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Actimist

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  1. Like
    Actimist reacted to NQ-Wanderer in DUAL UNIVERSE: WHAT'S COMING NEXT   
    Hello, everyone! I'm Mark van den Heuvel, known to many of you as NQ-Deckard, a member of the Production team here at Novaquark.
     
    First, to those of you who celebrated your new year recently, I wish you a wonderful new year, and I look forward to seeing all of your creations in-game. As we step into 2023, I want to bring you all up to speed on where we're at with Dual Universe and where we are going.
     
    After our launch last September, we have all worked hard to squash remaining bugs and improve balancing. We also delivered the promised digital Kickstarter rewards to our backers.
     
    As is always the case with Dual Universe, work does create itself in front of us, and we have a great deal to work on and improve. One of our current central goals is to enhance the gameplay experience and catch up with some features and quality-of-life improvements, particularly some of those requested by our community.
     
    Let me walk you through some of what we have planned for you both soon and further down the road.
     
    Planets

    We’ve recently released a new version of Talemai, and we’re continuing work on the others. After reviewing our progress, we've decided to take extra time to make the new planets truly feel different with new art, new terrain, and more exciting features. This means they are coming at a slower pace and possibly in a different order than we had envisioned. Expect new teasers, concept art, and images from us soon™!

    Combat Missions

    We had decided early in the life of Dual Universe not to focus on a PvE combat system, given other priorities. With all of the feedback we’ve received since the beginning of the game, PvE combat has consistently remained a highly requested feature from our community. We always try to listen to your feedback, and I’m happy to announce that we have begun work on implementing the first iteration of a PvE combat system into the game!
    We’re planning the first version to be a PvE mission system that takes players into combat in their ships. The missions will scale in size to allow all players (solo or part of a larger group) to participate.
     
    We’re very excited about the PvE combat feature. It will add more engaging gameplay for all Noveans and allow players to try out the rigors of space combat before heading out to battle with other players in Dual Universe PvP.
     
    We are still in the early development of this feature, and it will take time, but we are already looking forward to seeing you all trying it in future PTS sessions. Your feedback will be instrumental in our developing PvE combat in Dual Universe.

    PvP Improvements

    Following a recent and very successful round table discussion with members of our PvP community, we are reviewing all the feedback gathered and our own data to determine what changes we will make. We are considering increasing the importance and/or requirement of having voxel armor onboard successful PvP ship designs, finding ways to encourage multi-crew ship setups, and potentially restricting the ability to remove cargo while in combat. Stay tuned for more exciting developments on PvP.

    Contest Winner Constructs

    Before launch, we ran the Build Your Legacy Contest for players to design starting outposts and speeders, with the winning entries being added to Dual Universe. We are currently working to make the constructs that the contest winners submitted available as options to select during the first start of the game, and we are also looking to make these available for purchase in the UEF shop. The contest entries were original and impressive. I want to congratulate all of you who took part. 

    Maintenance Unit

    A complete rework of the repair unit was planned for the 1.2 release just before the holidays. The feature still needed more work, and we decided to delay its release with plans to include it in the upcoming 1.3 update. When finished, the repair unit will be replaced with the maintenance unit, which can repair constructs with scrap and disassemble constructs. However, construct disassembly is the feature that still requires the most work, and we are determining if the feature will make it into the 1.3 release. When added, this feature will remove the pain of finding that one last bit of voxel in a construct and make redesigning builds easier, with the Maintenance Unit taking down constructs for you.

    Joystick Support

    Dual Universe already has a basic system to connect joysticks to the game. However, these were never cohesively connected with the Lua system. We will change that, allowing players to map analog and button inputs from Joysticks, Throttles, Pedals, and even simple Gamepads into Dual Universe. This will significantly improve the flying experience for non-Lua developing players and open new doors for Lua developers through projects such as Lua arcade games, custom flight control systems, and other nifty things our community creates.

