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Makashima

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  1. Like
    Makashima reacted to NQ-Deckard in Upcoming Organization Changes   
    We’re making some changes to the way organizations work. 
     
    Currently, organizations can cascade within themselves thus making it possible to create a near-infinite multitude of sub-organizations. This poses a problem from both a design and cost perspective as it removes any form of scaling limit to the amount of constructs and organization that can be in the game. It also leaves the door open for various ways to circumvent limitations needed for balancing. 
     
    These changes will address these issues as well as clear up a number of anomalies that are affecting some existing organizations. They will be included in the 0.26 update, which gives you more than a month to reorganize as needed. 
     
    New regulations for organizations will be:
    Each organization must have a player as its super legate. An account can only be the super legate of one organization. Nested organizations will still be possible but will require a player as super legate of that organization, and that player cannot also be the super legate of the parent organization.
      To ensure a smooth transition and have things set up the way you prefer, we encourage you to restructure your org(s) accordingly. Organizations that have not been updated will undergo an automated modification process. This will be done in a prioritized order as described below. 
     
    For players that are the super legate of multiple organizations:
    One organization will be selected as the player’s primary organization according to the following parameters: The number of players in the organization. The number of constructs in the organization. The age of the organization. The player will become a designated legate for any other orgs to which they belong.
      To address situations where an organization is nested within another so that there is no player designated as super legate, these are the solutions we’ll pursue: 
    The legate with the most seniority that is not already a super legate of an organization and has connected over the past month at the time of the change is promoted to super legate. If no legates exist, the oldest member that is not already a super legate of an organization and has played within the past month at the time of the change is promoted to super legate. The oldest legate that is not already a super legate of an organization is promoted to super legate. The oldest member that is not already a super legate of an organization is promoted to super legate. If none of the above apply, the organization will be disbanded.
      Constructs and territories for any properly structured organizations or organizations that are assigned a new super legate will be unaffected and remain in ownership of that organization. The constructs and territories of disbanded orgs will be reassigned to the first former super legate in the chain of organization parenting. Any other construct will be abandoned, and territories will be unclaimed.

     
  2. Like
    Makashima reacted to NQ-Deckard in Changes to Lua screen units   
    Hello again Noveans!
    We have heard your initial feedback on the screens and we want to elaborate on some of your major concerns.
     
    Will this affect both screens and content written to the players screen (HUDs)?
    No, this technological change will affect only screen units at this time.

    Will all player created work on screens suddenly become non-functional?
    No, this technology will be available side-by-side with the current technology, both first on the PTS in a prototype state, and eventually also on the Live server.
    We strongly recommend everyone does test and experiment the new tech on the PTS, as your feedback and testing will help shape this feature.

    How will this make a difference on performance?
    The main reason being that the current implementation does not allow for much control over the performance impact of screen renderings. Complex 3D transformations using a combination of HTML, SVG and CSS has a significant impact on render times in the client. Adding to the fact that screens are often condensed with multiples of them in close proximity to each other, there is an increasing drop in performance on the client with more screens using the current technology. The new system allows for more precise control over rendering time allowed across screens and allows us to safeguard the level of performance impact the screens have on the client.

    So you will be removing HTML support entirely?
    Not necessarily, the two techs will run side by side for an as of yet undefined period of time. Eventually we may introduce a phase where we make the rendering of HTML on screens an option for players along with a warning that it can significantly degrade client performance. Players with that option disabled will simply not see any HTML content and not suffer performance degradation because of it.

    Why not improve the current HTML implementation instead of the new technology?
    This is a complex topic, HTML/CSS/Javascript is a group that forms a UI technology. For reasons beyond the scope of this topic we do not allow the use of Javascript inside the screen units. When you remove Javascript, the group effectively becomes a not so efficient vector image drawing technology which we have very little control over in terms of rendering. We have previously implemented a lot of small limitations here and there to reduce the impact of the screens, but there are (and likely always will be) edge cases which will eventually crop up using that technology. As such, the new technology has built-in limitations on how taxing a screen unit can be, and if a screen unit goes over the limit it will simply stop drawing. This is why we ask you all to go and test this, and help us find caveats and where you run into things you can and can’t do.

    What about bandwidth? Are you doing this to reduce data transfer for screens?
    The current implementation does not address this, the current implementation is a way for us to collect your feedback on this concept. Eventually we may change the way data transfer for screens is handled, where we may increase the size of the defined “template” inside a screen unit itself. Followed by a lower limit on the amount of data transferred to the screen from external sources. Allowing the screen element to do the rendering and drawing work, using parameters fed to it by a control unit.
    For example: You would draw the design of a fancy instrument panel using the screen element, and a programming board or control unit just sends the values for all the instruments to the screen. This is currently not in the current implementation however, but may give you a better idea of why this technology has a lot of potential for more intricate and powerful designs.

    What about artists who draw using external programs and import their SVG’s into the game?
    One of our hopes is to provide a good enough set of commands in the screens API so that our system can express most SVG graphics converted to these commands through for example a small conversion tool. It is unlikely that we will develop and maintain a conversion tool for this, but this is also why we want your feedback on this new API for you to let us know what commands you really want to see included to make this process easier.

    We sincerely hope that this answers many of your initial questions and concerns.
    I personally can’t wait to see what you will all come up with in your designs!
     
  3. Like
    Makashima reacted to NQ-Deckard in Changes to Lua screen units   
    Hello Noveans!

    Currently, screen unit content is an HTML page. We synchronize screen unit content between players by sending the whole HTML; however, screen unit HTML content can be pretty big and uses a lot of bandwidth and frame time to render when updated every frame by a programming board or control unit. This has a significant impact on client performance for players, especially when a lot of screen units are in the same area. 
    Performance improvement is of paramount importance to us and an ongoing request we get from players. Consequently, it is something we will continually work to achieve. 
     
    To address this, we are bringing a possible solution to PTS so that players can try it out. This prototype involves using a new API to draw screen units with a dedicated Lua script. This will use simple drawing commands like
    drawRectangle(a,b,c,d) drawText(“Hello DU”) Simple actions like setTextContent will not be affected. 

    In addition to performance improvements, this new tech also allows for some unprecedented possibilities to create even better screen displays than before. Check out this video to get a taste of what it can do! 
     

