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NoBadCompany

Alpha Tester
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  1. Like
    NoBadCompany reacted to Atmosph3rik in When the White Knights turn Black (an open letter to the community and NQ)   
    I think it's important to remember that the people making the game, the people actually working on the game, want to do a great job, and i'm sure they're trying to do a great job, and they're also at work, trying to make a living, and they truly don't deserve any form of abuse.  Ever.
     
    BUT i think it's also important to make sure that upper management knows, when they make uninformed, poorly thought-out, profit driven decisions, they are in danger of failing to produce the product that we are all here to buy from them.
     
    And if they want to produce that product, and they want us to buy it, they need to actually know what it is.  And care whether it's as good as it could be.
     
     
     
  2. Like
    NoBadCompany reacted to NQ-Wanderer in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    Dear Noveans,

    The Tactical Map WIP we posted earlier was a conceptual image we used for design reference. It's of course not the final version of the feature, which will look more like this :
     


    We also edited the original post to avoid confusion.

    Sorry for the misunderstanding, and see you in Dual Universe!
  3. Like
    NoBadCompany reacted to Wyndle in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    Some people count travel time from their home planet.  So 2-4 hours travel and then 20 minutes search time is a reasonable estimate for direct travel.  Avoiding the pipes in getting to the rock may add up to double the travel time.
  4. Like
    NoBadCompany reacted to Idris Kael in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    Make wrecks like asteroids, that way its more engaging.

    As for the loss of "PvP" game play. Ganking is not PvP., that's like calling a street thug a Mobster. Don't mind sharks in the water, that's part of the game however a predator should have to hunt for its prey and not be handed victims on a platter.
     
    I agree with the player suggested UO-esque consequences of firing first.

     
     
  5. Like
    NoBadCompany reacted to TobiwanKenobi in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    The asteroid stuff seems like an improvement. But not really what I was hoping for myself when I heard that asteroid hunting was going to get a rework. I've always wanted the DSAT coordinate system to be replaced with a DSAT that works like the scanner/direction scanner tools that are used for mining. That's a neat mechanic that requires some skill and intuition, and now it's barely used. Seems like a waste. Tracking down an asteroid could work just like tracking down an ore node.

    I see some pvpers think that the removal of the discovered column will make it hard to find miners and kill them. But we haven't seen how the new roid spawning will work. If the roids are continuously despawing/respawning, there might only ever be 20-30 spawned roids and it will actually be easier to find miners.

    The tactical map is cool as well but I hope you guys do it better than Elite Dangerous did it. Theirs can definitely be improved.
    No need for the varying distances between concentric circles. They should have even spacing every 50km so that players can properly see how far away a contact is with just a glance at the map.
    The contact icons should indicate the direction of travel and facing of the contact. (markers should as well)
    The plane altitude lines should be dashed when below the plane.
    There should be an indication of radar range at the top/bottom of the sphere in the form of a vertical circle that shows where the limits are.

    I also hope that Lua wizards will have access to the data that the tactical map uses so that they can build user-made tactical maps into their hud.
  6. Like
    NoBadCompany reacted to Virtualburn in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    Those that think ganking unarmed miners is PVP - lol.   How about you can't enter the safezone for 2 hours after an attack so you have to stay out in PVP land and be flagged as a blip on the map... so if you want PVP you can find them, and if you attack you can also defend... there you go PVP.
  7. Like
    NoBadCompany reacted to Pleione in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    Yeah... stay 30 minutes after spending 4-6 hours finding the rock.  That was NOT a reward, it was Ganker fodder design.
     
    Personally I'm thrilled they have recognized Solo players exist.  Can't recall the last time over the past 5 years when they have tried to balance for us a bit.  Maybe because they never really did?
  8. Like
    NoBadCompany reacted to psyKodad in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    Because a crosshair on your ass as soon as you touch an asteroid is nowhere close to 'risk vs reward'.
    That mechanic was purely designed to cater gankers with quick nobrainer prey..and it's good and healthy for the game that this crap will be gone soon.
     
    Wan't to gank or controll all pvp space resources?..work for it..
  9. Like
    NoBadCompany reacted to NQ-Wanderer in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    Development forges ahead in Dual Universe. In update 1.2 (arriving on the 13th of December 2022), players will see new game systems and overhauls all about exploration, discovery, and salvaging.
     
