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Oran_Gootan

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  1. Like
    Oran_Gootan reacted to vylqun in ROADMAP UPDATE: PREPARE FOR WAR WITH THE COMING OF 0.29 "ATHENA" - discussion thread   
    Don't get me wrong, its something, but adding "lmb hold improvement", to the roadmap?  Shouldn't the roadmap be for larger things and not for tiny improvements?
    That being said, i'm quite curious how the alien cores will turn out, hopefully its not just "here we have a small static construct that regularily spawns items into a container". Please tell me that some elements for military space stations etc. is also included.
  2. Like
    Oran_Gootan got a reaction from Virilitas in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    Have you learned nothing in the past few years?? I don't understand why this keeps happening.. Does whoever makes these decisions have some mental defect which compels them to choose the worst possible option on purpose?
     
    A short development history of the DU beta
     
    Problem: 
     
    Problem: People don't have enough construct slots
    NQ solution: Virtually infinite construct slots
    Actual solution: Create a way to repackage ships and store them, removing them from the world until made active again. Remove ownership of dynamic constructs which are left unattended in unclaimed territory for too long.
     
    Problem: If we let people use lua to fire weapons, robots will take over the universe!
    NQ solution: An endless captcha disguised as a gunnery module.
    Actual solution: Restrict certain apis to user input driven events. Develop solutions to detect macro usage. 
     
    Problem: Industry OP
    NQ solution: Break every single factory in the game, hold them for ransom until people magically come up with the money to buy schematics
    Actual solution: Energy system, and a much less imposing version of schematics
     
    Problem: Somehow, we can't seem to balance PVP quite right... hmmmm whats missing?
    NQ solution: PvP AlLoCaTiOn pOiNtZS l0l??????
    Actual solution: Energy system
     
    Problem: Warp travel shouldn't be free, or nobody will travel conventionally
    NQ solution: Warp cells
    Actual solution: Tie warp to an energy system. Make designing a ship for space warp challenging. Make initiating a space warp cost energy and come with a risk.
     
    Problem: Hey this guy is initiating warp too quickly with lua!
    NQ solution: Remove ActivateWarp() from warp drive api
    Actual solution: Interdiction modules, tractor beams, warp disruptors. Increase the time it takes to initiate warp. 
     
    Problem: Oh no!! Our cloud storage bill goin cuhrazy! 
    Nq solution: DELETE MINING ON PLANETS GGRAAASGGGHHH
    Actual solution: Decay terrain modifications outside the build zone of a static core.
     
    Problem: We need to communicate more to find solutions that players agree with!
    NQ solution: Swear we are going to do our best, but instead, huff paint with homeless joe in the back of a denny's and make more asinine decisions
    Actual solution: Learn from your mistakes. Humble yoself. Discuss, review, and REVISE plans with community input before developing them
     
    Problem: There are too many claimed territories!
    NQ solution: Territory taxes
    Actual solution: Energy system
     
    Problem: Oh no!! We made it so that construct slots are virtually infinite! People have too many construct slots! 
    NQ solution: Arbitrarily remove random constructs belonging to people who have too many
    Actual solution (still): Create a way to repackage ships and store them, removing them from the world until made active again. Remove ownership of dynamic constructs which are left unattended in unclaimed territory for too long.
  3. Like
    Oran_Gootan got a reaction from FalloutWB in Developer team reply to Core Slots limitation v2 Community feedback - discussion thread   
    Nobody asked why you are choosing random construct abandonment, because nobody cares. The only issue is the plainly objective fact that this solution is vastly unacceptable, and you need to find another one. All the narcissistic batshit insane troll logic in the world won't make that fact go away.
  4. Like
    Oran_Gootan got a reaction from Sabretooth in Developer team reply to Core Slots limitation v2 Community feedback - discussion thread   
    Nobody asked why you are choosing random construct abandonment, because nobody cares. The only issue is the plainly objective fact that this solution is vastly unacceptable, and you need to find another one. All the narcissistic batshit insane troll logic in the world won't make that fact go away.
  5. Like
    Oran_Gootan got a reaction from Davemane42 in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    Have you learned nothing in the past few years?? I don't understand why this keeps happening.. Does whoever makes these decisions have some mental defect which compels them to choose the worst possible option on purpose?
     
    A short development history of the DU beta
     
    Problem: 
     
    Problem: People don't have enough construct slots
    NQ solution: Virtually infinite construct slots
    Actual solution: Create a way to repackage ships and store them, removing them from the world until made active again. Remove ownership of dynamic constructs which are left unattended in unclaimed territory for too long.
     