    Default Lua Configuration Rework

    Once we’ve added Joystick support, we will redesign the default Lua scripts we give to players. Our community has long requested this update, and we want to ensure we deliver it. We will add a full suite of features and improvements. This means new Lua flight control systems, the ability to toggle widgets on and off without requiring Lua code, and integrating several systems not fully encapsulated in current control scripts, such as Anti-Gravity Generators.

    Fuel Intake Changes

    This has been a popular demand by our players, and we are looking into options to allow players to refuel tanks from another element. Currently, we plan to make a  'Fuel Intake' able to act as a proxy for a single fuel tank. This feature is still on the drawing board and may change as we dive deeper into it.
     
    -------------------------------------------

    As always, thank you for reading this short overview of some of what’s coming up. I hope you have a clearer picture of the direction we're taking Dual Universe in, and I look forward to hearing your thoughts on the forums. Have a wonderful day.
    - Mark (NQ-Deckard)
     
  2. Like
    Actimist reacted to CodeInfused in New: Albatross HUD public release   
    A new piloting HUD is available to everyone. It's not an autopilot however, just a more advanced skin to replace the flight controls, including customizable color. Read the instructions for how to set up
     
    Albatross HUD
     
    Known current issues:
    AGG support

  3. Like
    Actimist reacted to NQ-Deckard in DEVBLOG: REVISITING CONSTRUCT SLOT CHANGES   
    Following the discussion around yesterday’s devblog, the community asked us to look over our figures to see what we can reliably sustain in terms of construct limits. In this communication we want to take the opportunity to outline what we have decided to change from the previous devblog as well as to explain some decisions such as the mechanics of construct abandonment and our reasons for arriving at our previous figures. These proposed changes are still being developed by our design team and we welcome your continued feedback on this major update.
     
    Organization Constructs Slots versus Personal Construct Slots
     
    There appeared to be some confusion in yesterday’s devblog between organization and personal construct slots. Personal construct slots are always independent of organization construct slots. 
     
    Before outlining the details of the construct slots, it’s important to note that our position on excess construct abandoning mechanics. For the avoidance of doubt, when this change is implemented in the Panacea release. No construct will be subject to abandonment through the following mechanics for at least the first month after release.
     
    This is to ensure as smooth a release as possible, and to allow our players who want to specialize in the architectural gameplay loop or the collecting of wonderful constructs, some time to accrue talent points and to adapt.
     
    Personal construct slots:
     
    Can only be used for constructs in the player’s ownership. Can not be assigned to organizations. Are non-transferable to other players. Are gained through talents independently of organization construct slots.  
    Organization construct slots:
     
    Can be assigned to any organization, regardless of membership. Can not be assigned to players. Once assigned to an organization, can not be repealed from that organization for 30 days. Once repealed, the organization will have until the next bi-weekly construct check to ensure that it meets its construct slot requirements. If that bi-weekly construct check determines that the organization has more constructs than it has slots, the organization will receive a warning and be required to ensure the constructs count is brought down to its capacity. If the next bi-weekly construct check following that warning determines that the organization still has more constructs than it has slots, random constructs from that organization will be abandoned until the organization is back in compliance with its slot capacity. All this means that even if you go over the available slot count, you have at the very minimum 14 days to correct it.  
    We are keeping the random nature of selection for construct abandonment. This is because as game developers we know that if there exists a way for a game system to be broken, our players will find it. In this particular instance, given the gravity of the impact, we feel that it’s important to protect the game and our community from abuse, and the randomization is an effort to do that.
     
    We hope this clears up some of the lingering questions that were remaining yesterday.
     
    Player allocated slot amounts, why so low?
     
    Following internal research, we determined that currently per active player there are approximately 25 constructs in the game at the present time.
     
    Therefore we believed that having a total of 42 slots per player would have been enough to provide an overhead for the community to be able to distribute the available slots amongst each other and support each other's projects.
     
    We do value our players and recognise that some of you own considerably more constructs than that average, and though we want to encourage collaboration and community, we don’t want to constrain those players that prefer to go it alone.
     
    And, we’ve heard you. 
     
