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Taelessael

Alpha Tester
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  1. Like
    Taelessael got a reaction from CoyoteNZ in Map color updates/modifications   
    Could it please be made such that a tile colored for informational reasons in the map can have that color altered or its transparency/intensity changed. As is those of us with poor vision have been having a harder and harder time telling when a hex is highlighted for any reason (seriously folks, almost totally transparent yellow is the wrong color for anything, I need to play with the graphical settings so much as to make it near impossible to see anything outside the map just to see it at all).

    Alternatively could we get an optional toggle-able setting in the map that hides the terrain features and just shows the hex-lines and other markers over a featureless black sphere? it would make it a lot easier to see things.
  2. Like
    Taelessael reacted to BlindingBright in Give us more ore & asteroids - less taxes! (Demeter Changes)   
    Been on PTS now for 15 hours testing while collecting my thoughts. A lot of these changes will force players to /work/ to keep what they own in game... right now with rough calculations it looks like about /half/ of the ore dug may have to go back to paying taxes on the tiles, and thus players will need to work... to keep their land... to keep working to keep their land.

    I say work, because these new loops, for many- will turn it into active work/tedium to manage. Plus, potentially half of your ore income is spent on the hexes... now you'll need to take a cut for fuel to transport/logistics. After the end of it, you're left with very little to build/expand with. For new players, it will be muuuuch harder to solo while getting a foot-hold.

    So I ask, is this a move to slow players down and reduce overall server costs? As it stands this a soft-wipe of sorts, as many with "fun" projects people work on a few hours a week may now be forced into grinding to keep it going- or loose it... and if players don't come back, as it stands... you loose a tile, as it is on PTS... you also loose all the static constructs owned on that tile. 

    So is this a change to reduce quanta/inflation? if so than look at the source, missions-alt runners to curb it vs creating a huge sink via land. Is this change for... data inflation? as more ore enters the game, more constructs are made- and in live(more data due to tunnels on top of that)  so more ore = data costs.  And I dare say this is the real reason for these changes, otherwise NQ will let up on them as player outrage seams to be more so than 0.23, and it hasn't fully sunk in yet for most players what these changes even mean... and while this post covers some core issues, it does not cover the ninja-changes to ship elements/flight mechanics or other core complaints.
     
    Give us more ore via auto-mining - more charges, more ore to pull from per hex and... some way to skip the lame mini game.. please? minimum efficiency of 25% vs 0? Nobody wants to login once/twice a day to hop around auto-mining fields to play a stupid mini game. Least while mining traditionally I can tune out and watch Netflix, with autominers- it requires just enough attention you cant let your mind easily wander... but not enough satisfaction to make it.... enjoyable. 2x more ore may not be enough, 3-4x may hit a sweet spot for most. More Roids - All safe zone roids get mined out within an hour of discovery already. fix discovery timer of 20 minutes/middle Colum! Likewise, PTS seemingly won't spawn in asteroids in time for us to check the new spawn rates.... This change will /encourage/ more people into PVP space. Lower the taxes for tiles. This is a game that people pay monthly for- not a second job. 
      So say we all.

    BlindingBright
    -MTI Superlegate, Lodestar Chancellor
  3. Like
    Taelessael reacted to Hirnsausen in Export: Construct to STL and other 3D Formats   
    It would be fine if we could export our constructs to the STL format, or other 3D formats. This would allow us to 3D print our best creations (and some of us to paint them as well). An eüport from virtual world to rwal world. Heck, I really want that.   ?
  4. Like
    Taelessael got a reaction from Hirnsausen in Core Building Zone: Flexible   
    A ship's core can be moved within the build area using the move element tool in build mode.

    The ability to shift an entire build volume around to help adjust the locations of everything (say, because you built too far to one side or the other and want to center the construct in the volume again) would be a nice feature to include.

    As I recall, the game engine does not like non-round numbers (relative to what it thinks are round), so changing the shape of the build-box on the fly such as to poses different lengths and heights and widths while maintaining volume would be tricky (though nice to have). It also has a hard time with single-core dynamic constructs above L size. It would perhaps be simpler to just have cores with alternate geometries to start (such as a "long XS" that is really just a lower cost and smaller S that has its build volume reduced).
     
     
  5. Like
    Taelessael reacted to fridaywitchx in ability to split items in the market container   
    It would be great to have this. I have 760k coal in my market container and I can't create a hauling job because it just ddoesn't fit into my parcel container.
  6. Like
    Taelessael got a reaction from Hirnsausen in Spray-Paint a Ship!   
    A nice idea, and one already planned as I recall, but very low priority for the moment.
  7. Like
    Taelessael got a reaction from Haunty in QOL Map Updates   
    This isn't required, but it would be nice if the map opened to the system map rather than "no planet selected" in the planet map if the map is opened in space.
     