     
    THE TACTICAL MAP
     
    Are you looking for a fight or trying to avoid one? Whatever your aims, we’re adding a new tool for you to navigate with more precision and awareness of the space around you. With integration into the piloting and gunner HUD, the Tactical Map allows you a clearer view of your surroundings and a better ability to interact with the map.
     
     

     
    ASTEROID REWORK
     
    Following frequently requested feedback, each asteroid now has an independent lifetime parameter that determines when it will despawn, meaning that asteroids will spawn randomly and despawn independently of any cycle based on their lifetime parameter. Players will see a constant spawning and despawning of asteroids in the game world.

    The ‘Discovered Category’ is being removed. There will still be a timer to broadcast the discovery of an asteroid, allowing players to mine them before their location is moved from the ‘rumored’ list to the ‘broadcast’ list.
     
    We’re also removing the tier information from undiscovered asteroids before their broadcast. Asteroid tier information is still revealed after the broadcast. However, this change will allow solo players and small groups a better chance to mine the high-tier asteroids they’ve invested in discovering.
     
    SALVAGE OPERATIONS
     
    Quanta floats out there, adrift in space, waiting to be claimed. Space recovery and reclamation have never been more profitable. Until now, Noveans would have to fly, hoping to stumble across wrecks, but that’s changing. We’re adding wrecks as ‘Abandoned Wreck’ items in the ‘Landmarks’ tab of the map. These are not pinpoint locations, however, and some searching is required to find the wrecks.
     
    ------------------------------------------------------

    We’re excited to bring you this next step in our development of Dual Universe. We have streams planned to show you the upcoming features of update 1.2, and we will have more information on update 1.3 soon. Let us know what you think of this update here, and thank you all for your continued support.
  10. Like
    NoBadCompany reacted to Msoul in Lighting in Dual Universe   
    The following is an examination of the various player lighting options in Dual Universe as of Update 1.1. Please keep in mind this is not my area of expertise and many of the conclusions drawn here are highly subjective. Hopefully you still find it useful and free of errors.
     
    Summary of Findings (TLDR)
     
    The Headlight XS is uniquely situated as the spotlight of Dual Universe and it does that job exceptionally well Long and Square lights are functionally equivalent and best suited for illuminating surfaces that need to be seen from a distance The Vertical light has the lowest effective range but being omni-directional with high intensity makes it ideal for indoor lighting of complex geometries. Luminescent Voxels are best suited for decorative highlighting rather than general illumination. Physical properties of lighting elements are standardized but be aware that the Vertical light L has increased mass, volume, and health XS light elements are tier 1 + nanocraftable while S, M, and L sized lights are tier 2 with standardized recipes Current fabrication costs for light elements are primarily from schematics and manufacturers are fully capable of supplying consumer needs right now  
    Introduction
     
    There are 4 different types of craftable light elements Headlight XS, Long Light, Square Light, and Vertical Light with the last 3 having size variations XS, S, M, and L. Each of these elements can be configured to blink at a regular interval and/or output RGB colors through the right click menu. Note that the RGB values must be scaled between 0 and 1 so if you are referencing integer color values (ie: 1 to 255) simply divide it by 255 before inputting. In addition there are 11 different kinds of Luminescent Voxels creating a fairly diverse color palette that spans the visible spectrum. These lights as shown below are the primary focus of this post, but it is also worth noting there are a large number of alternative sources such as fireworks, deco-lamps, engine VFX, and of course the sun itself.
     

     
    Lighting Characteristics
     
    The main objective behind adding lights to a construct is to use them to illuminate surfaces. These are the key parameters that influence this.
     
    Field of View (FOV) – The angle centered about an object’s normal within which light is cast Intensity Factor – The relative power of a light source measured in multiples of 100,000 lux Attenuation Distance – The distance between a light source and a surface, beyond which said surface is no longer illuminated Penumbra Factor – A measure of how fast projected/surface light intensity decreases from the epicenter  Visible Distance – The distance between an illuminated surface and an observer, beyond which the light on said surface begins to fade out  
    When it comes to FOV all light elements have approximately the same value of 100 degrees with the exception of vertical lights which are omni-directional. The remaining stats are plotted below with reference to element size. Note that gaps in the bar graph represent break points on the y-axis which were added to prevent exceptionally large values from obscuring the rest of the dataset.
     

