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AstonAir

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  1. Like
    AstonAir reacted to DarkHorizon in Eyes & Ears - Search And Rescue   
    Monthly Update - June 1st, 2021
     
    Two rescues were made over the last four weeks, 91 for Beta 1 and 229 overall!
     
    -----
     
    Aside from some recent side work I’ve picked up as a financial benefactor of Securion, nothing much of real merit aside from the second rescue that happened since the last update.
     
    Rescue 229 consisted of a new player by the name of Diresheep, some 50 SU away from Feli and in need of some fuel. After some back and forth, I coordinated efforts with Securion who provided a secure escort aboard their vessel. Normally I would have flown my own construct alongside theirs, but some staffing issues left the gunboat understaffed.
     
    Willing to ride along, I assumed position watching the scopes for any ships that appeared on our 50 SU journey after warping from Alioth to Feli, of which there were thankfully none.
     
    With the recipient being only a few hours old, they were covered by the New Player Protection Program even though the warp alone would have run their bill way beyond the program’s limits for people that usually get stuck either on Alioth or its sanctuary moon.
     
    All things considered, our first official rescue in the PVP zone, while uneventful and with a few speedbumps that need ironing out, was largely a success.
     
    This aside, I’m still finding myself largely uninterested in Dual Universe and only giving it a cursory glance every now and then. The patchnotes provide bursts of excitement, but the high quickly wears off. My Halo fanfiction writing is progressing, finally done outlining, the first rough draft of chapter one is a quick 5k read, all in all I think the story will be a quick 30k after-work read. I suppose digging into Halo is where all my fun has gone. Hmm…
     
    Tidbits:
    Have I heard bits and pieces of info from around DU or is something brewing in Eyes & Ears ripe for teasing? I’ll post it here in my ‘Tidbits’ section. I hope readers find it a curious bit of information to wrap up these posts. If you’ve heard something you want shared, let me know!
     
    With everything quiet in Eyes & Ears, the DU discord server being mostly ho-hum, and the DU Meme server… well… being a meme server, I almost didn’t have a tidbits section because there was nothing on my radar! Having pulled back from bi-weekly to monthly updates, it would have left me a touch worried if there was no content for this section that occurred in the past month that was worth my commenting on, so I pulled something out of a hat:
     
    Every now and again after I’ve made my moderator round in the official discord, I sometimes come across a small group of very unhappy people.
     
    Now, I obviously won’t put NovaQuark up on a pedestal as I have my own share of misgivings with them, perhaps one of the most prominent that I’d be known for is my stance on their idea of a so-called ‘soft launch’ and the morphing of Beta from a true testing phase into what amounts to in many eyes, early access. For anyone that’s been testing the game and knows what’s going on and how things just don’t seem to be picking up in a positive direction, well I think back to the movie Monsters Inc and the garbage compactor. You don’t want to look, but can’t help but peek.
     
     
     
    Now, do I think we’re crashing and burning, no, not at the present at least. Was I taken aback when news reached me through community sleuths that JC stepped down and not an official announcement, you bet. While I can look beyond changes in management as stuff like this does happen in the business world and not see it as doomsday, what does get me in a twist is when I hear from people saying just that, the end is nigh, or at least that is the impression I get.
     
    No one wants to see NovaQuark go under. I don’t want to see Star Base fail, nor Star Citizen, heck, I’m even happy that No Mans Sky is still kicking no matter how vivid the video of two people meeting in-game but not seeing each other remains in my mind. Choice is good, and so is the spirit of competition. Its a part of why capitalism is so kick ass, minimal government interference, may the best man win. Not everyone will win, there will be losers, that’s just the cost of doing business.
     
    There are those, however, that seem to want the game to fail. Were these people wronged in some way? Did things not turn out how they expected? Is development taking too long for their liking?
     