    Problem: If we let people use lua to fire weapons, robots will take over the universe!
    NQ solution: An endless captcha disguised as a gunnery module.
    Actual solution: Restrict certain apis to user input driven events. Develop solutions to detect macro usage. 
     
    Problem: Industry OP
    NQ solution: Break every single factory in the game, hold them for ransom until people magically come up with the money to buy schematics
    Actual solution: Energy system, and a much less imposing version of schematics
     
    Problem: Somehow, we can't seem to balance PVP quite right... hmmmm whats missing?
    NQ solution: PvP AlLoCaTiOn pOiNtZS l0l??????
    Actual solution: Energy system
     
    Problem: Warp travel shouldn't be free, or nobody will travel conventionally
    NQ solution: Warp cells
    Actual solution: Tie warp to an energy system. Make designing a ship for space warp challenging. Make initiating a space warp cost energy and come with a risk.
     
    Problem: Hey this guy is initiating warp too quickly with lua!
    NQ solution: Remove ActivateWarp() from warp drive api
    Actual solution: Interdiction modules, tractor beams, warp disruptors. Increase the time it takes to initiate warp. 
     
    Problem: Oh no!! Our cloud storage bill goin cuhrazy! 
    Nq solution: DELETE MINING ON PLANETS GGRAAASGGGHHH
    Actual solution: Decay terrain modifications outside the build zone of a static core.
     
    Problem: We need to communicate more to find solutions that players agree with!
    NQ solution: Swear we are going to do our best, but instead, huff paint with homeless joe in the back of a denny's and make more asinine decisions
    Actual solution: Learn from your mistakes. Humble yoself. Discuss, review, and REVISE plans with community input before developing them
     
    Problem: There are too many claimed territories!
    NQ solution: Territory taxes
    Actual solution: Energy system
     
    Problem: Oh no!! We made it so that construct slots are virtually infinite! People have too many construct slots! 
    NQ solution: Arbitrarily remove random constructs belonging to people who have too many
    Actual solution (still): Create a way to repackage ships and store them, removing them from the world until made active again. Remove ownership of dynamic constructs which are left unattended in unclaimed territory for too long.
  6. Like
    Oran_Gootan got a reaction from TonyTones in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    Have you learned nothing in the past few years?? I don't understand why this keeps happening.. Does whoever makes these decisions have some mental defect which compels them to choose the worst possible option on purpose?
     
    A short development history of the DU beta
     
    Problem: 
     
    Problem: People don't have enough construct slots
    NQ solution: Virtually infinite construct slots
    Actual solution: Create a way to repackage ships and store them, removing them from the world until made active again. Remove ownership of dynamic constructs which are left unattended in unclaimed territory for too long.
     
    Problem: If we let people use lua to fire weapons, robots will take over the universe!
    NQ solution: An endless captcha disguised as a gunnery module.
    Actual solution: Restrict certain apis to user input driven events. Develop solutions to detect macro usage. 
     
    Problem: Industry OP
    NQ solution: Break every single factory in the game, hold them for ransom until people magically come up with the money to buy schematics
    Actual solution: Energy system, and a much less imposing version of schematics
     
    Problem: Somehow, we can't seem to balance PVP quite right... hmmmm whats missing?
    NQ solution: PvP AlLoCaTiOn pOiNtZS l0l??????
    Actual solution: Energy system
     
    Problem: Warp travel shouldn't be free, or nobody will travel conventionally
    NQ solution: Warp cells
    Actual solution: Tie warp to an energy system. Make designing a ship for space warp challenging. Make initiating a space warp cost energy and come with a risk.
     
    Problem: Hey this guy is initiating warp too quickly with lua!
    NQ solution: Remove ActivateWarp() from warp drive api
    Actual solution: Interdiction modules, tractor beams, warp disruptors. Increase the time it takes to initiate warp. 
     
    Problem: Oh no!! Our cloud storage bill goin cuhrazy! 
    Nq solution: DELETE MINING ON PLANETS GGRAAASGGGHHH
    Actual solution: Decay terrain modifications outside the build zone of a static core.
     