    We are looking into an alternative approach that we feel will meet the majority of the community needs while also meeting our requirements for the long term sustainability and balancing of Dual Universe.
     
    Talent Changes
     
    We are going to increase the core allowances. In yesterday's devblog we proposed a figure of 42 total constructs. We are going to increase that through the introduction of talent changes that will require considerable time investment but keep the door open to players that wish to own many constructs.
     
    The new talents are separated into three tiers, increasing in expense significantly per tier.
     
    The new figures are (subject to change)

    For personal construct slots:
     
    The base personal construct slots will be increased from 2 to 10 slots without any talents. The first tier personal construct talent will grant 3 slots per level (up from 2), for a total of 15. The second tier personal construct talent will grant 5 slots per level (up from 1), for a total of 25. The new third tier personal construct talent will grant 10 slots per level, for a total of 50.  
    This will allow for a maximum personal construct limit of 100, once all the talents are fully acquired.
     
    For organization construct slots:
     
    The base organization construct slots will grant 10 slots without any talents. The new first tier organization construct talent will grant 3 slots per level, for a total of 15. The new second tier organization construct talent will grant 5 slots per level, for a total of 25. The new third tier organization construct talent will grant 10 slots per level, for a total of 50.  
    This will allow for a maximum organization construct limit of 100, once all the talents are fully acquired.
     
    The combination of the two will allow a determined player to reach the maximum number of construct slots that we can reasonably maintain. This will take substantial time investment in order to be a specialization within the game. 
     
    We will still be refunding the following Legate based talents:
     
    Organization Construct Management Organization Construct Management Specialization Advanced Organization Construct Management Specialization  
    These talents will be buffed to collectively increase the maximum ceiling for the organization's construct limit to 1625.
     
    If you have already trained Advanced Organization Construct Management Specialization to level 5, by reinvesting the refunded talent points, we estimate that you will be able to reach at least a construct slot capacity total of 80. Further, given the grace period of at least 1 month following the Panacea release, we hope that those amongst our players who value their construct capacity can increase it to a comfortable level of approximately 125 construct slots before needing to make decisions on which constructs to keep.
     
    We want to thank you all for your feedback and take this opportunity to recognize the passion you our community have for the future of this game. We would love to hear how you feel about the new changes outlined above in this forum.
     
  4. Like
    Actimist reacted to NQ-Wanderer in PANACEA UPDATE ADDED TO ROADMAP   
    The Dual Universe roadmap has been expanded with the Panacea update, which is currently in production and brings with it a plethora of new features, tools, and improvements that will be particularly interesting for builders, scavengers, and Lua aficionados.
     
    WHAT’S IN IT
     
    A follow-up to the changes introduced in the Selene and Demeter updates, the Vertex Precision Tool will provide a powerful, intuitive way to fine-tune your builds. Particularly for those who are new to voxelmancy, this tool will be invaluable. Watch this video to get a taste of what it can do.
     
    The introduction of shipwrecks in space will open a variety of lucrative opportunities for players who seek them out. Sell them as-is, salvage them for parts, create missions for other players to bring you the ship or its parts, or simply fetch a handsome price by selling the location information.
     
    Other new features and improvements include: 
    Camera Lua API: get access to information about the in-game camera Talents UI improvements: a more efficient way to view Talents RDMS UI polish: a cleaner interface for the management of RDMS  
    To reduce clutter and keep Alioth beautiful, we are implementing inactive constructs requisitioning, an automated system for the abandonment of constructs owned by unsubscribed players and organizations to aid in keeping overcrowded public market areas clear.
    Organization construct ownership (construct slots): a new way of assigning available construct limits to organizations. Disabling element stacking or overlapping: the final step in preventing the element stacking exploit.  
    WHAT’S IN A NAME
     
    Choosing the name for this update, Panacea, the goddess of remedy, is a reference to our renewed dedication to taking player feedback into greater consideration.
     
    In reflecting on the aftermath of the Demeter release, we recognized that we fell short in this area. We read your feedback but did not make the adjustments we could and should have. We pledge to be better about working hand-in-hand with the community by implementing a plan to increase two-way communication and making some important tweaks and balancing to the game that will address some of the pain points as much as we’re able.
     