    I don’t know what their reasons are for not liking the present state of things and I bet there are plenty of reasons to boot. I’m not sure if their active displeasure is because they genuinely do want to see the game fail, or if they still honestly care. You know you’ve really done it when people stop complaining and don’t give a rip anymore. No, this isn't @blazemonger I'm talking about, we're beyond that, and I think that's saying something.
     
    Perhaps its this negativity that is what’s brought down my mood these past few months. If you really don’t like the game anymore, no one is forcing you to stay so why are you still hanging around the community? Remember all the people who said back in 2016 that they'd leave the country if a certain person became president? Some did, but they were well off, the rest were just empty threats and complaining about a looming end time sparking a mass exodus that never came.
     
    Does misery like company?
     
    My tidbits section has made up the main body of this work, imagine that, and summer has only just begun.
     
    -----
     
    That's all for now, until next time, take care and fly safe everyone!
    - DarkHorizon
     
  2. Like
    AstonAir reacted to NQ-Naerais in THE FUTURE OF DU: COMMUNITY FEEDBACK Q&A   
    THE FUTURE OF DU
    We’ve seen a lot of positive feedback following the release of our devblog series on the future of DU. We’re  thankful to our community for the great feedback and encouragement. We’ve collected what seem to be the most burning questions following the publication of the blogs and wanted to do a follow-up to address them the best we can. Not all questions have an answer at this point, and we’ll try to fill in the gaps as we’re able in future communications. 
     
    Are you going to launch the game in 2021? 
    Realistically speaking, we have too much to do with the time that’s left  this year to get to a state where we feel the game is ready for launch. Our current plan is “at some point in 2022”, and we’re targeting mid-year. That projection is tentative, depending largely on our progress and  the feedback we get from our community, so please don’t hold this as a commitment. It could be sooner, it could be a bit later. The state of the game will dictate the date.
     
    Why is the game not working on Shadow (cloud gaming platform) and do you plan to support it?
    We believe cloud gaming platforms are a great way to enjoy DU if you want to play the game but don’t meet the proper PC specs or want to benefit from the latest hardware improvements without investing in upgrades for your gaming rig; however, we need to clarify that we are not yet officially supporting cloud gaming platforms, including Shadow. Our releases are not tested on these platforms or Windows emulations on Mac and Linux, and we can’t guarantee compatibility at this point. The game is still in beta, and we are focusing our efforts on native Windows PC support.
     
    We plan to officially support these platforms at some point, and would like to ensure that when we do we are able to offer ongoing compatibility with adequate testing and collaboration with the platform holders to make a long-term commitment. 
     
    We recently started working with a cloud gaming platform in an official manner, and we are hopeful to announce our official support of that platform soon. In the meantime, compatibility with cloud gaming platforms can’t be guaranteed. We log bugs and look at potential quick wins, but we can’t commit to a timeframe for fixing them. Please also note that there is a waiting list of one year to have access to one of the machines of Shadow, which makes debugging all the more difficult.
     
    Will there be an updated roadmap?
    At the moment, there is no plan to release an official roadmap with dates. We tried to explain why in the three devblogs. We’re changing many things in the way we develop DU, and it’s hard right now to have a clear idea of our future velocity. We don’t want to give you dates that we might not hold. We think it’s more important to have the freedom to adapt to your feedback rather than trying to hit the dates on a public roadmap. We hope you will see this as a sign that things are changing for the better and that we’re being more realistic in our approach.
     
    Why don’t we have more frequent releases?
    Dual Universe is an extremely complex game to develop. Many of the systems we have already in place are interdependent, and changing or adding a feature has ripple effects on other features and systems both in terms of code and in terms of feature design. For example, RDMS has to be carefully considered in many things we do, as does  the role of organizations in the introduction of new features, etc. Most of the tech we use is custom and not off-the-shelf. It’s one of the secret sauces of the game, and it also makes features much more difficult to work on because we develop the tech AND the features at the same time.
     
