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Hirnsausen

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  1. Like
    Hirnsausen reacted to fiddlybits in Ability to turn off specific Engines   
    I haven't tried, but you should be able to do this with LUA. The engines thrust level and on/off status can be controlled through scripts.
  2. Like
    Hirnsausen reacted to NQ-Naunet in Ability to turn off specific Engines   
    Hey @ADCOne! If you try what @fiddlybits suggested, I'd love to hear how it turns out.  
  3. Like
    Hirnsausen reacted to Rahzi in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    I just want to say, thank you NQ for the continued  stream of information.
     
    EDIT
     
    As a ship builder, I like to have examples of my ships next to the BP dispenser  so that a potential customer  can examine  the ship. As a solo player with no alts, this change will make that impossible. 
  4. Like
    Hirnsausen reacted to Tekhamon in weather report   
    Well hello firiends,
     
    I know it's not a priority but since Jago's makeover with insects on the surface and small fish in the water, I dream of seeing rain falling, snowstorms or sandstorms.
    In short, I need more immersion and it would really be a plus for my morale when I would be sheltered behind my window watching the weather while enjoying a good coffee.
     
    warmly, Tekhamon
  5. Like
    Hirnsausen got a reaction from Verliezer in Lights/Lamps: Need for Strong Improvement   
    We place lights, and still cannot see much at all.

    I would like very much to see the illumination system to be improved. Like range of illumination and strength.

    Also suggesting far-reaching search lights of different sizes, some 1x1x2, some much larger. The stone age was dark, but in the age of technology, we really should be able to illuminate. Even the spaceports and markets are an example, how poor the illumination is in DU. Improve, improve, improve.   ?
  6. Like
    Hirnsausen reacted to Taelessael in New Sample planet with no 2su safe zone radius.   
    I recognize that the idea of pvp players getting any reward/loot/income at all while playing the same game as pve players is abhorrent to you, but you may wish to consider the fact that if they have a pvp only planet/system, then they are more likely to be there and less likely to be anywhere else you want to be.
  7. Like
    Hirnsausen reacted to Taelessael in Shield Skins   
    To put it simply, it would be nice if there were different options for shield colors and effects (one of them making the bubble totally invisible when it isn't suffering weapon impacts) as it is more difficult to clearly see and enjoy designs people come up with when trying to look through a visual effect that may clash with the construct's color or geometry. 
  8. Like
    Hirnsausen reacted to Cyberknight in XL Atmospheric Engines   
    As a pilot, I would like an XL atmospheric engine that is an analogue to the XL space engine so that I can place fewer engines on a ship to achieve similar thrust and dedicate more design effort  (and construct space) towards aesthetics and other meta.
  9. Like
    Hirnsausen reacted to Trisbarl in There was only one wrong decision about Demeter Update (my opinion).   
    OK that's an argument.
     
    But I also have an idea for that you could do underground mining in your own instance. So you have to place an element in your territory which gives you access to your own underground area, e.g. in a 1km depth.
     
    This item could be an elevator, teleporter to its mine shaft.
     
    So this does not have to be calculated for anyone else and thus the world itself is relieved and there are still ores underground.
  10. Like
    Hirnsausen got a reaction from Trisbarl in There was only one wrong decision about Demeter Update (my opinion).   
    I agree with Taekessel, all these many thousands of tunnels and caves increased the data tremendously to levels where it became a problem for server and data transfer to the player computer.

