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Squidrew_

Alpha Tester
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  1. Like
    Squidrew_ reacted to Honvik in Ask Aphelia #13 and Reset Announcement FAQ - Discussion Thread   
    Disappointing that your keeping the SZ's post wipe.  It was an opportunity to start afresh.  Take a leaf out of Star Citizen.  Wheres the conflict mechanics?
  2. Like
    Squidrew_ reacted to Aaron Cain in New Community page: When? Waiting for years now   
    So when is the new community page going to come online, it would only be down for a small time and that was years ago since it was deliberately broken.
     
    It was vital for building community and still is.
     
    So When?
  3. Like
    Squidrew_ reacted to Msoul in Haven claim = open bar ?   
    Ah I see now, thank you for clarifying. The 15 minute window was originally implemented to give players mining on open tiles enough time to escape should someone on the surface lay claim to it. I agree that this functionality is both not required for sanctuary/haven tiles and that it can lead to abuse as you have seen. Thank you for bringing this up, please do submit a bug report detailing your discovery so the developers are aware of the issue and can decide on an appropriate course of action. 
  4. Like
    Squidrew_ reacted to Kurtmcgurt in New Player - Upcoming Steam Release   
    Hello everyone,
     
    I really like the game so far, it has been a struggle to figure things out. If I didn't have help from some viewers from my twitch stream over the weekend, I probably wouldn't be even writing this right now. The point is after getting the basics down, I like the parts of the game I've experienced so far.
     
    THE ISSUE
    I couldn't figure out how to do much of anything useful from the tutorials.
    The goals board in your starting outpost has a ton of "WIP" stuff.
     
    With Steam release pending next month, I'm seriously worried that without a proper non-broken tutorial that at times doesn't even match the current UI (market, I'm looking at you), players are going to leave in droves.
     
    For a sci-fi game about space, the tutorial leaves much to be desired, such as showing a new player how to get off the starting planet.
     
    Please consider working out some of the tutorial bugs, fleshing them out, and adding more relevant ones in the time-frame available. Steam is a big door to the gaming community, and I don't want to see this game get review bombed and dropped on it's head. It has potential, but needs to retain players.
     
    Thank You.
  5. Like
    Squidrew_ reacted to Wolfram in Suggestions to make the whole asteroid experience interesting!   
    The fact DU makes it so easy for anyone to track someone else is why so many don't go out and risk out in PVP zone. NQ doesn't seem to understand that, they keep trying to make encounters an easy thing to see if players get involved in PVP without realizing this will only end up with the PVP space being a place exclusive to PVP players, with nobody else wanting to get into there with risk of being camped/scanned/whatever.
     
    I'm not even bothered if some PVP org decides to claim one asteroid as theirs or camp it waiting for players to come there and gank them, that should be valid gameplay, same as if someone wants to patrol the areas around asteroids or hunt down someone carrying good cargo, but like everything else PVP and piracy should need active work from players and not only consist of someone looking at the DSAT middle column and saying "ok boys, let's go to this asteroid because someone just landed there". Why should I, as a miner, be forced to spend 40 minutes slow boating to some asteroid plus a extra minutes trying to pin-point its location and even more extracting its contents, which takes some time for T3+, while on the other side some random kid can just automatically know I set foot there and come directly at me to take my stuff, without barely any work on his part other than camping the DSAT screen?
     
    DU needs more PVP interactions? Definitely. But pushing players into it hoping they will start participating more will just end up with the opposite effect.
  6. Like
    Squidrew_ reacted to Anauine in Suggestions to make the whole asteroid experience interesting!   
    I’m in support of this. I do not like how asteroids are auto broadcasted let people scan for them and discover them on their own. Having asteroids only spawn on weekends is a bad game design they need to be random to give every player equal opportunity in the game. Would also like to see smaller dsat for better ship designs.
  7. Like
    Squidrew_ reacted to Distinct Mint in Suggestions to make the whole asteroid experience interesting!   
    These are all great suggestions, and have been proposed by the community previously. Asteroids are currently very annoying and staid, and there will be complaints from the New Player Influx if we go with the current system. Adopting even some of the suggestions above would go a long way to making them more fun and accessible.
  8. Like
    Squidrew_ reacted to Durendal5150 in Volant Transtellar. An Invitation to Rise.   
    https://community.dualthegame.com/organization/volant-transtellar-incorporated
    https://discord.gg/5yb2zna
     
    A Firm Foundation
    Empires. Armies. Nations. The ambition of the Novean population leads them to lofty goals. But from the moment they're awakened from cryosleep, those goals will be as distant as the stars they've just traversed.
     
