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Hachiro

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  1. Like
    Hachiro got a reaction from merihim in Feedback Sammlung: deine Meinung zu DU   
    NQ hat ja schon öfters bemängelt, dass wir als Spieler zu wenig offenlegen was wir genau wollen. Gerade mit ihrem recht kleinen Community-Team ist es für die Entwickler oft schwer einzuschätzen ob ein Thema grad nur das laute Gemecker von wenigen ist, oder die Meinung der breiten Masse und welche Änderungen gut oder schlecht ankommen. Dem wollen wir hier mal Abhilfe schaffen. 🙂
     
    Ziel: NQ eine möglichst einfach auswertbare Übersicht geben, was den Spielern der deutschsprachigen DU-Community gefällt und was nicht.
    DESHALB:
    - Bitte haltet euch an die Vorlage, damit alles dem gleichen Schema entspricht und schnell und einfach auszuwerten ist.
    - Bitte Keine Diskussionen. Auch wenn euch die Meinung eines anderen nicht passt, lasst sie einfach stehen und gebt stattdessen euer eigenes Feedback.
    - Schreibt zu jeder Überschrift gern 2-3 Themen in wenigen Worten (nur eure wichtigsten Themen). Dahinter könnt ihr das ganze etwas genauer ausführen.
    - schreibt eure Anliegen bitte auch wenn diese schon mehrmals genannt wurden. Je öfter diese auftauchen desto höher können diese dann in der Endauswertung priorisiert werden.
     
    Copy-Paste-Vorlage:
     

     
    Als Beispiel wie das dann aussehen kann mache ich einfach gleich mal den Anfang:
    Meine Meinung zu DU:
    Diese Änderungen gefallen mir:
    - neue Voxel (hinzufügen von lila Voxeln + farbigen Leuchtvoxeln)
    - weiterentwicklung von Lua (bin zwar ein ziemlicher Anfänger im Scripting, aber mit den Erweiterungen werden mittlerweile echt interessante Dinge für Screens etc. möglich)
    - das Vertex-Precision-Tool (ist zwar schon etwas her, aber Gott, was war das für ein Segen. Endlich war Voxelmancy für jedermann machbar, man braucht nur genug Zeit)
    Diese Dinge gefallen mir an DU generell:
    - die Möglichkeit mit allen Spielern in einer einzigen komplett editierbaren Spielwelt zusammenzuarbeiten
    - das Voxelsystem (klar gibt es hier und da noch Probleme und Glitches, aber zum großen Teil ist es einfach wunderbar wie kreativ man sich austoben kann)
    - das Scripting (ich bin wie gesagt Anfänger in dem Gebiet, aber allein schon die Möglichkeit, eigene Dinge im Spiel zu programmieren ist genial)
    Die Grundidee dieser Dinge gefällt mir, jedoch nicht ganz wie es umgesetzt wurde:
    - Schematics (Ich mag, dass die Spieler dadurch quasi gezwungen werden mehr zusammenzuarbeiten um großes zu erreichen und es kaum noch 1-Mann-Megafabriken gibt. Aber die Art und Weise wie es funktioniert finde ich sehr umständlich und eher nervig. Da ist noch Nacharbeit nötig)
    - Overlap-Protection (Der Schutzbereich um deine Gebäude, damit ein anderer der ggf. auch Baurechte im Gebiet hat nicht zu nah an deinem Gebäude baut. An sich gut, bringt aber viele Probleme wenn man gemeinsam eine Stadt bauen will, da es nur EINEN Spieler braucht der auf seinem Haus die Overlap-Protection nicht deaktiviert und man hat einen riesigen Bereich wo niemand mehr bauen kann. Es sollte eine Policy geben, die dem Tileowner erlaubt die Overlap-Protection für sein Gebiet komplett zu deaktivieren)
    Diese Dinge gefallen mir aktuell nicht:
    - Übersichtlichkeit (Vieles versteckt sich hinter zu vielen Menüs die man gerade als Anfänger nicht immer auf dem Schirm hat. Außerdem ist die Gebiets- und Konstruktübersicht in der Map ein Chaos, wenn man Legat einer größeren Org ist)
    Diese Dinge wünsche ich mir noch:
    - ordentliche Kommunikationstools (nicht nur Chat, sondern richtiges "Postfach" wo einem andere auch in Abwesenheit schreiben können, man Leute blockieren kann etc.)
    - Organisationsbenachrichtigungen (Nachrichten der Org die ingame als Popup angezeigt werden, ähnlich den Server-Wartungs-Ankündigungen)
    - vereinfachte Kernmodelle, LOD (momentan ist es bei static cores ja so: über 10km: Kern ist unsichtbar, ab 10km ploppt er dann plötzlich auf mit einem zwar etwas vereinfachten, aber schon recht detaillierten Modell. Zu detailliert. Ich wünsche mir, dass beim Verlassen des Baumodus ein stark vereinfachtes Modell in der vorrangigen Voxelfarbe generiert wird (und sei es einfach nur ein grauer Würfel) das dann auch bei über 10km angezeigt wird. Und Regler in den Grafiksettings auf wie viel km static cores angezeigt werden sollen und ab wie viel km vom vereinfachten zum "echten" modell gewechselt wird. Denn aktuell ist es sinnlos wenn ich mit 1000km/h fliege und erst ab 10km ploppen plötzlich überall die Gebäude aus dem Boden, haben aber dann sofort schon mehr Details als ich auf die Distanz überhaupt erkennen kann - und wenn ich am Boden in der Stadt stehe, brauche ich nur die ersten 1-2km genau zu sehen, bei allem weiter entfernten würden sehr grobe Modelle reichen - was die Performance massiv verbessern und richtige dicht bebaute Städte überhaupt erst ermöglichen würde)