    We realize that this change will mean that players won’t be able to use SVGs on screens anymore, and that SVGs are easier and more flexible than uploading static images. It’s important to note that the new Lua system will still allow you to draw complex images. You don't really need any Lua knowledge, and it’s easier than the DPU system.

    Additionally, we added an option to deactivate HTML screen units for players who experience the worse framerate. We expect this to bring significant performance improvements in markets and parking areas.
    Once the change is fine-tuned, thanks to your feedback after trying it on the PTS, we will announce a transition period to allow players time to switch over to the new API before we disable support for HTML-based screen units. We will continue to support both techs during this transition period.

    We strongly encourage everyone to check out this change when it’s available on PTS and share your constructive feedback with us on the forum. 
     
  4. Like
    Makashima 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
  5. Like
    Makashima got a reaction from DiamondDog in [Discussion] DevBlog: The Mission System   
    If you want to just compare things back to other games, then Elite;Dangerous, No Mans Sky, Empyrion, Everspace and many more are just rip-offs from Eve.

    Of course some games will have similar features to others. If the feature works for the game, then why not have it also? Seems like common sense to me.

    As for half-done: Why would we want the exact same system that CCP uses for Eve, in DU? Do we have NPC space stations and such for the pre-set destinations? Also, player constructs usually consist of many cores, so would you list ALL the players cores in the game as pre-set destinations to choose from? Seems rather silly to me... I'm glad they are implementing a basic version and then tailoring it to DU's style that straight up copying another games setup.


    Now, my question is if they will consider being able to create 'Loans' to players, so that you can help someone invest in something and they agree to pay it back (and maybe with interest) over time? Giving, say a construct they have or items as collateral...
  6. Like
    Makashima reacted to NQ-Nyzaltar in [Announcement] Support transitions fully to ticket system.   
    To provide better support for our community, effective today (Feb 12) there will no longer be a GM presence on Discord or in-game. All bug reports and customer service requests must be submitted through the ticketing system. 
     
    In recent months, the Customer Support team has made great efforts to improve their processes, resulting in a significant upswing on ticket turnaround times and resolution. A major component in this success has been to put more focus on the ticket system. 
     
    Exclusively using support tickets enables the team to be more efficient in tracking issues and eliminates the duplication of requests that often happened when community members contacted Support staffers directly. The ticket system also provides a streamlined way for information to quickly reach members of the team who need to be involved in addressing and resolving issues as they are reported. 
     
    Tickets will be addressed between Monday and Friday. A triage system is in place to bring highest priority tickets, such as when someone is entirely unable to play, to the forefront. 
     
    We know that changes can initially be challenging, but we’re confident that this is a move in the right direction. We appreciate the support of our community and want to be sure we’re giving them the support they deserve in turn. 
     
    Best Regards,
    The Novaquark Team.
  7. Like
    Makashima reacted to NQ-Naunet in DevBlog: Organization Wallets   
    Hey Noveans,

    Joining an organization in Dual Universe has many advantages, especially when it comes to pooling and sharing resources. The introduction of org wallets in the upcoming 0.24 update will add a convenient way to transfer money to and from organizations, just as players have been requesting.
     
    But wallets aren’t limited to organizations alone. Many of these features will be useful to individual players as well. This should be welcome news to everyone who will be raking in the quanta via the new Mission system.
     
    Let’s take a closer look at all the wonderful things wallets can do.
     
    WALLETS 101

    Each organization now has a wallet.
     
    There are two new rights related to organization wallet management in the Right and Duty Management System (RDMS):
     
    Consult wallet: Gives the right to members to simply know the current balance of the organization. Edit wallet: Gives the right to do all the wallet operations available to the organization wallet. It includes buying, selling (and paying taxes by doing so), browsing the log and transferring money (see below).

                Giving the right to edit the wallet of Wave Corp to another player.
     
    HOW IT WORKS

    Any player with the “edit from wallet” right of an organization can:
    Sell unclaimed items or items claimed by the organization in the name of the org. Once sold, the money goes to the organization wallets. Buy items in the name of the organization. When doing so, the wallet of the org is used instead of the wallet of the player. Also, the item is then automatically claimed by the org when purchased. Edit and/or delete orders owned by the organization. NOTE: Going to the “My Orders” panel of the market UI, allows the player to see their own orders as well as the orders of all organizations for which they have the appropriate rights.
      Payable dispensers owned by organizations will use the organization wallet, instead of the Superlegate wallet.

    TRANSFERING QUANTA

    All players can give any amount of quanta to any other player or organization. Players with the necessary wallet rights of an organization can also transfer money from the organization wallet to any other entity. Transfers are tracked in the wallet logs of both the sender and the recipient.
     
    There are a few rules regarding quanta transfer, mainly intended to protect players from griefing through spamming the recipient’s wallet log :
    A transfer requires a minimum amount of 1,000 quanta. There is a cooldown period of 10 minutes between two transactions with both the same sender and the same recipient.

                Transfering money to the organization Wave Corp.
     
    THE WALLET LOG

    Managing an organization and giving the right for wallet operations to several players requires basic management functions. That is why we are adding the wallet log.
    All entities (players and organizations) have access to a wallet log that reflects all transactions related to their wallets.
     
    Each entry contains the date of the operation, the type of operation (such as money transfer, market transaction, various fees, etc.), and additional information, such as the name of the player who completed the operation, for instance.

                
                The wallet log.
     
    SHARE YOUR THOUGHTS!

    What do you think of the plans so far? Is this a good starting point or are there additional functions you think wallets will need? We look forward to reading your feedback in this forum thread. ?
     
  8. Like
    Makashima reacted to NQ-Naunet in [Discussion] DevBlog: The Mission System   
    I brought your concern to the team, and they shared their thoughts:
     
    "Missions have a predetermined source and destination points, yes, but that's no different than any other flight from planet A to planet B. Pilots don't have to take direct routes between the source and destination points. Also, a red warning message will appear if the mission leaves a safe zone, which should make strategizing easier. Try indirect routes, pay attention to the warnings and don't name yourself something conspicuous like "Mission Hauler" and you should be fine. "
  9. Like
    Makashima got a reaction from Heidenherz in [Discussion] DevBlog: The Mission System   
    If you want to just compare things back to other games, then Elite;Dangerous, No Mans Sky, Empyrion, Everspace and many more are just rip-offs from Eve.

