Jump to content

kulkija

Alpha Tester
  • Posts

    477
  • Joined

  • Last visited

Posts posted by kulkija

  1. Here you can find original plans for mining game-play.

    For some reason NQ decided not to follow this original consent.

     

    Quote

    Some people will specialize in finding large veins of important materials (and possibly sell the intel about the location), while some others will specialize in mining it, focusing on a mining site for several weeks or months. When you exploit a deep vein, you will need to install things like lifts, vehicles, containers, and clean wide shafts to ease material and dirt evacuation. Maybe even factories close to the vein to transform the ore into pure material. This differs from most other games where scanning and mining are usually very similar and the activity of mining and scanning alternate frequently as you jump from one asteroid to another, or one mining spot to the other.

     

  2. 4 hours ago, BlindingBright said:

    There is not, least not at all markets.

    Market 3 on madis for example has the majority of tiles owned around the single market tile owned by a group of players collaborating on a city project. Market 3 construct itself pails in comparison next to NovaX and the MTI Buildings nearby- and has largely been tastefully integrated into the cityscape. We're more than happy to try and follow the rules, and will be taking down/removing any constructs that may fall outside the new guidelines.

    The question is though, can we still get full use of our fully player owned tiles? Like, can we build to the edge? Most(almost all) of our primary structures are below the market height) though there is a nearby tall building that falls within 2km of the markets airspace, but is fully on a player owned tile. Likewise, can we not use screens nearby on several tiles next to the market? as they'd be within 2km of the market and would encase the entire player owned tile.

    As it is, Market 3 on Madis is within 100m of the border to one of our tiles. Do these new market rules extend fully onto it?

     

    @NQ-Pann - This is important question. This needs to be defined in rules before they will get effective. 

     

     

  3. We must remember that engine power and ability transport cargo is only a small fragment in this complex game.

    How ever it is related to many things and has effect into those other game-play loops.

     

    Ships are the backbone for our logistics.

    Economy, building, pvp, prospecting, mining, industry,  trading, warfare and many other features are dependent of logistics and ability to move ore, products, elements. voxels, guns ammo and other ships.

     

    If this backbone (ships) is under-powered whole ecosystem is suffering.

    Under-powered engines leads players to search exploits and other solutions to move materials, in a non intended ways.

     

    And still engine power such a small fragment of the big picture and game-play.

     

    Also we need to remember that real-world examples hardly apply. This is not a simulator for rocket-science of 2021 nor this is Filgth simulator from same year.

     

    Examples from SCIFI movies may apply much better.

     

    How much cargo and engine power Serenity, Rocinante or Enterprise may have.

     

  4. There are always minimum and maximum limits. 

    Minimum are defined by physics. No artificial hard coded limits for minimum set of engines. 

    By buffing engines those min. Requirements change by natural way. 

    Best solution is to have also max power defined by gameplay features, such as physics, not by artificial hard coded limits. 

    Right Engine power is newer absolute truth. 

    We are not in survival game where everything must be limited heavily. This is SCIF space game. Are we there now? 

    Important variable is how buff will change gameplay.  

    Will gameplay be more interesting?  

    Or maybe less frustrating? 

    Etc. 

    My opinion remains, that engine buff will make game better and less frustrating. 

     

  5. Quote

    Patch notes:
     

    • [Lighting revamp] The game should be brighter and less gray. It should be prettier at night and more playable as well.

    This really did not happen

     

    Before update sand was nice white, such as one see at nice beech

    Now it looks like dirt (at nigth)

     

    Everything is darker at night, especially tunnels when mining

     

    Lighting is tuned wrong (exposure, gamma,,, something) See sample images before this post. This can be seen everywhere, even when mining (such as bauxite)

     

    Voxel Textures are sort of grayed, less colorful, darker, dirty, just ugly. And really why they have dirt patterns too...

     

    Is this game going to some sort of dystopia style or why all is changed to gray, ugly end dirty.

     

     

  6. 33 minutes ago, le_souriceau said:

    WHY EVERYTHING NOW OLD AND DIRTY?!

    @NQ:

     

    It is a huge mistake to change Voxel existing colors, textures and their properties.

     

    It is a slap into the face for all creative and artistic players.

     

    HUGE MISTAKE

     

    NQ Devs: Please recover all old color and texture settings, and newer do this mistake again.

  7. 9 hours ago, GraXXoR said:

    Also... what happened to my lovely, gleaming Silicon black panel? One of the best high quality looking glossy black flooring options now likes like a homeless man has relieved himself in the corridor and left it to dry rather than use Toilet Unit A.

    This happened:

    From patch notes:

      Quote

    Metals should look and behave like metals.

     

  8. From patch notes:

    Quote

    Metals should look and behave like metals.

    Metal structures are allways coated with paint or electroplating or similar coating.

     

    We had no paint tool. But material did represent nice and interesting colors as well as in some cases electroplated metals. So we were able to create illusions of something more what game was allowing.

     

    @NQ:

     

    So you decided that using materials creative way were not intended way to play this game also and took it away.

     

    At same time you wiped hundreds of hours of creative work form builders.

     

    I agreed that this is beta, but play hours are not.

     

    Time spent playing is our own time in real world. And it is not infinite for us. Please stop wasting our limited time in real life. My life (what is left of it) is too short for this.

     

     

  9. Quote

    [Lighting revamp] The game should be brighter and less gray. It should be prettier at night and more playable as well.

     

    This went to total opposite

    Game is darker and gray...

    - sand is darker and ugly

    - i'we used white pattern iron and galvanized white iron to get at least some light and playability in my building. Now it is all gray and dark.

    - glossy materials were interesting and created nice effects. Not anymore Why you did spoil that. It may be 100% realistic, but hey come on this is SCIFI space game. Do not try ti make this a dull realism simulator.

    - if materials are not grayed out or darker textures get overexposed if light is used

     

    Before

    image.thumb.png.c0b6ff0458e0bc9536ea580e7d909a8e.png

     

    Now

     

    image.thumb.png.c111a1f574e0863b6fa3fd8f2d718de1.png

     

    valo.thumb.JPG.1bc166c1c50ff026814fc1d9da57da89.JPG

  10. https://support.dualthegame.com/hc/en-us/articles/360016890940-Clarification-Regarding-Bug-Exploits-and-Griefing

     

    Marketplace Construct Parking: Players are permitted to park at marketplaces with their transport vehicles so long as they are not preventing use to other players or obstructing entry or exit points. Vehicles whose purpose is advertising (organization, service or otherwise) must abide by the following rules. 

    • Organizations and individuals wishing to advertise at markets may have one advertising construct per district maximum
    • Constructs may not be larger than “Small” sized
    • Constructs may not block access to any building, entry points or dispensers
    • Advertisements must not be placed/parented on constructs that don’t belong to you
    • Constructs that violate these terms will be removed from the game without warning or compensation.
  11. 2 minutes ago, Fra119 said:

    I still agree with the guy who suggested to overwhelm markets with stuff, I mean, if each of us drop 50 xs cubes NQ will be forced to intervene or the markets will be literally unusable.

    Yup - There are several "Direct Action" -type things we could do for demonstrating the issue.

    How ever it is also so easy to get banned if such actions are done.

×
×
  • Create New...