    Problem: We need to communicate more to find solutions that players agree with!
    NQ solution: Swear we are going to do our best, but instead, huff paint with homeless joe in the back of a denny's and make more asinine decisions
    Actual solution: Learn from your mistakes. Humble yoself. Discuss, review, and REVISE plans with community input before developing them
     
    Problem: There are too many claimed territories!
    NQ solution: Territory taxes
    Actual solution: Energy system
     
    Problem: Oh no!! We made it so that construct slots are virtually infinite! People have too many construct slots! 
    NQ solution: Arbitrarily remove random constructs belonging to people who have too many
    Actual solution (still): Create a way to repackage ships and store them, removing them from the world until made active again. Remove ownership of dynamic constructs which are left unattended in unclaimed territory for too long.
  7. Like
    Oran_Gootan got a reaction from DecoyGoatBomb in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    Have you learned nothing in the past few years?? I don't understand why this keeps happening.. Does whoever makes these decisions have some mental defect which compels them to choose the worst possible option on purpose?
     
    A short development history of the DU beta
     
    Problem: 
     
    Problem: People don't have enough construct slots
    NQ solution: Virtually infinite construct slots
    Actual solution: Create a way to repackage ships and store them, removing them from the world until made active again. Remove ownership of dynamic constructs which are left unattended in unclaimed territory for too long.
     
    Problem: If we let people use lua to fire weapons, robots will take over the universe!
    NQ solution: An endless captcha disguised as a gunnery module.
    Actual solution: Restrict certain apis to user input driven events. Develop solutions to detect macro usage. 
     
    Problem: Industry OP
    NQ solution: Break every single factory in the game, hold them for ransom until people magically come up with the money to buy schematics
    Actual solution: Energy system, and a much less imposing version of schematics
     
    Problem: Somehow, we can't seem to balance PVP quite right... hmmmm whats missing?
    NQ solution: PvP AlLoCaTiOn pOiNtZS l0l??????
    Actual solution: Energy system
     
    Problem: Warp travel shouldn't be free, or nobody will travel conventionally
    NQ solution: Warp cells
    Actual solution: Tie warp to an energy system. Make designing a ship for space warp challenging. Make initiating a space warp cost energy and come with a risk.
     
    Problem: Hey this guy is initiating warp too quickly with lua!
    NQ solution: Remove ActivateWarp() from warp drive api
    Actual solution: Interdiction modules, tractor beams, warp disruptors. Increase the time it takes to initiate warp. 
     
    Problem: Oh no!! Our cloud storage bill goin cuhrazy! 
    Nq solution: DELETE MINING ON PLANETS GGRAAASGGGHHH
    Actual solution: Decay terrain modifications outside the build zone of a static core.
     
    Problem: We need to communicate more to find solutions that players agree with!
    NQ solution: Swear we are going to do our best, but instead, huff paint with homeless joe in the back of a denny's and make more asinine decisions
    Actual solution: Learn from your mistakes. Humble yoself. Discuss, review, and REVISE plans with community input before developing them
     
    Problem: There are too many claimed territories!
    NQ solution: Territory taxes
    Actual solution: Energy system
     
    Problem: Oh no!! We made it so that construct slots are virtually infinite! People have too many construct slots! 
    NQ solution: Arbitrarily remove random constructs belonging to people who have too many
    Actual solution (still): Create a way to repackage ships and store them, removing them from the world until made active again. Remove ownership of dynamic constructs which are left unattended in unclaimed territory for too long.
  8. Like
    Oran_Gootan got a reaction from CptLoRes in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    Have you learned nothing in the past few years?? I don't understand why this keeps happening.. Does whoever makes these decisions have some mental defect which compels them to choose the worst possible option on purpose?
     
    A short development history of the DU beta
     
    Problem: 
     
    Problem: People don't have enough construct slots
    NQ solution: Virtually infinite construct slots
    Actual solution: Create a way to repackage ships and store them, removing them from the world until made active again. Remove ownership of dynamic constructs which are left unattended in unclaimed territory for too long.
     
    Problem: If we let people use lua to fire weapons, robots will take over the universe!
    NQ solution: An endless captcha disguised as a gunnery module.
    Actual solution: Restrict certain apis to user input driven events. Develop solutions to detect macro usage. 
     
    Problem: Industry OP
    NQ solution: Break every single factory in the game, hold them for ransom until people magically come up with the money to buy schematics
    Actual solution: Energy system, and a much less imposing version of schematics
     
    Problem: Somehow, we can't seem to balance PVP quite right... hmmmm whats missing?
    NQ solution: PvP AlLoCaTiOn pOiNtZS l0l??????
    Actual solution: Energy system
     
    Problem: Warp travel shouldn't be free, or nobody will travel conventionally
    NQ solution: Warp cells
    Actual solution: Tie warp to an energy system. Make designing a ship for space warp challenging. Make initiating a space warp cost energy and come with a risk.
     