    So und nun zu euch. Was findet ihr gut, was fehlt euch noch?
    Wie gesagt bitte keine Diskussionen und haltet euch an die Vorlage oben, damit von möglichst vielen Leuten der Input recht einfach zusammengetragen und an NQ weitergegeben werden kann 🙂
  2. Like
    Hachiro got a reaction from Underhand Aerial in Feedback Sammlung: deine Meinung zu DU   
    NQ hat ja schon öfters bemängelt, dass wir als Spieler zu wenig offenlegen was wir genau wollen. Gerade mit ihrem recht kleinen Community-Team ist es für die Entwickler oft schwer einzuschätzen ob ein Thema grad nur das laute Gemecker von wenigen ist, oder die Meinung der breiten Masse und welche Änderungen gut oder schlecht ankommen. Dem wollen wir hier mal Abhilfe schaffen. 🙂
     
    Ziel: NQ eine möglichst einfach auswertbare Übersicht geben, was den Spielern der deutschsprachigen DU-Community gefällt und was nicht.
    DESHALB:
    - Bitte haltet euch an die Vorlage, damit alles dem gleichen Schema entspricht und schnell und einfach auszuwerten ist.
    - Bitte Keine Diskussionen. Auch wenn euch die Meinung eines anderen nicht passt, lasst sie einfach stehen und gebt stattdessen euer eigenes Feedback.
    - Schreibt zu jeder Überschrift gern 2-3 Themen in wenigen Worten (nur eure wichtigsten Themen). Dahinter könnt ihr das ganze etwas genauer ausführen.
    - schreibt eure Anliegen bitte auch wenn diese schon mehrmals genannt wurden. Je öfter diese auftauchen desto höher können diese dann in der Endauswertung priorisiert werden.
     
    Copy-Paste-Vorlage:
     

     
    Als Beispiel wie das dann aussehen kann mache ich einfach gleich mal den Anfang:
    Meine Meinung zu DU:
    Diese Änderungen gefallen mir:
    - neue Voxel (hinzufügen von lila Voxeln + farbigen Leuchtvoxeln)
    - weiterentwicklung von Lua (bin zwar ein ziemlicher Anfänger im Scripting, aber mit den Erweiterungen werden mittlerweile echt interessante Dinge für Screens etc. möglich)
    - das Vertex-Precision-Tool (ist zwar schon etwas her, aber Gott, was war das für ein Segen. Endlich war Voxelmancy für jedermann machbar, man braucht nur genug Zeit)
    Diese Dinge gefallen mir an DU generell:
    - die Möglichkeit mit allen Spielern in einer einzigen komplett editierbaren Spielwelt zusammenzuarbeiten
    - das Voxelsystem (klar gibt es hier und da noch Probleme und Glitches, aber zum großen Teil ist es einfach wunderbar wie kreativ man sich austoben kann)
    - das Scripting (ich bin wie gesagt Anfänger in dem Gebiet, aber allein schon die Möglichkeit, eigene Dinge im Spiel zu programmieren ist genial)
    Die Grundidee dieser Dinge gefällt mir, jedoch nicht ganz wie es umgesetzt wurde:
    - Schematics (Ich mag, dass die Spieler dadurch quasi gezwungen werden mehr zusammenzuarbeiten um großes zu erreichen und es kaum noch 1-Mann-Megafabriken gibt. Aber die Art und Weise wie es funktioniert finde ich sehr umständlich und eher nervig. Da ist noch Nacharbeit nötig)
    - Overlap-Protection (Der Schutzbereich um deine Gebäude, damit ein anderer der ggf. auch Baurechte im Gebiet hat nicht zu nah an deinem Gebäude baut. An sich gut, bringt aber viele Probleme wenn man gemeinsam eine Stadt bauen will, da es nur EINEN Spieler braucht der auf seinem Haus die Overlap-Protection nicht deaktiviert und man hat einen riesigen Bereich wo niemand mehr bauen kann. Es sollte eine Policy geben, die dem Tileowner erlaubt die Overlap-Protection für sein Gebiet komplett zu deaktivieren)
    Diese Dinge gefallen mir aktuell nicht:
    - Übersichtlichkeit (Vieles versteckt sich hinter zu vielen Menüs die man gerade als Anfänger nicht immer auf dem Schirm hat. Außerdem ist die Gebiets- und Konstruktübersicht in der Map ein Chaos, wenn man Legat einer größeren Org ist)
    Diese Dinge wünsche ich mir noch:
    - ordentliche Kommunikationstools (nicht nur Chat, sondern richtiges "Postfach" wo einem andere auch in Abwesenheit schreiben können, man Leute blockieren kann etc.)
    - Organisationsbenachrichtigungen (Nachrichten der Org die ingame als Popup angezeigt werden, ähnlich den Server-Wartungs-Ankündigungen)
    - vereinfachte Kernmodelle, LOD (momentan ist es bei static cores ja so: über 10km: Kern ist unsichtbar, ab 10km ploppt er dann plötzlich auf mit einem zwar etwas vereinfachten, aber schon recht detaillierten Modell. Zu detailliert. Ich wünsche mir, dass beim Verlassen des Baumodus ein stark vereinfachtes Modell in der vorrangigen Voxelfarbe generiert wird (und sei es einfach nur ein grauer Würfel) das dann auch bei über 10km angezeigt wird. Und Regler in den Grafiksettings auf wie viel km static cores angezeigt werden sollen und ab wie viel km vom vereinfachten zum "echten" modell gewechselt wird. Denn aktuell ist es sinnlos wenn ich mit 1000km/h fliege und erst ab 10km ploppen plötzlich überall die Gebäude aus dem Boden, haben aber dann sofort schon mehr Details als ich auf die Distanz überhaupt erkennen kann - und wenn ich am Boden in der Stadt stehe, brauche ich nur die ersten 1-2km genau zu sehen, bei allem weiter entfernten würden sehr grobe Modelle reichen - was die Performance massiv verbessern und richtige dicht bebaute Städte überhaupt erst ermöglichen würde)