    Of course some games will have similar features to others. If the feature works for the game, then why not have it also? Seems like common sense to me.

    As for half-done: Why would we want the exact same system that CCP uses for Eve, in DU? Do we have NPC space stations and such for the pre-set destinations? Also, player constructs usually consist of many cores, so would you list ALL the players cores in the game as pre-set destinations to choose from? Seems rather silly to me... I'm glad they are implementing a basic version and then tailoring it to DU's style that straight up copying another games setup.


    Now, my question is if they will consider being able to create 'Loans' to players, so that you can help someone invest in something and they agree to pay it back (and maybe with interest) over time? Giving, say a construct they have or items as collateral...
  10. Like
    Makashima got a reaction from Area51 in [Discussion] DevBlog: The Mission System   
    If you want to just compare things back to other games, then Elite;Dangerous, No Mans Sky, Empyrion, Everspace and many more are just rip-offs from Eve.

    Of course some games will have similar features to others. If the feature works for the game, then why not have it also? Seems like common sense to me.

    As for half-done: Why would we want the exact same system that CCP uses for Eve, in DU? Do we have NPC space stations and such for the pre-set destinations? Also, player constructs usually consist of many cores, so would you list ALL the players cores in the game as pre-set destinations to choose from? Seems rather silly to me... I'm glad they are implementing a basic version and then tailoring it to DU's style that straight up copying another games setup.


    Now, my question is if they will consider being able to create 'Loans' to players, so that you can help someone invest in something and they agree to pay it back (and maybe with interest) over time? Giving, say a construct they have or items as collateral...
  11. Like
    Makashima got a reaction from Sirabi in [Discussion] DevBlog: The Mission System   
    If you want to just compare things back to other games, then Elite;Dangerous, No Mans Sky, Empyrion, Everspace and many more are just rip-offs from Eve.

    Of course some games will have similar features to others. If the feature works for the game, then why not have it also? Seems like common sense to me.

    As for half-done: Why would we want the exact same system that CCP uses for Eve, in DU? Do we have NPC space stations and such for the pre-set destinations? Also, player constructs usually consist of many cores, so would you list ALL the players cores in the game as pre-set destinations to choose from? Seems rather silly to me... I'm glad they are implementing a basic version and then tailoring it to DU's style that straight up copying another games setup.


    Now, my question is if they will consider being able to create 'Loans' to players, so that you can help someone invest in something and they agree to pay it back (and maybe with interest) over time? Giving, say a construct they have or items as collateral...
  12. Like
    Makashima got a reaction from Elitez in [Discussion] DevBlog: The Mission System   
    If you want to just compare things back to other games, then Elite;Dangerous, No Mans Sky, Empyrion, Everspace and many more are just rip-offs from Eve.

    Of course some games will have similar features to others. If the feature works for the game, then why not have it also? Seems like common sense to me.

    As for half-done: Why would we want the exact same system that CCP uses for Eve, in DU? Do we have NPC space stations and such for the pre-set destinations? Also, player constructs usually consist of many cores, so would you list ALL the players cores in the game as pre-set destinations to choose from? Seems rather silly to me... I'm glad they are implementing a basic version and then tailoring it to DU's style that straight up copying another games setup.


    Now, my question is if they will consider being able to create 'Loans' to players, so that you can help someone invest in something and they agree to pay it back (and maybe with interest) over time? Giving, say a construct they have or items as collateral...
  13. Like
    Makashima reacted to NQ-Naunet in [Jan DevBlog] The Mission System   
    Hey there, Noveans!

    As we ramp up for the next Dual Universe update, we wanted to begin sharing information about some of the interesting new features you can look forward to with the arrival of 0.24.
     
    One of the key highlights of 0.24 is the Mission system, affording the movers and shakers an opportunity to, well, move and shake their way to a wealthier DU lifestyle. And who doesn’t love the delicious sound of quanta cascading in their coffers? ?
     
    OUR MISSION

    In listening to player feedback, we know that players have been looking for more ways to make money. The Mission system will provide those opportunities in a number of ways that suits a wide swath of playstyles and experience.
     
    The intent of Mission system is to:
     
    Offer new ways for players, especially new players, to make money. Allow merchants to focus on creating goods rather than spending time traveling to markets to sell their wares. Give those who enjoy traveling more than making things a lucrative reason to take to those beautiful, wide-open skies. Create more traffic in space, hence more opportunities for pirates. Help organizations to coordinate internal work.
      The long-term goal is to enrich the Mission system with more mission types, starting with “taxi” missions, SoS, and later adding PvP and various other “formalizable” activities. For now, we’re introducing the Mission system with transport-type hauling missions.

    It all starts with the Mission Panel, a dedicated dashboard tab for job and hauling missions. It is equivalent to other dashboard tabs such as the organization dashboard tab. Within the Mission Panel, you’ll find the "Job Forum" section and the "Hauling" section. Each of these contains a similar page: a home page, a search page, a creation modal, etc.

    THE JOB FORUM

    The Job Forum allows players to create jobs with various specifications. (Please note that the UI for the Mission system is still in progress. The images below are samples of what it will look like.)


     
    The upper part of the interface lists “Aphelia” jobs, which are created by Novaquark to provide information about game events, like discovering new wreck ships, etc.
    Players can inspect job details in a dedicated window and engage in a conversation with the job issuer in a mini-chat integrated to the mission.


     
    You will also find Aphelia (NPC) missions that will provide new ways of making money. And, lastly, issuers can limit their missions to fellow org members only as a way to keep transactions and missions in-house.

    HAULING MISSIONS

    These come with formal guarantees on the rewards, collaterals, time, etc. It is tightly-coupled with the possibility to create sell orders so that you can express your intention to sell a good on a distant market and simultaneously create a transport mission to arrange transport of the goods to the said market.
    The definition of a hauling mission includes:
     
    Start/end point + indication if this is in PvP zone or not. Collateral (lost by the mission responder if the mission is not completed). Time limit. Reward.
    The game enforces these, picking the rewards and putting collateral in escrow when the mission is created. The content of the mission is to be retrieved either from a “mission container” (a new type of container dedicated to hauling missions, think of it as a mailbox) or from a market container. It is then stored as a package with the content hidden for the mission responder. (Opening the package voids the mission and the collateral is paid.) The package can be retrieved or delivered by interacting directly with the associated container (via context-menu entries) or within a 2km range by using the controls on the interface.