    Problem: Hey this guy is initiating warp too quickly with lua!
    NQ solution: Remove ActivateWarp() from warp drive api
    Actual solution: Interdiction modules, tractor beams, warp disruptors. Increase the time it takes to initiate warp. 
     
    Problem: Oh no!! Our cloud storage bill goin cuhrazy! 
    Nq solution: DELETE MINING ON PLANETS GGRAAASGGGHHH
    Actual solution: Decay terrain modifications outside the build zone of a static core.
     
    Problem: We need to communicate more to find solutions that players agree with!
    NQ solution: Swear we are going to do our best, but instead, huff paint with homeless joe in the back of a denny's and make more asinine decisions
    Actual solution: Learn from your mistakes. Humble yoself. Discuss, review, and REVISE plans with community input before developing them
     
    Problem: There are too many claimed territories!
    NQ solution: Territory taxes
    Actual solution: Energy system
     
    Problem: Oh no!! We made it so that construct slots are virtually infinite! People have too many construct slots! 
    NQ solution: Arbitrarily remove random constructs belonging to people who have too many
    Actual solution (still): Create a way to repackage ships and store them, removing them from the world until made active again. Remove ownership of dynamic constructs which are left unattended in unclaimed territory for too long.
  9. Like
    Oran_Gootan got a reaction from sHuRuLuNi in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    Have you learned nothing in the past few years?? I don't understand why this keeps happening.. Does whoever makes these decisions have some mental defect which compels them to choose the worst possible option on purpose?
     
    A short development history of the DU beta
     
    Problem: 
     
    Problem: People don't have enough construct slots
    NQ solution: Virtually infinite construct slots
    Actual solution: Create a way to repackage ships and store them, removing them from the world until made active again. Remove ownership of dynamic constructs which are left unattended in unclaimed territory for too long.
     
    Problem: If we let people use lua to fire weapons, robots will take over the universe!
    NQ solution: An endless captcha disguised as a gunnery module.
    Actual solution: Restrict certain apis to user input driven events. Develop solutions to detect macro usage. 
     
    Problem: Industry OP
    NQ solution: Break every single factory in the game, hold them for ransom until people magically come up with the money to buy schematics
    Actual solution: Energy system, and a much less imposing version of schematics
     
    Problem: Somehow, we can't seem to balance PVP quite right... hmmmm whats missing?
    NQ solution: PvP AlLoCaTiOn pOiNtZS l0l??????
    Actual solution: Energy system
     
    Problem: Warp travel shouldn't be free, or nobody will travel conventionally
    NQ solution: Warp cells
    Actual solution: Tie warp to an energy system. Make designing a ship for space warp challenging. Make initiating a space warp cost energy and come with a risk.
     
    Problem: Hey this guy is initiating warp too quickly with lua!
    NQ solution: Remove ActivateWarp() from warp drive api
    Actual solution: Interdiction modules, tractor beams, warp disruptors. Increase the time it takes to initiate warp. 
     
    Problem: Oh no!! Our cloud storage bill goin cuhrazy! 
    Nq solution: DELETE MINING ON PLANETS GGRAAASGGGHHH
    Actual solution: Decay terrain modifications outside the build zone of a static core.
     
    Problem: We need to communicate more to find solutions that players agree with!
    NQ solution: Swear we are going to do our best, but instead, huff paint with homeless joe in the back of a denny's and make more asinine decisions
    Actual solution: Learn from your mistakes. Humble yoself. Discuss, review, and REVISE plans with community input before developing them
     
    Problem: There are too many claimed territories!
    NQ solution: Territory taxes
    Actual solution: Energy system
     
    Problem: Oh no!! We made it so that construct slots are virtually infinite! People have too many construct slots! 
    NQ solution: Arbitrarily remove random constructs belonging to people who have too many
    Actual solution (still): Create a way to repackage ships and store them, removing them from the world until made active again. Remove ownership of dynamic constructs which are left unattended in unclaimed territory for too long.
  10. Like
    Oran_Gootan got a reaction from FalloutWB in Call for Demeter-related questions   
    Is the introduction of weekly upkeep fees per tile just another iteration of kicking the energy systems can down the road?
  11. Like
    Oran_Gootan got a reaction from JohnnyTazer in Call for Demeter-related questions   
    Is the introduction of weekly upkeep fees per tile just another iteration of kicking the energy systems can down the road?
  12. Like
    Oran_Gootan got a reaction from Neonicks in DEVBLOG: THE FUTURE OF DU - Part 3 - Discussion Thread   
    Energy systems are the only way to balance PVP. The damage output of weapons is meaningless if you can slap 50 large turrets and 25 XL engines on a block of solid gold. Energy has to be prioritized before we can even think about balance, because without it any attempt at balance can just be circumvented by adding more things to the ship.
     