    So und nun zu euch. Was findet ihr gut, was fehlt euch noch?
    Wie gesagt bitte keine Diskussionen und haltet euch an die Vorlage oben, damit von möglichst vielen Leuten der Input recht einfach zusammengetragen und an NQ weitergegeben werden kann 🙂
  3. Like
    Hachiro got a reaction from BiGEdge in Dual Universe - Erfolg oder gescheiterte Vision?   
    Hui, und ich dachte schon ich wär der Einzige der mit jeder Nachricht halbe Romane schreibt. Aber sehr schöner Text. 
     
    Ich sehe es auch so: das Spiel hat definitiv noch viele Ecken und Kanten (z. B. mal ein gescheites Postfach ingame wäre nett^^) aber ich raff auch nicht warum so viele immer nur von den Problemen reden und dabei völlig außer Acht lassen, dass DU halt ein Pionier ist. Es ist das erste Spiel seiner Art und Pioniere habens immer schwer. Denn es gibt einfach niemanden von dem man lernen kann, weil einfach noch niemand dort war, wo man als Entwickler von DU jetzt ist. Kann man sich von Giganten wie WoW oder LoL was abschauen? Nein, weil DU in eine völlig andere Richtung geht. Es mag Games geben, die ähnliche Ziele und einen ähnlichen Start hatten (wenn auch in viel kleinerem Rahmen) aber alle Games davon die ich kenne sind "gescheitert". DU hingegen ist viel weiter als jedes andere dieser Projekte und lebt, eben auch deshalb weil es so einzigartig ist. Das Projekt wird wahrscheinlich auch immer wieder straucheln  und "nen Griff ins Klo" machen wie beim ersten Konzept der Schematics. Aber an NQs Stelle kann man nur von sich selbst - und den eigenen Fehlern lernen.
     
    Ich bin seit Alpha3 dabei und muss mich bei manchen Problemen auch immer wieder mal selbst erinnern, wie das Game damals noch war. Ich freue mich sehr auf den Release und mit mir etliche andere. 
     
    Denn entgegen all der Schwarzmalerei von manchen, ist das Interesse an DU heute mindestens genauso groß wie zu Beginn der Beta. In unserem Discord-Voicechannel sind bei jedem Meeting mehr Leute dabei und das obwohl der Releasetag noch nichtmal da ist.
     
    Ich freue mich darauf zu sehen, wie es mit Dual Universe in den nächsten Jahren weitergeht und werde gern meinen Teil dazu beitragen dieses wunderbare Projekt mit Leben zu füllen. Just DU it! 
  4. Like
    Hachiro reacted to NQ-Nyzaltar in Time to move on..   
    @le_souriceau
    Enough with the conspiracy theory that you share with a few people.