    Volant Transtellar approaches this new world with the humility of our situation in mind. As a company, and as a wider populace. Our immediate goal is to provide the foundations of Novean society. Resources, infrastructure, training. Before mighty vessels can ply the spacelanes, trucks and buses must ply the roads. Simple aircraft must deliver citizens to their duties. A strong economy must begin at the bottom before it can rise.
     
    A Vanguard to Dreams
    VTI needs you. It needs your drive, your creativity, and your spirit as a builder. Before the lofty dreams of a new world can grow the simple work of sowing its fields must be done. VTI has no aim to be at the forefront of armies, or atop the halls of power. VTI, and you with us, will be the pavement on every street, the wings of every flight, the strength of every tool and the comfort of every home.
     
    Where other organizations strive always to be at the top, VTI strives always to be at the bottom. The underpinning that holds aloft the dreams of our peers.
     
    Angled Ever Upward
    If you are an individual with a need to build, and a passion to hold aloft your fellows, then Volant needs you. Whatever experience you bring will be welcomed with open arms. If you bring nothing with you but the spark of a creator, Volant is here to give you the tools and understanding you need to succeed.
     
    If you're the leader of an extant Organization, Volant can use you as well. We are always on the lookout for new leaders and new potential. Your Org could be welcome into ours, and retain much of your autonomy and flexibility as we strive towards our common goal. We're also always on the lookout for subsidiaries to aid our endeavors.
     
    Volant Transtellar.
    Rise with us, wings outspread.
    And lift the world behind.
  9. Like
    Squidrew_ reacted to Deathknight in PLANNED HONEYCOMB CHANGES - Discussion thread   
    Yeah, maybe aluminum ships won't go extinct. I did try to rework some of my ships with the light materials (carbon fiber, marble, etc). In most cases, I could not find a suitable replacement. It just doesn't look how it was intended with the textures available. So I switched back to aluminum in those cases.
     
    The issue I have is this continued practice to impact several other areas of the game while trying to "fix" something else. If you keep using this solution of fixing one part of the game by 100% ignoring the consequences elsewhere, you are going to impact parts of the game that are in good shape to the point where they are worse than the thing you are trying to fix. The simple solution that ignores all the consequences cannot be the go to choice every single time.
  10. Like
    Squidrew_ reacted to NQ-Sesch in A big THANK YOU to our community   
    Hey Noveans!
    You are an amazing community. I would like to thank each and everyone of you for helping make this launch announcement such a major success! Internally, we had some goals for our wishlist on Steam, which we thought would be enough to help us get visibility on the store when the game launches (that's how Steam rolls...). We are just so happy to report that we are about to reach that goal IN JUST THREE DAYS!!!! This is incredibly promising for the launch of Dual Universe and we know we couldn't have done it without you, our awesome community of dedicated and passionate players.
    It’s time to double our Stream Wishlist goal! Let's make DU the surprise hit that we all know it can be. Please continue to spread the word about the wishlist to show our love and passion for this game. Together, we can DU it!
     
    Again, thank you SO MUCH from all of us here at Novaquark.

  11. Like
    Squidrew_ reacted to Knight-Sevy in Venting Time   
    Hello,
     
    I follow up on the discussions on this subject:
     
    The changes in value of recent honeycombs are really appreciable.
     
    The increase in the hit points of certain elements as well.
     
    All of this provides a good basis for further balancing. Many of our claims in previous fis still remain up to date, such as the replacement of the cross section by a mechanic more in line with the game's DNA. Or the radar changes to increase the sight distances to adapt to the new speeds and also to prevent L weapons from continuing to destroy at max range XS / S ships.
     
    Now that the reminder of the fundamentals is done. I would like to focus this topic on 1 single element :
     
    Need to talk the " VENTING DURATION "

    The problem right now is that we regularly see S-sized ships with L or M shields. And very rarely in S-sized.
    I'm not talking about size XS shields which have practically the same use as a decorative element.

