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Megabosslord

Alpha Tester
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  1. Like
    Megabosslord reacted to JayleBreak in Space/Static BP Alignment (Finally) Solved!   
    They should have assigned a shift click deployment key to pop-up the virtual scaffolding dialog box (I'd accept a wireframe of the construct too if needed) with initial values (scale would be fixed to 1) set to the deployment settings. That would allow precise placement and rotation. There would still be some tedium in getting the desired alignment but it would at least be straight forward.
  2. Like
    Megabosslord got a reaction from Novean-61657 in Space/Static BP Alignment (Finally) Solved!   
    PRO TIPS:
    - If you're rotating your BP other than 180° or 0° (e.g.: 90°) you may get a bad angle on the BP due to a possible glitch in the way it calculates intersect with the voxel mesh. To fix this, try placing a pane of glass over the voxels as this bypasses the mesh intersect and, to be more precise, nudge the voxels back to account for the thickness of the glass. Or, place down blank aligned template cores around the area, and place your OG BP from the direction where it requires no rotation.
     
    - To make aiming your mouse at the reticule easier, drop the sensitivity on your mouse in settings to ~0.5.
     
    - If lag rendering the holo on a large, complex core is making it hard to aim, toggle off 'deploy construct', aim, and toggle it back on.
  3. Like
    Megabosslord reacted to Aaron Cain in Revamp of tile ores necessary?   
    and then only half the players got their STU, so yep you have a point
     
  4. Like
    Megabosslord reacted to Wyndle in Revamp of tile ores necessary?   
    Sounds like a good reason to introduce exploration tools and additional solar systems with a spectrum of different amounts of safe space.
  5. Like
    Megabosslord got a reaction from GraXXoR in Space/Static BP Alignment (Finally) Solved!   
    They did add the 'ghost', it's just hard to see in this video as the test core I used only had a single row of voxels along one edge.
  6. Like
    Megabosslord reacted to ColonkinYT in NQ far too quiet.   
    There are so many alpha testers here because we know how it used to be. And what we lost on the release. )))
  7. Like
    Megabosslord got a reaction from GallopingTortoise in GRIEF LAUNCH: Stealth Nerfs, Poor Comms and Missteps Rooted in a Lack of Vision   
    Let's set aside for a moment that wiping beta player constructs at launch was always unfair, given past commitments. NQ have now heaped insult on injury with a number of stealth nerfs at launch:
     
    Alioth T2 Distribution: 
    I did 80 territory scans on Alioth at a ~3 tile spacing and found zero T2. None at all. Zip. Nada. No T2 - after spending 3 days building the XL assembler and scanner. This is a broken gameplay loop. Combined with the removal of Malachite from Alioth, the stealth nerf of ore distribution on Alioth resulted in a week of wasted effort. Forcing effort with no payoff is not gameplay. 
     
    If NQ had been transparent with us before launch, said they were going to nerf T2 on Alioth, I wouldn't have wasted that critical week. I would also have rebuilt my base before launch so the BP wasn't made of 500,000M3 of Copper. Now, to deploy my BP I have to swap copper for another honeycomb, and then go back and untangle where the new material has blended with the same material already in the BP. More rework, on top of the wasted time.
     
    1000m Build Height: 
    This was self-evidently dumb. By choosing a 1000m cap instead of 1128m, it's impossible to build a 1000m AGG pad without placing your foundation core at an exactly multiple of 128m (since you won't be able to place the top core if there is less than a 128m gap.) Even then, you can put nothing on your 1000m pad, no elements, no structure. And you have to either use smaller cores for your top layer (increasing server load) or build your base from the top core, down - which means tall temporary scaffold structures first to place top cores and work back down - while others complain about griefing the entire time. 
     
    A large number of pre-launch bases had AGG pads at or slightly above 1000m. All these pre-launch base BPs are now bricked.
     
    This misstep demonstrates a fundamental ignorance of their game's own mechanics by devs, and poor understandng of players. To make matters worse, the change wasn't even included in patch notes. The only place it was mentioned - just wks before launch - was in 'Ask Aphelia #12. Few players had any opportunity to fix their builds before launch. This mistake (1000m vs 1128m) would easily have been picked up if players had been warned.
     