    If you were at Novaquark, you would have seen that the decision about the wipe has been taken quite recently and make the launch much more tricky than if it was decided to have no wipe. For a long time, it was thought that "Magic Blueprints" could have been the solution to make a very partial (and nearly painless) wipe. The problem was, after careful reviewing, it would in fact brings a ton of problems in terms of balance, and also many loopholes that were hard and long to fix. So It was a painful decision to make, even on the Novaquark team side, but a necessary and healthy one. This promise was not broken with a light heart. If it could have been avoided, this road would have been taken, the easiest way to proceed being "no wipe at all", but far from being the healthiest one for the long term of the game. The Novaquark team has absolutely no motive to frustate a part of the Community for no reason. Ideally, we would prefer to make everyone happy.
     
    However, you're not part the company, so you didn't know what really happened or what has been discussed internally and you prefer to present your (wrong) assumptions into facts.  Between that, and the slandering regarding your statement not so long ago that a player need to be "friend" with a Dev to make changes happen in Dual Universe (based on zero evidence), you're truly putting a lot of efforts to paint the Novaquark team as a bunch of evil, manipulative persons. If this is your vision of being constructive, well... Spoiler: it's not.
     
    Furthermore, as this thread has been necroposted from more than one year, it will be locked.
     
    Best Regards,
    Nyzaltar.
  5. Like
    Hachiro got a reaction from Zcrewball in DEVBLOG: REVISITING CONSTRUCT SLOT CHANGES - Discussion Thread   
    Thank you very much.
    With this change, the Patch will be a small, but real improvement instead of a downgrade for our org.
     
    But a few things we really need when the patch comes:
    folders for the construct list on the map (so you can finally organize the constructs, will be increasing map-performance, if the construct list of a folder is only loaded when the folder is opened) a counter for your own personal constructs (so you can see how close you are to the limit) a counter for the org constructs (can be only seen by legates/superlegates) constructs are not abandoned when the limit is not high enough. You just can't place new ones (otherwise many constructs will be abandoned long before the players will have leveled the skills for that)
  6. Like
    Hachiro got a reaction from Leniver in DEVBLOG: REVISITING CONSTRUCT SLOT CHANGES - Discussion Thread   
    Thank you very much.
    With this change, the Patch will be a small, but real improvement instead of a downgrade for our org.
     
    But a few things we really need when the patch comes:
    folders for the construct list on the map (so you can finally organize the constructs, will be increasing map-performance, if the construct list of a folder is only loaded when the folder is opened) a counter for your own personal constructs (so you can see how close you are to the limit) a counter for the org constructs (can be only seen by legates/superlegates) constructs are not abandoned when the limit is not high enough. You just can't place new ones (otherwise many constructs will be abandoned long before the players will have leveled the skills for that)
  7. Like
    Hachiro got a reaction from RetnuhRellik in DEVBLOG: REVISITING CONSTRUCT SLOT CHANGES - Discussion Thread   
    Thank you very much.
    With this change, the Patch will be a small, but real improvement instead of a downgrade for our org.
     
    But a few things we really need when the patch comes:
    folders for the construct list on the map (so you can finally organize the constructs, will be increasing map-performance, if the construct list of a folder is only loaded when the folder is opened) a counter for your own personal constructs (so you can see how close you are to the limit) a counter for the org constructs (can be only seen by legates/superlegates) constructs are not abandoned when the limit is not high enough. You just can't place new ones (otherwise many constructs will be abandoned long before the players will have leveled the skills for that)
  8. Like
    Hachiro got a reaction from Sabretooth in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    I welcome the try to scale the org constructs in some way. the core limitation of 275 was really not bearable for larger organisations. We had to split up in several sub-orgs for all our constructs and the managing of this was a nightmare, because of the 5 orgs per player limit.
     
    BUT:
    If I have with all talents just 25 org construct slots, this is quite an issue.
    I mean, you have just a few personal construct slots.
    - Most of them are already occupied with the cores for the mining units.
    - So if you want to build a fancy building and more than 1 single ship, you already need several of your org construct slots for yourself
    - Preparations on a larger scale will be nearly impossible

    In my case I currently build a city layout so that other players and I can build a realistic (still small) city later. A project like this needs a layout and a structure before it really starts, or it ends in chaos. Currently I have already ~150 cores placed and filled. But projects like this, that need a massive amount of cores for preparation before others can benefit from it, will be nearly impossible. Because everyone have to be in your org (remember the 5 org limit) and has to give you some of their org construct slots before they get anything in return (and be honest: how many will do this?). And even if I get enough slots from people beforehand and I spend massive ressources and time - it can be all lost if just a few players leave the org/ reassign their slots/ cancel their payment. Then the core limit drops and the already placed cores will be abandoned...
     
    This will really kill many larger projects.
    With this system, you can only start big projects, if you are already big. Big projects from small groups that form a larger organization later will be nearly impossible. So this may be okay for large orgs, but will make it way more difficult for smaller orgs to rise even if they are really active.
    Better invent some milestones.
    For example: You start with 50 Cores for your org, and with achieving several goals (spend massive ressources/quanta) you can scale up this limit and it remains permanent. So even a small group can get to a decent amount of org cores with the time if they are active (this idea is absolutely not perfect, it shall show just another direction).
     