    The larger size shields remain more interesting than their lower variant + a little voxel and an active use of venting.

    But there is a mechanic that NQ can play on : the venting duration.

    It is exactly the same duration as it is for a shield XS or a shield L. (100s in basic version)
    In my opinion, it will be necessary to reduce this time for small shields.
    An XS shield should be able to vent often and be vulnerable for less time than a large L shield.

     
    This could lead to more regular risk-taking by fighter pilots when they think they have a safe window to recharge their shield during combat.
     
    Also if they perform poorly, they risk getting hit and punished.
     
    The most considerate could put a little voxel to leave room for some "error".
    This will give the beginning of a "symbiosis" between the shield and the voxel armor during the combat phases which could become very rewarding for the pilot making the right choices at the right time.
     
    What do you think ?
  12. Like
    Squidrew_ reacted to Wolfram in Suggestions to make the whole asteroid experience interesting!   
    So, a bit of feedback here on how the current DSAT/Asteroid Mining experience works and what could be improved to make it more interesting with the upcoming release.
     
    Spawn asteroids across the week instead of just Saturday
    Basically, instead of spawning all asteroids over a single day of the week, you do it over a week, maybe even have a timer showing on the DSAT window showing how many days until that specific asteroid leaves the Helios system. This would "funnel" more people into the asteroids, which for any asteroids outside the safe zone would mean more chance of encounters, since almost always people would want to be the first on those "tasty" T4/T5 rocks, and also allow for those who don't have much time during the weekend (or just prefer playing during the week) to have a chance at participating on asteroid hunting too!
     
    Remove the middle-section (recently discovered) from the DSAT screen
    Simply make the DSAT show an asteroid as either discovered or not discovered. If you still want to give a timer before publishing then fine, but don't make that timer public. Having participated on asteroid hunts before the only two uses I noticed for it are either letting people know that something was found, so they might go for another asteroid, or for ganking and piracy. We don't need yet another camping-based PvP mechanic in the game.
     
    Allow us to retract/close the DSAT antenna when not tracking anything
    This is more of a cosmetic thing than functional one, but would be nice to be able to retract the antenna when the DSAT is not in use, would fit designs much better.
     
    Well, those are my 2 cents on things that could be improved, I'm sure other players might have more ideas, but thought about bringing up that discussion out of Discord into a more official place...
  13. Like
    Squidrew_ reacted to Yoarii in RESET NEWS ANNOUNCEMENT - Discussion thread   
    Remove the markets completely and make good on the promise on player markets with a proper Lua API!
  14. Like
    Squidrew_ reacted to DarkHorizon in RESET NEWS ANNOUNCEMENT - Discussion thread   
    As a funny youtuber always says every time something politically stupid happens irl, 'imagine my shock'.
     
    I've always been pro wipe, but the inclusion of talent points to be wiped has me really miffed. As it is, I have almost 100M points currently. The pioneer packs to get me back up to 60M over 6 months is nice, but I really feel like that should be an addition to what we've already accumulated.
     
    Short of blueprints, avatar and organization names, NQ program rewards, and the knowledge and experience we've gained, not including talent points. I'm grimacing and coping really hard. I'd always imagined the talent points as the only tangible in-game item that took time to build that would be really useful after launch, well I guess that's dashed. Real disappointed.
     
     
    As an aside, I feel like the disbursement of the pioneer pack rewards is somewhat unfair:
    If you've been a subscribing member for at least 1 to 3 months of beta up till NOW, not release: Advanced If you've been a subscribing member for at least 4 to 12 months of beta, or are a KS iron, bronze, silver founder, or are a post-KS contributor backer up till NOW, not release: Rare If you've been a subscribing member for at least 13+ months of beta, or are a KS gold or above founder, or are a post-KS sponsor or patron backer up till NOW, not release: Exotic Not having a cutoff of the announcement date cheapens these packs since anyone can get them, or at least until the release date. I envision a ton of 'rare' packs going out.
     
    Like the difference between testing and playing, or founders and backers, the verbiage is so important.
     
     
    How many times do I have to say it? NQ should have never gone with a 'soft launch' and kept the spirit of the beta test, strictly a test. Hopefully, after this wipe, they'll have figured out that it is not a good idea to let the effects of a bug (1% schematic fire sale for the best example) ripple out. Stop the game, fix the bug, roll back the server, and press play.
     