    In summary, not only did NQ reneg on prior commitments to honour our builds in their 'persistent' universe - the only compensation being retained blueprints - they went on to stealth nerf the BPs we kept. 
     
    [EDIT: Because this rule is not yet being enforced, and it is still possible to place a core above 1000m, this will create even more pain for players uncertain or unaware of the rule - should NQ decide to delete structures after they are built. And for as long as the rule is unclear, it is impossible to safely place the foundations of a tall structure.]
     

     
    Missing STUs for 'Contributors' (and Surface Natron):
    By making Sanctuary the only place with surface natron near Alioth, Alpha contributors already had a significant advantage at launch - since natron is needed to make many popular elements: screens, lights etc.. NQ then messed up further, by jacking up the distribution of STUs meaning only some Contributors received them. ~10 days later, this still has not been fixed. This means a small number of players, purely by chance, have the only access to surface natron near Alioth.
     
    HTML/SVG nerf and Indiscriminate LUA Changes: 
    The disabling of HTML screens was long rumoured, but took so long to be done it appeared to have been abandoned. Waiting till launch to tell players all SVGs and HTML are also now bricked is also poor form and counter-productive. Because a large number of ship BPs from pre-launch contain screens using HTML, and virtually every factory monitoring set-up, any player flying these ships or running these factories, will now simply go to settings and re-enable HTML, to be able to play the game - undermining the point of the exercise to phase out HTML, and prolonging the inevitable pain and frustration when it is finally done. This pain is now unavoidable given the original misstep of building a new API with zero compatibility with HTML/SVG. (The new API should always have been implemented in a way to minimise the effort of reworking existing content for players - rather than forcing ground up rebuilds of all screens. Better still, existing content should ideally have been ported on behalf of players.)
     
    Combine this with the frivolous renaming of a number of LUA cmds, additional rework has also been created for players to reimplement scripts written before launch - for no apparent reason. 
     
    STILL No Static BP Placement Snapping!: 
    We asked for this in the Alpha Trello 3 yrs ago. It was poorly implemented on day one - snapping new cores only. Hundreds of players have asked for it to be fixed for static BPs over the years. It never made sense that new cores snap into place, but static BPs work of a bizarre raycast that doesn't even align with the player camera and - annoyingly - nudges by 2 voxels instead of 1. This feature was already long overdue, but now made more critical since it is essential to redeploying any mult-core construct after the wipe. Finally... finally, it was coming! In the launch livestream it was promised for launch here, at timecode 35:38:
     
    Instead, we now learn this was skipped, rendering all multi-core static construct blueprints useless. 
     
    Summary:
     
    - Forcing players to constantly rework their builds is not gameplay.
    - Reworking existing content is a poor proxy for new gameplay loops.
    - Player input is invaluable. 
    - Last minute, uncommunicated changes rarely if ever have a positive outcome.  
     
    The culture at NQ of disregarding the time and effort of players, and lack of consideration of impacts on our gameplay, is worrisome. More worrisome, is the tendency to continuously rework existing content - mechanics, terrain, boolean noise - rather than develop significant new features, many of these features requested years ago. NQ are still missing the winning strategy of successful 'player generated content' franchises like Minecraft, where the focus of the first several years was on adding new gameplay loops - as opposed to continuously reworking existing ones. Reworking existing content decays player satisfaction by forcing the constant rework of our own builds. And making changes by stealth only magnifies the problem.
     
    Until this is understood, the future of this franchise is fraught. 
  8. Like
    Megabosslord reacted to Aaron Cain in NQ far too quiet.   
    I would have expected more communications around the launch and everything, usually you see alot of glorious communications when a game launches and then on day 1,5,10, blabla.
    I just think the work on finding the missing STU takes up all the time, almost a month now so someone hid them very well!
  9. Like
    Megabosslord got a reaction from GraXXoR in When do we get BP snapping?   
    Have you tried that with a L core? Cos of max select area you have to do ~50 copypastas to copy a single L core. I already did that to build the base in the first place. That’s what took 3 mths. 7x7 cores x 50 cut-and-pastes with travel time between = 2,450 copypasta. For my space station I had to copy-paste from a static core template which meant a VR jump and reload screen between every copypasta so that took even longer. TBH, if NQ hadn’t finally agreed to fix BP snapping (after 3 yrs of asking) I’d prolly have quit the game for wiping all that work when they said at beta launch they wouldn’t. 
  10. Like
    Megabosslord reacted to Koffye in When do we get BP snapping?   
    delivery "very soon"
  11. Like
    Megabosslord got a reaction from sHuRuLuNi in GRIEF LAUNCH: Stealth Nerfs, Poor Comms and Missteps Rooted in a Lack of Vision   
    You missed the part where - after a core group of loyal players carve out a cruel existence in a loveless world of spreadsheets and grind - they periodically smash what we've built.
  12. Like
    Megabosslord reacted to OrionSteed in GRIEF LAUNCH: Stealth Nerfs, Poor Comms and Missteps Rooted in a Lack of Vision   
    After taking over from the old regime, I truly feel in my heart of hearts that the current Dev team is doing all they can to improve everything with the staff they have.   We have seen incremental improvements and good changes.  I tip my hat for trying and the progress that's been made since I started.  That being said, my concerns (also as a beta tester) are as follows:
     
