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Samedi

Alpha Tester
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    Stornoway
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  1. I was thinking of a partially automated solution. So the player would have to perhaps set up some configuration parameters. Even a solution that just pumped from tank a to tank b would be useful if you could initiate it during flight. It would take time to run, too. So you could set up a complex network of pumps with some Lua to automate everything, or you could just have one pump with a manual switch to pump your emergency reserve into your main tank.
  2. The resemblance is fairly superficial. I gave the demo a go last night though, and it's quite addictive...
  3. To be a little contrary, I've always thought that the centre-of-mass property of container hubs was super-weird, and made designing ships way too easy. I can accept a certain amount of simplification in the physics model (eg the separation of thrust and torque), but being able to shift the mass around like that just makes zero sense from a lore point of view. Not that it's alone in that. So many aspects of the flight/space mechanics seem to be arbitrary, with zero lore explanation, and transparently exist to either simplify the game implementation or the gameplay. The whole thing is a hot mess. FWIW instead of container hubs I'd have some sort of transfer unit that could balance mass between containers, but in a way that took time and where you had to set the parameters (eg 20% mass here, 10% there, and so on). I'd also like a similar fuel pump unit.
  4. I hear you. Some of it's just about terminology, and that might be partly due to some confusing translations. I welcome the sci-fi side of it, but currently we have a confused model with very incoherent lore and little internal consistency. Not the biggest problem, just one of many minor irritations :).
  5. I tinker around slowly building out my factory. Then I take things to market and realise that there's no way in hell I can compete with the prices from the massive producers, and get depressed. I make ships, for the hell of it, even though my voxelmancy skills are negligible. I enjoy the process, but get frustrated by the lack of fidelity in the physics model (how the hell is it that I can put an aileron there, where there is no airflow?!). I'd like to experiment with some bigger ships, anti-grav, pvp stuff, but don't have the funds in-game, and have no interest in grinding them through mining. I used to write lua, and made some nice factory reporting scripts and my own flight HUD. This was the most fun, in some ways, but ultimately frustrating due to the limitations of the scripting API and the (lack of) tooling. I used to enjoy hanging out and doing things with a few friends, but they've all stopped playing. Recently, I've built myself a massive land-based hauler, and have been travelling the planet scavenging resources from abandoned constructs. This has left me richer than I've ever been in-game, but it makes me kinda sad, dismantling other people's stuff.
  6. Erm, no, they are artisan skills in real life! You literally can't do them in DU unless you have specific real-world talents. That's fine, but I think the game needs to find more ways to support solo and small-group-of-friends play styles. Just my opinion of course.
  7. The problem with the tier system is that a factory, making tier 5 items by the thousand, produces identical quality stuff to one making just a few; which really means that the economic competition is a brutal race to the bottom. The simulated economy has to be an approximation of real life, of course, but it also has to be designed to make the game enjoyable and allow a range of play styles. The gist of a lot of what you're saying seems to be "it's a game, it shouldn't mirror the bad bits of real life" and I agree wholeheartedly. However, right now it feels like it mirrors one of the most pernicious aspects of real life - that you just have to work for a big company! Well, yes, it's an imperfect analogy of course. I think you may have taken it a bit too literally
  8. I hear what you're saying, but I think it could be made to work in a way that added depth to the simulation without being too onerous. For example: it should take literally years to decay completely we should have much better tools for bulk replacing/repairing things maybe you could buy a repair unit which did it automatically whilst the core was still powered (we need power to be modelled), or by slowly burning fuel
  9. To be fair, what I was getting at was just that any forum like this becomes impossible to catch up on after a while through sheer weight of posts. So the notion that things keep coming up even if they've been discussed many times before is fairly inevitable. You might be right about NQ's use of the forums, but in that I personally would cut them some slack (for once!). There are so many channels right now, that it's a bit of a nightmare for any company to know where to engage. I engage about DU mostly here and Discord, and it annoys me intensely that those two places overlap a lot and I can't quite decide which one to use (and I'm not consistent when I do choose!). Add all the socials into the mix and it's a nightmare...
  10. Lest I sound too negative, I should probably just add that the stuff that @NQ-Ligo has been doing recently, and posting about potentially doing in the future, is very encouraging. It will take time, but I have a small glimmer of hope that not all is doom and gloom...
  11. Back in the mists of time, before NQ had completely broken my spirit, I started writing a series of opinionated blog posts, about DU scripting, how I was doing it, how I thought it should work, and so on. My intention was to slowly open source the framework I'd built for my own stuff, but to do it in an episodic way with examples, rather than just dumping a load of impenetrable code on the world and running away. Then I kinda got disillusioned with the direction of Lua in the game (and the game itself), and so the whole thing got put on hold. Recently I've been noodling around in the game again, but I'm mostly avoiding scripting as I know it will depress me too much. That said, I realised that I don't think I ever really shared the blog posts I had written. For what it's worth, here is the opening post. Think of it as a hysterical historical document. Maybe I'll revive it one day if I ever get my mojo back. Possibly something in one of the posts will help someone. Probably a lot of the experienced scripters will disagree with my approach. That's ok. I did say it was opinionated.
  12. I agree it's unlikely, and I've no doubt that the problems right now are greatly amplified by NQ running out of money. However, in effect the two systems in my suggestion would just be two instances of the server (dare we say "two shards"...), the investment in time would actually be minimal. In what you're suggesting you'd still need to add some new assets and modify some aspects of the game (eg the map), and to enforce the money transfer rules etc you'd need to make a distinction between the two locations that's more than just spatial; I suspect the sum result of the work would be similar either way. I'm not sure I understand the fly-for-12-months idea. Nobody is actually going to do that. Sure. I've been reading these forums for years too. They're inevitably a tangled swamp which nobody in their right mind has the time to catch up on - that's how this sort of forum works. If someone didn't happen to be part of those discussions, they might not know. If we stop saying things because they might have been said before, there's not much point saying anything...
  13. ...although I'm not sure it will really help with my specific point of giving smaller players a way to compete with the monoliths. I'm fully in favour of it for other reasons though - not least of which being a basic sense of realism...
  14. Yeah, power/energy is definitely something that would help with a lot of design flaws. Fairly mind-blowing that it wasn't there from early on. Some sort of quality stat might be another option. The main point - and again, this has been said multiple times in this thread by others - is that a reset on its own won't fix the economy, and without it being fixed, we will just end up back where we are in a few months. How to fix it is up for debate but that it needs more than a reset should be self-evident.
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