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NinjaPlease1221

Alpha Tester
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  1. Like
    NinjaPlease1221 got a reaction from Praetorianv in Olá Noveans!   
    Hey Praetorianv!
    Welcome!!  Good post, it's nice when people add a little more than just "need approval" or "real person here".  I can definitely relate to the feeling man, your post took me back to that moment of stumbling across the alpha showcase vid and just being glued to the screen for all 53 mins thinking "oh my god, this is it!"  I hope you enjoy the game man, its a great time to come aboard with the new updates taking effect...2 more days and its on, DU it big!!
  2. Like
    NinjaPlease1221 reacted to Praetorianv in Olá Noveans!   
    Hello fellow Noveans!
     
    I believe that the 37 years I spent in this world, learning and gaming, have brought me to Dual Universe. I'm happy to have joined you all!
     
    All the aerospace, flight, racing, submarine simulations, all the grand-strategy games, all the rpg's... guided me to this groundbreaking project.
     
    I was carved for this...
     
    As a praetorian, expect honour and loyalty to the bitter end...
     
    See you inside. Good luck!
     
    P.S. To the developers, I leave my congratulations for what they have acomplished so far, and hope that, with the right support and motivation (not hype) from the community, they can achieve, if not surpass, their goals.
     
     
  3. Like
    NinjaPlease1221 reacted to NQ-Nyzaltar in r0.15 Features Showcase   
    Dear Community Members, 
    Last week we've already detailed some of the main changes and additional features in the r0.15 Update.
    Today, we want to give you a visual preview of those changes and features and we just released a short video for the occasion!
     


    We will also release a DevBlog on the Talent System later this week, so stay tuned!  
     
    The Novaquark Team.
  4. Like
    NinjaPlease1221 got a reaction from MathDrou in MikeBuke - Hello METAVERSE ;)   
    Wrong channel/topic, you want the Organization Registry...good luck
  5. Like
    NinjaPlease1221 got a reaction from Dinkledash in Devblog - r0.15 Update (Part 2): Inventory Revamp!   
    Awesome that you reduced the nanopack but kept mining times the same, this really makes all containers relevant...awesome job!
  6. Like
    NinjaPlease1221 reacted to NQ-Nyzaltar in Devblog - r0.15 Update (Part 2): Inventory Revamp!   
    (this DevBlog has been posted on the website on April 30th, 2019)

    Hey guys!
    NQ-Entropy here today with NQ-Wave. 
     
    We’ve been working on a significant overhaul of the game’s balancing and we’re going to do our best to explain the big changes we’ve been working on. The main subjects today are the major rebalance of inventory and container capacity, material transportation, crafting recipes, and almost every single step between mining and crafting. Saddle up.
     
    Our starting point was the dialogue we had with the community about the issues with containers. We heard everything you guys said, from smaller containers not being useful and crafting times on larger containers being too long. This wasn’t lost on us; we also agreed that it was a little ridiculous at how weak certain containers were as opposed to the Nanoformer inventory, which held a staggering 64m3, the equivalent of a large container, or 64 extra-small containers. There was an issue.
     
    What happened in the following weeks was us going down a massive rabbit-hole where we started pulling different strings and unearthing a lot of inconsistencies in our global balancing on almost every level. We decided that we wanted to start over on solid and healthy ground, and make sure that we knew what we were doing, how, and why. We are now at the finish line of the first major pass, and we’re ready to talk to you about it.
     
    One of the initial issues excavated from the wreckage of our investigation was the difficulty of transporting materials while in atmosphere. As it turns out, in a realistic physically based system, it's really hard to transport hundreds of cubic meters or potentially tens of thousands of tons in materials. Who saw that one coming? It was a learning experience to see some of you try and transport raw material, only to end up with about 20 large hover engines to lift a couple of containers, which amounted to no material at all.
     
    So this is where we began. No matter what happened next, we needed to drastically reduce the amount of weight that a player would have to reasonably move around; even in the context of large transports. As previously mentioned, the main culprit was our overly common use of cubic meters, which artificially drew upwards the volume and weight of everything we did. We globally changed our main volumic unit from m3 to liters. We now had finer control over volumes and had a more human-level metric to base our foundations on. Your inventories will now have a capacity of 4,000 liters; goodbye cubic meter, it was nice knowing you.
     
    Having said that, we mostly liked the ratios we had in place for how fast players filled their inventories when mining and made sure to adjust everything so that it remained similar to how mining was done previously.
     
    Continuing up the chain, we reached crafting recipes. We were also generally happy with the feedback we received for the crafting mechanic, but our first recipes were more for functional testing than any sort of real balance. Now was the perfect opportunity to take a look at it in more detail.
    We want you guys to discover this without too much of a heads up, but there's a couple of cliff-notes we can mention here:
    Global rebalance of item volume and weight across the board. Conservation of mass during crafting across materials, parts, and elements during crafting (some exceptions apply). Rebalancing of all ancillary materials recipes (honeycomb, fuel, products and scraps).
      The end result of this is fairly significant, and we’re not quite sure we fully grasp all of the implications at this point. What we are confident in is that we have all of the tools in hand to effectively make adjustments and deal with any issues that arise; something that we couldn't quite say to the same degree before. 
     