    That's what "beta testing" is for, the effects of this would be negligible, and newer beta players could get a taste of the scheduled pre-/alpha experience. I don't know how this will translate once the game is released, nor the reaction that these small reversions will do to the whole idea of a 'persistent universe', but the seeds could have been planted back in beta, hell, back in alpha once we started going full time.
     
     
    I'm hesitant and reserved about the future going forward based on my general beta experience. Alpha 3 had me hopeful, but that hope dissolved as beta progressed. It doesn't appear that DU will make its 1.0 feeling feature complete and truly playable. There's still lots more I think that should be added, old stuff needing further refinement and adjustments, and the whole game a more polished and launch-ready feel. 
     
    You only get one chance to make a good first impression... If we're releasing in the sixteen months, I'm anxious. No one will laugh at you for going to a charlie 'test phase', but I doubt that will happen. At this point, I'm just hoping for the best.
  15. Like
    Squidrew_ reacted to Serula in RESET NEWS ANNOUNCEMENT - Discussion thread   
    This is awesome! Soon we will be completely wipe free. This will save so much paper.
     
    By far the best choice you could have made. Especially with the introduction of the pioneer packages. Well done. Obviously not everyone will be happy but for the long term this is gold. Now you can really get handsy with the ... best ... features. Anyway I'm curious where this is going and how the Dual Universe will evolve. 
     
    Good luck on any future changes and get ready, because after the dirt is wiped clean I'll be making some new poop
  16. Like
    Squidrew_ reacted to Honvik in RESET NEWS ANNOUNCEMENT - Discussion thread   
    So firstly thanks for the news finally for wipe/reset.
     
    We do need to know content for launch as we really want DU to work and survive.  Currently DU is lacking a lot so we want it to have the best chance.  Can you release energy/Territory Warfare and Org refreshes too in time?  Convince us to invest in your game please!
     
    Secondly why not Org names too wiped?  So many good names taken up by redundant dead players so if I considered to change my org I cannot as people hold the titles.  It should be active people only keep their org names tbh!
     
    Thirdly are you removing Safezones?  Prime opportunity to reduce them to bring that Civ Building, Conflict game as originally planned?  Currently way too much is 'safe' so if starting afresh isnt that a good idea to keep Safe zones to a minimum?  We now have mechanics to protect stations if you choose to build them out in space.
     
    Thanks
     
    Honvik
  17. Like
    Squidrew_ reacted to P4rty_Boy in RESET NEWS ANNOUNCEMENT - Discussion thread   
    While you wipe - Why not correct another mistake; Haven IS the moon sanctuary was meant to be. You added it as another moon, further away, and left sanctuary to no real purpose. 
     
    Why not fix that by the same token -> We only need haven at sanctuary's location, no? We cannot even colonize or mine sanctuary.... it really feel like out of place now, taking a great starting moon location, right inbetween Alioth & moon 4. 
  18. Like
    Squidrew_ reacted to Pleione in DUAL UNIVERSE LAUNCH DATE - WISHLIST US ON STEAM - discussion thread   
    Per the last official Roadmap, almost 2.5 years ago, its also missing:
     
    (7) of the (12) planets - although those are expected eventually.  Although that doesn't sound ALL bad, if the ore's are distributed the same way, I think we will be missing availability of some of them.  Hopefully they will tweak availability, because I think without Ion or Sinnen Moon 1 we won't be able to mine Rhodonite?  Without Symeon we won't have Vanadnite???  Suspect there are others.  Those planets best come soon or people are going to be blocked in manufacturing higher tier items.
     
    Building of "gigantic" (their term) space stations.  Suspect that references the "death star/small moon" early indicators
     
    Power-Ups (energy management)
     
    Player-made Markets - OMG, it would be such a game changer if they actually do this and remove bot based markets
     
    Pets?  Does anybody really care???
     
