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Hirnsausen

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Everything posted by Hirnsausen

  1. Why would you want to drive any sort of players off this wonderful game? Let your PVP players remain, and also try to let normal players remain who do no wish to be part of aggression and war (of those we have already enough in real life, not a very big fan of wars and battles). But again, to repeat myself, let's see how this wonderful game develops. A good game needs to be enjoyable for all player types, not just for one type. One type of players should never be allowed to force their way of playing upon other players who prefer peaceful ways. And having said that, let's go back to the topic. I simply say, let's see how this game develops. ๐Ÿ™‚
  2. Just think: what kind of players will be able to use a planet that has no safe zone around? Right. PVP players. Quite obviously. I am contributing to this thread by highlighting that this idea would unfairly give further advantages to PVP players, which equals to a punishment of normal players.. It is elemental part of a thread, that it can contain agreeing answers, but also disagreeing answers and even counter proposals. You need to accept that, instead of fighting rigorously views contrary to yours. BE CONSTRUCTIVE. Try, at least. Or pretend. ๐Ÿ™‚
  3. I support this idea. In fact, I posted the same idea already, here in this forum or the UpVote forum before.. Same functions like the Tool 7, including mirroring and rotating.
  4. Well, at this moment, we can only wait and see, into which direction this remarkable game will develop in regards to ships, crew, and such. Uhmm, not making it harder, that in fact would be someone else who sees the entire game from jut the view of a PVP player alone.. WHo ever that is. With each of my postings, I try to explain my view or give suggestions that would make the game even nicer again. After all, this is the forum for suggestions.
  5. Amazing how you always quote rules you exempt yourself from. Instead of harassing other players who come up with own opinions different to yours, you better become constructive and stick to the topic, instead of hijacking threads of other forum members for some sort of personal feud you may feel to live out. I renew my own suggestion: - A security ranking for players, with positive and negative values - Instead of a tax-free paradise for those who steal from others and destroy, rather an increased tax if the security level has reached negative values - Alternatively, instead of an increased taxation, there could be a weekly insurance fee to be paid as a PVP ship is much more likely to see combat and damage than other ships
  6. "That's one small step for a programmer, one giant leap for Dual Universe" Neil Armstrong We already can place soil and rock inside our inventories. Create a schematic that creates honeycombs from that soil. Those honeycombs can be used like any other honeycomb, but offer zero resistance. They can be used therefore as purely decorative honeycombs, and since they are so easily available soil honeycombs and soil schematic sell very, very low. To avoid many data-intensive tunnels again, there could be a tool that creates holes to take soil into the inventory but those holes would close automatically "because these walls are not stable" after a few minutes ("Soil Sampler Tool"). Or you have a "Soil Mining Unit" where you can select a soil type that is available at that area, this way avoiding ANY hole. Artificial creeks or lakes (silent and moving water honeycombs) on the own soil honeycombs? Just one more wish, not sure if possible. However, at the same time please give us plant seeds. When in Build mode and a soil area has been marked with Tool 7, a right-click adds one seed to the center of the selected area. Alternatively, a new seeder tool allows to aim for a soil honeycomb and adds the pre-selected seed. The plant grows then, until any of its parts above soil touches any element or any other honeycomb, and stays from that time in that size. 4 categories: - trees - bushes - flowers - ground cover (grass, moss, etc.) Each tree creates a zone around it where no other tree seed can be planted. Bushes and flowers however can be seeded much closer. The plants can be, for now, purely decorative even they are fruit plans or vegetables or herbs or spices. Eventually, in the future, it could become possible to harvest plants, if the player wishes so, and produces things out of the harvest. But for now, just decoration. Fruits show sometimes, sometimes not (not in season). - pumpkin - strawberry - cacao - coffee - Cayenne chili and Jalapeรฑo chili and sweet red bell pepper - golden-yellow wheat plants - corn - apple - pear - coconut - avocado - beautiful varieties of orchids - varieties of roses - varieties of tulips - nepenthes and sarracenia - sweetsop and soursop - lime and lemon, oranges, grapefruits, etc. - banana - spinach, cauliflower, lettuce - grass and moss - soy and beans and peas - cinnamon - baobab - grape - fig tree with aerial roots and divided stem - date - rhubarb - different types of berries: blue, black, rask, currant, straw,, goose, ... - etc. Greetings to NQ Nerais. ๐Ÿ™‚
  7. I, too, made the experience that occupied tiles with their red borders are hard to recognize on snowy planets.. A small slider to adjust map terrain brightness might be a possible solution.