    Failing a mission can occur if:
     
    The responder does not deliver within the given time frame (including if the package is destroyed). The package is opened by either the responder or someone else (i.e. pirates). The destruction of the destination container does not fail the mission. Instead, the mission responder can keep the package and open it without penalty; however, this means the mission cannot be completed anymore.
      CAVEAT EMPTOR

    What is important to remember is that negotiations about rewards, or even the job description and purpose, are entirely declarative and non-binding. It is there as a statement, made clear with various warnings and “Are you sure?” windows.
     
    There’s often an element of danger involved when doing business. For some, the lure of pulling one over on an unsuspecting stranger has an even larger allure than the money to be made. Sure, you can scam sweet, trusting little lambs for a time, but eventually you’ll be the one to pay the price. Both the Job Forum and the Mission system have the possibility to rate the interaction for the issuer and the responder. Scores between 0 and 5 are attached to players as responders or issuers of missions (both formal and jobs), which will help to identify and potentially weed out scammers.
     
    YOUR FIRST MISSION STARTS HERE

    Your mission now, should you choose to accept it, is to head over to this section of the forums to share your thoughts about this devblog. Which do you anticipate doing the most: creating missions, doing missions, or pirating missions?
  14. Like
    Makashima reacted to blazemonger in Warp removing any risk from pvp needs to end.   
    Actually, I think most here understand and are fine with the fact that combat PVP is, will and should be an important  part of the game
     
    I think the one looking for a U turn is not us.. This is not, will not and should not be a PVP centric game. Combat PVPV has its place but is going to be designed to support a goal, not be one.
     
    That said, I think most here will agree that NQ has a lot of work to do for combat PVP to become a viable and useful mechanic in the game in many ways and from several perspectives.
  15. Like
    Makashima reacted to XKentX in Dec 7 Twitch Q&A - Let's Discuss!   
    When will we have something to fight for ?
  16. Like
    Makashima reacted to Arctic_fox in Dec 7 Twitch Q&A - Let's Discuss!   
    A problem for builders in the game as it stands currently is the lack of viable ways to generate lift and how inconsistant they are. For example many smaller lift surfaces having better weight-lift-cost ratios over single larger elements. Or there being no large wings/ailerons. With this being the case you are either required to stack wings, engines or both and in many cases using smaller lift elements is far more efficent then larger ones leading to some odd design quirks that can be painful to design around.
     
    This limits heavily ways to make nice looking heavy cargo ships by forcing you to design around this limitation or to "brute force" the issue with more engines and/or stacks of wings. Additionally it encourages AGG useage as a primary means of lift, an element we know is getting nerfed soon tm. 
     
    Are there plans in place such as you adding more ways of generateing large amounts of lift i.e sci-fi repulsors, larger wings, additonal lift surfaces, Voxel lift elements ect. Barring that perhaps looking at changing current element values. Or perhaps even incentiviseing non AGG elements with for example fuel tanks in wings as is done irl? Or even wing/engine combos.
  17. Like
    Makashima reacted to NQ-Naunet in EVENT - TOTAL PARTICIPATION - PVP - END OF THE WORLD   
    This looks epic ?
  18. Like
    Makashima got a reaction from Buck_Rogers in Dec 7 Twitch Q&A - Let's Discuss!   
    Hi Naunet and the rest of the team! As you'd expect, I have some questions I would like to put forward to JC. However, as an avid tester who is always under NDA, some of my questions also follow into this category. So! I shall ask ones that are not under NDA here and ask you to PM me sometime if I am able to put forward my NDA questions that may be fine to reveal on the big day?

    So in no particular order.

    1) JC has previously mentioned in the stream (I believe with TwoAngryGamers) that there was a concept for Mining Drones to be able to assist players in mining resources. Is this something that NQ still intend to look into implementing / bringing back from the scrap bin?

    2) In regards to PvP, ammunitions and weapons currently require tier 3 resources to make. This puts PvP access out of many basic players reach, as not every planet has the Tier 3 resources required and as the game progresses through it's development, its only natural to think Tier 3 resources will become harder to obtain. What are NQs plans to ensure that ammunition, basic weapons and PvP in general is open and accessible to all players, regardless of subscription age?

    3) Its already known that NQ plan to implement other resources in the game (some of us will know from NDA more than most) but when these do come into affect, say in the next solar system, will there be provisions placed in the current solar system so that those players who have invested a lot of their personal time, energy and resources into their bases don't feel forced to then pack everything up and move to the new solar system to keep up with the games development? Essentially making the previous solar systems redundant.

    4) We know that tiles will be gaining stats of their own, in regards to their power supply capabilities but also what chosen resource they will provide to automated tile miners. However, during the Beta progression, there have been issues with tiles not working as intended, with various errors and issues with them which have had to be converted over to Aphelia in the mean time. Has NQ been able to look into the cause of this issue and will these tiles be ready and able for capture when these tile stats come into play?

    5) Automated tile miners have been said to be coming to the game. However, a lot of people are concerned about the word "automated" attached to them, as this goes against JC's vision to not have anything fully automated (does not require a player interaction) within the game. Is it possible to elaborate on how these automated tile miners will work to ensure that they still require player interaction from time to time, along with other possible limiting factors? Such as power consumption / internal storage capacities?

    6) We have our first tick box on the login screen for the road map! Yay! But is NQ possibly getting a little ahead of themselves with this? Whilst it is nice to have salvage ships back in the game, the tick box does also state "abandoned outposts" which do not currently exist. When can we expect these to be added also and will the limit of just 100 salvage ships in the whole solar system be increased? Will they respawn?
     
    7) One of the main features from the Feedback poll is Asteroid Mining and JC has referenced this himself quite often in the recent streams. Is this something that is now in the planning / design stages and will this include the update to mining via hand only; construct mining?

    8] Currently the use of Antigravity ships and warp drives are in abundance. With the upcoming changes to PvP, with the nullifications and power supplies, I imagine these will put some control on these. However, the use of rockets seems to be very much under-used. Through my organisation and personal experience, we feel that rockets just aren't viable or practical. However, with the limitations to AG's, could we also see a rebalance of rockets to bring them up as a possible low power consumption alternative to Anti-Gravs?
     