    Now, with the introduction of the PTS, we hope to make more frequent releases, including releases of prototypes, such as the Lua technology for screen units. How frequently will depend on what goes in these releases and how much work needs to be done after we receive feedback from the PTS. We estimate that you can expect three to four additional major releases in 2021, and smaller releases in-between, but that’s only a ballpark estimate for now.
     
    What’s going on with long-standing beta bugs? Are you going to fix them?
    Yes we will fix them as quickly as possible although we aren’t able to pinpoint an exact date. Some bugs are easier to squash than others, and some even require a rework of an entire complete backend system to resolve. These processes need to be scheduled accordingly, also taking into account that we want to avoid reworking the same thing multiple times if we suspect that the development of an upcoming feature will force us to rework the same system again. The more critical the bug, the higher the priority. When we’re focused on fixing bugs,  that means we’re not working on the plan we presented to you, so it’s a balancing act. We wish we could give you a list of bugs and a timeframe for each one, but that would be highly unrealistic. These bugs are not being forgotten, that’s the best we can tell you right now.
     
    Can we expect a more frequent communication from Novaquark?
    We’d love to, just understand that the frequency of our communications really depends on the cadence of the game releases. The way it works is that as soon as the content of a new release is established (at least a content draft), we sit down and make a plan for how and when we’re going to talk about these features/this content. Often we have to wait until a feature is stable enough in terms of game design and/or coding to be able to talk about it or show it, as a feature can evolve a lot along the development process and the unfolding of our sprints. We simply want to ensure that the information we give you isn't misleading, as early communication means the end result may differ significantly once development is complete and the feature is released.
    So between releases, there is indeed a communication gap. 
     
    There are different general topics we could discuss between releases, but they wouldn’t really bring anything concrete to the table and that communication could be seen as shallow and vague. It’s actually an interesting topic we’d like to explore with you: what is it exactly that you expect in terms of communication? How can we balance having meaningful content to present with what seems to be the need of our players to see ongoing communication? Based on reactions we’ve seen in the past, we  believe that communicating simply for the sake of it when we have nothing really new to talk about is never well-received.
     
    What about PvE? Are you planning to add PvE features to make the game more varied?
    Our current focus is on enabling emergent content between players. PvE is not one of our priorities at the moment. This doesn’t mean that it won’t ever come to the game, but it is not going to be added before the official release of the game. That said, one could potentially consider the challenges that we’re currently working on as some form of PvE, though not in the sense that you’ll be shooting NPCs or wildlife.
     
    Will we see a return of NQ employee Interviews and AMAs?
    We would love to do things like livestreams and AMAs again when the time is right. We feel like these formats are better suited when there is a clearly defined topic to focus the discussion, such as a major release for instance. It is duly noted that these interactions with the community are appreciated, and we will include them whenever possible.
     
    You mentioned the changes in the industry gameplay, but it wasn’t clear if schematics will stay or go?
    The honest answer is that we don’t know yet. When we introduced schematics, it was a major disturbance in the forc… in the economy of the game.  We don’t want to rush into more changes after that, especially given that players invested a lot of hard-earned quanta in buying them. Removing schematics is ONE of the options we’re looking at, as well as changing their prices or adding more recipes. Reverting to the way it was before the introduction of schematics is also on the table. We know we want to do something with the current state of the industry to add back some of the fun that was taken away with 0.23, but how exactly we’ll do it is yet to be decided.  
     
    Is there going to be a wipe?
    We see that the debate on the topic has been pretty hot in the community for a while, and it’s about the same at Novaquark. We’re uncertain if the changes we are planning to introduce will require a wipe or not, and we’ve started (intense) internal discussions on the topic. Our priority is to try to preserve the time and effort that our players have put in the game since the beta started. Once we’ve got a better idea of how much the changes we discussed in the third  “Future of DU” devblog will impact the game’s economy, we’ll make a decision. If there is a wipe (and it’s a big IF), it may be a partial one only affecting certain aspects of the universe. Our  priority will be to mitigate the impact for long-time players.