    A system like the announced one that is so fragile that a few leaving/reassigning/inactive members can destroy your organization with the reduced core limit - that is not really thought to the end.
     
    I understand the reason and I appreciate that you are try so solving this.
    But this is the wrong way NQ.
  9. Like
    Hachiro got a reaction from MopnexAndreyno in DEVBLOG: REVISITING CONSTRUCT SLOT CHANGES - Discussion Thread   
    Thank you very much.
    With this change, the Patch will be a small, but real improvement instead of a downgrade for our org.
     
    But a few things we really need when the patch comes:
    folders for the construct list on the map (so you can finally organize the constructs, will be increasing map-performance, if the construct list of a folder is only loaded when the folder is opened) a counter for your own personal constructs (so you can see how close you are to the limit) a counter for the org constructs (can be only seen by legates/superlegates) constructs are not abandoned when the limit is not high enough. You just can't place new ones (otherwise many constructs will be abandoned long before the players will have leveled the skills for that)
  10. Like
    Hachiro reacted to NQ-Deckard in DEVBLOG: REVISITING CONSTRUCT SLOT CHANGES - Discussion Thread   
    Hello Noveans, as yesterday's discussion thread was so lively, we would like to open a new thread to hear your feedback on our planned revisions.
  11. Like
    Hachiro got a reaction from Atmosph3rik in DEVBLOG: REVISITING CONSTRUCT SLOT CHANGES - Discussion Thread   
    Thank you very much.
    With this change, the Patch will be a small, but real improvement instead of a downgrade for our org.
     
    But a few things we really need when the patch comes:
    folders for the construct list on the map (so you can finally organize the constructs, will be increasing map-performance, if the construct list of a folder is only loaded when the folder is opened) a counter for your own personal constructs (so you can see how close you are to the limit) a counter for the org constructs (can be only seen by legates/superlegates) constructs are not abandoned when the limit is not high enough. You just can't place new ones (otherwise many constructs will be abandoned long before the players will have leveled the skills for that)
  12. Like
    Hachiro got a reaction from SGCamera_Beta in DEVBLOG: REVISITING CONSTRUCT SLOT CHANGES - Discussion Thread   
    Thank you very much.
    With this change, the Patch will be a small, but real improvement instead of a downgrade for our org.
     
    But a few things we really need when the patch comes:
    folders for the construct list on the map (so you can finally organize the constructs, will be increasing map-performance, if the construct list of a folder is only loaded when the folder is opened) a counter for your own personal constructs (so you can see how close you are to the limit) a counter for the org constructs (can be only seen by legates/superlegates) constructs are not abandoned when the limit is not high enough. You just can't place new ones (otherwise many constructs will be abandoned long before the players will have leveled the skills for that)
  13. Like
    Hachiro got a reaction from Quaideluz in DEVBLOG: REVISITING CONSTRUCT SLOT CHANGES - Discussion Thread   
    Thank you very much.
    With this change, the Patch will be a small, but real improvement instead of a downgrade for our org.
     
    But a few things we really need when the patch comes:
    folders for the construct list on the map (so you can finally organize the constructs, will be increasing map-performance, if the construct list of a folder is only loaded when the folder is opened) a counter for your own personal constructs (so you can see how close you are to the limit) a counter for the org constructs (can be only seen by legates/superlegates) constructs are not abandoned when the limit is not high enough. You just can't place new ones (otherwise many constructs will be abandoned long before the players will have leveled the skills for that)
  14. Like
    Hachiro got a reaction from i2eilly in DEVBLOG: REVISITING CONSTRUCT SLOT CHANGES - Discussion Thread   
    Thank you very much.
    With this change, the Patch will be a small, but real improvement instead of a downgrade for our org.
     
    But a few things we really need when the patch comes:
    folders for the construct list on the map (so you can finally organize the constructs, will be increasing map-performance, if the construct list of a folder is only loaded when the folder is opened) a counter for your own personal constructs (so you can see how close you are to the limit) a counter for the org constructs (can be only seen by legates/superlegates) constructs are not abandoned when the limit is not high enough. You just can't place new ones (otherwise many constructs will be abandoned long before the players will have leveled the skills for that)
  15. Like
    Hachiro got a reaction from B4nd1t in DEVBLOG: REVISITING CONSTRUCT SLOT CHANGES - Discussion Thread   
    Thank you very much.
    With this change, the Patch will be a small, but real improvement instead of a downgrade for our org.
     
    But a few things we really need when the patch comes:
    folders for the construct list on the map (so you can finally organize the constructs, will be increasing map-performance, if the construct list of a folder is only loaded when the folder is opened) a counter for your own personal constructs (so you can see how close you are to the limit) a counter for the org constructs (can be only seen by legates/superlegates) constructs are not abandoned when the limit is not high enough. You just can't place new ones (otherwise many constructs will be abandoned long before the players will have leveled the skills for that)
  16. Like
    Hachiro got a reaction from Haruka in DEVBLOG: REVISITING CONSTRUCT SLOT CHANGES - Discussion Thread   
    Thank you very much.
    With this change, the Patch will be a small, but real improvement instead of a downgrade for our org.
     
