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Haunty

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  1. Like
    Haunty reacted to sHuRuLuNi in Pay to play and free to play fix   
    No, I wouldn't. I could have 100s of alts right now. But I simply cannot do that. I cannot play as "more than one person" because I am just one person. That is kind of schizophrenic to me. When I play an RPG I try to build up, skill etc. my character, i.e. that ONE character I am playing as.  Switching from one character to another in the same game world is for me completely detestable.
    Even when I used the VR those 2 times maybe I felt this. It was just wrong. I felt like I am cheating on myself.
  2. Like
    Haunty 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.
     
  3. Like
    Haunty reacted to Frank2 in My name is Frank   
    I start building lots of things and hardly ever finish.
     
    I'm a leaf on the wind.
  4. Like
    Haunty reacted to NQ-Deckard in Static Construct Altitude Limit   
    Hello Noveans,

    It has recently come to our attention that a number of static constructs have been deployed at an altitude above what we previously had defined as the vertical limit of around 1000m.  At this time we are unsure why this limit is not being applied as intended, and we are currently investigating this issue in order to resolve this.

    As we are revisiting this limit while it is not currently functioning, we will be exploring our options to implement a more adjustable approach in order to have different limits for different planets. If successful we will also eventually be including this value at a later date in the shipped atlas.lua file, allowing Lua control units to also read this value for each planet and use it to fly above static constructs.

    Why are you stifling my dream of building a tower that connects a moon to a planet!?
    We also want to be clear about the reason for this limit, it is not here to stifle your dreams of building large towers and structures made of multiple static constructs. It is here, so we can ensure a reasonably safe boundary layer for atmospheric flight by all our players without the concern of encountering a random building in your flightpath while flying at high speeds. Chances are, the build limits will likely be slightly more accommodating than the previous system and allow for slightly more building height in the end, this however remains to be seen.

    So what about the existing constructs that are not adhering to this restriction?
    Well, as we are unsure why this build limit suddenly deactivated and we are refining it anyway. We will allow these constructs to remain for two weeks beyond the implementation of the new height restriction system. Two weeks after the new restrictions are in place, we will begin removing  or moving any static constructs beyond the defined altitude limit of each planet to ensure they are not inside the boundary layer. Keep an eye on the upcoming change logs for a list of the altitudes for each planet.

    I hope this clears up any and all confusion on the topic, and thank you all for reading.
    - NQ-Deckard
  5. Like
    Haunty reacted to kbruderTech in Change is Good   
    Greetings all,

     
    Please allow me to introduce myself. I am a longtime MMO fan since UO in 97. I only play MMOs. I have backed several from the early crowd funding stages and only play one at a time. I am not a hardcore player due to having a full time job and raising a family. I just started playing Dual Universe a month before launch. I had heard about it a long time ago and thought to myself, "This game looks amazing". So far I have 18 days playtime logged. I have only one account and one character in game. I play using the native client, not via Steam. I come from a professional systems architecture/cloud computing and networking background. I hope that provides some good context to this post and any others that I may post in the future and speaks to my level of objectivity as a seasoned player of MMOs.

     
    First, I would like to congratulate Novaquark for the massive effort that went into this passion project. You guys really went out on a limb and took a massive risk with choosing the old-school way of funding your game with subscriptions. Bonus points for no cash shop, no cosmetics, no P2W element (perhaps besides the ability to multibox by paying for multiple subscriptions). Over the years as the MMO genre moved towards P2W, cash shops, loot boxes, etc., I recall considering the industry in a race to the bottom and thought eventually all game producers would succumb to such short sided greed. Many of them did; some of them that I backed and played exclusively. Most of them are but a faint memory and no longer exist.
    Just when all was lost, some game producers caught onto this dynamic and started announcing early access to projects that promised a return to the more traditional models free of P2W where players could feel confident in not having their efforts rendered meaningless. In lieu of P2W elements, players could support the game by purchasing strictly cosmetic items, thus the micro transaction model came into being. Unfortunately, this drained development focus from improving QoL and game mechanics and fixing known issues toward creating an never ending and vast offering of cash shop items. Many of these projects also died off leaving a sort of virtual doll house where a functioning game of skill full of meaningful social interaction used to be.
    That brings us to today, where the zeitgeist is returning to its origin with the original UO subscription model, steep progression curve and PvP based endgame (without loosing it all each time you die of course!). Dual Universe is not the only game to revert to the model, several other titles being announced of late are going this route as well.
    So to my first point, thanks Novaquark for having a backbone and sticking to your vision, especially in this gaming era of entitlement and “dead game” FUD. Thank you for keeping the focus on game mechanics, in game economy, and QoL items such as grid snapping.