    Join us in our feedback thread here!
     
  3. Like
    AstonAir reacted to NQ-Naerais in A letter to our players   
    Dear Noveans,
     
    We would like to address the recent speculations that have arisen in our community, and openly disclose some changes that are happening at Novaquark.
     
    First and foremost, Novaquark continues to be supported by its long term investors to allow it to launch Dual Universe in line with its original vision. It also puts us in a position to attract experienced talent to complement the team that’s already in place so that we can continue to improve the game.
     
    Next week, we will share with you what we think our priorities should be for Dual Universe and how we hope to approach the development of the game with improved processes going forward.
     
    An important change to note is that Jean-Christophe, the founder of Novaquark, has transitioned from the day-to-day management of the team to better focus on his position as a board member. Over the years since the creation of Novaquark, JC designed and set the standards for the structural and conceptual foundation of the game, and he feels now that a solid base is there for him to move forward as a strategic advisor. The recent changes in the administrative presidency of the company only reflect the transition of JC to his new role. We’re excited to have the team he has built deliver on his vision for the game.
     
    Rest assured that Novaquark’s future is in good hands, and there is a strong partnership between our long-term investors and our team. We believe that the future is bright for the game and for the company, and we cannot wait to tell you where we want to take Dual Universe.
     
    With our warmest regards,
    The Novaquark team
  4. Like
    AstonAir reacted to Starsz in [Discussion] DevBlog: Organization Wallets   
    If i am reading this correctly, everyone that can deposit money can withdraw too? Why are the two RDMS features combined - should be separated

    Kind of expected there to be an automatic payment system. IE Tax paid automatically every month - PAY (Corp) 500K on the first of every month.
    So instead of an automatic tax system, we have to rely on the players to send their tax through?
     
    Need a download as CSV Function, We cannot track large orgs in the log properly.

     
  5. Like
    AstonAir reacted to Grimshok_ in [Discussion] DevBlog: Organization Wallets   
    I like to see an Automatic Deposit (subscription?) function available.  This would be REALLY cool for subscribing to Emergency Services, DUber, mining 'rights', as well as Clan Dues.
  6. Like
    AstonAir got a reaction from EdmundBlack in [Discussion] DevBlog: Organization Wallets   
    It would be nice to have an easy way of setting up recurring payments which can be sent to or from a player, would really help any subscription based service orgs etc. 
     
    Option to send transactions as a one time, weekly or monthly (if weekly or monthly then until cancelled?) 
     
    Would be a great way to pay members quanta in a way which would be much easier for working in orgs, especially with big orgs. A "active transactions" tab or something of that sort to manage/amend active transactions...
    This could be subject to some type of tax? 
     
    Nonetheless it's a fantastic update and I really look forward to making good use of this at Securion ???
  7. Like
    AstonAir got a reaction from Starsz in [Discussion] DevBlog: Organization Wallets   
    It would be nice to have an easy way of setting up recurring payments which can be sent to or from a player, would really help any subscription based service orgs etc. 
     
    Option to send transactions as a one time, weekly or monthly (if weekly or monthly then until cancelled?) 
     
    Would be a great way to pay members quanta in a way which would be much easier for working in orgs, especially with big orgs. A "active transactions" tab or something of that sort to manage/amend active transactions...
    This could be subject to some type of tax? 
     
    Nonetheless it's a fantastic update and I really look forward to making good use of this at Securion ???
  8. Like
    AstonAir got a reaction from RetnuhRellik in [Discussion] DevBlog: Organization Wallets   
    It would be nice to have an easy way of setting up recurring payments which can be sent to or from a player, would really help any subscription based service orgs etc. 
     
    Option to send transactions as a one time, weekly or monthly (if weekly or monthly then until cancelled?) 
     
    Would be a great way to pay members quanta in a way which would be much easier for working in orgs, especially with big orgs. A "active transactions" tab or something of that sort to manage/amend active transactions...
    This could be subject to some type of tax? 
     