    9) A lot of people are worried how power supply is going to work exactly. Especially with the rather drastic changes already happening to industry. Is NQ in a position to explain more about what we can expect, in terms of similarity to other games? Such as Arks Tech Generator, which powers an area or Satisfactory's power cable design which can be placed anywhere but has to be hooked up to a limited number of units? How will tile power supply limits integrate into static construct supplies?

    10) Currently, mining resources can become tedious, which results in boredom. Even with the unique way of finding resources, once found it is simply a case of point and shoot to collect them. Further down and more valuable resources just require a territory scan previously and then either trained talents or depth deposits to mine into with a resurrection node attached for quick extraction. How does NQ plan to make finding and locating resources more of a challenge and exciting? Will there ever be more rich nodes for better yields? Perhaps territory scanners could have a mini game in order to operate to some extent? And could we possibly see a connection timer to resurrection nodes, stopping them from being a quick mining op extraction mechanic?

    11) We know that element skins via a cosmetic store will eventually make it into the game, which excites many but also creates caution. Is NQ happy to confirm straight out that the only things being sold via the store will be cosmetic? And will NQ consider allowing player submissions of skins to be sold in game for a cut of the sales, such as with Warframe and their TennoGen skins?


    Hmm.... I'm sure there was more but my minds gone blank for now
  19. Like
    Makashima got a reaction from Kingstonian in Dec 7 Twitch Q&A - Let's Discuss!   
    Hi Naunet and the rest of the team! As you'd expect, I have some questions I would like to put forward to JC. However, as an avid tester who is always under NDA, some of my questions also follow into this category. So! I shall ask ones that are not under NDA here and ask you to PM me sometime if I am able to put forward my NDA questions that may be fine to reveal on the big day?

    So in no particular order.

    1) JC has previously mentioned in the stream (I believe with TwoAngryGamers) that there was a concept for Mining Drones to be able to assist players in mining resources. Is this something that NQ still intend to look into implementing / bringing back from the scrap bin?

    2) In regards to PvP, ammunitions and weapons currently require tier 3 resources to make. This puts PvP access out of many basic players reach, as not every planet has the Tier 3 resources required and as the game progresses through it's development, its only natural to think Tier 3 resources will become harder to obtain. What are NQs plans to ensure that ammunition, basic weapons and PvP in general is open and accessible to all players, regardless of subscription age?

    3) Its already known that NQ plan to implement other resources in the game (some of us will know from NDA more than most) but when these do come into affect, say in the next solar system, will there be provisions placed in the current solar system so that those players who have invested a lot of their personal time, energy and resources into their bases don't feel forced to then pack everything up and move to the new solar system to keep up with the games development? Essentially making the previous solar systems redundant.

    4) We know that tiles will be gaining stats of their own, in regards to their power supply capabilities but also what chosen resource they will provide to automated tile miners. However, during the Beta progression, there have been issues with tiles not working as intended, with various errors and issues with them which have had to be converted over to Aphelia in the mean time. Has NQ been able to look into the cause of this issue and will these tiles be ready and able for capture when these tile stats come into play?

    5) Automated tile miners have been said to be coming to the game. However, a lot of people are concerned about the word "automated" attached to them, as this goes against JC's vision to not have anything fully automated (does not require a player interaction) within the game. Is it possible to elaborate on how these automated tile miners will work to ensure that they still require player interaction from time to time, along with other possible limiting factors? Such as power consumption / internal storage capacities?

    6) We have our first tick box on the login screen for the road map! Yay! But is NQ possibly getting a little ahead of themselves with this? Whilst it is nice to have salvage ships back in the game, the tick box does also state "abandoned outposts" which do not currently exist. When can we expect these to be added also and will the limit of just 100 salvage ships in the whole solar system be increased? Will they respawn?
     
    7) One of the main features from the Feedback poll is Asteroid Mining and JC has referenced this himself quite often in the recent streams. Is this something that is now in the planning / design stages and will this include the update to mining via hand only; construct mining?

    8] Currently the use of Antigravity ships and warp drives are in abundance. With the upcoming changes to PvP, with the nullifications and power supplies, I imagine these will put some control on these. However, the use of rockets seems to be very much under-used. Through my organisation and personal experience, we feel that rockets just aren't viable or practical. However, with the limitations to AG's, could we also see a rebalance of rockets to bring them up as a possible low power consumption alternative to Anti-Gravs?
     
    9) A lot of people are worried how power supply is going to work exactly. Especially with the rather drastic changes already happening to industry. Is NQ in a position to explain more about what we can expect, in terms of similarity to other games? Such as Arks Tech Generator, which powers an area or Satisfactory's power cable design which can be placed anywhere but has to be hooked up to a limited number of units? How will tile power supply limits integrate into static construct supplies?

    10) Currently, mining resources can become tedious, which results in boredom. Even with the unique way of finding resources, once found it is simply a case of point and shoot to collect them. Further down and more valuable resources just require a territory scan previously and then either trained talents or depth deposits to mine into with a resurrection node attached for quick extraction. How does NQ plan to make finding and locating resources more of a challenge and exciting? Will there ever be more rich nodes for better yields? Perhaps territory scanners could have a mini game in order to operate to some extent? And could we possibly see a connection timer to resurrection nodes, stopping them from being a quick mining op extraction mechanic?

    11) We know that element skins via a cosmetic store will eventually make it into the game, which excites many but also creates caution. Is NQ happy to confirm straight out that the only things being sold via the store will be cosmetic? And will NQ consider allowing player submissions of skins to be sold in game for a cut of the sales, such as with Warframe and their TennoGen skins?


    Hmm.... I'm sure there was more but my minds gone blank for now
  20. Like
    Makashima got a reaction from Gerdieman in Dec 7 Twitch Q&A - Let's Discuss!   
    Hi Naunet and the rest of the team! As you'd expect, I have some questions I would like to put forward to JC. However, as an avid tester who is always under NDA, some of my questions also follow into this category. So! I shall ask ones that are not under NDA here and ask you to PM me sometime if I am able to put forward my NDA questions that may be fine to reveal on the big day?

    So in no particular order.