     
    Second, I would like to add my input to the “dead game” FUD. This sentiment is present across every MMO at this moment in time. Its almost a meme at this point. There is not a single game that doesn’t have a video or post about how their respective game is dying. There is no game of any genre, let alone MMOs that has a strong uptrend in concurrent player spanning months. Most people will buy a game and play it for around 40 hours then move on to something new.
    To put the contemporary gaming market in perspective, when many of us were told to stay at home or lost our jobs over the past couple of years, we started playing more games more often. Now that societies of the Western world have sent us all back into the world, we are seeing the number of concurrent players drop off on a YoY and MoM basis. Additionally, all games experience a massive dropoff in the months after launch. To base the overall success of Dual Universe on concurrent player metrics (from the portion of player that use Steam) sampled over a handful of weeks is absurdly short sided. If we are being honest, no player knows how many people are perma-quitting or how many new subscriptions are incoming. Claiming that there will be no playerbase within a matter of months with no data to back that up makes one appear disingenuous and spiteful, especially when doing within the in-game global chat.

     
    Third, I would like to represent the contingent of players that agree with the recent economy changes. It seems like most of us are busy playing the game compared to the number of players spending their gaming hours complaining, shading and dooming on every available outlet so I thought I would present an alternative perspective here. If a player based their entire strategy, talent pool and identity into the mining unit trade, I can certainly empathize with how devastating that must be to have the carpet pulled from beneath you like that. However, give it some time and you will see that the economy will adjust to the demand for ore and you may even profit heavily in the long run. I chatted with player who claimed they were deleting T1 ores because it “wasn’t worth the storage”. There is something wrong with that and NQ knew it. What they did was react using insights that we as players don’t have access to. The developers aren’t clueless when it comes to this as many players have claimed ad nauseam. In fact, this is the first game I have ever played where the developers can effectively communicate their understanding of virtual economies. Clearly every one on the small development team has been hand picked for their integrity and knowledge.

     
    Lastly, as a player that didn’t play for years before launch, this game has an incredible amount to offer a person who wants to play in an immersive open single instance of an infinitely expandable universe containing multiple worlds and local economies. It allows pure and beautiful creativity within a very stringent set of constraints (The best artists are driven by constraint, this is an actual concept that is accepted within the fine art community). The best part is, we don’t have to kill animals, zombies, aliens or other mindless AI mobiles to progress. That is honestly the most refreshing thing about this game. I seriously became desensitized to killing literal millions of humanoid and animal representations over the course of my life. If people feel unfulfilled with out being able to kill AI, there are thousands of games where you can do this in perpetuity alone or with your pals. Thanks again Novaquark for delivering the perfect game to players like myself. even if I am the only person on earth who likes this game, I still thank you and consider myself fortunate to have discovered it. Keep strong and never give in to greed or angry masses. If you guys keep it up, I am certain you will always have a paying player base even if its not in the millions.
  6. Like
    Haunty 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.
  7. Like
    Haunty reacted to Necormax in Cast Your Vote For Your Favorite Creepy Constuct!   
    I voted for the Diorama by Femijuwi. She is my daughter, is 10 years old and loves pixel art. She has't only made the diorama, but also some other pixel art. This weekend we try to open her shop.
  8. Like
    Haunty got a reaction from FryingDoom in Accumulation rate   
    180 was for the first month only, it's just on the 2nd stage now. No acceleration will be 90 points/min
  9. Like
    Haunty reacted to Hirnsausen in Mining Units / Ore Pools   
    If players have to give up tiles because their ore poos are gone, it would destroy one important aspect of the game: the architecture. You won't see anymore those amazing multi-core mega structures as we have now, as it simply makes no sense to build if we have to destroy that all at one point again and again. Too frustrating. It would degrade DU to a pure PVP game with no architectural beauty anymore. I personally would give up to play DU at that point.

     
  10. Like
    Haunty got a reaction from Hirnsausen in Braking distance   
    I wouldn't count on NQ adding that. There are player-made scripts that do that
    https://github.com/codeinfused/Albatross-HUD-Community
    https://github.com/Aviator1280/Aviator1280-Dual-Universe-HUD
    https://github.com/Archaegeo/Archaegeo-Orbital-Hud
     
  11. Like
    Haunty reacted to Anderson Williams in Dear NQ....   
    You guys have given up on this game, thats fine, I appreciate your perspective.. but being thats the case just let us who remain work on it kthanks.
  12. Like
    Haunty got a reaction from DecoyGoatBomb in THE FUTURE OF DUAL UNIVERSE - Discussion thread   
    All looks good. Surprised there's no word on buyable and in-game tradable DACs yet (do you want income?)
  13. Like
    Haunty got a reaction from BiGEdge in THE FUTURE OF DUAL UNIVERSE - Discussion thread   
    All looks good. Surprised there's no word on buyable and in-game tradable DACs yet (do you want income?)
  14. Like
    Haunty reacted to NQ-Wanderer in THE FUTURE OF DUAL UNIVERSE   
    Dear Noveans,

    With the launch behind us, it’s time we give you better insight into our direction of development for Dual Universe.