     
    The headlight XS has the greatest light intensity and attenuation distance which makes it effective at illuminating distant surfaces, but the high penumbra factor causes that intensity to rapidly decrease as the light spreads outwards from the point of incidence. Consequently it functions as a powerful spotlight that is great for lighting up distance objects with a narrow beam. The long and square lights closely mirror each other with the larger variants exhibiting slightly longer range. These lights also have the highest visible distance making them well suited for general illumination of mission critical surfaces like runways and landing pads. Vertical lights on the other hand have the lowest overall range but being omni-directional, with moderate intensity, largely makes up for that. They are well suited for locations that require many nearby surfaces to be irradiated at once such as building interiors or complex voxel geometries. In order to further highlight the differences between these light sources, the following visual reference was created. It showcases the amount of light spread that would occur on a 32x32m (ie: S-core size) flat surface when illuminated by each source from the respective distances listed on the left side.
     

     
    Physical Characteristics
     
    When it comes to general properties all light elements are approximately equal with the exception of the vertical light L. It has over three times the mass, four times the storage volume, and triple the amount of functional surface area. It is also the only light with any meaningful amount of health although it is still not recommended that they be utilized for defensive purposes since these decorative type elements do not even have damage resistance. In terms of dimensions each increase in the size category roughly doubles the primary side length of each respective element.
     

     
    Fabrication Costs
     
    The production recipes for XS lighting elements are all Tier 1 and can be made in the nanocrafter. All other sizes are Tier 2 and must be crafted in industry units, specifically an Assembler XS for everything except the vertical light L which requires the S sized variant. An overview of the fabrication costs per individual element produced is provided below. From it we can see that if you neglect schematics the only differences between baseline unit costs are associated with an item's tier. However once again the vertical light L proves to be an exception as it also has a substantially longer crafting time, likely due to it being paired with with the Assembler S.
     

     
    Under current market prices these schematics represent upwards of 50% the overall cost expenditure to manufacture said lights. Taking a brief look at public market orders it becomes clear that despite this, there is a moderate surplus of elements available for purchase (note that outliers with absurd +/-1000% prices have been removed). Smaller sized lights in particular appear to have been produced in excess of player demand and are now being listed at or below that of production costs. It is difficult to estimate when the existing supply will be exhausted as player demand for small lights is not easily quantified. However due to the low fabrication costs and crafting times, affluent manufactures will be able to quickly restock this market should the opportunity arise. The situation with larger sized lights is more dynamic right now. The low volume of units that are presently on the market have been listed with profit margins of about 20% which is indicative of a more limited supply and/or a greater demand.
     

     
    To assess supply concerns, the following plot compares the fabrication costs for lights to that of atmospheric engines. From it we can see that the total schematic costs for engines is slightly higher while the requisite ore requirements are substantially higher, particularly for M and L sizes. Despite this, market sell volume for engines is much greater than that of lights while also maintaining above zero profit margins. Thus we can infer that player industries exist which are capable of meeting supply requirements for the large lighting sector but they are instead targeting other items like engines, likely due to even higher consumer demand and hence greater profits. 
     

     
    Luminescent Voxels
     
    Unlike lighting elements these voxels appear to operate solely as emissive surfaces and produce a highly localized glowing effect. In terms of the ore costs per m3 they are similar to the other Tier 2 light elements but only require about a fourth of the T1 ore (more specifically 11 and 30 litters of T1 and T2 respectively). Schematics cost per m3 is exceptionally low at 172.45 quanta. This would ordinarily make luminescent voxels the cheapest form of Tier 2 lighting but their more limited range also means that a substantial amount is needed to achieve the same level of illumination as the other light elements. They do however have the unique ability to be precisely shaped and seamlessly integrated into other voxel structures. Considering all of this I believe luminescent voxels are best suited for decorative highlighting rather than general illumination.
     
    Conclusions and Recommendations
     
    Based on the above, it is my determination that Dual Universe currently has adequate lighting options which when employed correctly, will handle the majority of scenarios. There is however plenty of room for expansion and/or further diversification down the road, when time permits. In terms of expansion I recommend adding a secondary element with omni-directional properties such as a sphereical light. Also consider decreasing the overall effectiveness of the headlight XS and instead utilizing its original properties on a larger sized variant (ie: headlight S). In terms of diversification, the most restricted parameter right now is FOV so assess the merits of adding that as a configurable variable or providing more FOV variation across the existing element set. 