    1) JC has previously mentioned in the stream (I believe with TwoAngryGamers) that there was a concept for Mining Drones to be able to assist players in mining resources. Is this something that NQ still intend to look into implementing / bringing back from the scrap bin?

    2) In regards to PvP, ammunitions and weapons currently require tier 3 resources to make. This puts PvP access out of many basic players reach, as not every planet has the Tier 3 resources required and as the game progresses through it's development, its only natural to think Tier 3 resources will become harder to obtain. What are NQs plans to ensure that ammunition, basic weapons and PvP in general is open and accessible to all players, regardless of subscription age?

    3) Its already known that NQ plan to implement other resources in the game (some of us will know from NDA more than most) but when these do come into affect, say in the next solar system, will there be provisions placed in the current solar system so that those players who have invested a lot of their personal time, energy and resources into their bases don't feel forced to then pack everything up and move to the new solar system to keep up with the games development? Essentially making the previous solar systems redundant.

    4) We know that tiles will be gaining stats of their own, in regards to their power supply capabilities but also what chosen resource they will provide to automated tile miners. However, during the Beta progression, there have been issues with tiles not working as intended, with various errors and issues with them which have had to be converted over to Aphelia in the mean time. Has NQ been able to look into the cause of this issue and will these tiles be ready and able for capture when these tile stats come into play?

    5) Automated tile miners have been said to be coming to the game. However, a lot of people are concerned about the word "automated" attached to them, as this goes against JC's vision to not have anything fully automated (does not require a player interaction) within the game. Is it possible to elaborate on how these automated tile miners will work to ensure that they still require player interaction from time to time, along with other possible limiting factors? Such as power consumption / internal storage capacities?

    6) We have our first tick box on the login screen for the road map! Yay! But is NQ possibly getting a little ahead of themselves with this? Whilst it is nice to have salvage ships back in the game, the tick box does also state "abandoned outposts" which do not currently exist. When can we expect these to be added also and will the limit of just 100 salvage ships in the whole solar system be increased? Will they respawn?
     
    7) One of the main features from the Feedback poll is Asteroid Mining and JC has referenced this himself quite often in the recent streams. Is this something that is now in the planning / design stages and will this include the update to mining via hand only; construct mining?

    8] Currently the use of Antigravity ships and warp drives are in abundance. With the upcoming changes to PvP, with the nullifications and power supplies, I imagine these will put some control on these. However, the use of rockets seems to be very much under-used. Through my organisation and personal experience, we feel that rockets just aren't viable or practical. However, with the limitations to AG's, could we also see a rebalance of rockets to bring them up as a possible low power consumption alternative to Anti-Gravs?
     
    9) A lot of people are worried how power supply is going to work exactly. Especially with the rather drastic changes already happening to industry. Is NQ in a position to explain more about what we can expect, in terms of similarity to other games? Such as Arks Tech Generator, which powers an area or Satisfactory's power cable design which can be placed anywhere but has to be hooked up to a limited number of units? How will tile power supply limits integrate into static construct supplies?

    10) Currently, mining resources can become tedious, which results in boredom. Even with the unique way of finding resources, once found it is simply a case of point and shoot to collect them. Further down and more valuable resources just require a territory scan previously and then either trained talents or depth deposits to mine into with a resurrection node attached for quick extraction. How does NQ plan to make finding and locating resources more of a challenge and exciting? Will there ever be more rich nodes for better yields? Perhaps territory scanners could have a mini game in order to operate to some extent? And could we possibly see a connection timer to resurrection nodes, stopping them from being a quick mining op extraction mechanic?

    11) We know that element skins via a cosmetic store will eventually make it into the game, which excites many but also creates caution. Is NQ happy to confirm straight out that the only things being sold via the store will be cosmetic? And will NQ consider allowing player submissions of skins to be sold in game for a cut of the sales, such as with Warframe and their TennoGen skins?


    Hmm.... I'm sure there was more but my minds gone blank for now
  21. Like
    Makashima got a reaction from Elitez in Dec 7 Twitch Q&A - Let's Discuss!   
    Hi Naunet and the rest of the team! As you'd expect, I have some questions I would like to put forward to JC. However, as an avid tester who is always under NDA, some of my questions also follow into this category. So! I shall ask ones that are not under NDA here and ask you to PM me sometime if I am able to put forward my NDA questions that may be fine to reveal on the big day?

    So in no particular order.

    1) JC has previously mentioned in the stream (I believe with TwoAngryGamers) that there was a concept for Mining Drones to be able to assist players in mining resources. Is this something that NQ still intend to look into implementing / bringing back from the scrap bin?

    2) In regards to PvP, ammunitions and weapons currently require tier 3 resources to make. This puts PvP access out of many basic players reach, as not every planet has the Tier 3 resources required and as the game progresses through it's development, its only natural to think Tier 3 resources will become harder to obtain. What are NQs plans to ensure that ammunition, basic weapons and PvP in general is open and accessible to all players, regardless of subscription age?

    3) Its already known that NQ plan to implement other resources in the game (some of us will know from NDA more than most) but when these do come into affect, say in the next solar system, will there be provisions placed in the current solar system so that those players who have invested a lot of their personal time, energy and resources into their bases don't feel forced to then pack everything up and move to the new solar system to keep up with the games development? Essentially making the previous solar systems redundant.

    4) We know that tiles will be gaining stats of their own, in regards to their power supply capabilities but also what chosen resource they will provide to automated tile miners. However, during the Beta progression, there have been issues with tiles not working as intended, with various errors and issues with them which have had to be converted over to Aphelia in the mean time. Has NQ been able to look into the cause of this issue and will these tiles be ready and able for capture when these tile stats come into play?

    5) Automated tile miners have been said to be coming to the game. However, a lot of people are concerned about the word "automated" attached to them, as this goes against JC's vision to not have anything fully automated (does not require a player interaction) within the game. Is it possible to elaborate on how these automated tile miners will work to ensure that they still require player interaction from time to time, along with other possible limiting factors? Such as power consumption / internal storage capacities?

    6) We have our first tick box on the login screen for the road map! Yay! But is NQ possibly getting a little ahead of themselves with this? Whilst it is nice to have salvage ships back in the game, the tick box does also state "abandoned outposts" which do not currently exist. When can we expect these to be added also and will the limit of just 100 salvage ships in the whole solar system be increased? Will they respawn?
     