    As a first step, beginning January 12th, we will postpone the next territory upkeep pay period for two weeks. This will allow the Design team time to revisit the tax rate, which many community members said was too steep. The purpose and functions of the upkeep system go beyond limiting “landgrabbing” and are more complex than they may appear on the surface. Many factors and interdependencies need to be taken into consideration.
     
    WHAT’S NEXT
     
    A series of devblogs will be published soon to reveal more information about the Panacea update. Additionally, we will be sharing a new roadmap soon. We hope that you’ll like what you see, and we encourage you to share your constructive feedback about our ideas as you read each article. 
    Let’s chat! 
  5. Like
    Actimist reacted to Zripss in OreMonitor [LUA]   
    https://github.com/GcGoat/DU-OreMonitor
    Some basic Ore Monitor script to show your current stock in one or multiple screens by utilizing only one PB while having option to change what it shows on screens by simply clicking on them. Vertical or horizontal view can be picked and in case you need you can click on any tier to only show it. Multiple colors can be picked from given list while mix matching what you want, as seen from example. Databank will help out in keeping saved options next time you activate PB, so once set it will run without any need to reset it
     
     

    Requirements:
    Programable Board Screen (M sized recommended) DataBank  
    Usage: While screens are showing information you have option to click on any tier to only show that one. Additionally you have button on side of screen marked as (>) which will open settings tab like  

     
    You will see 5 numeric fields, one with sign "+" and one as "R", on another side button labeled as "Reset" Numeric fields will change colors for specific areas.
    First field changes progress bar colorization, first 7 options uses gradient from one color to another which will change depending on stock amount you currently have, while rest of them are static colors.
    Second will define background color of progress bar
    Third field will define color of text inside of progress bars.
    Fourth defines main text, like ore name or tier
    Fifth defines main background color
    Field labeled as "+" will apply same settings on all screens connected to same PB, this is useful if you are too lazy to go trough all of them and change them to match main theme each time you adjust something
    Field labeled as "R" will rotate view
    On opposite side you will have "Reset" button which resets color values to default ones. This will not reset orientation or set tier which needs to be shown
     
    PB Setup:
    Connect Databank and Core unit to ProgramableBoard. In what order you do that doesn't mater.
    Connect to screen
    Copy script code from HERE (ctrl+a and then ctrl+c) go back into game, right click PB -> Advanced -> Paste Lua Configuration from Clipboard
     
    Container setup:
    For containers to be properly recognized you will need to rename them. Ore containers can only contain one type of ore and its name should reflect its contents, for example bauxite container needs to have name as Bauxite Ore and gold one should be as Gold nuggets Ore NOTE! If you have container hub, name it in same way as you would a regular container and then you will need to set correct value in lue variable editor to match its size, as we have no way to determine how big it is throw code.
     
    Names of ore containers:
    Bauxite Ore Coal Ore Hematite Ore Quartz Ore Chromite Ore Malachite Ore Limestone Ore Natron Ore Garnierite Ore Petalite Ore Acanthite Ore Pyrite Ore Cobaltite Ore Cryolite Ore Gold nuggets Ore Kolbeckite Ore Rhodonite Ore Columbite Ore Illmenite Ore Vanadinite Ore Names of pure containers:
    Pure Aluminium Pure Carbon Pure Iron Pure Silicon Pure Chromium Pure Copper Pure Calcium Pure Sodium Pure Nickel Pure Lithium Pure Silver Pure Sulfur Pure Cobalt Pure Fluorine Pure Gold Pure Scandium Pure Manganese Pure Niobium Pure Titanium Pure Vanadium Pure Oxygen Pure Hydrogen  
    Additionally you might want to check lua variables and modify couple main ones which are responsible for calculating container sizes. Right click PB -> Advanced -> Edit Lua parameters
    Known issues: In case you have max amount of screens connected to one PB you might encounter issue with it using to much of CPU for initialization. This is only issue if all of them shows maximum amount of information. Work around would be to start by using only couple screens, set them to your needs and then connect rest of them
  6. Like
    Actimist reacted to nmare418 in LUA Visual Studio Plugin   
    I there, i am actually working on a Dual universe LUA sandbox.  I dont think you will find something else like it.   But it i have to finish it.  Some importants features are still missing.
     