    But a few things we really need when the patch comes:
    folders for the construct list on the map (so you can finally organize the constructs, will be increasing map-performance, if the construct list of a folder is only loaded when the folder is opened) a counter for your own personal constructs (so you can see how close you are to the limit) a counter for the org constructs (can be only seen by legates/superlegates) constructs are not abandoned when the limit is not high enough. You just can't place new ones (otherwise many constructs will be abandoned long before the players will have leveled the skills for that)
  17. Like
    Hachiro got a reaction from Eviltek2099 in DEVBLOG: REVISITING CONSTRUCT SLOT CHANGES - Discussion Thread   
    Thank you very much.
    With this change, the Patch will be a small, but real improvement instead of a downgrade for our org.
     
    But a few things we really need when the patch comes:
    folders for the construct list on the map (so you can finally organize the constructs, will be increasing map-performance, if the construct list of a folder is only loaded when the folder is opened) a counter for your own personal constructs (so you can see how close you are to the limit) a counter for the org constructs (can be only seen by legates/superlegates) constructs are not abandoned when the limit is not high enough. You just can't place new ones (otherwise many constructs will be abandoned long before the players will have leveled the skills for that)
  18. Like
    Hachiro reacted to Megabosslord in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    Cute little ship. Try it on this:
     

  19. Like
    Hachiro got a reaction from Ashford in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    I welcome the try to scale the org constructs in some way. the core limitation of 275 was really not bearable for larger organisations. We had to split up in several sub-orgs for all our constructs and the managing of this was a nightmare, because of the 5 orgs per player limit.
     
    BUT:
    If I have with all talents just 25 org construct slots, this is quite an issue.
    I mean, you have just a few personal construct slots.
    - Most of them are already occupied with the cores for the mining units.
    - So if you want to build a fancy building and more than 1 single ship, you already need several of your org construct slots for yourself
    - Preparations on a larger scale will be nearly impossible

    In my case I currently build a city layout so that other players and I can build a realistic (still small) city later. A project like this needs a layout and a structure before it really starts, or it ends in chaos. Currently I have already ~150 cores placed and filled. But projects like this, that need a massive amount of cores for preparation before others can benefit from it, will be nearly impossible. Because everyone have to be in your org (remember the 5 org limit) and has to give you some of their org construct slots before they get anything in return (and be honest: how many will do this?). And even if I get enough slots from people beforehand and I spend massive ressources and time - it can be all lost if just a few players leave the org/ reassign their slots/ cancel their payment. Then the core limit drops and the already placed cores will be abandoned...
     
    This will really kill many larger projects.
    With this system, you can only start big projects, if you are already big. Big projects from small groups that form a larger organization later will be nearly impossible. So this may be okay for large orgs, but will make it way more difficult for smaller orgs to rise even if they are really active.
    Better invent some milestones.
    For example: You start with 50 Cores for your org, and with achieving several goals (spend massive ressources/quanta) you can scale up this limit and it remains permanent. So even a small group can get to a decent amount of org cores with the time if they are active (this idea is absolutely not perfect, it shall show just another direction).
     
    A system like the announced one that is so fragile that a few leaving/reassigning/inactive members can destroy your organization with the reduced core limit - that is not really thought to the end.
     
    I understand the reason and I appreciate that you are try so solving this.
    But this is the wrong way NQ.
  20. Like
    Hachiro got a reaction from decom70 in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    I welcome the try to scale the org constructs in some way. the core limitation of 275 was really not bearable for larger organisations. We had to split up in several sub-orgs for all our constructs and the managing of this was a nightmare, because of the 5 orgs per player limit.
     
    BUT:
    If I have with all talents just 25 org construct slots, this is quite an issue.
    I mean, you have just a few personal construct slots.
    - Most of them are already occupied with the cores for the mining units.
    - So if you want to build a fancy building and more than 1 single ship, you already need several of your org construct slots for yourself
    - Preparations on a larger scale will be nearly impossible

    In my case I currently build a city layout so that other players and I can build a realistic (still small) city later. A project like this needs a layout and a structure before it really starts, or it ends in chaos. Currently I have already ~150 cores placed and filled. But projects like this, that need a massive amount of cores for preparation before others can benefit from it, will be nearly impossible. Because everyone have to be in your org (remember the 5 org limit) and has to give you some of their org construct slots before they get anything in return (and be honest: how many will do this?). And even if I get enough slots from people beforehand and I spend massive ressources and time - it can be all lost if just a few players leave the org/ reassign their slots/ cancel their payment. Then the core limit drops and the already placed cores will be abandoned...
     