    Finally @Aaron Cain your original inquiry was with regards to crafting costs for L sized lights with respect to T2 engines, considering the associated player demand for both (static building vs dynamic construct). Based on market trends alone, it is safe to say that the demand for large engines is presently higher. From a practical standpoint this examination shows that it only takes a couple strategically placed L sized lights to fully illuminate an S core sized surface. I also reason that illuminating a dynamic construct of identical core size will typically require more lights than its static counterpart due to the need to handle both interior and exterior surfaces as well as the more complex geometries associated with piloting elements. So the question becomes why are large lights less popular then large engines? Rationally, it is either because the majority of players are less interested in them and/or are unwilling to invest into them. With regards to baseline costs these lights are already a fraction of the cost of said engines, primarily due to their sparser ore requirements. Perhaps that is still not sufficient, but with engines flying off the proverbial shelves it is difficult to say this conclusively. The only thing I can conclude is that the majority of players place low importance on lighting. The next step would be to reach out, ask why, then determine if anything should be done or if players are satisfied.
     
  11. Like
    NoBadCompany got a reaction from Zireaa in Am I the only one that feels like NQ is forcing me to avoid people interaction in MMO like DU?   
    Since the last few updates, especially the last 1.1 update I can´t get rid of the feeling, that NQ is trying to get away with a way cheaper AWS server plan on their side.
    The performance was on markets like Alioth 6 or 7 always a bit questionable, but since a few weeks the said performance is plain and simple awful in best description.




     
    After NQ took the decision to remove planet mining for good, as explantion NQ came up with increased server performance and less storage costs for the remove of such important feature and brought the lazy mining unit and asteroid mining as possibility for that.

    But still till today it feels lazy and not as much fun as the old planet mining expeditions with an awesome mega node find at the end.

    So why I have the strange feeling that NQ had to swap, or was financially forced, to a way cheaper AWS server plan to some extend.
    Sure I can do the math myself, since player base numbers are shrinking in an insane way, the dream of NQ to switch on further server clusters while the numbers would increasing, became a wet dream of the NQ development team, but shouldn´t less player on a server cluster lead to better performance?
    The reality looks and feels different to be honest

    .
    But and that´s a big but(t) brings me to the elephant in the room.
    As for now DU is still a paid to play subscription plan game, why on earth it´s impossible to fly to an asteroid and mine without constant “pending operation” at times there´s only one more player on that said asteroid?

    That was a different story during beta and even at release that issues never occurred to me, because DU ran very smooth on my pretty decent gaming rig since alpha phase without having much problems.

    So what changed I´ve to ask myself and all I can come up with, is the stomach feeling, that NQ had to decrease the server performance to a minimum, but still keep the slogan up, monthly paid subscription game, that allows you to build your dreams.

    I´m for sure not dreaming of a laggy rubber-banding slideshow, while being forced to avoid the playerbase, because I like to play MMO games to get in touch with other players virtually from all over the world.



  12. Like
    NoBadCompany reacted to Gunhand in When the White Knights turn Black (an open letter to the community and NQ)   
    I wasn't going to write this post. It was also a post I never actually thought I would have to write, but events since release two months ago led me to this point. 
     
    I don't post a great deal on these forums, but I'm an avid reader and professional lurker since joining at the Alpha stage. I try to keep my finger on the community pulse and to keep up to date on updates and the general buzz. I've played since Alpha and mostly enjoyed all the time I've spent. There has been many times when DU has fought against me and attempted to break me down. However I was always sold, like many others, on that potential carrot on a stick of "What if?".
     
    Over the DU development since 0.23 and beyond, the community was gutted due to the introduction of schematics. As updates and patches were introduced to the game, I've watched with dismay the amount of players with high standing in the community, slowly turn on NQ and Dual Universe when they get that stark realisation that this game is never going to live up to that perceived potential. Some go quietly into the night, others announce their vitriol for a few weeks before quitting with much fanfare. 