    (Caveat - Everyone plays differently and these are my personal thoughts only. I may be wrong on my analysis, which I admit ahead of time.  Also, I'm not a mission runner.  I don't find mission running enjoyable.  I've heard it's a good money maker, but it's not what I'm interested in and not what I do.)
     
    Mining - The safe zone asteroids are treated like meat to piranhas.  They will be mined out completely within hours, even the T1. You have to discover them in that stage to have a chance, and even then there are 6 to 8 ships on them when you're about to land.  Flying out there only for it to be empty is a huge waste of time and not fun.  With the territory mining so dang expensive to maintain, this is really hard for new players to overcome.  My recommendation is to have even more ore than there is now on these safe zone roids. I get that the higher tier ores you have to venture into the pvp zone or buy it, and that's fine - not asking that to be changed.  Those roids are actually amazing.  Open the T1 and T2 up a bit in the safe zone.  More ore please.
     
    Ore Consumption - This will probably be highly debated but to run a standard factory, it takes so much ore! I don't have a complicated set up and I spend over 85% of my time just mining to break even.  It's not fun and that's not what I want to do all the time.  If that's the game play loop for this game, it's dead, and I'm serious.  Now you say "join an org" .  I'm already in an amazing one and I contribute to the mining best I can, and take what I can when it allows.  If it weren't for this group sharing, I'm not sure where I'd be.  If this could be scaled a little bit to provide more product for less ore, I think it'd be a step in the right direction. If you don't believe me on this, just pay attention to the help and general chat in game.
     
    Economy - I understand why you went to the schematic system you have now.  However, the fact of the matter is with the economy the way it is, the price of schem's to what you can make and sell is just gross. Remember that we want to keep new players, not drive them away.  I often see elements on the market that are just breaking even on schem cost. No profit for ore.  You're using these fees for schematics and territories to slow everything down, but what's really happening is a grind that's not fun.  The player is under an extreme amount of pressure to make money...just to get by!  Not profit.  My recommendation is to scale back the fees for both schems and territories by a large margin.  If you need to increase time, do that, but the quanta sink is egregious. I played in beta. I knew "how things worked'.  I "recruited" a player, and spent several days and hundreds of text messages just to explain him very basic things that the tutorials didn't explain. He played demo twice but still hasn't went to live yet. I can't convey how behind a non-beta player is just to figure things out.  The learning curve is real.
     
    Content - We need more than mining and missions. I'd like to see you work within the constraints of what you have to create some more content.  There's a fine balance between fun and grind.  Right now the grind is egregious.  I just feel like the ore I work so hard to get vaporizes within hours. I could be creating / building / et al but the ore is being used so fast.
     
    PvP - How fun is PvP really? Camping pvp asteroids helps no one in the long run. It's not a great game play model.  Plus you have players sitting at the asteroid, then deploying just a core and guns when a miner comes into range.  I can't believe this is what you envisioned for "PvP".  This is shallow and probably not intended anyways.  The alien cores were a good first step, but there could be more. Could there possibly be hot spots that would draw pvp players, with rewards for a winner?  Ship elements perhaps that showed a declared pvp'er where this hotspot was, and best man wins the prize? Rare ore, rare weapons, etc?
     