    This will really kill many larger projects.
    With this system, you can only start big projects, if you are already big. Big projects from small groups that form a larger organization later will be nearly impossible. So this may be okay for large orgs, but will make it way more difficult for smaller orgs to rise even if they are really active.
    Better invent some milestones.
    For example: You start with 50 Cores for your org, and with achieving several goals (spend massive ressources/quanta) you can scale up this limit and it remains permanent. So even a small group can get to a decent amount of org cores with the time if they are active (this idea is absolutely not perfect, it shall show just another direction).
     
    A system like the announced one that is so fragile that a few leaving/reassigning/inactive members can destroy your organization with the reduced core limit - that is not really thought to the end.
     
    I understand the reason and I appreciate that you are try so solving this.
    But this is the wrong way NQ.
  21. Like
    Hachiro got a reaction from Bazzy_505 in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    I welcome the try to scale the org constructs in some way. the core limitation of 275 was really not bearable for larger organisations. We had to split up in several sub-orgs for all our constructs and the managing of this was a nightmare, because of the 5 orgs per player limit.
     
    BUT:
    If I have with all talents just 25 org construct slots, this is quite an issue.
    I mean, you have just a few personal construct slots.
    - Most of them are already occupied with the cores for the mining units.
    - So if you want to build a fancy building and more than 1 single ship, you already need several of your org construct slots for yourself
    - Preparations on a larger scale will be nearly impossible

    In my case I currently build a city layout so that other players and I can build a realistic (still small) city later. A project like this needs a layout and a structure before it really starts, or it ends in chaos. Currently I have already ~150 cores placed and filled. But projects like this, that need a massive amount of cores for preparation before others can benefit from it, will be nearly impossible. Because everyone have to be in your org (remember the 5 org limit) and has to give you some of their org construct slots before they get anything in return (and be honest: how many will do this?). And even if I get enough slots from people beforehand and I spend massive ressources and time - it can be all lost if just a few players leave the org/ reassign their slots/ cancel their payment. Then the core limit drops and the already placed cores will be abandoned...
     
    This will really kill many larger projects.
    With this system, you can only start big projects, if you are already big. Big projects from small groups that form a larger organization later will be nearly impossible. So this may be okay for large orgs, but will make it way more difficult for smaller orgs to rise even if they are really active.
    Better invent some milestones.
    For example: You start with 50 Cores for your org, and with achieving several goals (spend massive ressources/quanta) you can scale up this limit and it remains permanent. So even a small group can get to a decent amount of org cores with the time if they are active (this idea is absolutely not perfect, it shall show just another direction).
     
    A system like the announced one that is so fragile that a few leaving/reassigning/inactive members can destroy your organization with the reduced core limit - that is not really thought to the end.
     
    I understand the reason and I appreciate that you are try so solving this.
    But this is the wrong way NQ.
  22. Like
    Hachiro got a reaction from Koriandah in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    I welcome the try to scale the org constructs in some way. the core limitation of 275 was really not bearable for larger organisations. We had to split up in several sub-orgs for all our constructs and the managing of this was a nightmare, because of the 5 orgs per player limit.
     
    BUT:
    If I have with all talents just 25 org construct slots, this is quite an issue.
    I mean, you have just a few personal construct slots.
    - Most of them are already occupied with the cores for the mining units.
    - So if you want to build a fancy building and more than 1 single ship, you already need several of your org construct slots for yourself
    - Preparations on a larger scale will be nearly impossible

    In my case I currently build a city layout so that other players and I can build a realistic (still small) city later. A project like this needs a layout and a structure before it really starts, or it ends in chaos. Currently I have already ~150 cores placed and filled. But projects like this, that need a massive amount of cores for preparation before others can benefit from it, will be nearly impossible. Because everyone have to be in your org (remember the 5 org limit) and has to give you some of their org construct slots before they get anything in return (and be honest: how many will do this?). And even if I get enough slots from people beforehand and I spend massive ressources and time - it can be all lost if just a few players leave the org/ reassign their slots/ cancel their payment. Then the core limit drops and the already placed cores will be abandoned...
     
    This will really kill many larger projects.
    With this system, you can only start big projects, if you are already big. Big projects from small groups that form a larger organization later will be nearly impossible. So this may be okay for large orgs, but will make it way more difficult for smaller orgs to rise even if they are really active.
    Better invent some milestones.
    For example: You start with 50 Cores for your org, and with achieving several goals (spend massive ressources/quanta) you can scale up this limit and it remains permanent. So even a small group can get to a decent amount of org cores with the time if they are active (this idea is absolutely not perfect, it shall show just another direction).
     
    A system like the announced one that is so fragile that a few leaving/reassigning/inactive members can destroy your organization with the reduced core limit - that is not really thought to the end.
     
    I understand the reason and I appreciate that you are try so solving this.
    But this is the wrong way NQ.
  23. Like
    Hachiro got a reaction from J-Rod in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    I welcome the try to scale the org constructs in some way. the core limitation of 275 was really not bearable for larger organisations. We had to split up in several sub-orgs for all our constructs and the managing of this was a nightmare, because of the 5 orgs per player limit.
     