  8. I am sure that there is a good reason for NQ, that they made it NOT possible. The usage of remote controllers is currently a way-around, but maybe NQ should also disallow the usage of such remote controllers while sitting in a gunner's seat. Otherwise, that element would have too much power, and that influences the PVP balancing. It is a balancing difference, if for a PVP ship one or two persons are needed. The usage of a remote controller appears merely as an officially not yet abandoned cheat on that intention to give the necessary balance to the PVP aspect of this game. It decides, if a PVP fleet can be 1x its size or 2x its size when only one person can fly a ship. Making PVP fleets unbalancedly stronger in numbers and firepower. So, I rather urge NQ to disallow the usage of remote controllers from gunner seats.
  9. I do not think it would be fair in any way, to create a tax-free planet for PVP players. It would be better to strengthen economically those who became victims of robbery and piracy so they can a little bit easier manage such losses.
  10. You too, my brother. thanks, ๐Ÿ™‚
  11. And you call another poster again a troll. Deeply insulting. You need to learn to deal with opinions different from yours. Otherwise, you are what you call others.
  12. I am feeling hurt that you respond to this thread with your own opinion yet call other humans who add their own opinion a troll. This is not how a forum functions. Please be nice to others and don't inult them.
  13. Sounds like the PVP lobby, not only that it is bad enough to attack normal players and also robbing them out, now even wants to get spared from tax! Here's my (same unrealistically) counter proposal: any player who attacks an unarmed ship gets a lower security rating. If it reaches negative values, that player receives notifications that in two weeks his constructs on any of the normal plants will become available to other players,. Ad indeed, there will be a new planet - where ground PVP is allowed, no safe zone around, and a tax 2x the normal amount! ? ? ?
  14. Okay, let's then settle for a slider. I, too, believe this would be an improvement of the game experience.
  15. Oh, I did not know that. Thanks. However, the strange thing is, that the same Damage Control script runs on some of my ship, but not on some others. I need to look more into the possible causes.
  16. Yes, many of my ships also have internal brakes. I play since a year, but only very recently heard about the brake situation. Was totally shocked. I think, not all players know since long, a good many might get surprised coldly.. I do not have problems to use the changed rules when building new ships, but for the old ships I believe NQ should follow - in this as in many other cases - the psychology of "smooth, slow, gentle changes". There are some more possibilities that would satisfy both sides, but I do not want to talk about those, yet. For now, I truly hope for what I suggested here in this thread.
  17. ? And even better, since PVP players are always so loud saying that they would love the risk, such a self-destruction would also tear into nearby ships, usually PVP criminals. Yes, PVP is risky, as they say - so be it!
  18. THE SUGGESTION Many of us brave, daring ship builders with a face that has the deep marks of the rays of many distant suns carved into, have the wish to be able creating holograms of the own ships designs. May it be for decoration, or to place it on top of a ship blueprint giving dispenser. Here's how it goes: - Each existing standard hologram of any size from the market can be used - to change/individualize the content, place the hologram somewhere on your ship or base and create a link from the core to the hologram, this will create the new content - then do with the individualized hologram what you want to do But while standard holograms can be sold on any market, once they are individualized, any market rejects them. But they can still be sold (if that is the wish of the owner) through dispensers and bartering. It remains always possible, to change the contents again. There would be a setting that restores the original content, and then the hologram could be sold again on any market. ADDITIONAL IDEAS - Hologram, though remaining translucent, could show the real colors of the ship or base - Holograms could be made to allow switching between showing outer hull, atmospheric propulsion systems, space propulsion, rocket propulsion, decorative elements, storages, to make them ideal for the sales of ships or bases as blueprints
  19. I like what I was reading about Athena. Curious about what was not said, ha ha ha! Especially the Space Market(s?) are interesting. Would love to see screenshots! Will they be in Safe Space, too, or only in PVP Space? Also excited about the graphic improvements. Greetings and best wishes to the entire NQ crew!