    But I would suggest that only when armed wth the haresting tol, the rocks show their ore-type indicating glow colors. Otherwise they should look like regular rocks. This suggestion may come halfway towards your own wishes, Trisbarl.
  11. Like
    Hirnsausen reacted to CoyoteNZ in Lights/Lamps: Need for Strong Improvement   
    Yip, powerful ship lights so I can see miles ahead of me in the dark while flying. We don't even have infra-red, night vision or fast radar; did we go backwards in time?
  12. Like
    Hirnsausen reacted to Anauine in Tax and Mining: Urgent Suggestions   
    I think NQ should redo the ore distribution. Increase the amount of ore output and limit the calibrations charges but make the calibration charges a consumable item and remove the mini game. Tax due dates should be biweekly or monthly instead of 7 days and the overall tax due should be lowered to 500k or based on 1: if mining units are in use or 2: based on what ore is available on the tile. MU along with other elements should have wear and tear. We cant have a working economy if elements don’t get destroyed there needs to be a combination of risk/reward.
  13. Like
    Hirnsausen got a reaction from Yoarii in Build Mode: Ignore Honeycombs (X-Ray View)   
    It would be extremely useful, if we could switch on with a key the "x-ray view" during Build Mode, that would allow us to see where the elements are by blending out any honeycombs from the view, or blending them out to some extend (slightly visible). This would ease a lot the placement of elements in tight places that are otherwise hidden behind walls.
  14. Like
    Hirnsausen got a reaction from Moulinex in Tax and Mining: Urgent Suggestions   
    Through the Facebook groups about DU, I am aware of players that cancel their subscription now because of the unexpected hardship of the new tax and mining system. It affects me, too, in a bad way, so bad that I calculate I will be fully bankrupt in 4 to 5 weeks and not be able anymore to act ingame. If I am affected, then many many many others are, too. I am open-minded, alwas saying that DU sets new industrial standards for player-made ship and base designs. I gave time to try the new changes. But now I have to activate the Alarm Bell.

    Here are my suggestions, and these are very URGENT suggestions to Novaquark just to stop the rising bankruptcies of a vast amount of players:
    - increase the amount of fully calibrated mininung units a player can have at the same time by 16 to 32 from whatever it is now.
    - re-calibration only needed over time when the match was below 100%, but at 100% it stays calibrated as "disturbing forces are eleminated"
    - the weekly teerritory tax needs to be lower, maybe half of what it is now

    Besides, to limit territory occupation "en masse" by some big organizations, there are other,probably better ways to counter that.

    Dear gamers, please show that you agree by posting positive answers to this thread. NQ need to see a wide and general agreement t become aware of the problems and make swift adjustments.
  15. Like
    Hirnsausen got a reaction from Trisbarl in Build Mode: Ignore Honeycombs (X-Ray View)   
    It would be extremely useful, if we could switch on with a key the "x-ray view" during Build Mode, that would allow us to see where the elements are by blending out any honeycombs from the view, or blending them out to some extend (slightly visible). This would ease a lot the placement of elements in tight places that are otherwise hidden behind walls.
  16. Like
    Hirnsausen got a reaction from Trisbarl in Fill the "dead" world with some life   
    Some good progress has been made on Jago, check out the ecology there above and below water.

    But I agree with you.

    If you ever have plaid Ark Survival Evolved, you will never foget the absolutely remarkable, very romantic and stimulating sunsets that colorize sky and landscape in colors and deep shades that get out all your feelings and emotions. I even built there a tall tower, just to oversee the wide landscape below me during sunset. Atone point, the entire land was in a golden color until it faded into the blackness.

    I believe, DU is on its way, too, but has not yet reached its own emotional-atmospheric peak. I expect a lot to come still. Wouldn't mind rain and storms, too. Even earthquakes as long as they are non-destructive.
  17. Like
    Hirnsausen reacted to Taelessael in Tax and Mining: Urgent Suggestions   
    Goodness, it looks like people actually ran the Alioth Market VI 25q-coal bot dry X) 
     
    Try sorting things by price instead of just running to m6, the bots have better prices at seemingly every other market in the universe. 
     
    I was under the impression HQ tiles weren't supposed to be minable if taxes weren't paid, but ensuring HQ tiles behaving (aside from "isn't lost if unpaid") hasn't been the highest priority. 
     