    Before the release, our Creative Director gave an overview of many upcoming game features, and we want to expand on his letter by giving you a more precise look at what we’re working on specifically in our upcoming updates.

    We are currently continuing to focus our work on the initial stabilization and resolution of issues following the launch, and we are also working on update 1.1 which we are aiming to release in December.
     
    What’s Coming in Update 1.1?
     
    Kickstarter Rewards: Part Two

    We want to take this opportunity to thank you once again for your incredible support and patience. Kickstarter backers are the supporters that helped start Dual Universe. We’re working hard to deliver your rewards.
     
    In update 1.1, you can look forward to the following:

    - Two versions of pets, with a total of eight variations.
     
    Automata Tier 1: Automata Nora-SP pet_agnes_tier1.mp4
     
    Follow us on our social media to see the others in the coming days!
     
    Automata Tier 2: Automata Nieve Automata Tier 3: Automata Spud-7 Automata Tier 4: Automata Max-E  Automata Tier 5: Automata Elite  
    Anicham Tier 1: Anicham Scrap pet_alex_tier1.mp4
    Follow us on our social media to see the others in the coming days!
     
    Anicham Tier 2: Anicham Comp Anicham Tier 3: Anicham Max 
    - Avatar skins for both body types:
     
    (Gold/Sapphire/Ruby/Emerald/Diamond/Kyrium Kickstarter and Founder packs)
    Alpha Team outfit
     
    Follow us on our social media to see the others in the coming days!

    (Silver+ / Contributors / Sponsors / Patrons)
    Arkship Passenger outfit (Bronze) Military outfit (Gold+ / Sponsors / Patrons)
    Arkship Passenger outfit (Silver) Earth Legacy outfit (Silver)     (Ruby+ / Patrons)
    Arkship Passenger outfit (Black) Earth Legacy outfit (Black)
    - New emotes:
    (Gold+ / Sponsors / Patrons)
    Dance
    Cry
    Thumbs down
     
    Follow us on our social media to see the others in the coming days!
     
    Thumbs up Just DU it  
    (Ruby+ / Patrons)
    Victory Threat Facepalm Silly dance Salute  
    - In-game titles
     
    Features
     
    - Grid Snapping: with this feature, when deploying a blueprint, you can snap to the grid of another already placed core, like when placing a Space Core Unit. This feature will help you to align cores perfectly with one another while deploying blueprints.

    - Steam Achievements

    - Element recycling : dismantling elements back into a portion of their components.

    - Eight new talents linked with schematic creation.
     
    Looking further into the future, What’s in the 1.2 Update?

    - Tactical Map: a visual display providing a tactical view of surrounding constructs detected by your active radar.

    - New tools for finding wrecks and a minor revamp of the radar system.
     
    - Changes to the Deep Space Asteroid Tracker and the asteroid system.
     
    - Adding the ability for repair units to use scrap.
     
    - New Orbital Delivery Challenge.
     
    ----------------------------------------------------------
     
    We still have a lot of development planned in the longer term which you can read more about in the letter from our Creative Director, and we hope that we’ve given you a clearer picture of our immediate direction for Dual Universe. We will update you should this planning change significantly, and look forward to hearing your thoughts and feedback in this forum thread.

    It’s been an incredible month since launching Dual Universe. We’ve worked hard to address issues, and though we always want to do better, we hope you’ve enjoyed the game so far. All across Helios, wonders are already taking shape as you bring the game to life. We can’t wait to see what you’ll build in the coming months and years. From all of us here at Novaquark, thank you for being a part of our game.
  15. Like
    Haunty reacted to Kezzle in Energy Batteries - The game economy is based on energy   
    Well, the concept of an "energy system" for constructs has been floating around for a long time. Generally such an approach could arguably add interesting design constraints, and be managed by the game designers to produce results that improve the game generally (like making megafactories more challenging to create and therefore rarer, thus reducing server loads).
     
    I vehemently disagree with some of the proposals:
    things that currently consume, erm, consumables (fuel, cells, ammo, to an extent) should still do so, and such systems should not use (much, if any) of the energy budget of a Construct. There is economy game to be had in the production of those commodities, and that shouldn't be struck down. schematics should be obsoleted and removed as a game system entirely by the implementation of Energy budgets for constructs individual Elements should never use "energy currency" directly, they should use the energy budget of the Core of the Construct they're in, once that Core has been energised by delivery of the "energy currency". High energy components like Shields that don't have existing consumables mechanics should use lots of Core Energy, rather than being powered directly by Quanta.  
    For me, the very name of our existing currency implies some connection to energy. How about if Quanta actually are energy, or at least the gateway to it? As a bit of "pseudo-lore" to give a conceptual framework for how the mechanic might work, how about the following?
     