    Many of my org mates and I sit around and talk about how we want this game to succeed. If you add a few more pieces with actual content, you will be successful, I have no doubt of that. We need to see a little more balance and content though, imo.
  13. Like
    Megabosslord reacted to fusion94 in GRIEF LAUNCH: Stealth Nerfs, Poor Comms and Missteps Rooted in a Lack of Vision   
    Poor comms is something they could have changed from beta --> launch and they didn't. If anything it's actually worse now.
  14. Like
    Megabosslord reacted to sHuRuLuNi in GRIEF LAUNCH: Stealth Nerfs, Poor Comms and Missteps Rooted in a Lack of Vision   
    I do get you. It's just it seems everybody else is only interested in numbers and figures (Excel) and not fun.
     
    Game loop is this: you mine (grind) to maybe sell ore and make money, or create stuff (elements) and make money.
    Then you can mine more and make more money.
     
    And that's it.
     
    Whoever thinks this is "fun" ought to question his psyche.
     
    Also, that people seriously do not see the problem with a SPACE GAME, which has SPACE and PLANETS, but which are completely unnecessary (for the current game loop you do not need any of those) - is beyond me.
     
    It is a sad state of affairs when in the forum of a SPACE GAME all topics you can read are as follows:
    - "How can I link the machine XY to factory element ABC?"
    - "Which Tier of ore is on planet XY?"
    - "Do I need an XXL container to haul ore from ABC?"
    - "How can I improve refinery efficiency?"
    - "Can someone give me the coords to Asteroid ABC which has T3 ore?"
    - "How many charges do I need to calibrate the Autominder Tier 69!?"
    - "Come take part in this weeks PVP EVENT! SCHEDULED FOR HH:MM" ..... SCHEDULED .... FFS
     
    It is indubitably obvious that this game was planned and designed by PROGRAMMERS and NOT GAME DESIGNERS.
    These people have NO FREAKING IDEA what entertainment is, what fun is, what a GAME is. No wonder the original Founder has a background in Robotics -- because the bloody game plays as if it was developed by and for robots, and not actual human beings.
     
    I can see them when they were planning to create this: "Let's make a SPACE GAME ... And in this game, let's then make a bunch of planets - preferably as bland as possible, and let's make it possible for players to make ships - which they will use to transport ore or maybe steal ore from a poor sap - of course ore, what else is there?, and let's make the players learn a programming language so that they can program stuff and make stuff more EFFICIENT .... mmmm NUMBERRRRRRRRS - that will be fun!"
    "But, Sir, people might not find such a game entertaining ... what about NPCs, Quests, Aliens, Lore, A PURPOSE TO ANYTHING?"
    "Ah, blablabla ... who cares -- let's put some grand sentences in the game description, like, SPACE EXPLORATION, DISTANT SOLAR SYSTEM, NEW CIVILIZATION, BUILDING, VOXELS, MILLIONS OF PLAYERS ON ONE SERVER - how does that sound?"
    "I must admit Sir, that sounds superb .... but, none of us is a game designer ... how can we achieve all that?"
    "Ahhh, don't worry Jean-Pierre, players will do our job!"
    "Sir, you truly are a genius!"
    ....
     
     
     
  15. Like
    Megabosslord got a reaction from merihim in Do we really need the old planets back or is the game more buzzing?   
    It only feels busier because it was so dead for 6 mths once wipe rumours started. You'll remember early beta was this busy, maybe busier. We definitely need new planets with better ore spawns to drive migration and sustain activity once the markets become saturated with player-made components on diminishing margins. A 'gold rush' to a new planet will be the only way to reinject life into the game in a few months, in the absence of any other major new content.
  16. Like
    Megabosslord got a reaction from EdmundBlack in GRIEF LAUNCH: Stealth Nerfs, Poor Comms and Missteps Rooted in a Lack of Vision   
    Let's set aside for a moment that wiping beta player constructs at launch was always unfair, given past commitments. NQ have now heaped insult on injury with a number of stealth nerfs at launch:
     
    Alioth T2 Distribution: 
    I did 80 territory scans on Alioth at a ~3 tile spacing and found zero T2. None at all. Zip. Nada. No T2 - after spending 3 days building the XL assembler and scanner. This is a broken gameplay loop. Combined with the removal of Malachite from Alioth, the stealth nerf of ore distribution on Alioth resulted in a week of wasted effort. Forcing effort with no payoff is not gameplay. 
     