    In terms of clearer changes:
     
    Parts are generally more coherent in weight and volume with less outliers. Smaller parts will generally take up more space in your base inventory while larger ones will take less. You can still expect large parts to take up significant space, but not multiple base inventories worth.
      Elements operate in the same ballpark of weight and volume as before, but we have less outliers. Smaller elements are not so small and larger elements are not so huge. 
      Generally speaking, honeycomb materials will require more ore to make. The amount of honeycomb material you could acquire previously was a little too high and we wanted to rein that in a little. We don't want you to feel constantly limited by honeycomb material, but we also don't want to make acquiring large quantities of honeycombed materials trivial. It's worth noting that we fixed a bug which changed honeycomb mass; honeycombed material will likely be overall heavier than before.
      Fuel cost and weight have been drastically augmented, but as counterbalance, we reduced both fuel consumption for engines and fuel tank capacity. Hopefully, this ensures that fuel is more difficult to acquire and weighs more, but you will need a lot less of it for similar performance. The end result is that you’ll be able to fly for longer while retaining a similar overall cost per distance traveled as before.
      In regards to scraps, the first thing we did was add scraps for all ore. You can now craft equivalent level scrap from level one to four using any ore that you’d like. Secondly, we had previously done a quick fix adjustment on scrap repair, making it less painful to repair your elements. The new scrap recipes will allow you to make more scrap for less raw ore than previously, hopefully addressing said pain points of having to mine for ages just to repair a single element. It should now be more efficient to repair an element with scrap than to craft that element from scratch.
      Finally, containers. Containers haven't changed at all. Not one bit. An extra large container is still 128m3 of volume. But in a world of liters, 128 cubic meters comes out to just about 128,000 liters of capacity. That’s roughly 32 times the size of your basic inventory, and frankly, that's a hell of a lot of storage.
      Additionally, there’s been a significant revamp of the information displayed in the inventories information panel. We won't go into too much detail here as we hope the new information should be easily understood and explain itself well enough.
     
    This was a huge undertaking and we’re confident that we’re going in the right direction, but we expect there to be issues. We’re looking forward to you guys testing everything out, hearing your feedback, and hopefully providing answers.
     
    NQ-Entropy and NQ-Wave
  7. Like
    NinjaPlease1221 reacted to CoreVamore in Parvisian Empire Recruitment   
    Um... there wont be any weapons of mass destruction in DU. You may have to alter your plans somewhat. 
     
  8. Like
    NinjaPlease1221 got a reaction from yamamushi in Vote me for Forum Moderator!   
    Freakin Hilarious!...when can you start??
  9. Like
    NinjaPlease1221 reacted to yamamushi in Vote me for Forum Moderator!   
  10. Like
    NinjaPlease1221 reacted to rothbardian in Another citizen for world 1st real metaverse   
    More specific plans? It all depends what DU allows and  Novean interactions. Here are my next five or ten year plan:
    Build a small city with M. Rothbard ideas and ideals. Create a financial system where venture capitalists, hedge funds and medium-sized institutional investors meet via stocks and options exchange. Protect financial players from fraud/scams by proper regulation and laws supported by military establishments.  
  11. Like
    NinjaPlease1221 reacted to Shockeray in Shockeray's Dual Universe Community Map 1.1.x   
    EDIT: Maps by date:
    Shockeray's Dual Universe Community Map 1.1.1 6-25-17
    Shockeray's Dual Universe Community Map 1.1.2 7-7-17
    Shockeray's Dual Universe Community Map 1.1.3 7-20-17
    Shockeray's Dual Universe Community Map 1.1.4 8-1-17
    Shockeray's Dual Universe Community Map 1.1.5 8-19-17
    Shockeray's Dual Universe Community Map 1.1.6 9-16-17
    Shockeray's Dual Universe Community Map 1.1.7 9-27-17
    Shockeray's Dual Universe Community Map 1.1.8 10-2-17
    Shockeray's Dual Universe Community Map 1.1.9 10-21-17
    Shockeray's Dual Universe Community Map 1.1.10 11-11-17
    Shockeray's Dual Universe Community Map 1.2.1 12-04-17
    Shockeray's Dual Universe Community Map 1.2.2 02-24-18
    Shockeray's Dual Universe Community Map 1.2.3 04-18-18
    Shockeray's Dual Universe Community Map 1.2.4 06-05-18
    (newer images found in the last pages of this board)
     
    -------------------------------------------------------------------------------------
    Hello everyone, this is Shockeray, GM of Soul Nebula.
     
    After waiting for an updated version of the original community map to show itself on the forums for a long time, I finally took it on myself to create my own up-to-date version. After a lot of original set up, my method now requires little time and almost non-existent server strain, allowing me to refresh it many times a day if there ever was a reason to. Due to my limited knowledge of this type of undertaking, TheGreatSardini helped me with the start up. Unless I missed one, this map should contain every organization with at least two members.
    (Although Graph Commons may not be the best available method of displaying this node map, it is the best that I have found available to the public.)
     
    Shockeray's Dual Universe Community Map 1.1.1 6-25-17
     
    And for those who can't load the page, I have attached a completely oversized screengrab below which will give you the general idea.

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