    Its a work on progress but very functional actually.
     
    You use any editor you want (i use notebad++) and you only have to press RUN to reload. And you will be able to export it to json also.
     
    All elements are fully functional
     
    Timers work
     
    Fully functionnal databases wich can be administrated using a small internal SQL database (H2).
     
    Work real time.
     
    System.Output window with some debuging functions
     
    Screens are fully compatible with svg. And the result is very close to  DU (still few glitchs ?)
     
    You can fully setup internal databases (player/constructs) and customize your environment with a Preload file using LUA (easy to do, anyway there some samples).
     
    It come with a bunch of tutorial scripts to learn some of the basic of dual universe (hello world, databanks, screens, emitters, buttons)
     
    The mouse events are fully functionnal (You can click on the screen and get mouse positions)
     
    Some majors functions are still missing (screen widgets and few elements), actually, the navigator return dummy values,  but its a work on progress. 
     
    And...  most of all... It will be open source!
     
    Have a nice day
     
     




  7. Like
    Actimist reacted to Billy_Boola in Alioth Aerospace Expo - Still in January? Poll time   
    I suspect that the hordes of players leaving the game are over stated, a lot of players were always going to leave during the early stages.  But number of players leaving are far less than the noisy complainers make it seem.  On Discord I started blocking all the people who say they are leaving, and demand a wipe etc.   After I had blocked 48 people I stopped seeing people saying lots of players are leaving. So 48 people is about the total number of players who are really thinking of leaving or making all the noise about it in my opinion. 48 players is nothing. 
  8. Like
    Actimist reacted to Underhand Aerial in Alioth Aerospace Expo - Still in January? Poll time   
    Heyho Noveans!
     
    The latest Dual Universe patch has hit many players hard. I heard that many players have left DU and many industries are no longer running as before. But I don't want a discussion about the new patch here. My concern is about the Altioh Aerospace Expo in January. We, as the host of the expo, are managing, with effort, to get the area ready in time. But do the exhibitors manage to get their ships ready?
     
    We currently have over one hundred registered ships and we were expecting about a thousand ships (before the update). 
     
    Now the question is, should we give the exhibitors more time to finish their ships? Do you want more time?
     
    So I ask you to participate in the poll
  9. Like
    Actimist reacted to le_souriceau in Arise, minecrafters!   
    So, here is pretty large and interesting thread for Landmark vets, It makes me little bit jealous : ) How about hardcore minecrafters?
     
    Lets show them power of Old Block Ways. Post your best things with nessesary comments and how you plan to rock world of DU with all your experience.
     
    I'll start.
     
    Most builds are from high-fantasy city project called Kingdom of Merovia. And there is a lot. Mostly mine disigns and global planning/coordination, but some things built (or updated later, when I quit MC) by my great building-buddy angvar -- also he made many of presented screenshots. Ships disigned by several other talented people of our building crew. Lots of people participated during years of building.
     

     
    MORE in spoiler V
     
     
     
  10. Like
    Actimist got a reaction from Smiles1557 in Truly Terraforming   
    Terraforming a celestial body is a complex scientific feat. With our far advanced technology we have the ability to tarraform the ground, but terraforming by definition includes the manipulation of much more than just the dirt; the atmosphere! 
     
    Manipulating the ground has harnessed some interesting results, from building a super tall beanstalk all the way up into space, to large flat landing areas covered in snow to aid visuals. There are lots of kinds of non-precious materials you can pick up and redeploy where ever you want. It's been fun (and pointless) to bring grassy soil to a desert planet and begin to truly terraform it. 
     
    Some things are missing though - some I'm sure could be easily implemented - some I'm sure will be very complex. 
     