    Being a player since Alpha affords me an ability to see the bigger picture of what I perceive has been going on:
     
    If you look at all the updates since Beta started and outside of some balancing updates to PVP and visual upgrades, everything else has been implemented to cut costs due to what I believe as woeful inadequacies at the design and concept level. The vision of this game and what was perceived could be done, didn't match the budget available and the technology. In short, the game that NQ wanted to make didn't match what they could afford to do. Hence, I believe, this is why JC was ousted and the company is now ran by the main investment company (who I feel wants their investment back). The game has had its life and soul gutted out of it, and with every "improvement" it takes another little piece of itself away.
     
    When the announcement came that this game was going to be released, I'm pretty sure we as the community, were in the unanimous agreement that it was way too soon. The game was undercooked and needed a lot more time before it was ready. Any development company who wanted their undercooked product to survive would of released it as an early access product. However, Novaquark is a business ran by an investment company who wants to recoup. Keeping the game in another few years of beta or early access wasn't going to make them anywhere near the money needed to recoup. With no new investment, there was only one possible course of action, throw it out the door and see if it sinks or swims. Unfortunately they forgot to teach it how to swim or provide any floatation aids.
     
    I don't want to be one of those doomsayers who, when they're not happy with the state of the game will immediately declare "zomg, this game is dead!" But It saddens me to say that, that is what I now believe. It died sometime ago when Novaquark realised that under the budget they currently have that there was no way they could afford the server costs to make it work as intended. It just took some of us longer than it should to see it for what it is.
     
    So what is the immediate future? If you look at the current lack of content and updates, all that we're really getting is the completion of the supporter goals that should of been ready on release. Beyond that, as of writing this, nothing, no road map, nothing. No enthusiasm from Novaquark, no excitement, nothing. 
     
    Can the game be saved? In short, no. To do this, the game would need a large, fresh influx of money, coupled with a long protracted development time to essentially re-release and reinvent itself. We are at the point of no return though. NQ, I think are running on fumes and they know it. Releasing the game, wiping and increasing the subscription prices and then going essentially dark speaks volumes to their future plans. 
     
    I do wish it wasn't this way, and I am kicking myself a little for having to write one of these posts, but I felt it needed to be said. I know this game will still have its staunch defenders (I was one of them) who will go down fighting to the very last day. But this week the game broke me. As I logged in and did my busywork and realised I was barely able to cover my costs to keep the lights on with no real goal of progression any more, my love, passion and perceived potential for the game melted away. 
     
    I appreciate my rantings here are purely opinion and conjecture, but if you take the time to take a long hard look at the past few years of this games development, the clues are there. Many of us already know it and made their comments known on the various channels. The tone and overall feelings of the community are at an all time low right now and that should tell you everything as to what the community is currently feeling. 
     
    I'd love to be proved wrong, I still want the game to succeed, but my joy and passion, like many others past and present in this community, is gone and it would take a truly Herculean effort on the part of NQ to get it back again. However, judging by recent efforts I won't be holding my breath.
  13. Like
    NoBadCompany reacted to NQ-Nyota in What Happened to Market Bots?   
    Greetings Noveans,
     
    As many of you may have noticed, there have been no Market Bot buy orders available recently. We wanted to give you an update about this topic. 
     
    The Market bots were initially designed to help kickstart the Helios economy for the launch of Dual Universe. It gave all Noveans a chance at earning more quanta at the beginning, in order to jumpstart the global in-game economy.
     
    We have been closely watching the amount of quanta obtained selling to the Market Bots and we have determined that Market Bots are no longer needed and this ability has now been turned off, which means that players will no longer be able to sell to Market Bots.
     
    A note from NQ-Entropy:
     
    Just to establish some background, before Market Bots started running out, the T1 ore buy orders were the first quanta faucet in the game economy, with missions coming in second. Another point of note is that since the start of the game the total amount of quanta in the game has never stopped climbing. It was honestly a scary level of inflation for the early state of the game.

    One of the reasons we had mentioned when we did the release wipe is that the economy was in trouble and the state and health of the economy is something we are paying especially close attention to after wipe. While we didn't communicate on this, and perhaps we should have, is that we knew we needed bot buy orders on launch, but we were unsure as to if and when we were going to refresh them. We know that there was some confusion about this and we do sincerely apologize for any miscommunication. However, it has become apparent that keeping bot orders refreshed would not be a good thing for the economy, and ultimately the game at large.