    Shields would be really nice to have, something I've been anticipating for a long time, but without energy systems they're just another thing you can stack on a ship to make it even more OP.
  13. Like
    Oran_Gootan reacted to ManfredSideous in DEVBLOG: DOCKING AND BOARDING REVAMP - Discussion Thread   
    Incorrect. You are speaking of things you have no insight into. It would be very easy to create gameplay mechanics to disable/disrupt this.  Don't jump to all doom and gloom and have a little imagination.
  14. Like
    Oran_Gootan got a reaction from DecoyGoatBomb in DEVBLOG: THE FUTURE OF DU - Part 3 - Discussion Thread   
    Energy systems are the only way to balance PVP. The damage output of weapons is meaningless if you can slap 50 large turrets and 25 XL engines on a block of solid gold. Energy has to be prioritized before we can even think about balance, because without it any attempt at balance can just be circumvented by adding more things to the ship.
     
    Shields would be really nice to have, something I've been anticipating for a long time, but without energy systems they're just another thing you can stack on a ship to make it even more OP.
  15. Like
    Oran_Gootan reacted to nekranox in Changes to Lua screen units   
    For those that havent read:
    https://board.dualthegame.com/index.php?/topic/22565-changes-to-lua-screen-units/
     
    My entire range of products in-game is based on HTML screens and CSS animations. It would not be feasible to rewrite them in any amount of time that would make it worthwhile. The new LUA based drawing features are extremely limited. For example, a large part of what makes my Bacterium product look realistic is the use of CSS animation on SVGs. Most crucially, the ability to use existing skillset (HTML/CSS) and familiar tools (SVG creation outside of the game e.g. Adobe Illustrator) are what make my products possible within the already tight limitations of DU.
     
    I don't want to be dramatic, because I know its important to be constructive when giving feedback but if you remove support for HTML on screens, I'm out. Hundreds of hours of work will have been wasted and the key element that attracted me to this game will have been lost.
     
    HTML/CSS is an existing technology that attracts creators becuase they can use existing skillsets. Removing it is too greater loss. If anyone else feels this way, please comment below.
     
    EDIT
    Can I just give an example of the sort of thing I am regularly doing on screens so you can understand how unachievable it will be using the new LUA commands:
     
    My Bacterium product (https://du-creators.org/makers/NoxCorp/ship/NoxCorp Bacterium) uses animated SVGs inside <DIV> containers that are then animated to move around and transformed in 3 dimensions using CSS. This can all be achieved in around 30,000 characters of HTML/SVG markup and CSS. There are no amount of "useful drawing commands" that can offer this kind of flexibility.
  16. Like
    Oran_Gootan reacted to NQ-Naunet in Talent Points   
    The points will be applied after a brief downtime starting at 9 am UTC | 4 am EST on December 17th.  
    _______________________________________________________________________________________________________
     
    Hello Noveans,
     
    December is halfway over, meaning the arrival of the new year is tantalizingly close! 2021 is sure to usher in some big changes, and we couldn’t be more excited to experience those with you. ?
     
    While we were rolling out 0.23.1, we noticed that players who had talents in training lost what was accumulated during our downtime. So, in the spirit of bringing out the old and ringing in the new we would like to offer everyone 1 million talent points (~1 week’s worth) to not only replace lost points, but also as a bit of a holiday gift! Build, explore and be merry!
     
    Thank you for your continued support. We sincerely hope that you and yours enjoy a restful holiday season!

    Sincerely,
    The Novaquark Team
     
  17. Like
    Oran_Gootan reacted to NQ-Naunet in We've Heard You!   
    0.23 and What We Learned

    In reading through the reactions from our community regarding the recent 0.23 update, we’ve gained some valuable insights. 

    Before we talk about the changes we’ll make in our processes going forward, let’s get back to the fundamental reason behind the update itself. What we did in 0.23 is at the heart of the vision for a game where a society of players is interacting directly or indirectly with each other through an elaborate network of exchanges, cooperation, competition and markets.
     
    As it was, the current state of the game consisted mostly of isolated islands of players playing in almost full autonomy. A single-player game where players happened to share the same game world but with little interactions.
     