    And the biggie that they have been steadily chipping away at:  "Craft your components - Produce the interactive components YOU need for YOUR bases and ships".  Nothing in that says "become the galaxies best advanced LED manufacturer (specialization being the only practical thing a solo person can do)".  It strongly implies that I can build everything I need for my bases and ships.  I think there is an implied "within some reasonable timeframe  e.g.  Less than 10 years (5 years?  2 years?  1 year?)".  Closely tied to this is "Become an industrialist - Set up industries to mass-produce building elements for you and your friends, or even sell them on the market".  Again, no mention of needing to "Join a massive organization and collectively..."
  19. Like
    Squidrew_ reacted to DarkHorizon in DUAL UNIVERSE LAUNCH DATE - WISHLIST US ON STEAM - discussion thread   
    Anxious as all hell right now about launching, launch next month beat every expectation I had set, and I'm quite terrified. I don't say that to make noise and get attention, it's really how I feel right now.
     
    So much went wrong over the course of beta, starting with the fact that NQ did not treat the beta phase as a proper testing phase. I've harped on it so much, soft launch was a mistake. I don't want to say it's fatal, but if things go south, that's the first thing I'm going to blame.
     
    As far as launching on steam goes, I'll echo another player that lacking the label that the game is not complete at its core (territory warfare, etc) is a bad idea. You have to be honest, open, and blindingly transparent about what is currently lacking in terms of expectations. The community has their own opinions on these traits of NQ, of which I think we're all very well aware of, so I'll leave it at that.
     
    Really wish we could hear from JC, especially since he was responsible for kicking off DU, it's probably a big moment for him on a very personal level too.
     
    I'm really happy for NQ, I've been a ruby founder and have been here since the mid-Kickstarter days and damn has it been one hell of a ride. I'm also 'I need a new pair of drawers' level scared, and then some.
     
    If we're launching for real this time, I hope you get it right.
     
    I hope.
  20. Like
    Squidrew_ reacted to CousinSal in DUAL UNIVERSE LAUNCH DATE - WISHLIST US ON STEAM - discussion thread   
    This right here. We were promised only Sanc and 20km of safe zone around ark ship.  Until that is deliverd dont see how I can give them any money.  I dont want some PVE builder game, if I do id play space engineers or another game.  Voxels suck for the most part its not like they support anything, shit just magically floats in the air no physics.  StarBase at least actually have to plan to hold proper weight and build for function.  The selling point of DU was single shard where the players make the content and choose.   You cant have that if everything is in the safe zone.  
  21. Like
    Squidrew_ reacted to Gunhand in DUAL UNIVERSE LAUNCH DATE - WISHLIST US ON STEAM - discussion thread   
    I appreciate the idea to release the game through Steam, but I have an intense feeling it's going to get crucified in the reviews.
     
    Steam will open the game up to a wider audience as it deserves and needs the playerbase, but releasing as a full release with a sub when it's still missing its core pillars and features will not go down well. If it was through an early access system players may be more forgiving but as it stands I feel it will not go well.
     
    I hope I'm proved wrong.
  22. Like
    Squidrew_ reacted to Vilhelm in DUAL UNIVERSE LAUNCH DATE - WISHLIST US ON STEAM - discussion thread   
    Without downsizing current safezones I am not interested in comming back to the game.
    This game was supposed to have varied pvp/territory warefare gameplay but it has just become another PVE coop ship builder.
  23. Like
    Squidrew_ reacted to Peregrin in Dual Universe Lexikon   
    The more we progress into building our civilization, the more we realize we're building Aphelia's civilization.
     
    The more Novaquark tell us this game is a sandbox, the more we understand they'd rather run it as a theme park.
     
    Have I been chronicling for 6 years now the growth of a beautiful child, only to see their parents slowly smother them in fear of seeing them become an adult ?!
  24. Like
    Squidrew_ reacted to Dracostan in PLANNED HONEYCOMB CHANGES - Discussion thread   
    Building materials should have 2 mass categories like the products - light and heavy, to have a more 'real world' feel to the materials. As the building materials are predominantly used in static builds, actual mass is not really an issue.
     
    So concrete, brick, marble should all be heavy mass honeycombs.
     
    Carbon-fibre and wood should be light mass, as they are far more likely to be used in dynamic builds and again would reflect real world feel to the materials.
     
    Lumi glass is a special case that could be heavy mass, because while it does feature in dynamic builds, it's not a predominant material, rather a highlighter, so it's overall mass contribution to a construct will be low, despite being a heavy mass honeycomb.
  25. Like
    Squidrew_ reacted to Novean-32184 in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    Let's hope this is what is finally coming ... 
     
     
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