    So let's talk about the game itself, there's a couple of things I want to mention. The realities of a game with a pseudo-economy and a real market is that we are in a basic version of supply and demand. If the supply for a resource is too high, the cost will fall. Unfortunately, it was too idealistic to think that everyone could free-farm a T1 ore territory cluster and make guaranteed (and quite high) profit. On average ore buy orders were seeding 3 to 4 times as much quanta as was being sinked by territory taxes.

    The second thing I’d like to mention is that for most players there is no requirement for your territories to always be online. HQ territories still allow you to build and run industries. The only thing onlining a territory does is activate mining units and if it is unprofitable to do so, you may choose to offline/HQ your territories.

    Territories and mining units were never meant as a means to print infinite money, sustainably, with no risk and limited effort. The tradeoff you are making when activating a territory and running mining units is paying tax for access to resources. What you do with those resources, and what is possible with those resources is up to you, and to an extent, the state of the game and its economy. It may be that it's a good time to make a profit on the market, but it may also be that you just need extra resources for honeycomb, scrap, or materials to run industries and make items you need.

    If it is the case that the supply exceeds the demand, and as a result of that, prices sink, then it may be that the best solution for you is simply to go buy those cheap ressources at the market and take advantage of the surplus of resources. The more people do this, then demand should rise, and so will the cost, until we find some sort of equilibrium.
     
    Adding another thing: Ultimately one of the main things that matter in all of this is fundamentally balancing our supply versus our demand. When it comes to T1 ore, the barrier to entry is incredibly low, even a starter character can have a basic mining unit setup over a couple territories in a few days. The question is, how many people as a rough percentage of the player-base are needed to supply the game with the resources that all players require? We fundamentally don't expect all players to need or want to gather resources, that's why markets exist. The real question is if that number is too high and too low. The issue that we are seeing now I believe is that while bots were still active, mining units were a good form of income for everyone, because the prices were artificially pumped up. That will not be the case anymore and we will have to find some form of equilibrium between people willing to farm resources and people who ultimately would prefer to buy them at a competitive price. For those staying in the MU field, as with any competitive endeavor, it will come down to organization, talents and preparation to stay competitive if you truly wish to make good profit selling ore from MU.
     
    The counter-balance is that if resources were ever too expensive and demand was higher than supply, either due to some sort of market interdiction, or other similar phenomenon, anyone is free to pay for a couple territories to start flowing resources into the economy to rebalance the supply and demand or to acquire resources at a “cheaper” price. 

    It could be that it requires too few people to supply the game with the resources it needs, and in that case, we have levers we can ultimately use to change the balancing of the game and make the demand higher, such as making crafting more resource demanding, or introducing more element sinks.

    Finally, a note on buy and sell orders. We understand that without infinite buy orders the market feels less fluid. This is the reality of the size of our economy at this point in time. People will have to get more used to utilizing buy and sell orders as opposed to instant buy and sell. Don't get tricked by players putting up low buy orders, put up a sell order at a fair price and people will buy it. Make no mistake, people out there need ore, and are willing to pay for it.

    We understand many of you enjoyed using the Market Bot orders, but ultimately this amount of quanta flowing into the economy could not last. We will be continuing to monitor the in-game economy very closely.
  14. Like
    NoBadCompany reacted to CptLoRes in Checking in...   
    I would support a wipe if I thought it would fix the game, but it wont.. The underlying issues are still mostly there.
    And I remember NQ saying they had capped the quanta on the according to them handful of accounts that made "billions" on previous mishaps.
     
    And frankly I have a hard time seeing why everybody should be made to suffer a wipe, just to satisfy the ego of a few. It would make much more sense for NQ to backtrack logs and remove elements/quanta from specific accounts instead. Especially since wiping would pretty much be the same as saying bye bye to a large percentage of builder focused players, which I suspect is a larger crowd then industrialists and PvP'ers at the moment.
     
  15. Like
    NoBadCompany reacted to WildChild85 in Not Punishing Desolation was weak and poor from NQ   
    About the situation:
    The organization Desolation (https://community.dualthegame.com/organization/4124/) has used a bug very actively to move ships from the Safe Zones (even planets) to the pvp zone to destroy and therefore steal them. Around 300 players have lost there ships and a lot of new players with that everthing they had resulting in a big quit wave. We know, that Desolation even allows their members explicitly in their rules to use any kind of bug and exploit, which is clearly against the rules of Novaquark.
     
    NQ now officially confirmed, that this organization doesn't get any punishment. So basicly this whole rules here
     are complete bullshit, because you can do whatever you want, Novaquark will not punish you.
     