    We should be able to plant flora. We can take trees down, but how do we put them back up? I'd love to see player made jungles, with interactive fauna among them. 
    @IEYESI built a beautiful greenhouse, fit for a botanist - it would be great to see it have a purpose some day. 
     
    When atmosphere matters to survival, an oxygenated planet will home to most, and those on barren planets will need to use lots of power in order to supply their oxygen needs. But what if you could build an airtight construct and plant flora in fertile soil? Over time producing free oxygen for those within the airtight enclosure. 
     
    I'm not going to start talking about what might happen if you covered a barren celestial body in flora, which could produce enough oxygen for the whole planet - because then we might need to start thinking about magnetic cores to hold the atmosphere in XD 
     
    Oh and you should be able to 'mine' water and be able to redeploy it somewhere else. We could create waterfalls! 
     
    If there is ever dynamic weather, we could see flowing rivers and deltas!
  11. Like
    Actimist reacted to NQ-Nyzaltar in Novaquark welcomes Yamamushi to the team!   
    Dear Community Members,
     
    We have some very exciting news to share. Many of you who have been here for a long time probably already know Yamamushi. As one of the co-founders of the official community Discord and an early Kickstarter backer, Yamamushi has been around as a very active and well known community member for almost 4 years now. 
     
    We are excited to have him joining the team. With him coming on board, a few important things are going to change and we wanted to be transparent about this with you all.  We have always valued neutrality for our employees and we try to avoid any conflict of interests. Like all other employees he is bound to some important communication restrictions. Yamamushi must discontinue being a community figure while he is employed with Novaquark. This means stepping down as a moderator on Discord and our public forums, while retaining some limited administrative rights (precisely to maintain the DU Bot). He is also bound by an internal NDA contract and won’t be able to share everything as a Novaquark employee. For those who are friends with him, we ask you to avoid attempting to get behind-the-scene information from him, regarding the game or the company. 
     
    He won’t be able to communicate or play anymore as Yamamushi, but his love for the community is strong and he will continue to follow the community from the Dev side. He will also not be permitted to be a part of a player-run organization. We know this can be hard to face for such an integral part of our community and this has been a hard decision that may feel frustrating (at least it is for us and for him) but a necessary step to avoid any suspicion of favorizing any group of players in the community.
     
    We would also like to take this opportunity to explain what are our internal rules when a member of our community becomes a Novaquark employee:
     
    His/her personal accounts are suspended for the time he/she is a Novaquark employee.
      He/she is given an anonymous player account so he/she could still continue to play the game, however, some specific rules apply to such an account:
      a. The Novaquark employee behind should not reveal his/her real identity and/or he’s part of the company. 
      b. He/she shouldn’t join a player-run organization with this account either, for neutrality reasons.
      He/she is given a NQ account, mostly to test things, and occasionally to communicate with the community in-game (if such opportunity arises). Nothing done on this account (coming usually with more powers/rights than a player account) will be transferred on any personal account.
      Thank you for taking the time to read this, please join us in welcoming Yamamushi to the team here!
     
    Best Regards,
    The Novaquark Team.
  12. Like
    Actimist got a reaction from Shockeray in Shockeray's Dual Universe Community Map 1.1.x   
    This is really fantastic. The next step for you will be to incorporate it into an html page to be a little more interactive, with a search bar for example to make it easier for people to find themselves and particular orgs. It is also a bit of cluster in the middle, having it in the third dimension might loosen it up  
  13. Like
    Actimist reacted to Shockeray in Shockeray's Dual Universe Community Map 1.1.x   
    2019-06-28 - Top 500 Organizations
    This is every organization with at least 3 members (or should be). Almost 7,000 nodes and 10,000 edges.
    Still just an image. I don't have the current ability to make the data interactive unless you have Gephi and want the file.
     