    If NQ had been transparent with us before launch, said they were going to nerf T2 on Alioth, I wouldn't have wasted that critical week. I would also have rebuilt my base before launch so the BP wasn't made of 500,000M3 of Copper. Now, to deploy my BP I have to swap copper for another honeycomb, and then go back and untangle where the new material has blended with the same material already in the BP. More rework, on top of the wasted time.
     
    1000m Build Height: 
    This was self-evidently dumb. By choosing a 1000m cap instead of 1128m, it's impossible to build a 1000m AGG pad without placing your foundation core at an exactly multiple of 128m (since you won't be able to place the top core if there is less than a 128m gap.) Even then, you can put nothing on your 1000m pad, no elements, no structure. And you have to either use smaller cores for your top layer (increasing server load) or build your base from the top core, down - which means tall temporary scaffold structures first to place top cores and work back down - while others complain about griefing the entire time. 
     
    A large number of pre-launch bases had AGG pads at or slightly above 1000m. All these pre-launch base BPs are now bricked.
     
    This misstep demonstrates a fundamental ignorance of their game's own mechanics by devs, and poor understandng of players. To make matters worse, the change wasn't even included in patch notes. The only place it was mentioned - just wks before launch - was in 'Ask Aphelia #12. Few players had any opportunity to fix their builds before launch. This mistake (1000m vs 1128m) would easily have been picked up if players had been warned.
     
    In summary, not only did NQ reneg on prior commitments to honour our builds in their 'persistent' universe - the only compensation being retained blueprints - they went on to stealth nerf the BPs we kept. 
     
    [EDIT: Because this rule is not yet being enforced, and it is still possible to place a core above 1000m, this will create even more pain for players uncertain or unaware of the rule - should NQ decide to delete structures after they are built. And for as long as the rule is unclear, it is impossible to safely place the foundations of a tall structure.]
     

     
    Missing STUs for 'Contributors' (and Surface Natron):
    By making Sanctuary the only place with surface natron near Alioth, Alpha contributors already had a significant advantage at launch - since natron is needed to make many popular elements: screens, lights etc.. NQ then messed up further, by jacking up the distribution of STUs meaning only some Contributors received them. ~10 days later, this still has not been fixed. This means a small number of players, purely by chance, have the only access to surface natron near Alioth.
     
    HTML/SVG nerf and Indiscriminate LUA Changes: 
    The disabling of HTML screens was long rumoured, but took so long to be done it appeared to have been abandoned. Waiting till launch to tell players all SVGs and HTML are also now bricked is also poor form and counter-productive. Because a large number of ship BPs from pre-launch contain screens using HTML, and virtually every factory monitoring set-up, any player flying these ships or running these factories, will now simply go to settings and re-enable HTML, to be able to play the game - undermining the point of the exercise to phase out HTML, and prolonging the inevitable pain and frustration when it is finally done. This pain is now unavoidable given the original misstep of building a new API with zero compatibility with HTML/SVG. (The new API should always have been implemented in a way to minimise the effort of reworking existing content for players - rather than forcing ground up rebuilds of all screens. Better still, existing content should ideally have been ported on behalf of players.)
     
    Combine this with the frivolous renaming of a number of LUA cmds, additional rework has also been created for players to reimplement scripts written before launch - for no apparent reason. 
     
    STILL No Static BP Placement Snapping!: 
    We asked for this in the Alpha Trello 3 yrs ago. It was poorly implemented on day one - snapping new cores only. Hundreds of players have asked for it to be fixed for static BPs over the years. It never made sense that new cores snap into place, but static BPs work of a bizarre raycast that doesn't even align with the player camera and - annoyingly - nudges by 2 voxels instead of 1. This feature was already long overdue, but now made more critical since it is essential to redeploying any mult-core construct after the wipe. Finally... finally, it was coming! In the launch livestream it was promised for launch here, at timecode 35:38:
     
    Instead, we now learn this was skipped, rendering all multi-core static construct blueprints useless. 
     
    Summary:
     
    - Forcing players to constantly rework their builds is not gameplay.
    - Reworking existing content is a poor proxy for new gameplay loops.
    - Player input is invaluable. 
    - Last minute, uncommunicated changes rarely if ever have a positive outcome.  
     