    Of course, it is worth noting that mining isn't supposed to be a huge money-maker, it is a source of basic-income. If you can't be on much, then you spend a few min each night calibrating your miners, and when you get to your off-time you haul it all to market, pay the next week's taxes, and have the surplus to spend on things like fuel or parts doing the stuff you want to do that you would have otherwise had to spend part of your time mining to pay for. If you are on more, and you want more money, then you do other stuff on top of mining.
  18. Like
    Hirnsausen got a reaction from Hachiro in Fill the "dead" world with some life   
    Some good progress has been made on Jago, check out the ecology there above and below water.

    But I agree with you.

    If you ever have plaid Ark Survival Evolved, you will never foget the absolutely remarkable, very romantic and stimulating sunsets that colorize sky and landscape in colors and deep shades that get out all your feelings and emotions. I even built there a tall tower, just to oversee the wide landscape below me during sunset. Atone point, the entire land was in a golden color until it faded into the blackness.

    I believe, DU is on its way, too, but has not yet reached its own emotional-atmospheric peak. I expect a lot to come still. Wouldn't mind rain and storms, too. Even earthquakes as long as they are non-destructive.
  19. Like
    Hirnsausen reacted to Celestis in Make the glowy rocks stop glowing   
    I like the rocks glowing because it means I can fly around my tile in my speeder and spot the clumps of big rocks from the air.
  20. Like
    Hirnsausen reacted to Hachiro in Fill the "dead" world with some life   
    This is no flame, even if some words may sound harsh. I love the game, even if the progress is quite slow sometimes.
     
    Issue:
    Aside from the markets, the world feels quite dead. There are some Industries with animated parts and you can create animations on a screen. But thats it.
    Even if you build with several players together, to create a city or a large base - often just a few are online and at the location at the same time. Everything else is static.
    Its only an asthetic issue, but this keeps the immersion of the world at a quite low level.
     
    Some ideas for a solution:
    - animated elements:
    rotating gears, elements that move up and down and other stuff like this
    - particle elements:
    elements that create smoke, fire, dust, sparks, water sprinkling effects and other
    - sound elements:
    elements that play a specific sound in a loop or with a timer, when you get close
    - "NPCs":
    a major thing would be NPCs. To distinguish between Players and NPCs, the NPCs could be simple Robots. They dont have to be too fancy. For example:
    1. An animated robot for just decoration. You place the robot like an element and it performs a simple animation.
    2. An animated robot as a "shop keeper", that works like the current dispenser.
    To prevent exaggerated robot use, there could be high costs and a limitation per core.
     
    These are just a few ideas on how the world could get more alive. Of course we would need more graphic options for this, so everyone can set the visibility range for the animations. Another topic connected with this is low poly models - even of already existing elements. Its quite annoying that a giant wing of a spaceship just plops in and out when you get closer/ farther away. Or that Industry Elements are either invisible, or rendered with all the details and animation.If there are low poly models of the larger elements that are shown at higher distance, we could get better looking far away constructs without extreme performance drops.
     
    So what are your ideas to fill the world with some life?
  21. Like
    Hirnsausen reacted to Taelessael in Ornithopter Wings, Different Sizes   
    Animal/insect like wings are cool, and having them provide atmospheric propulsion without regular engines would make sense, but "fragile" doesn't really work as a drawback, as out of the 14 already existing wing-type elements only one has sufficient durability to survive even a single hit from the game's lowest damage per shot weapon.
     
    In the case of the suggested dragon-fly wings, I might suggest some manner of "low lift/speed" relative to their size.
     
    We should probably also work out their fuel-usage, though in that area it may be most practical to simply scale their usage to their output relative to a comparable wing-thruster combination.
  22. Like
    Hirnsausen reacted to Taelessael in Tax and Mining: Urgent Suggestions   
    I understand the reasoning behind the "wipe" mentality, but going Thanos on the universe will drive off more players than the short-term rebalance will keep, we'd be killing the game in exchange for a short look at how things would have developed early on had the rules been like they are now back when beta went live.
     
    If I recall correctly, the tax thing was more to both deal with people grabbing dozens or occasionally even hundreds of tiles they were never actually going to use and just sitting on them for whatever reason, and to add an unfortunately much needed money-sink to the game. They solved the first part, the second is a fair bit more fiddly to handle.
     