    BUT:
    If I have with all talents just 25 org construct slots, this is quite an issue.
    I mean, you have just a few personal construct slots.
    - Most of them are already occupied with the cores for the mining units.
    - So if you want to build a fancy building and more than 1 single ship, you already need several of your org construct slots for yourself
    - Preparations on a larger scale will be nearly impossible

    In my case I currently build a city layout so that other players and I can build a realistic (still small) city later. A project like this needs a layout and a structure before it really starts, or it ends in chaos. Currently I have already ~150 cores placed and filled. But projects like this, that need a massive amount of cores for preparation before others can benefit from it, will be nearly impossible. Because everyone have to be in your org (remember the 5 org limit) and has to give you some of their org construct slots before they get anything in return (and be honest: how many will do this?). And even if I get enough slots from people beforehand and I spend massive ressources and time - it can be all lost if just a few players leave the org/ reassign their slots/ cancel their payment. Then the core limit drops and the already placed cores will be abandoned...
     
    This will really kill many larger projects.
    With this system, you can only start big projects, if you are already big. Big projects from small groups that form a larger organization later will be nearly impossible. So this may be okay for large orgs, but will make it way more difficult for smaller orgs to rise even if they are really active.
    Better invent some milestones.
    For example: You start with 50 Cores for your org, and with achieving several goals (spend massive ressources/quanta) you can scale up this limit and it remains permanent. So even a small group can get to a decent amount of org cores with the time if they are active (this idea is absolutely not perfect, it shall show just another direction).
     
    A system like the announced one that is so fragile that a few leaving/reassigning/inactive members can destroy your organization with the reduced core limit - that is not really thought to the end.
     
    I understand the reason and I appreciate that you are try so solving this.
    But this is the wrong way NQ.
  24. Like
    Hachiro got a reaction from Moulinex in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    I welcome the try to scale the org constructs in some way. the core limitation of 275 was really not bearable for larger organisations. We had to split up in several sub-orgs for all our constructs and the managing of this was a nightmare, because of the 5 orgs per player limit.
     
    BUT:
    If I have with all talents just 25 org construct slots, this is quite an issue.
    I mean, you have just a few personal construct slots.
    - Most of them are already occupied with the cores for the mining units.
    - So if you want to build a fancy building and more than 1 single ship, you already need several of your org construct slots for yourself
    - Preparations on a larger scale will be nearly impossible

    In my case I currently build a city layout so that other players and I can build a realistic (still small) city later. A project like this needs a layout and a structure before it really starts, or it ends in chaos. Currently I have already ~150 cores placed and filled. But projects like this, that need a massive amount of cores for preparation before others can benefit from it, will be nearly impossible. Because everyone have to be in your org (remember the 5 org limit) and has to give you some of their org construct slots before they get anything in return (and be honest: how many will do this?). And even if I get enough slots from people beforehand and I spend massive ressources and time - it can be all lost if just a few players leave the org/ reassign their slots/ cancel their payment. Then the core limit drops and the already placed cores will be abandoned...
     
    This will really kill many larger projects.
    With this system, you can only start big projects, if you are already big. Big projects from small groups that form a larger organization later will be nearly impossible. So this may be okay for large orgs, but will make it way more difficult for smaller orgs to rise even if they are really active.
    Better invent some milestones.
    For example: You start with 50 Cores for your org, and with achieving several goals (spend massive ressources/quanta) you can scale up this limit and it remains permanent. So even a small group can get to a decent amount of org cores with the time if they are active (this idea is absolutely not perfect, it shall show just another direction).
     
    A system like the announced one that is so fragile that a few leaving/reassigning/inactive members can destroy your organization with the reduced core limit - that is not really thought to the end.
     
    I understand the reason and I appreciate that you are try so solving this.
    But this is the wrong way NQ.
  25. Like
    Hachiro reacted to Surlick in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    Maybe i dont understand something... how could this benefit smaller orgs ? Its the absolute opposite...

    I have 4 payed accounts, and it would still make me reduce my Base and constuctions.... If this goes live in the way you planing its game over for me. Not because i want, i love the game.... it will simple stop me from playing the game.... stoping player from building and creating in a building and creating game is not a good idea....

    If you want to stop orgs from building to much (95% of the world is emty already after last update) then make the limit large enough, so small orgs do not have to reduce thier builds.

    100 per Player should be the minimum you should consider. Not everyone has free alfa keys to boost the personal org limits...


    The last updates i could follow your reasons, to make the game better. But this time is no real gameplay reason, the game gets worsed. Spliting my constructs on all accounts and handle with this rights system and reduce my buildings.... there is absolute no reason that could justify this change.


    Make it smart or dont touch it, it will stop player from playing. I do not want a game were i can only have industry buildings. I want to be creativ, work on large project and fill the world with life.
    If i build a large runway, the half of my cores are used already for one char... thats ridiculous
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