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Found 4 results

  1. So... The biggest growing problem in DU right now is the fact that NQ has done little to properly nerf warping. This is NOT a call to make warping more expensive... This is more of a signal to NQ to either reduce the safezone of planets, or make warpdrives drop you off about 5-10 su outside of a planet's safezone that's NOT inside the Thades, Alioth, Madius bubble There's been a growing number of complaints about how warpdrives really kill the game in many respects even though it's a huge time-saver, it completely removes the risk factor from the game. In addition, since there's no way to interdict someone and force them out of warp, this really gives no reason for PVP to take place naturally in game. Suggestion: The system might be nice.. however some suggestions for the NPC generated missions: There needs to be two types of missions Warp capable - Allows a person to warp the package without fear of the mission being terminated The shorter the distance, the less quanta a person will make The shorter the distance, the less valuable the package The greater the distance, the more valuable the package The greater the distance, the more costly it will be to ship/warp (meaning the weight will be increased... thus you add balance to the game) Non-Warp Capable - If the hauler warps the package from one location to another the mission is automatically terminated BY DEFAULT these missions are exponentially more valuable than warp capable missions on a factor of 3 or 4 The shorter the distance, the less quanta a person will make The shorter the distance, the less valuable the package The greater the distance, the more valuable the package The greater the distance, the more costly it will be to ship/warp (meaning the weight will be increased... thus you add balance to the game) NPC generated missions need to be more plentiful The community is not lively or active enough to support hundreds or thousands of available missions.
  2. I may be a PVPer but I love creation and creativity. This is a breathtaking development and really I would be so pissed for all the people who've put all the time into this development thus far if a wipe took place. THANKFULLY NQ TOOK HARDSTAND AGAINST A WIPE AND HAVE VOICED IT OVER AND OVER AGAIN...
  3. I just don't know what moron thinks it's a great idea to just completely disavow their own community by NOT SAYING A FUCKING WORD! NQ the more we ask for better connection and communication the more in the dark you go.
  4. I was beginning to find it frustrating trying to hunt down little bits of information in videos in order to help people out so I thought that I would make a summary of the Dev Diaries. December Dev Team Territory Units Rendering/Lighting Beginning bot test server Ore Scanning January Biomes Day/Night Cycle Smoother & Undo Tool Building Jetpack Engine Force Physics POV details Test server with 100s of bots February Ship element redesign Some example ships Ghost Preview of elements Copy tool Started cockpit widgets (HTML/CSS) New Texture Baking Alpha moved to September March Further cockpit widget work Atmospheric/Orbital Physics Improved Interpolation Detector & Logic Gates Interactive Component Demonstration (Laser Trap Puzzle) April €650,000 milestone (construct vs. construct) Refined total flight Physics Ice Biome Crafting Basics Build Mode Detailed Information (w/ live element ghost updating) May 3rd Party Play-Testing Interplanetary Flight Work Stardust & Trajectory Monitor (Orange Sanic Rings) Artificial-Friction Generating Retro Engines Reentry Heating Effects 3D Planet map w/ hexagonal tiles Bookmarking Destination Tracking Pulser Unit & Pressure Plate Logic Component Redesign June Alpha Information Building Brush Shapes Building on 2D plane Remote Ship Control Player Momentum Continuity 1000 bots & 100 constructs test server July LUA scripting Control Unit & Script Editor Window Element Events & Functions Screen Unit Text & HTML/SVG Imported Images LUA programing Emergency Control Unit Simple Damage Model & Repairing
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