    As for element loss, if I recall correctly anything that loses a life is no longer able to be sold on the market, and you cant bp a ship if any of the elements have lost a life. This makes it possible to get a ship mobile after combat and technically allows its operation to continue in full afterward, but pushes part replacement for builders and combat-players. Personally, now that CCS is a thing, I'd allow infinite lives for parts other than cores now with the stipulation that if the element was destroyed in combat, it permanently functions at half-power and is capped at half hp after being repaired, and cant be sold on market or bp'd (you can still replace it to get fun function again). As for crashing, it doesn't apply life loss because new players would lose everything way too quickly while still getting the hang of flight, and old players would get really ticked at how they need to replace a bunch of stuff every time someone left something parked somewhere that caused them to crash out of the game while they were trying to come in for a landing.
     
    Finally. as hull-loss is concerned, ships taken in pvp tend to have their hulls scrapped (if they aren't used as trophies), while those damaged but kept get repaired. Damage or loss of hull in crashes causes more issue than would element loss, as while it is still repairable, the act of doing so is not as strait forward as it is for elements. 
  23. Like
    Hirnsausen reacted to Taelessael in Tax and Mining: Urgent Suggestions   
    I am not some master harvester in DU by any stretch, but in my experience outer-planets is a bit more of a bulk-thing. You cant just short-order ship the non-t1 ore to the nearest market on the same planet for bot-sales, and people are less likely to buy it for a decent price if they have to also ship it to where they need it afterwards, so you need to be able to keep paying without profit until you have enough to make it realistically worth shipping in bulk to Alioth, at which point you sell it all to get a lot of money to tide things over until your next bulk-shipping.
     
    As for somehow losing money on all of 5 t1 and 2 t3, my guess is that all of his tiles are in one cluster on an outer planet (an actual planet, not a moon, my guess is Feli), so he doesn't have any decent t1 tiles, and he is probably keeping all of his MU constantly topped off so he doesn't have the calibration points to spare to pick up the slack of his low-end coal tiles with better tiles somewhere else.
     
    I'd advise he pull out of his current coal-tiles and go find a good 3-set of 500s on a moon, toss 4 MU on his Sanctuary tile for the free t1 there, only calibrate any given MU no more than once every 4 days (as you still automatically bump it back to 100% calibration on day 4 even in a surrogate without trying), and let the petalite slowly build as it will until it is worth bulk-shipping while the rest of his tiles cover the costs of everything.
  24. Like
    Hirnsausen reacted to Charlotte in Stop focusing development on space pvp.   
    Now that your reading this. here are my reasons:

    the current state of the game, and the space only CvC cant be properly tested and balanced due to desync and the fact that the majority population vastly does not pvp (we just warp around it, or go outside of the pipe). 

    as it stands, pvp is just sit for hours and wait for something to come to you. basically fishing. then you have to hope you can catch it, or get in range to shoot it a bunch. hard to do when its in warp, or at max speed.

    so my recommendation, is to focus on the non pvp aspects of development. putting pvp on the back burner, much like thoramine.

    -OR-

    Address the core issues of space pvp, which is lacking.
    1) the ability to properly engage in fights
    2) reducing the cost to defend yourself
    3) allowing for a entry level of rudimentary weapons a lone player can use/craft.
    4) the ability to catch people.