    Nonetheless it's a fantastic update and I really look forward to making good use of this at Securion ???
  9. Like
    AstonAir reacted to DarkHorizon in Eyes & Ears - Search And Rescue   
    Bi-Weekly Update - February 1st, 2021
     
    Two rescues were made over last two weeks of 2020, 82 for Beta 1 and 220 overall!
     
    -----
     
    HQ Work:
    Further work has been completed on the HQ, most of it centered around the acquisition of two medium gates which has really allowed me to smoothen out the intricacies of sizing the building for the constructs it will be storing. Of course, this does limit the size of the medium constructs that we’ll be flying so this might necessitate an upgrade to a single large gate which while fiscally desirable, not only adjusts the sizing of the midsection of our HQ, but also the constructs as well. Here’s how those numbers turn out.
     
    single large ----- 8x160x80
    single medium - 8x120x80
    double medium 8x120x160
     
    Now, these gates are on their sides to maximize the height along the width of the gate, then doubled to provide the needed width.
     
    This is just one example of why I’m a proponent of customizable height/length/width for some elements like gates, but that’s been discussed a few times to my knowledge and I don’t think any traction was gained on it. The static nature of elements is also why I advise people to think about the elements they want to build with as it will affect hulls, buildings, voxels, the amount of voxel material needed, etc.
     
    As this will limit the constructs we’ll eventually fly, I’ve been considering a voxel-based door similar to ODY’s ‘doorzilla’ (you can view this in VR). While this allows a lot more customization, it requires two cores (front and back entrance) and is supplemented by the fact that gates are simply more expensive than a voxel-based door system. It’s something I’m going to ponder before purchasing the rear doors.
     
    Last thing regarding the HQ, skylights! I’ve been watching Helios in Madis’ skies and will be positioning a multitude of openings in the roof and perhaps even down the walls to let in natural lighting while maintaining (or trying to) a cold and mechanical look. 100 large windows are all ready to be placed, with I believe another 300 in production. Let there be light!
     
    -----
     
    Organization Partnerships:
    Since the previous update, Eyes & Ears has established two new partnerships:
     
    The Adventurers Guild by @Sofetios will assist Eyes & Ears in work on Alioth. Anytime there is an abundance of work in that area, we’ll send requests their way. They’re geared towards new players and I thought it only well to give them and new players an additional point of connection through our networking.
     
    Securion by @AstonAir will be helpful to the organization in a multitude of ways. They will be running security for Eyes & Ears, carrying weapons so we don’t have to, which is something I’m a stalwart fan of. In addition to security, we’re also being offered residence onboard their stations that will be in orbit above each planet. This will significantly accelerate our response times once we get official constructs as, despite my modest effort, work on our HQ as simple as it is has proven much slower than I anticipated.
     
    Their generosity is also being extended through financial aid and repair services as a result of unprovoked PVP action against us. This has granted them a spot on our website’s “Sponsors” page and allows us to move into dangerous territory ever more confidently.
     
    We will also be sharing intelligence between each other on potential hotspots throughout the universe as well as testing out a sort of insurance program. These last two bits are a little more on the scarce details side but it is something that should prove all the better as time goes on.
     
    -----
     
    Tidbits:
    Have I heard bits and pieces of info from around DU or is something brewing in Eyes & Ears? I’ll post it here in my ‘Tidbits’ section. I hope readers find it a curious bit of information to wrap up these posts.
     
    I’ve mentioned ‘official constructs’ several times over the course of this entire topic. By that I mean constructs specific and recognizable as belonging to Eyes & Ears. We will not be creating these internally but contracting them out to various ship designers in the form of a contest. I’m going over the specifications for each core size ship and have been adjusting things as DU unfolds. When will this contest happen you ask, we’ll find out as soon as I hear from NovaQuark.
     
    -----
     
    That's all for now, until next time, take care and fly safe everyone!
    - DarkHorizon
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