
     
     
    Visual improvements ===
    Space lighting 'too dark'
    Nebula added to brighten things
    Will be able to see other ships at a distance in space

     
    UI ===
    Not all UI elements will be changed in A3, all however will be improved over time.
    Entire revamp planned for more consistent interfaces
     
     
     
    Roadmap Update ===
    Consolidation and stabilization will be focused on after A3
    Some beta features may be postponed New things will still be added User Experience
    Ensuring things work well Information provided when the player needs it Onboarding process further polished Beta 2
    Need to introduce features really important to coherence for all gameplay pillars Release will be an acknowledgment of the maturation of the game, not necessarily addressing more issues. This was done with the unannounced 'pre-alpha' stage.  
    Fast Travel Options:
    Visit a place once, unlock a 'fast travel' option. Planets moved closer together. Speed limit increased. Other ideas open to player feedback  
    Planet Revamp: Exploring in DU gives a sense of wonder. Well underway. Destined for alpha 3 but was pushed back. Biome design, more realistic textures. How things look today are still considered placeholders. Ongoing effort. The geometry of planets will not be changed after the beta, no wipe, no regeneration. It will be the final version of where mountains, forests are, etc.
     
    Mining: Bigger variety of mining veins. From mega veins over multiple territories, to tiny pebbles, regular nodes, etc.
     
    Territory Warfare: Design not completely set. Claim enough territories around a territory you own, one in the center becomes a 'temporary safe zone'. Destroy the territory unit to claim it for your own. Evolution of combat V2. Expanded to the whole system, not just the PVP arena.
     
    Mission System: Nothing more than a player given quest system allowing players or orgs to design missions for others to complete for rewards. Will help address the need for things for new players to do, mine ore for an organization, etc. Exploring 'NPC type' missions that only new players can do (TBD).
     
    Release and Post Release: An indication of what NQ wants for release with some features coming after release. Some features might be ready earlier. 
    Player-owned markets were pushed back due to challenges; what happens if you store your market in your inventory, destruction occurs, having player owned markets be in PVP areas or not. Energy management will come with specific challenges. Create groups of people who are not parts of the same organization to work, play, fight together.  
     
     
    Player Questions ===
    Will Beta be feature complete:
    What is 'feature complete'? It's really hard to say for a game like DU. What do we need to make a release ready game? We have our priorities for release. As company size increases, we'll be able to do more things. Things will get better the more successes occur for the game.
     
    Will gameplay look much different after release from alpha? Crafting times, recipes, talent costs, space station placement, restrictions, and so on. When will we see these changes before release:
    Balancing things will always be occurring, new things will always be here to fix for changes to old features and after introducing new ones. As much balance will be pushed as needed to keep the health of the game where it needs to be.
    We try not to revisit things that we consider are 'in a good state'. How many features we need vs how many we want. When there is a feature that is pretty good or where it needs to be, great, let's shelve it and work on other features that need help. Loopback if we need to.
     
    Preception of less communication in NQ since Kickstarter ended:
    It's been busy, the team hasn't exactly been happy with this lack of communication. Dev diaries reintroduced, would like to do one every month, but we need to gather high enough quality footage for these videos, this is why we introduced the podcasts, we're still trying to find the tone and type of content for podcasts, but the idea was to have a forum where we can speak to the community, talk about the game, give them an inside look at what we're doing, give them access to the developers. 
     
    We've had a great reception, this is something we'd like to do more frequently. Hopefully all this we've been putting out to answer more questions from the community. We have a second podcast, we're planning an AMA, all to reinitiate that communication. Hopefully, this is something we'll be doing in the next few months as we head into another incredible year. Maybe as a reassurance, we spend quite a bit of time reading the forums, maybe we don't respond always, but when we think about new features and are balancing things, we spend quite a lot of time on the forums seeing what you're thinking and saying. As often as we can, we make changes to act positively to what you're saying.
     
    Our ticket system is carefully monitored and various things are given priorities where everything will be handled at some point. The problem is the limit of how much we can do in a given time so sometimes it might take a lot of time to fix something you think would be easy to fix, that's not the problem. The problem is other things need to be done before this because we've judged there are more needing. Think of it as a hospital, you deal with the most urgent first so even though you are in pain, you're not going to die, you're not first.
     
    Not just on the forums, we also spend time reading YouTube and Discord, something I can say and I'm going to give them credit, we have a team of community managers who are advocates for the players inside the company. They are extremely vocal about making sure the community and its concerns are heard, and you can be assured they have your best interests at heart. 
     
    NQ-Nomad is one of them, he works on this podcast. I want to thank them and close this podcast by thanking the community for helping us move forward and for their support. We put that in every video and communication, we want you to know that we mean it and its not just a gimmick. This is something we all believe in, starting with JC and that culture of 'community first'. The community is our most precious asset as what this game and vision are based on, and this is distilled to all employees at NovaQuark.
     
    Nothing pleases me more than reading Discord on release days. Sometimes the feedback is good, sometimes bad, but as someone who works on the game, when players get their hands on what you've been working on and just break it instantly, we expect that, I just love reading everyone talking about the features and things I've had my hands on for a while.
     
     
     
    More community questions will be answered later in the second podcast along with the AMA.
     
     
     
    NDA Lift ===
    Will come next year when the game is ready, closer to early March after A3 is released. We need to make sure people outside the community are ready to enter the game. Stabilizing everything, improving user experience. These new players won't spend as much time as Alpha players understanding the development process and will just jump in and judge the game by its current state.
     
    Need to polish performance, visuals, improve onboarding, etc. This needs to happen before beta which creates a hard limit. We hope to be able to do this in March but it is hard to say if we will be able to meet this deadline.

     
  9. Like
    Stolas got a reaction from WillhemKraus in The League of Solo Players   
    Invite expired
  10. Like
    Stolas got a reaction from [BOO] Sylva in Character Tag with Mini-Logo's of Corps that the character belongs too   
    I would prefer the option to choose whether or not I would want to show my orgs in my character tag. Sometimes I would wanna be secretive just incase
  11. Like
    Stolas got a reaction from huschhusch in Character Tag with Mini-Logo's of Corps that the character belongs too   
    I would prefer the option to choose whether or not I would want to show my orgs in my character tag. Sometimes I would wanna be secretive just incase
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