    Here is what I am proposing:
    1) allow for a tier 5 item called a 'gravity field generator' to be deployed only on a space core. fueled by warpcells ( or something similar, basically its warping space to generate gravity ). this forces a 3G gravity effect over 10 SU to pull in things within 5SU of the gravity field generator. think of it as a sphere effect with a nullified sphere effect inside. basically a trap. this affects all players and orgs. you can escape it by applying more then 3g's of force to get out of the field. or shoot the space core that contains the gravity field generator.
    2) with this change, we need to limit G forces on combat ships in some way. so my second proposal is a new type of voxel called 'armor.' this voxel material has significantly more hp and weight over honeycomb (its denser, because its armor). since ships are basically trapped inside of a gravity well arena, you cant always just zoom zoom, out of range of everything to regenerate shields. you also need to be able to defend a static space core holding the field together. this will slow down ships, and help fix the rubber banding/desync issues due to high velocity combat. this is where armor comes in nicely. since its super heavy and has a high amount of hp. people cant just cube meta it. otherwise they will not have enough thrust to move around. so a balance of hull armor and mobility is created. currently mobility is king because of shield venting by running away. but in a arena small area, with a point to defend while attacking, a mix of fortification from slow ships and space station vs fast interceptor type ships is created. 
    3) rewarding players for risk. currently, pvp is not profitable, and people just delete their cargo as they are dying. a new proposal is a questionable one, insurance. people do not like to lose things they worked hard on in a videogame, and since the nature of the game is very slow paced and over a long period of time, my recommendation is a insurance premium a player can put on their ships. this is a 1 time fee for a few hours of insurance type of thing. essentially, you pick up some cargo, then insure your ship for about 60-70% of what the elements and cargo is worth for about 5% of the premium. when insured, anything that is not fuel or ammo is locked, and cant be moved or deleted until the insurance policy is canceled. you also cant edit your ship by adding or removing elements. this solves the issue of deleting profitable things from the people engaging in pvp, while also dulling the pain of losing a ship and cargo. as I said before, the duration of the insurance is short, lasting a few hours or until canceled by the ship owner. the only way to insure a ship is if its within 2 SU of a market (this can change in the future to something else. but the idea is you have to be close to a insurance agency place. ) to balance the economy, a insured ship has a chance to have some elements deleted when cored ( lets say about 50% of the elements for a ballpark amount. ) however containers are a exception to deletion.
    4) currently weapons are balanced horridly, so here is what I think needs to change. weapon range, all sizes of weapons should have the same range. the only difference should be tracking and damage application. XS being better at tracking and hitting a target, but have low damage output. and L being worse at tracking and hitting fast targets, but hit very hard. range should be tied to the type of weapon, lasers being short ranged with bonus's to tracking, cannons in the middle, and railguns being long range, with lower tracking, but more damage. all turrets should have a omni directional firing arc. it does not make sense why they don't. this is where I have to add, a new proposed weapon type, dorsal (or fixed) weapons their firing angle is very limited (like 2 degrees, and deal big damage, have long reload times (shoots 1 shot every 30 seconds or so) and have to be mounted on a M or L core. the purpose is a siege type of weapon. as for missile changes, this is where things get interesting. it does not make sense that missiles function how they do. so the proposed change is to make missiles the weapon system that is the widely used for those being chased or to attack static/slow targets. each missile pod has a fixed container you have to manually load. each missile is then buffed in volume, and has to be loaded like fuel. making this weapon a preloaded weapon system (about 24 shots before needing to reload it.) the size will determine the damage, but will also increase the volume and material cost of the ammo. missiles have access to all 4 damage types, and is loaded similarly to fuel where only 1 type can be loaded per launcher. how it will change to work, is if the difference in velocity of the shooter and target is less then 3000 kph in the forward direction of reference (basically, shooting someone following you or slower then you), it will hit. and deal big damage. similar to a rail gun. however its shots are limited until reloaded and the range is just under railgun range. due to this, you can only attach 1 missile launcher to 1 control/gunner seat. the idea is a weapon to use against a target with limited shots. meaning its not likely to kill a target if its properly defended but allows for a entry level weapon system to be attached to most ships that a single pilot can use. the new changes would make missile launchers a tier 2 crafted item, turrets a tier 3-5, and dorsal weapons a tier 5 item.

    Most of the above changes would make considerable leaps towards a more balanced pvp system with more fun for all parties. as with anything, this is what I believe needs to be done, or at least the general spirit of things that need to change for space pvp. since it cant hurt to propose it, I did. it cant be dumber then the current state of pvp where people exceed the g forces that would kill a human 3 times over, or the 'fishing' for conflict that exists.
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