    The culture at NQ of disregarding the time and effort of players, and lack of consideration of impacts on our gameplay, is worrisome. More worrisome, is the tendency to continuously rework existing content - mechanics, terrain, boolean noise - rather than develop significant new features, many of these features requested years ago. NQ are still missing the winning strategy of successful 'player generated content' franchises like Minecraft, where the focus of the first several years was on adding new gameplay loops - as opposed to continuously reworking existing ones. Reworking existing content decays player satisfaction by forcing the constant rework of our own builds. And making changes by stealth only magnifies the problem.
     
    Until this is understood, the future of this franchise is fraught. 
  17. Like
    Megabosslord got a reaction from Neuritico in Do we really need the old planets back or is the game more buzzing?   
    It only feels busier because it was so dead for 6 mths once wipe rumours started. You'll remember early beta was this busy, maybe busier. We definitely need new planets with better ore spawns to drive migration and sustain activity once the markets become saturated with player-made components on diminishing margins. A 'gold rush' to a new planet will be the only way to reinject life into the game in a few months, in the absence of any other major new content.
  18. Like
    Megabosslord reacted to Zeddrick in When do we get BP snapping?   
    Upvote.  I have some things I want to deploy which need this.
  19. Like
    Megabosslord reacted to Daphne Jones in Mining today. It used to be better?   
    Yeah. I agree with the OP. They needed to do something about the mining lag, but the result was removal of one of the stronger games loop that supported other things like big ore hauling ships. I don't have a good answer to this, but it's an issue.
  20. Like
    Megabosslord got a reaction from Neuritico in GRIEF LAUNCH: Stealth Nerfs, Poor Comms and Missteps Rooted in a Lack of Vision   
    Let's set aside for a moment that wiping beta player constructs at launch was always unfair, given past commitments. NQ have now heaped insult on injury with a number of stealth nerfs at launch:
     
    Alioth T2 Distribution: 
    I did 80 territory scans on Alioth at a ~3 tile spacing and found zero T2. None at all. Zip. Nada. No T2 - after spending 3 days building the XL assembler and scanner. This is a broken gameplay loop. Combined with the removal of Malachite from Alioth, the stealth nerf of ore distribution on Alioth resulted in a week of wasted effort. Forcing effort with no payoff is not gameplay. 
     
    If NQ had been transparent with us before launch, said they were going to nerf T2 on Alioth, I wouldn't have wasted that critical week. I would also have rebuilt my base before launch so the BP wasn't made of 500,000M3 of Copper. Now, to deploy my BP I have to swap copper for another honeycomb, and then go back and untangle where the new material has blended with the same material already in the BP. More rework, on top of the wasted time.
     
    1000m Build Height: 
    This was self-evidently dumb. By choosing a 1000m cap instead of 1128m, it's impossible to build a 1000m AGG pad without placing your foundation core at an exactly multiple of 128m (since you won't be able to place the top core if there is less than a 128m gap.) Even then, you can put nothing on your 1000m pad, no elements, no structure. And you have to either use smaller cores for your top layer (increasing server load) or build your base from the top core, down - which means tall temporary scaffold structures first to place top cores and work back down - while others complain about griefing the entire time. 
     
    A large number of pre-launch bases had AGG pads at or slightly above 1000m. All these pre-launch base BPs are now bricked.
     
    This misstep demonstrates a fundamental ignorance of their game's own mechanics by devs, and poor understandng of players. To make matters worse, the change wasn't even included in patch notes. The only place it was mentioned - just wks before launch - was in 'Ask Aphelia #12. Few players had any opportunity to fix their builds before launch. This mistake (1000m vs 1128m) would easily have been picked up if players had been warned.
     
    In summary, not only did NQ reneg on prior commitments to honour our builds in their 'persistent' universe - the only compensation being retained blueprints - they went on to stealth nerf the BPs we kept. 
     
    [EDIT: Because this rule is not yet being enforced, and it is still possible to place a core above 1000m, this will create even more pain for players uncertain or unaware of the rule - should NQ decide to delete structures after they are built. And for as long as the rule is unclear, it is impossible to safely place the foundations of a tall structure.]
     

     
    Missing STUs for 'Contributors' (and Surface Natron):
    By making Sanctuary the only place with surface natron near Alioth, Alpha contributors already had a significant advantage at launch - since natron is needed to make many popular elements: screens, lights etc.. NQ then messed up further, by jacking up the distribution of STUs meaning only some Contributors received them. ~10 days later, this still has not been fixed. This means a small number of players, purely by chance, have the only access to surface natron near Alioth.
     