    Full Size Download (20480 x 20480 png): https://drive.google.com/file/d/1KjwDCeBsAKUZ5uceLXGUPXCV5dfHWoY4
     
    EDIT: The correct updated map link now! ^
     
    preview:

     
  14. Like
    Actimist got a reaction from B4nd1t in Just some Ideas   
    Having "moving parts" is something I an definitely against and NQ have also said they will not implement. If you ever played Space Engineers you'll know of the massive issues that arise. Sometimes I'd spend hours building a rig with loads of moving parts like lifts & drills on pistons etc. and as soon as I get in the cockpit there is a nuclear explosion and it's all gone haha
     
    However, there are some ideas here which could work. Because we do have a simple form of moving object, such as the landing gears and doors, I don't see why a couple more moving parts could be implemented like flaps and collapsible wings. The only way they would work is if you cannot place more elements on top of them. Moving objects much be standalone. For this reason, rotating joins and hinges are pretty much out of the question. 
     
    I do like the idea of a hovercraft seat which looks like a motorcycle seat! I give this +1 
  15. Like
    Actimist reacted to yamamushi in Drilling platform   
    No. Please, No.

    At this point you may as well be asking to just buy our resources from NQ with cash.

    If you're really burning through ships and supplies that fast, that's a you problem, not an economy/gameplay problem.

     
  16. Like
    Actimist got a reaction from Miamato in Truly Terraforming   
    Terraforming a celestial body is a complex scientific feat. With our far advanced technology we have the ability to tarraform the ground, but terraforming by definition includes the manipulation of much more than just the dirt; the atmosphere! 
     
    Manipulating the ground has harnessed some interesting results, from building a super tall beanstalk all the way up into space, to large flat landing areas covered in snow to aid visuals. There are lots of kinds of non-precious materials you can pick up and redeploy where ever you want. It's been fun (and pointless) to bring grassy soil to a desert planet and begin to truly terraform it. 
     
    Some things are missing though - some I'm sure could be easily implemented - some I'm sure will be very complex. 
     
    We should be able to plant flora. We can take trees down, but how do we put them back up? I'd love to see player made jungles, with interactive fauna among them. 
    @IEYESI built a beautiful greenhouse, fit for a botanist - it would be great to see it have a purpose some day. 
     
    When atmosphere matters to survival, an oxygenated planet will home to most, and those on barren planets will need to use lots of power in order to supply their oxygen needs. But what if you could build an airtight construct and plant flora in fertile soil? Over time producing free oxygen for those within the airtight enclosure. 
     
    I'm not going to start talking about what might happen if you covered a barren celestial body in flora, which could produce enough oxygen for the whole planet - because then we might need to start thinking about magnetic cores to hold the atmosphere in XD 
     
    Oh and you should be able to 'mine' water and be able to redeploy it somewhere else. We could create waterfalls! 
     
    If there is ever dynamic weather, we could see flowing rivers and deltas!
  17. Like
    Actimist reacted to NQ-Nyzaltar in DevBlog: Resurrection Node Mechanics   
    (Posted Friday 10th of October 2014 on the DevBlog)
     

     
    When a player dies in Dual Universe, the "respawn" mechanism is articulated around the notion of Resurrection Nodes. We have already described in a previous post the quantum mechanical principle behind these incredible devices, and today I would like to discuss a bit more about the gameplay aspect. Resurrection Nodes are probably one of the most important element of the game, let's see what it means for all players.

    One important thing to understand is that Resurrection Nodes (or RN) are expensive. Very. Whether you buy it or you collect the materials to craft it, this will be a considerable investment. You can't just put one on the way, just in case, without thinking too much about it. It will almost always be an investment, a careful choice made for a good reason.

    That being said, when the game starts, you will be given two RN from the start: one preset inside the Arkship, and one free RN inside your inventory. Typically, you will set this second one wherever you decide to install your personal base. Beyond that, building additional RN will be something most players will not be able to afford before a certain amount of game time, and it will most likely be within a powerful organization like a state or a large company.

    The way it works is simple: you first need to set up the node, except the one of the Arkship, which is always ready to use. A Resurrection Node is a power hungry machine (remember, the beast is twisting the fabric of the quantum multiverse space-time topology, in order to affect its probability distribution and save your ass). You need to power it and make sure it is fully charged, and the time it takes for a full charge will depend on the type of power source you can afford to use. This can range from a few minutes to a few days.