    It’s hard to imagine how the appeal could last for more than several months for most players once they feel they have “finished” the game. It is also a missed opportunity to try something of larger proportion, a society of players growing in a fully persistent virtual world. For this to work, you need more than isolated gameplay. Players need to have viable reasons to interact and need each other.
     
    In many single-player space games, you have ways to make money, and the game then offers you ways to convert this money into whatever you need in the game to progress, mostly via markets. This is the state in which we should end up for Dual Universe once all the necessary ingredients are in place, You get into the game, you farm a bit of money in fun ways, and you buy more and more powerful ships, equipment, weapons, etc., to help your character grow. The difference is that here, the ships or equipment you buy have been made by other players, instead of the game company. On the surface and during the first hours of gameplay, to a new player it would look similar to any of those other space games, but it would in fact reveal itself to be much deeper once you spend a bit of time in the game. Everything you would do would be part of another player’s or organization’s plan, everything would have a meaning. And soon you would realize that you too could be part of the content creation and, somehow, drive the game in the direction you want.
     
    In its current beta stage, DU doesn’t have enough ways for people to make money because we haven’t yet had the opportunity to implement all of the necessary features. There’s mining, of course. Trading is not as good as it will eventually be because markets are not really used to their full potential. As a consequence, players rightfully turned to a solo or small org autonomous game mode. 
     
    We tried to nudge people out of this with the changes introduced in 0.23. While necessary, many players expressed that the changes of 0.23 came too soon because it lacked a variety of lucrative ways for people to make money outside of mining.

    What We’ll Do Now
     
    The vision expressed above still holds. We want people to consider going through the industry specialization only if they intend to become industrialists and not necessarily to sustain their individual needs; however, we understand that it’s too soon to press for intense specialized gameplay considering the lack of sources to earn money. 
     
    Here’s our plan for now. We will modify the formula of the schematic prices to make it considerably more affordable for Tier 1 and still challenging and worth a commitment but less intense for anything Tier 2 or above. 
     
    This will allow most factories focused on T1 to resume their activities rapidly while keeping an interesting challenge for higher tiers, spawning dedicated industrial facilities aiming at producing to sell on the markets. We will also reimburse players who have bought high-priced schematics since the launch of 0.23 (please give us some time since it may take a few days as we go through the logs).
     
    We will keep monitoring the price of schematics to see if it makes sense to increase or decrease the costs. The right approach to set such a price would be to evaluate how much time it takes to recoup your investment by selling the products that the schematics allow to produce. It should be a few months so that the investment is a real commitment and it makes sense to plan for it.  We currently lack the metrics to properly assess this return on investment time. We need a player-driven market price for the components and a market price for the products to assess the profit made by each run of a schematic. This will come when the markets start to work as intended, and we can gather more data about them. 
     
    Feedback and Testing

    The release of 0.23 also taught us that we need improved ways to test new features, both internally and with community participation. The Upvote feature on the website was a good start, but it’s not enough. 
     
    To address this, we have two courses of action that will be taken. The first will be to set up an open public test server, hopefully with shorter release cycles, for players to try out new features. This will also allow us to explore ideas and be more iterative. If all goes according to plan, this test server should be introduced for 0.24, the next release. It will mirror the content of the production server with regular updates to sync it. 
     
    The second important initiative is to revise the role of the Alpha Team Vanguard (ATV), getting them more involved in early discussions about new features and the evolution of the game. We are still defining the framework, so more information will be released as available. 

    What is to Come
     
    In the short term, we will push a few corrections to improve 0.23, which include:
     
    Ships will now stop (be frozen) when their core is destroyed in PvP, making them easier to catch. Element destruction will impact the restoration count only when it occurs through PvP, at least for now (not when the ship is colliding/falling as we want to avoid having players penalized simply for crashing their ships because they’re learning how to maneuver them, for example). Recycling of un-restorable elements through a recycler that will take an element as input and grant a small amount of the schematics required components as output.
    The next major release is already in the making and will be about the mission system, a first step toward giving players more fun ways to earn quantas. We will reveal about it shortly so that we can get as much feedback as possible.
     
    We also want to reassure you that the mission system is not the only answer to offering more varied ways to earn revenue in Dual Universe. Things like asteroid mining and mining units will be introduced in the next few months. 

    This list is by no means complete, but should be a good jumping off point that gives players reasons to fight and to explore, opportunities for pirates, new ways of making money, and a plethora of other activities our creative community will think of even if we didn’t. 