    It would also be nice if the planets in the system map were moved around to more accurately represent their actual locations (Jago is not that close to Lacobus).
  8. Like
    Taelessael got a reaction from Hirnsausen in Markets: Item Listing: Option to Remove What's Not Being Sold   
    This would be a nice thing to have.
  9. Like
    Taelessael reacted to RugesV in Inspect Item / View Market   
    The Inspect item thing is beautiful.  However it would be nice if below where it says inspect item, there was another option that says View Market. And View Schematic Market.  The one would open up the market for that item. and the other would open up the market for the schematic. 
     

  10. Like
    Taelessael reacted to Hirnsausen in Markets: Item Listing: Option to Remove What's Not Being Sold   
    The market lists items that have no active seller f any kind, anywhere. I think, there should be a button that would - if so wished - remove all items from the market list that no one sells. So the buyers can concentrate on the items that are available and don't lose time to get tricked by items they could never buy.

    Options:
    - remove list entries of items no one sells
    - remove list entries of items not being sold at your current market
  11. Like
    Taelessael got a reaction from CoyoteNZ in VR IS SO IMPORTANT, VR EARLY IN THE DUAL UNIVERSE CYCLE CAN SERVE AS A FOUNDATION FOR IT THE FUTURE, THERES NOTHING MISSING IN DUAL UNIVERSE. FOR IT NOT E THE IDEAL VR EXPERIANCE   
    VR is cool, but it wont carry a game like DU long term.
     
    It will be a nice thing to add some day for those of y'all that can make use of it, but for now time would be better spent on improving existing features, or implementing planned ones, or coming up with something else to both hold people's attention and bring in new/old players in large numbers and for extended periods until the player population is high enough to do that on its own (more missions, exploration, npc combat, procedurally generated everything, ect...).
  12. Like
    Taelessael reacted to Rahzi in Force field length setting.   
    Would it be possible to get a length setting for force fields. Currently the force fields will sometimes extend to full length on a dynamic construct traveling at speeds greater than 2000.
  13. Like
    Taelessael got a reaction from WildBunny in pay to win   
    Debatable. Yes people can multi-box and pay for multiple accounts, but groups of people running only single accounts can also just cooperate. Also, if someone is willing to pay for the half-dozen subs just to collect daily rewards they'd need to outperform a single moderately active miner and have a few extra talents they can apply to a construct via re-logging, I'd be inclined to let them have it. More money to NQ helps them do what they need to do to give us all a better game, and a half-dozen people working together will blow a single guy with a half-dozen alts out of the water near about every time (and please don't argue that it isn't a guarantee means it will ruin the game for everyone forever, exceptions can exist, and all of them are small).
     
    When beta launched I was with a group of 20+ guys that b-lined for what we knew would get us easy money at the time. The group would mine, and then since I had classes at the time they were on I would load up the stuff they collected and afk-haul to the market. Sell it, and fly back with the cash. After that, we'd have our 20 guys buy TU, drop them all where we needed more hexes (it was cheaper to have individually owned hexes that were just shared) and keep on.
     
    Later, when we got in to PvP, we'd have ships with 1 dedicated pilot, and (if I recall correctly) as many as 5 gunners. We weren't multi-boxing, we were just an actual group of people playing an MMO cooperatively. 
     
    If there are people botting, then something needs to be done to stop it, but please be extremely careful in complaints of "pay2win-cause-multibox". Most of the time I hear that argument it is coming from people trying to either solo-play the MMO, or play with only a very small group and getting frustrated that they cant keep up by themselves with a much larger faction. 
  14. Like
    Taelessael reacted to CoyoteNZ in remove scraps use parts instead for element repair   
    It would be great for the components market, but it would just make the game to complex to manage for players to repair and maintained their ships after damage.
     
    If I may, a slight modification to your idea would be
    1. Scrap repairs and gets any element back up and running; basically you jury rigged it with a quick fix.
    2. Damaged, but repaired elements would list parts damaged which are lasting. They don’t stop the ship from operating, but they have some sort of effect, maybe less total HP for an element, or maybe it runs less efficiently. 
     
    Now you have it so you can still use scrap to get your ship back up and running, but every now and then you are going to want to take it to a mechanic, or have a repair unit. Then all the seperate components can be reapplied to the element to get it back to original stats.
     
    This system would have three advantages over your idea,
    1. Still simple to repair your ship, all you have to do is repair your ship with a bulk standard scrap lie, current system rather than having to carry hundreds of special different parts
    2. There would be a new game loop for people who want to offer to repair their own or other peoples ships
    3. Actually have a market for components and parts, not just finished elements. 
  15. Like
    Taelessael got a reaction from CoyoteNZ in Tier-Upgrade Element Swapping   
    A simple idea, allow an element to be replaced with variants of the same element (ex: swapping Basic Atmospheric Engine M with Advanced Military Atmospheric Engine M). The purpose behind this would be to allow someone to upgrade a pre-existing ship or structure with higher-tier elements without having to either re-link everything or re-doing potentially difficult element placements.
     