    If that is the way NQ wants to go, this game will die pretty quickly because all new players, that don't have the power or organizations behind them yet will quit the game very quickly.
     
    In my opinion, this is a very poor and weak behavior of Novaquark and a punsh in the face for every honest player in this community.
  16. Like
    NoBadCompany got a reaction from Iorail in Proper Help & Support in the forums   
    Pretty much it, it`s sadly the truth word for word, I`m ashamed by the new arrivals or even older players, who turned an insanly supportive Discord of a Company like NQ, into a beg  & brag festival.
    I can`t stand it anymore, all that " refund me this, fetch me that and while doing so reimburse me asap my 10 times lost industry M" BS.
    I was kindly said disgusted, how the game support was gutted by the players since Beta Release. Not that I want to put every player under general suspicion, but it became very obvious, that a lot of the people who flooded the Discord, tried to cheat the system without any proper need. I really had the strong feeling, "Hey we`re all here up for a free grab of anything we can squeez out of the  heaviely overtime working NQ-support peoples." 
    Sure thing, the server are obviously not running at it`s smoothest, aswell as we`re all undergoing a painful journey of getting buttkicked by some nasty or annoying bugs, but the amount of " Gimme gimme gimme " posts in the #Troubleshooting_help channel really made me mad. Thanks RNJesus it all found an end and that crowd of peepz now has to go and create a quadrillion  support tickets and hopefully wait till eternity, because the support team takes the time to double check all request on integrity. End of Story.
     
     
  17. Like
    NoBadCompany reacted to NQ-Nyzaltar in PvP Zone size increase for Alpha 3.2 (and Beta)   
    Hi everyone,
     
    With the Alpha 3.2 deployed, the PvP Zone size has now been significantly increased: Construct vs Construct mode is now possible anywhere in space, except in a radius of 500km around each planet. Note that this is not the final version of the PvP design, as it will be progressively iterated during Beta. 
     
    This announcement comes on a very short notice, but don't worry: The team has taken preventive measures against Construct damage or loss if you haven't already made up-to-date blueprints for all your creations and if some of your Constructs are now in the extended PvP zone (read below if you're in this situation). The wipe for the Beta is not far away, and if we want to test a bit the extended PvP Zone before Beta Launch, very few opportunities of test sessions remain: it's now or never!
     
    All the Constructs with a Space Core Unit, or a Dynamic Core Unit (which is not located on a Planet), have been saved under the form of a Blueprint on our side, before server opening. If you currently have Constructs in the extended PvP Zone, we suggest to move as much of your assets located there as possible to the nearest Planet as soon as you will be able to log in the game. If you can’t log in soon enough before your assets have been attacked / damaged, please follow the process below: 
     
    Contact our Customer Support. Give the name of the damaged / lost Construct(s) and its owner’s name. The involved Construct(s) will be deleted. You will receive in your Character Inventory a Special Blueprint* for each Construct deleted this way. Expect to get the said Blueprint(s) for the next test session, not the ongoing one (if you contacted the Customer Support during one).   
    Please, read carefully:
     
    How a Special Blueprint* works: a Special Blueprint* is one time use only, but doesn’t require any material. However, no resource located in the Containers of the Construct is saved and RDMS is reset as well.
    Warning: Special Blueprints* are deleted during a wipe! So if you don’t have a proper save of your Construct, use the Special Blueprint* in a safe area and once your Construct is deployed, make a normal Blueprint of it, to be sure to be able to make it again after the wipe for the Beta Launch.
     
    * "Special Blueprint" is a temporary name. It has been called a few time "Magic Blueprints" in the past.
    It may be called under another (final) name later, to fit better into the lore.
     
    The Novaquark team.
  18. Like
    NoBadCompany got a reaction from Underhand Aerial in A big hello from Germany   
    Hey Luukullus, aka Luka Welcome to Dual Universe, feel free to ask things about the game we`re participating in the Alpha, but be beware it is still under NDA till the 27th of August 2020. So my tip would be, hop onto Discord and hook us up on our Discord Server (https://discord.com/invite/5MMxacV ), we welcome all new Noveans, specially Germans, because we`re till that time the largest german Organisation in Dual Universe. Check out our DU Org page https://community.dualthegame.com/organization/2041/#tab-posts
    Feel free to get in touch with us and we can talk ( ofc in german, if you like that more ) about the game and the future goals and dreams you want to archive in your upcoming exciting  journey while playing Dual Universe, during that time you can hang around with us and check out if our friendly community and given game structure we follow, is something for you in the long run.
     