    That’s it for now! We want to thank you again for your support and patience as we progress along this beta road! See you soon in Dual Universe!

    Want to discuss this announcement? Visit the thread linked below:
     
     
  18. Like
    Oran_Gootan reacted to NQ-Naunet in DRM Transition Changes   
    Hello everyone,

    We are preparing an update for next week (Monday, December 14th is our aim) that will enforce DRM protection for constructs in Dual Universe with the ultimate goal of facilitating construct trading in the game.  
     
    There are several possible cases though that we would like players to be aware of.
     
    We have currently have three types of constructs in the game:
     
    Constructs made before the introduction of creatorID earlier this year, which therefore have no creatorID on them because the feature did not yet exist. Constructs made from a blueprint created after the introduction of creatorID but before 0.23. These have a creatorID, but DRM were not activated on them. Constructs made from a blueprint created post-0.23 have both a creatorID and DRM protection by default (unless the creator decides to make a DRM-free blueprint).
      Type A constructs will unfortunately forever be unprotected as they do not include a trace of their original creator. Players who wish to trade them or make blueprints out of them should be aware that no DRM will be enforceable on them.
     
    For Type B constructs, we will forcefully activate the DRM for you with this update. This means that in certain rare cases, if you have added yourself a Control Unit or a Screen (not part of the original blueprint) to this construct, it will get DRM protected as well in the update. You will not be able to access the content of those Control Units or Screen Units after the DRM activation patch. Instead, you can either:
     
    Remove them and redeploy them. (You will need a copy of the content somewhere in a file elsewhere on your computer because you won’t be able to save it in-game). Contact the construct creator to ask him to unlock DRM on these specific elements.
    Type C constructs behave as expected and already benefit from DRM protection for all elements that are part of the original blueprint. New elements added to them by the owner are not DRM protected, so the owner can freely edit them; however, the update made on a Type B construct will unfortunately impact them as well, and the DRM protection will be forced upon all elements, new or old. You may have to resort to the two possible solutions explained above for Type B.

    We hope this information was useful! Thank you for reading! ?
     
  19. Like
    Oran_Gootan reacted to XKentX in DevBlog: The Maneuver Tool and Disconnecting Ships - DUscussion thread   
    I think it's safe to assume that many players concerned that an unstable state of game that crashes 3 out of 10 market approaches on ANY pc will ruin their ships total-loss post patch due to not stopping it when their game crash.
     
    Another note:
    If this is to fix Alt+f4 instead of 20 minute braking, we can warp to planet when we are close to it and this will only spend 1 cell and insta stop the ship on landing so this fix doesn't fixes anything IMHO.
     
  20. Like
    Oran_Gootan reacted to TheGeek in DevBlog: The Maneuver Tool and Disconnecting Ships - DUscussion thread   
    If I can't maneuver tool the voxel board that Yeeted itself 10km away back to my base, then what do I do? Fix game breaking bugs before nerfing the tools we would use to compensate for those bugs.

    The Alt-F4 was used to compensate for flaky mechanics. Fix your game before nerfing the tools we use to make this game bearable to play.
     
    And nearly nobody travels at sublight speeds anymore, EVERYONE warps. So this nerfing of Alt-F4 only hurts those trying to not have to repair their ships over and over because of game-breaking bugs. And combined with the fact that elements will have a fixed repair amount, you are going to have people ragequitting in droves...
  21. Like
    Oran_Gootan 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!!
     
  22. Like
    Oran_Gootan reacted to NQ-Naerais in November Devblog: Construct Intellectual Protection & Blueprint Duplication   
    Dear Noveans, it's time for another DevBlog!
     
    Dual Universe is a vast game. Its gameplay has layers, and we keep adding depth to them as often as possible (though not nearly as frequently as we would like to!). As developers, we love to dive into these depths. Moreover, we want to make sure everybody understands why we design features the way we do. DevBlogs are perfect to address these topics, so here we are!
     
    Today, we will tackle two major features which shall be released in an upcoming patch: Construct Intellectual Property Protection and Blueprints Duplication. Without further ado, let's jump right into it.

    CONSTRUCT INTELLECTUAL PROPERTY PROTECTION
     
    The objective of this feature is quite simple: allow a player to protect their creations when they distribute them in game (whether it is by selling them or trading them). We want to make sure that no unauthorized player will access the intellectual property content of a construct they did not create themselves. In particular, we want to protect:
     
    The possibility to create a Blueprint of the construct The possibility to copy voxels from the construct to another construct (however, intra construct copies are still allowed) The access to Lua scripts from Control Units The access to HTML content from Screen Units  
    This is how it works: each construct has a creator. A creator can be either the player or the Organization who deployed the original Core Unit. We can call this initial construct the “Master Construct”. When an Organization is the creator, any legate will be considered to be the creator.