    I'd personally like if it returned the element being replaced, but even if it didn't this would still be a very helpful addition to the game.
  16. Like
    Taelessael got a reaction from CoyoteNZ in Allow players to replace smaller cores with bigger ones on existing constructs   
    Item-swapping would also be nice, if only for an easy way for players to swap a basic engine used initially used in a design for a more advanced version obtained at a later time/date.
  17. Like
    Taelessael got a reaction from EternalDreamer in "Feature Points" Limit Based Schematic + Schematic Feature Research (with parts as consumed/destroyed for research)   
    Some degree of research game-play would be a nice addition, and making the researched prints both reliably creatable, and having limited uses would help to ensure people aren't just collecting the best and then having nothing to do afterward.
  18. Like
    Taelessael got a reaction from bleakcon in "Feature Points" Limit Based Schematic + Schematic Feature Research (with parts as consumed/destroyed for research)   
    Some degree of research game-play would be a nice addition, and making the researched prints both reliably creatable, and having limited uses would help to ensure people aren't just collecting the best and then having nothing to do afterward.
  19. Like
    Taelessael got a reaction from CoyoteNZ in Schematics as a PC resource, not from NPCs   
    A research system allowing players to produce BP themselves to then either sell or use would be far superior to the fixed "obtain from bots only" system we are currently using. It would be another play-style people could pursue, and it would make the fact that the prints exist to get people to use the market rather than just building their own private mega-factory feel a bit less forced.
  20. Like
    Taelessael reacted to Context in Nerf the 800% damage multiplier between weapon sizes to 200%   
    Or just lower the HP points of voxels since they are light honeycomb anyways and throughout history weapons have almost always been stronger then defense technology.
  21. Like
    Taelessael got a reaction from DiamondDog in Ground voxel reset (cave ins)   
    Scanning a lot less of then t2+ stuff has always been the norm for me, but that could just be me. 
     
    Saving on game-load by filling in the tunnels/caverns in unclaimed every so often sounds like a great idea.
     
    Ore-refilling could be nice, but a large part of new-player-mining issues is likely to be the ever expanding blockade of claimed territory they cant dig. Both issues combined aren't nice to new people's time, so something may need to be done about that.
  22. Like
    Taelessael got a reaction from Palis Airuta in DEVBLOG: THE FUTURE OF DU - Part 3 - Discussion Thread   
    Sorry for the wall of text...
    TL/DR: Consider the wider player base first (on both sides of the pvp line).
     
    In regards to the issues of:

    -How stuff played in backer week / when "X" bug existed:
    It was imperfect, it needed fixes, and for the most part they were implemented. Wanting to wipe the world because some folks got lucky and played an easy meta for a bit without breaking the rules is like wanting a wipe because you aren't the greatest after joining a persistent world late.
     
    Wiping the world to deal with the guys that abused an actual bug somewhere to get absurdly wealthy must be weighed against the loss that would be suffered by all those that didn't break the rules. Yes it is possible for portions of the gains of such problems to survive anything short of a wipe, but is completion-ist "the fruit of this bug was totally removed" worth burning everything everyone else has when some more targeted responses against just those abusers can be used to deal with the majority of the gains? Barring some extremely good reasons a lot of players would probably just quit if they had to lose all their stuff they spent all this time collecting (and worry about losing it again) because some other guy abused a bug and got an L-core cargo-block's worth of fuel/voxel/ect...
     
    -Automated Mining:
    This is a mixed bag. Mining is tedious, but more or less required for most of us to actually be able to afford to do things. The game needs a reduction in mining tedium in a bad way, and automating mining will help with that, but as with every change people that are better prepared to make use of it will have an advantage over those that are less prepared.

    -"The Warp Problem":
    Much as it annoys pvp'rs, the care-bears need somewhere to play, and the Alioth system is supposed to be DU's equivalent of EVE high-sec. Additional systems are supposed to be free of safe-zones, and interdiction will let you tag people that get careless with warp. It's on their to-do list, just got to wait for it.
     
    -NPC stuff:
    Part of where the game suffers right now is a simple lack of stuff to do. There are no missions, nothing to gain from exploration other than sight-seeing, no points of value for pvp players to fight over, ect... Players can make content, but until they do NQ has to pick up the slack to keep the player-base interested.
     
    -PvE combat specifically:
    There is no simple way to work this. NQ doesn't want one guy flying an ISD armored with script/AI-controlled guns (and, I do mean armored with guns, if you've played SE and seen someone coating every flat exterior surface of a death-brick with turrets you know what I'm talking about), or worse one guy commanding a fleet of drone ISD. They can work around it, but it wont be a short few lines of code if they want to keep a player-ship/station's crew requirement. 
     