    7) One of the main features from the Feedback poll is Asteroid Mining and JC has referenced this himself quite often in the recent streams. Is this something that is now in the planning / design stages and will this include the update to mining via hand only; construct mining?

    8] Currently the use of Antigravity ships and warp drives are in abundance. With the upcoming changes to PvP, with the nullifications and power supplies, I imagine these will put some control on these. However, the use of rockets seems to be very much under-used. Through my organisation and personal experience, we feel that rockets just aren't viable or practical. However, with the limitations to AG's, could we also see a rebalance of rockets to bring them up as a possible low power consumption alternative to Anti-Gravs?
     
    9) A lot of people are worried how power supply is going to work exactly. Especially with the rather drastic changes already happening to industry. Is NQ in a position to explain more about what we can expect, in terms of similarity to other games? Such as Arks Tech Generator, which powers an area or Satisfactory's power cable design which can be placed anywhere but has to be hooked up to a limited number of units? How will tile power supply limits integrate into static construct supplies?

    10) Currently, mining resources can become tedious, which results in boredom. Even with the unique way of finding resources, once found it is simply a case of point and shoot to collect them. Further down and more valuable resources just require a territory scan previously and then either trained talents or depth deposits to mine into with a resurrection node attached for quick extraction. How does NQ plan to make finding and locating resources more of a challenge and exciting? Will there ever be more rich nodes for better yields? Perhaps territory scanners could have a mini game in order to operate to some extent? And could we possibly see a connection timer to resurrection nodes, stopping them from being a quick mining op extraction mechanic?

    11) We know that element skins via a cosmetic store will eventually make it into the game, which excites many but also creates caution. Is NQ happy to confirm straight out that the only things being sold via the store will be cosmetic? And will NQ consider allowing player submissions of skins to be sold in game for a cut of the sales, such as with Warframe and their TennoGen skins?


    Hmm.... I'm sure there was more but my minds gone blank for now
  22. Like
    Makashima got a reaction from NQ-Naunet in Dec 7 Twitch Q&A - Let's Discuss!   
    Hi Naunet and the rest of the team! As you'd expect, I have some questions I would like to put forward to JC. However, as an avid tester who is always under NDA, some of my questions also follow into this category. So! I shall ask ones that are not under NDA here and ask you to PM me sometime if I am able to put forward my NDA questions that may be fine to reveal on the big day?

    So in no particular order.

    1) JC has previously mentioned in the stream (I believe with TwoAngryGamers) that there was a concept for Mining Drones to be able to assist players in mining resources. Is this something that NQ still intend to look into implementing / bringing back from the scrap bin?

    2) In regards to PvP, ammunitions and weapons currently require tier 3 resources to make. This puts PvP access out of many basic players reach, as not every planet has the Tier 3 resources required and as the game progresses through it's development, its only natural to think Tier 3 resources will become harder to obtain. What are NQs plans to ensure that ammunition, basic weapons and PvP in general is open and accessible to all players, regardless of subscription age?

    3) Its already known that NQ plan to implement other resources in the game (some of us will know from NDA more than most) but when these do come into affect, say in the next solar system, will there be provisions placed in the current solar system so that those players who have invested a lot of their personal time, energy and resources into their bases don't feel forced to then pack everything up and move to the new solar system to keep up with the games development? Essentially making the previous solar systems redundant.

    4) We know that tiles will be gaining stats of their own, in regards to their power supply capabilities but also what chosen resource they will provide to automated tile miners. However, during the Beta progression, there have been issues with tiles not working as intended, with various errors and issues with them which have had to be converted over to Aphelia in the mean time. Has NQ been able to look into the cause of this issue and will these tiles be ready and able for capture when these tile stats come into play?

    5) Automated tile miners have been said to be coming to the game. However, a lot of people are concerned about the word "automated" attached to them, as this goes against JC's vision to not have anything fully automated (does not require a player interaction) within the game. Is it possible to elaborate on how these automated tile miners will work to ensure that they still require player interaction from time to time, along with other possible limiting factors? Such as power consumption / internal storage capacities?

    6) We have our first tick box on the login screen for the road map! Yay! But is NQ possibly getting a little ahead of themselves with this? Whilst it is nice to have salvage ships back in the game, the tick box does also state "abandoned outposts" which do not currently exist. When can we expect these to be added also and will the limit of just 100 salvage ships in the whole solar system be increased? Will they respawn?
     
    7) One of the main features from the Feedback poll is Asteroid Mining and JC has referenced this himself quite often in the recent streams. Is this something that is now in the planning / design stages and will this include the update to mining via hand only; construct mining?

    8] Currently the use of Antigravity ships and warp drives are in abundance. With the upcoming changes to PvP, with the nullifications and power supplies, I imagine these will put some control on these. However, the use of rockets seems to be very much under-used. Through my organisation and personal experience, we feel that rockets just aren't viable or practical. However, with the limitations to AG's, could we also see a rebalance of rockets to bring them up as a possible low power consumption alternative to Anti-Gravs?
     
    9) A lot of people are worried how power supply is going to work exactly. Especially with the rather drastic changes already happening to industry. Is NQ in a position to explain more about what we can expect, in terms of similarity to other games? Such as Arks Tech Generator, which powers an area or Satisfactory's power cable design which can be placed anywhere but has to be hooked up to a limited number of units? How will tile power supply limits integrate into static construct supplies?

    10) Currently, mining resources can become tedious, which results in boredom. Even with the unique way of finding resources, once found it is simply a case of point and shoot to collect them. Further down and more valuable resources just require a territory scan previously and then either trained talents or depth deposits to mine into with a resurrection node attached for quick extraction. How does NQ plan to make finding and locating resources more of a challenge and exciting? Will there ever be more rich nodes for better yields? Perhaps territory scanners could have a mini game in order to operate to some extent? And could we possibly see a connection timer to resurrection nodes, stopping them from being a quick mining op extraction mechanic?

    11) We know that element skins via a cosmetic store will eventually make it into the game, which excites many but also creates caution. Is NQ happy to confirm straight out that the only things being sold via the store will be cosmetic? And will NQ consider allowing player submissions of skins to be sold in game for a cut of the sales, such as with Warframe and their TennoGen skins?