  20. NOT A GOOD IDEA. PVP lives from the challenge. What you try to do, Shaman, is to cripple one important element of PVP. If there is a spy within your PVP group, it is part of the gameplay, the gam experience. Also, friends cannot copy get and copy your coordinates again, how can they organize to come and help you? Sometimes, more than one pilot might be needed to come, especially during battles. Copying and exchanging coordinates of hotspots and/or friends is mandatory.
  21. Some of my ships have a problem: some scripts don't run on them. In particular, the Damage control script aborts always with the error "CPU Overload Shutdown". I suggest, that a player can request a GM to come and inspect that ship, and assign just enough CPU that the scrip the player ponts to, will function. Of course, the GM also looks what this script does, before making the decision to allocate a bit more CPU to that ship. NQ would have to make some rules and publish them, what kind of scripts would be supported with such a CPU request.
  22. I think, there are two ways of "stacking" we need to talk about: - elements reaching out INTO another element - elements bordering each other (surface touch) I am getting warnings about a number of elements. But when looking at them, in all cases it is just the second case that applies: they do not go into any other element, but they are just direct neighbors. And airbrakes are yet another issue, as it was been possible to place them behind voxels. Here, too, like in the second case, I would suggest to allow that for all ships that existed before these said new rules come into effect. From that moment on, any new ship must comply entirely wit the new rules, but "case 2" ships should have those elements to continue functioning though no new copies of these ships can be made, only repairs by hand or by repair units (that's the only exception blueprints of those ships still function). As for "Case 1", those elements need to be disabled with inception of the new rules, of course. This way, we can keep the pride of ship builders (each of us, actually, likes the ships (s)he developed. We need to prevent that thousands of players are getting frustrated and angry again. And "Case 2" ihas never been any form of wilful or even unknowing cheating. I want to play DU in which a big player community exists, and not a small number of hardcore players - that would be the end of the Dual Universe project. I truly hope, I can reach the ears, eyes, and minds of our great developers. Psychology needs to be applied to how to implement new game rules. Smooth, soft, gentle changes, that is always the best way, even in real life when new rules, like for cars and thir engines, come into effect.
  23. Hi, I got the idea to post this suggestion, when I saw someone's screens at one of the Alioth markets. An obviously very frustrated ship builder (but not me). My advise to the glorious, tough, daring, hardcore programmers of Novaquark is, when the new ship rules go into effect, apply them to any and all NEW ships only. Existing ships, to avod player frustration, should not be affacted by disabled elements -after all, many ships are the pride of their developers. So, make a transition easy. Old ships can be rapaired by the avatar or by a repair unit. But no blueprint of these old ships can create a new ship. So they cannot be multiplied anymore. As a bonus to make teasier to build new ships, create some sort of new element that can be placed only inside new ships, maybe an engine booster module or cargo booster module. This way, over time, old ships might get phased out without thousands of angry players. A rule in gaming is, that any change has to be coming in a gentle way, to avoid frustration of too many players.
  24. This is my suggestion: Selected honeycombs could be transformed into a "group". Such groups can be copied and pasted like regular, ungrouped voxels into any construct. But the difference is, if you have such group of honeycombs inside your ship, and want to cut out a circle just from them and not from any other voxels outside this group even if neighboring directly, this is now possible. Also, by pressing a key, instead of selecting a voxel now the entire group would be selected to which that honeycomb belongs. And if honeycombs need to be removed, it would help a lot if the entire group can be remoed without removing any honeycomb that is not part of that group. Naming of groups is, I think, not necessary, but maybe other players would prefer that. The honeycomb type of the entire group can be changed at once, too - even if some of that roup's voxels are otherwise out of reach for selectng. As a group, all honeycombs are selected. Of course it is still possible to select and alter a single honeycomb inside a group, too. Also hoping, that such a group of honeycombs could be stretched along one or more axes, same with rotating.
  25. Well, my GF and me know, what activities to do best at and after sunset. But those are nated to Dual Universe... ? ?
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