    Personally, I wouldn't mind some manner of pve combat if they added it in (properly, killing static targets by out-ranging them or abusing respawn gets boring really fast, and tricking reckless L core NPCs in to killing themselves with a ram would both get old quick and break the economy again). It would give care-bears that combat-lite many of them enjoy long-term, and it would generally be another thing for the wider content-starved player base to do.
  23. Like
    Taelessael got a reaction from Tythan in DEVBLOG: THE FUTURE OF DU - Part 3 - Discussion Thread   
    -Surface harvesting has its place, but the rocks seriously clutter things visually, it may be advisable to cut their number down (say to a tenth) while increasing the time to collect them and their payoff. 
     
    -Mining units will be a welcome addition for those of us that find mining tedious, but care must be taken as to their implementation lest you either end up with wealthy players immediately turning a hex with "good stats" in to a money factory that craters the value of materials gathered by newer players, or cause the existing player-base to go grab-happy and claim every tile they can afford to drop a TCU on (thus risking locking new players out of mining if too many tiles are either un-minable or stripped clean).
     
    -Shields will be appreciated for people with visually complex designs and people that find repairs tedious, but it will probably need to come with a sizeable nerf to voxel if you don't want people to abandon it entirely when they realize they probably can't carry enough ammo to kill a shielded cube under current voxel stats.
     
    -I look forward to finally having more/variant skins for weapons. It would be nice to get them on other elements too (not even major re-shapes, just alternate colors on the main color section so we aren't only stuck with bright red space engines, yellow containers/hovers, and grey everything else).

    -Visual improvements to planets are appreciated, but there must also be care taken to ensure to doesn't slow loading things down, most pilots and explorers tend to appreciate the visual appeal of the terrain a lot less when they need to worry about the ground suddenly deciding to jump up and swat them from the sky, or shifting up slightly after they landed but before ship physics unload and breaking their ship.
  24. Like
    Taelessael got a reaction from Shaman in DEVBLOG: THE FUTURE OF DU - Part 3 - Discussion Thread   
    -Surface harvesting has its place, but the rocks seriously clutter things visually, it may be advisable to cut their number down (say to a tenth) while increasing the time to collect them and their payoff. 
     
    -Mining units will be a welcome addition for those of us that find mining tedious, but care must be taken as to their implementation lest you either end up with wealthy players immediately turning a hex with "good stats" in to a money factory that craters the value of materials gathered by newer players, or cause the existing player-base to go grab-happy and claim every tile they can afford to drop a TCU on (thus risking locking new players out of mining if too many tiles are either un-minable or stripped clean).
     
    -Shields will be appreciated for people with visually complex designs and people that find repairs tedious, but it will probably need to come with a sizeable nerf to voxel if you don't want people to abandon it entirely when they realize they probably can't carry enough ammo to kill a shielded cube under current voxel stats.
     
    -I look forward to finally having more/variant skins for weapons. It would be nice to get them on other elements too (not even major re-shapes, just alternate colors on the main color section so we aren't only stuck with bright red space engines, yellow containers/hovers, and grey everything else).

    -Visual improvements to planets are appreciated, but there must also be care taken to ensure to doesn't slow loading things down, most pilots and explorers tend to appreciate the visual appeal of the terrain a lot less when they need to worry about the ground suddenly deciding to jump up and swat them from the sky, or shifting up slightly after they landed but before ship physics unload and breaking their ship.
  25. Like
    Taelessael reacted to Context in Voxel Design your own Weapons   
    Ok so I feel this idea that's been in my head for a while needs to come out sooner rather than later in case NQ picks this up and makes it their own by making it better than what I even have here.
     
    General Idea: Work station which we can use to "design" handheld weapons.
     
    More detail: In game we won't have a bunch of generic weapon types that only NQ actually comes up with. NQ gives us the parts to the weapons and we use those parts to make our weapons...with voxels, but in the design tool the granularity of the voxel size is smaller. functionally we would need to produce the sub parts (same as we would likely need to do before), but now we would also need the voxels based on the design. Thus, fancier designs require a greater range of voxel inputs, or expensive inputs (ie, golden gun not as easily mass produced). We would still need NPC bought for the component parts, but now we would have our own "weapon blueprints".
     
    I think anyone who wants to be a small arms dealer would agree with me being able to design your own unique weapons would be nice.

    Also it would allow people to make niche weapons. For example, if you don't mind being slowed down by the weight of 30 extra kg of energy packs, and not being able to move the weapon around quick, but you don't have to reload for a whole minute... you can, probably won't be optimal, but you do you.
     
    Diverse combat meta.
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