    Hmm.... I'm sure there was more but my minds gone blank for now
  23. Like
    Makashima reacted to NQ-Naunet in Dec 7 Twitch Q&A - Let's Discuss!   
    You should set up a betting pool, @blazemonger ?
  24. Like
    Makashima reacted to NQ-Naunet in UPDATE: Keeping the 'port' in support!   
    [Updated Nov 19, 2020 @ 3:02 PM EST]: The rules outlined below apply to teleporting both avatars and constructs. This means that, outside of the list of approved scenarios, we won't be able to fetch your ship and bring it to your location. 
    __________________________________________________________________________________________________________________________________________________________

    Good day fellow Noveans,
     
    I come bearing support-related news! More specifically, I’d like to address teleportation requests with all of you.
     
    For a while now, we’ve allowed players in need of a port to say the word on Discord and - voila - your wish would be granted! ✨
    That worked well for a time, but our Discord support channel is now beginning to slip under the veritable wave of port requests… and we’d like to rescue it and all those in need of a ‘lift’.
     
    As of November 19th, we would like everyone in need of teleport-related assistance to use the in-game chat support, or submit an official support ticket. By using the in-game chat function instead of Discord, you’re likely to receive an answer quicker because our GMs are ready and waiting for you there!

    Having said that, we’d also like to inform everyone that we will no longer grant port requests if you’re simply out of fuel, stuck in one of your own constructs, or just generally stranded. All port requests will now be investigated, verified and potentially denied if the request falls outside of approved scenarios.

    Some examples of when to ask for a port (approved scenarios):
     
    if you’re stuck in an Aphelia construct if you’re trapped in any other player-owned tile (unable to dig) if you’re unable to get past the loading screen upon logging in
      What to do if you’re just stuck/out of fuel/stranded: 
     
    Don’t forget: there are plenty of player organizations available to assist in your travels through space! Be sure to check out the organizations and services provided on Discord and our Forums. Some organizations will be happy to provide you with transportation, refueling, repairs, building help and so much more!! ?

    How to contact support:

    To access in-game chat support, simply click the “support” tab in-game, as depicted below.


     
    From here, it’s as easy as typing up your request, starting the message with "@NQ" and sending it off!
     
    To submit an official support ticket, please click HERE. ?

    Then, select the hyperlinked text that says “submit a request” in the top-right corner of the page. Once you see the screen featured below, select the appropriate category for your issue and go to town!


     
    (Quick note for those submitting crash reports: PLEASE do not forget to include a crash log and/or XML logs with your ticket!!)

    And there you have it! Let’s all do our part to keep the Discord server free and clear of port requests so that players with big ol’ bugs and other issues to report can receive the visibility they deserve.

    ~NQ-Naunet

    PS - I want to give a special shout-out to all of our support staff for everything they do!! Thank you, all!!
     
  25. Like
    Makashima reacted to NQ-Naerais in “Marketplace Heist” Response   
    Hello Noveans, 
     
    At this stage it’s hard to ignore that the “Market Heist” has definitely caused a stir of dialogue and reactions both in our community and on the internet.
     
    We have taken some time to look at the situation in more detail: the actions of these players are not ok, not condoned, and will not be tolerated. We stand by our decision, and we’d like to better explain it. 
     
    Most of what Novaquark builds within the game world, such as markets, institutes or the Arkship is not a player-owned construct. It is a part of the game play designed to serve all players. There are exceptions, like shipwrecks, which are designed for salvaging, and clearly communicated as such. 
     
    We did, indeed, state to players that if RDMS is not properly set on a construct, and it results in theft, it’s part of the game and we won’t act upon it. This is to acknowledge that treason can happen in an organization, for instance, and is part of the emergent gameplay we’re trying to promote. 
     
    Now, this does obviously not apply to NQ-built constructs, which are designed to serve a specific purpose in the game. It is obvious that these constructs, owned by NQ accounts or Aphelia, are not meant to be interacted with in the same manner as player constructs. Besides, they may contain some highly overpowered and unbalanced elements which were never meant to fall in the hands of players. So the situation with the market is clearly covered by section 5.2 of the EULA: “You must refrain from engaging in any behaviour that could harm NOVAQUARK’s image and/or reputation, that could harm one or more other Users or have a negative impact on their gaming experience, or that is detrimental to the proper functioning of the Game.”
     
    Finally, and for the record, the issue with the market did not result in a wrongly-set RDMS, but rather in a duplication bug. Part of what we use is the same tools as players to build constructs. We create one district, then duplicate it. Something went wrong in the duplication process of one of the markets, which resulted in players being able to edit it.
     
    Were we harsh? Yes. But we had previously communicated that we would no longer tolerate abuses of bugs and issues. We do realize that perhaps this started innocently enough in that someone pressed “B” while standing on a market. But it went beyond this, and that shows intention. The players involved indicated that they reported the issue, and after further investigation, one did, though not by following the proper feedback channel: they pinged a staff account on Discord in the middle of the night. We’ve clearly stated that staff do not respond to pings on Discord, and that the reporting method for exploits and bugs of this nature is either via our ticket system, or via a community manager on the forums. 
     
    Even a proper attempt to inform us about an exploit doesn’t mean that it’s OK to go on and abuse it. Communicating an exploit to the NQ staff doesn’t serve as a way to absolve the players, it’s only meant to ensure that we fix the issue - it’s not a free pass to use an exploit. The banned players destroyed a player market by dismantling it, and the fact that they communicated with us via Reddit with a request not to be banned shows that they knew what they were doing was wrong. They posted on Reddit, proud of their ‘achievement’ and of the destruction. 
     
    In the end, repairing the damage cost us hours of manpower across multiple departments, which could have been invested into further progressing the game. 
     
    That is why we take this seriously. 
     
    Here are a couple of things that we’d like to reiterate:
    We are in beta.  Things aren’t always going to work as intended. But we have a persistent, single-shard universe, and altering its foundations impacts all players. Bug Fixes aren’t instant. They take manpower time to find, investigate, fix, test and roll out. We try to make sure that fixing a bug doesn’t introduce a dozen more. As beta players, we count on you to help us and report bugs, not abuse them. We believe that this is fairly standard for most games.   We genuinely hope this brings some clarity to the situation, and ask you all to remember this is a communal effort. We’re in this together.
     
    Sincerely,
    The Novaquark Team
     
     
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