    Every Construct has an energy budget provided by its Core. That Core requires the input of Quanta in order to start generating the energy that constitutes its energy budget. Quanta as we currently see them are the "electronic currency" representing the value of the "real, physical Quanta", which are actually some [space magic] special component that allows things less than a metre across to generate enough energy to power high energy weapons, shields and serious Industry. Maybe they're flecks of Antimatter in tiny magnetic bottles. Maybe they're some esoteric trans-dimensional micro-wormhole that allows tapping into the Cosmic Energy Field. Maybe they're flasks of Zero Point Energy Catalyst.
     
    These realQuanta (rQ) would need to be fed to every core you want to be active in order for it to run. They'd be physical things that would need moving around. TUs would need feeding with rQ in order to continue to keep your claim. Any construct not being used would, by default, power itself down so as not to consume the rQ that had been fed into it (and once the rQ are in a Core, they can't be gotten back out), but could be set to keep awake and burning rQ to "keep the lights on".
     
    Aphelia would (at least to start with, and possibly indefinitely) be the only source of rQ. Maybe the technology to make them exists only in the Arkship. It'd take some serious development by a player Org to get to the point where it might be considered a candidate to begin construction/research into being able to create rQ. I would think it's the kind of thing that should be explicitly beyond the capabilities of solo or even small corp players.
     
    Whatever they are, Aphelia will "produce on demand" one physical quanta for every quanta you have in your wallet, and will take any physical quanta you have and keep it safe, while crediting you with one eQuanta in your wallet per rQ you deposit.
     
     
  16. Like
    Haunty reacted to Wyndle in extremely flawed unthought out mining system that is bad now and extremely bad for the long run.   
    I hope you mean you dread the day you wake to that news.  If you mean it as you are looking forward to the day that new comes I have to wonder why you are here in the first place.
  17. Like
    Haunty got a reaction from Kanamechan in Extra Large elements needed   
    I think they should go the other way and put an element type limit on cores. At a certain point you have to go AGG or go home, and heavy haulers shouldn't fly like fighter jets.
    L hover engines are too week though, and since we have L stabilizers already there's no reason not to have L wings and ailerons.
  18. Like
    Haunty reacted to CodeInfused in Industry Status HUD AR [Update v1.3!!!]   
    Added a new augmented reality HUD for tracking the output and states of your factory's industry machines. This display is free forever, and simple to set up (you just need a programming board element).
     
    The display can filter the view by status type, and you can filter with search keywords.. industry unit types or output product names (partial searches work). For more info, demo video here:
     
     
  19. Like
    Haunty got a reaction from huschhusch in remove dynamic properties   
    Yeah lives need a different indicator, even if it's just a different color, even better have the number of lives left on the icon, and let us use them in blueprints
  20. Like
    Haunty got a reaction from Leonim in Waiting for over 14 days on a STU.   
    Why not? It's tax free and the only place with Natron surface rocks so I hear
     
    Anyways, yeah it sucks but whether we get interactions from devs or not doesn't change how long it's going to take so why bother
  21. Like
    Haunty got a reaction from OrionSteed in Waiting for over 14 days on a STU.   
    Why not? It's tax free and the only place with Natron surface rocks so I hear
     
    Anyways, yeah it sucks but whether we get interactions from devs or not doesn't change how long it's going to take so why bother
  22. Like
    Haunty reacted to ZeeckZero in remove dynamic properties   
    I will need to see if thats it, might wery well be, thanks for the heads up.
    seems a little silly to have the same visual indicator for two different states on an item though, but i guess silly is better than not working  and it is NQ after all, so silly shouldnt be a surprize
  23. Like
    Haunty reacted to SpacemanSpiff in Waiting for over 14 days on a STU.   
    I really don't get  why the delay.
    They know who is who regarding pledges, backers, etc... since the rewards were delivered at launch.
    They have the log of all inventory transactions from all players, hence how to know who got the STU or not.
    It doesn't take that long to cross both.
     
  24. Like
    Haunty got a reaction from Megabosslord in Waiting for over 14 days on a STU.   
    Why not? It's tax free and the only place with Natron surface rocks so I hear
     
    Anyways, yeah it sucks but whether we get interactions from devs or not doesn't change how long it's going to take so why bother
  25. Like
    Haunty reacted to Leniver in Nvidia filter support   
    It would be nice if we could use nvidia filters in the game.

    https://www.nvidia.com/fr-fr/geforce/news/gfecnt/nvidia-freestyle-ansel-enhancements-geforce-experience-article/
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