    You can of course set up several nodes in different places at the same time. When you die, the closest RN will be used to respawn you inside its pod. It will lose its charge in the process, so it cannot be reused on the spot. The fact that you cannot choose which of your currently running RN will be used, and the closest one is taken instead, is crucial to avoid transforming the RN into a teleportation device.

    Another important aspect: when you benefit from a RN, you respawn but your inventory will be randomly losing most items, as it is impossible to insure that the particular branch of the universe where you are now has the same past history as the one you come from. Beyond the inventory, you have also crucially lost your geographical position. You might have been teleported millions of kilometers away from where you died. And that might be very bad.

    Imagine what it means in the context of a military situation. Your planet is suddenly attacked by a fleet of warships surrounding you. This is in the Orkras Empire, a very remote planetary system known for its aggressive gameplay. It is remote, so they must have travelled a long time before arriving here. Somewhere within the fleet, there must be a resurrection ship where all the players that are members of this expedition will respawn during the fight. Identifying this ship and destroying it becomes the most important war priority, as it will ensure that every death will send the attacking players back to their system, which is far away. Or, wait... maybe the RN are spread among all the ships? Or maybe there is a hidden resurrection ship on a not-too-distant moon? Or maybe the Orkrassian have secretly set up a RN base on your planet itself, long before the invasion, somewhere underground? The possibilities are endless.

    And the counter attacks are also very rich: you have a spy in the Orkras Empire, and she has identified the threat of this attack for a long time already. You are ready. In particular, you know where the RN base has been secretly set up by the attacker on your planet. You have not destroyed it, instead, you have planted tons of explosives below it, ready to neutralize it when their fleet will arrive. It will be too late for them, and they will suffer heavy loss and destruction without being able to defend themselves for long. Or... maybe the Orkras actually know about your spy, and maybe the information about the RN base is false. And they had a backup somewhere else. This is emergent gameplay at its best: I can’t even start to imagine all the possibilities that you, the players, are going to invent! In any case, one thing is sure: the resurrection nodes are going to be a central element of gameplay and emergent strategies/counter-strategies between opposing factions. And we need to benchmark the mechanism during the alpha to make sure that it is well balanced. Everything exposed here remains - of course - subject to changes and revision with the feedback we’ll receive from the community!

    JC Baillie,
    Project Lead
     
  18. Like
    Actimist reacted to Lethys in The part of a casual gamer?   
    What districts? (Mind you NDA!) At launch there's the arkship, maybe a market there and nothing more. Everything has to be built by players
  19. Like
    Actimist reacted to Lachenlaud in Authentication Bot for each Discord server / DU-auth   
    I find it amazing. 
     
    The original Yama-BOT doesn't take any 'personal' information.  It grabs a key posted on your PUBLIC DU Forum Profile and grabs the fact that you are or are not alpha authorized (also public) so that the discord unlocks a few channels by giving you a tag.   (And NQ has SEEN his code which is good enough for ME...  I've been coding for over 30 years.)
     
    It simply can't do anything else, it can't grab your Discord PW, it can't grab your forum PW.  It's secure.  It's safe.  Whether @yamamushi made/makes the code for the bot public or not is moot.   The same would essentially apply to the author of this bot.  Please, don't take MY word for it.  Go learn how to make one on your own, and if you've the ability to do so, you'll see I'm right. 
     
    I get the reservations from those that don't understand the 'magic' behind the scenes.  That's fine... don't use it, but don't speak badly from ignorance or being uninformed... unless your intent is to merely troll the post (and in a civilized society that would be the ONLY reason ANYONE would do so... cuz they'ze ig-nant), in which case you can just go <insert your choice of nasty self-inflicted idiocy here.>
     
    I give you the following URL to discover for yourselves just how makeing a bot is done;  How to make your own Discord BOT
     
    Have a cookie... ?
     
    'nuff said! 
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