    Greetings
     
    NoBadCompany
  19. Like
    NoBadCompany got a reaction from Luukullus in A big hello from Germany   
    Hey Luukullus, aka Luka Welcome to Dual Universe, feel free to ask things about the game we`re participating in the Alpha, but be beware it is still under NDA till the 27th of August 2020. So my tip would be, hop onto Discord and hook us up on our Discord Server (https://discord.com/invite/5MMxacV ), we welcome all new Noveans, specially Germans, because we`re till that time the largest german Organisation in Dual Universe. Check out our DU Org page https://community.dualthegame.com/organization/2041/#tab-posts
    Feel free to get in touch with us and we can talk ( ofc in german, if you like that more ) about the game and the future goals and dreams you want to archive in your upcoming exciting  journey while playing Dual Universe, during that time you can hang around with us and check out if our friendly community and given game structure we follow, is something for you in the long run.
     
    Greetings
     
    NoBadCompany
  20. Like
    NoBadCompany reacted to NQ-Naerais in Twitch Stream #3 : Thursday July 23rd @ 11 am EST (3pm UTC)   
    Hello Noveans,

    It’s been quite a busy month for us over here at Novaquark, with lots of important announcements and information. Did you catch everything we released recently surrounding the Beta, NDA lift, business model, our latest PvP demo, and the month-long super test? We felt that it would be a good idea to host another Twitch Q&A to get everyone on the same page, as well as give our members a chance to ask their questions once more to JC and the team.

    The livestream will air on July 23rd at 11am on our Twitch channel, or you can tune in live on YouTube or Facebook. This will be our third livestream, and will be hosted by me, NQ_Naerais (aka Space Mom). I will be joined once again by NQ-Entropy and JC as they answer questions in chat. The topics of discussion will include: the Beta pricing model, PvP discussion, Lua scripting, and more!

    Also keep in mind that we’ve uploaded our two previous Q&A livestreams to our YouTube channel. Click here to check out our Live Developer Q&A playlist now! We’d like to also take this opportunity to thank the community once more for their support. Let’s DU it!
     
    The Novaquark team
  21. Like
    NoBadCompany got a reaction from Kuritho in Please allow the ability to block others in the community   
    Sorry I`m fairly new to the dual universe board, not new to the project, because I`m lurking around for a long time now before deciding to pledge and back up as patron, but I`m really shocked that people already complaining in an early PRE-ALPHA phase game development about being or feeling bothered by others behavings in an OPEN WORLD based game, futher more already requesting a "leave me alone mode" in such state of game development. Pretty sad to see, people like that kind spend money to be first and try to play private. I hope the developers don`t jump onto such a requests band wagon in the fist place. Better refund the thread starter and offer that person a gentle and nice meant way to the exit door. Hopefully my thoughts are no insult to the threat starter, because they were never meant or typed as trolling, just saying something like that request has no right of exsitance here in a community driven and supported game developement. We all (hopefully) want the the same, that Dual Universe becomes the World we all love to spend time within in the future.
     
    See you all somtimes in the Dual Universe.
     
  22. Like
    NoBadCompany got a reaction from Cal Rouvenor in Please allow the ability to block others in the community   
    Sorry I`m fairly new to the dual universe board, not new to the project, because I`m lurking around for a long time now before deciding to pledge and back up as patron, but I`m really shocked that people already complaining in an early PRE-ALPHA phase game development about being or feeling bothered by others behavings in an OPEN WORLD based game, futher more already requesting a "leave me alone mode" in such state of game development. Pretty sad to see, people like that kind spend money to be first and try to play private. I hope the developers don`t jump onto such a requests band wagon in the fist place. Better refund the thread starter and offer that person a gentle and nice meant way to the exit door. Hopefully my thoughts are no insult to the threat starter, because they were never meant or typed as trolling, just saying something like that request has no right of exsitance here in a community driven and supported game developement. We all (hopefully) want the the same, that Dual Universe becomes the World we all love to spend time within in the future.
     
    See you all somtimes in the Dual Universe.
     
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