    HTML/SVG nerf and Indiscriminate LUA Changes: 
    The disabling of HTML screens was long rumoured, but took so long to be done it appeared to have been abandoned. Waiting till launch to tell players all SVGs and HTML are also now bricked is also poor form and counter-productive. Because a large number of ship BPs from pre-launch contain screens using HTML, and virtually every factory monitoring set-up, any player flying these ships or running these factories, will now simply go to settings and re-enable HTML, to be able to play the game - undermining the point of the exercise to phase out HTML, and prolonging the inevitable pain and frustration when it is finally done. This pain is now unavoidable given the original misstep of building a new API with zero compatibility with HTML/SVG. (The new API should always have been implemented in a way to minimise the effort of reworking existing content for players - rather than forcing ground up rebuilds of all screens. Better still, existing content should ideally have been ported on behalf of players.)
     
    Combine this with the frivolous renaming of a number of LUA cmds, additional rework has also been created for players to reimplement scripts written before launch - for no apparent reason. 
     
    STILL No Static BP Placement Snapping!: 
    We asked for this in the Alpha Trello 3 yrs ago. It was poorly implemented on day one - snapping new cores only. Hundreds of players have asked for it to be fixed for static BPs over the years. It never made sense that new cores snap into place, but static BPs work of a bizarre raycast that doesn't even align with the player camera and - annoyingly - nudges by 2 voxels instead of 1. This feature was already long overdue, but now made more critical since it is essential to redeploying any mult-core construct after the wipe. Finally... finally, it was coming! In the launch livestream it was promised for launch here, at timecode 35:38:
     
    Instead, we now learn this was skipped, rendering all multi-core static construct blueprints useless. 
     
    Summary:
     
    - Forcing players to constantly rework their builds is not gameplay.
    - Reworking existing content is a poor proxy for new gameplay loops.
    - Player input is invaluable. 
    - Last minute, uncommunicated changes rarely if ever have a positive outcome.  
     
    The culture at NQ of disregarding the time and effort of players, and lack of consideration of impacts on our gameplay, is worrisome. More worrisome, is the tendency to continuously rework existing content - mechanics, terrain, boolean noise - rather than develop significant new features, many of these features requested years ago. NQ are still missing the winning strategy of successful 'player generated content' franchises like Minecraft, where the focus of the first several years was on adding new gameplay loops - as opposed to continuously reworking existing ones. Reworking existing content decays player satisfaction by forcing the constant rework of our own builds. And making changes by stealth only magnifies the problem.
     
    Until this is understood, the future of this franchise is fraught. 
  21. Like
    Megabosslord got a reaction from Eviltek2099 in When do we get BP snapping?   
    For those who haven't yet experienced how badly broken blueprint alignment is, I've reposted the pre-launch explainer (I'd previously removed because it was meant to be being fixed): 
     
  22. Like
    Megabosslord got a reaction from Zeddrick in Waiting for over 14 days on a STU.   
    Still waiting on my STU too. It would have been a lot more useful at launch, but still useful now for some easy natron and rent-free mining units. More to the point though, NQs constant habit of promising things, not delivering, then just quietly hoping we’ll forget really has to stop. They did it with Demeter and the wipe. They’re doing it now with blueprint snapping and STUs. It’s gotten to the point we can’t believe anything they say - and no indication they intend to change.
     
  23. Like
    Megabosslord reacted to Thunderblaze in Waiting for over 14 days on a STU.   
    Still waiting for my STU too.......
  24. Like
    Megabosslord reacted to Daphne Jones in Waiting for over 14 days on a STU.   
    Tax free 4 x 100+ ore pool? That's better than Haven. Also closer to Alioth and has a low-grav, airless moon nearby to base space-only vehicles. Yes. I would take it now even though it would have been more valuable earlier.
  25. Like
    Megabosslord reacted to Kezzle in Waiting for over 14 days on a STU.   
    Me too!
     
    If I should even have one. I just assumed I wasn't due one, though I got one at Beta-start due to having rushed to sub before the end of Alpha. Should I have been feeling hard-done-by this last couple of weeks?
     
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