    When making a copy of a Master Construct via a Blueprint, a set of Digital Rights Management (DRM) protection flags are set automatically, both on the construct as a whole AND individually on each of the Control Units and Screen Units in the Blueprint. The newly created construct can have a new owner, different from its creator, but it remembers who was its creator. When trying to access Lua or Html content, the DRM flag of the corresponding Element (i.e. a Control Unit or a Screen Unit) will be checked to determine if the new owner is allowed to do this action. The creator is always allowed to do that. 
     
    Similarly, when trying to make a Blueprint or to copy voxels, the DRM flag of the whole construct is checked. By default, since the original Blueprint sets all the flags to “not allowed”, a new owner will have no rights to do these actions.

    If you deploy a new Control Unit, or a new Screen Unit on your construct that is DRM protected, they will be deployed without the DRM flag activated; therefore, you will be allowed to modify these Elements in particular. 
     
    Moreover, the creator of the construct can also decide to come and remove the DRM protection of the whole construct (by right-clicking on the Core Unit), or of one particular Control Unit/Screen Unit if he wants to (warning: this action is not reversible). Make sure, however, to check if the DRM flag for voxels is global or not. If it is, and you add a beautiful sculpture to the construct, you will not be able to copy-paste it out of the construct. You should rather make your own Master Construct for this kind of action.
     
    BLUEPRINT DUPLICATION

    The Blueprint duplication will let players create copies of Blueprints, which in turns other players will use to generate a limited quantity of constructs.
    To understand this feature better, allow us to make the distinction between Core Blueprints and regular Blueprints.
     
    Core Blueprints
    When the creator of a construct, or any player owning the right to create a Blueprint from a construct generates a Blueprint from said construct, this is a Core Blueprint.

    Its creation is free. It can be used as the simple construct-save it used to be. But more importantly, this is what you’ll use to generate Regular Blueprints.

    It is stored in the player inventory and behaves as a regular information item. A Core Blueprint is never lost on death. However, a player can generate a core Blueprint only if he is the creator of a construct or if the DRM flag of the construct has been lifted.

    All ancient Blueprints (as in, Blueprints from before the Blueprint Duplication patch) will be converted into Core Blueprints.
     
    Regular Blueprints

    By right-clicking on a Core blueprint, a player can choose to generate a regular Blueprint, or just “Blueprint” for short. A regular Blueprint, is in reality a one-run Blueprint, and is always the result of a duplication of a Core Blueprint.

    It is a standard information item, and because it is a one-run Blueprint, it can only be used once and disappears on use.

    Once created, regular Blueprints are delivered at once in the player’s inventory as soon as he validates the duplication. Regular Blueprints are weight-less and volume-less.
     
    We hope this DevBlog gives you better visibility and understanding of what’s coming next in Dual Universe. Don’t hesitate to tell us what you would like to see next!
     
    See you very soon in Dual Universe

     
    Want to discuss this announcement? Click HERE. ?

     
  23. Like
    Oran_Gootan reacted to lucagrabacr in The bad suggestions thread   
    Post your very brilliant suggestions here! I'll go first c=
     
    Bath tub with functioning water faucet element for extra immersion
  24. Like
    Oran_Gootan reacted to Saedow in Thanks NQ   
    I've been playing for almost a week now and I am very glad with the game in its current state!
    It has been captivating and awesome and as a silver founder I must say: money well spent!
    So thank you Novaquark for the great game and the fantastic job you did!
  25. Like
    Oran_Gootan got a reaction from Ambaire in Add segments to link lines with link tool ctrl-click   
    Linking of industry units and other elements on large constructs can be frustrating and quickly devolves into a gigantic all-consuming pink hairball. I played another game which had a good solution to this, which seems compatible with the current implementation of sprite ropes for links -- There's an addon called wiremod for a game called Garry's Mod which had this problem for a long time, but eventually added a way to organize and beautify links by allowing the user to place links with multiple line segments.
     
    This was accomplished by clicking your starting point and right-clicking (ctrl-clicking with DU controls) arbitrary positions which would add a segment endpoint to the wire. This allowed the user to organize even the most complicated setups like one would layout a circuit board, except in 3D. I believe this is the perfect solution to issues with link visibility.

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