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XKentX

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Posts posted by XKentX

  1. 4 hours ago, NQ-Naunet said:

    <cut to save space>

    Hello NQ-Naunet.

     

    Thank you for providing us with the information ! Much appreciated.

     

    Can you please describe what would happen in those scenarios please?:

     

    1) Ship X is firing on ship Y from 1 SU range. Ship Y pilot is hit and dies or logs off(or alt-f4 or game crash etc). Ship Y has no other pilots on board. Will ship Y continue to move ? Will it stop once the core is destroyed ?

     

    2) Ship X is flying toward a market district and is at 1 SU range from it, market district has N amount of players in it. Pilot flying ship X has game crash or does alt-f4. What will happen? Will the ship continue on like it's trajectory and crash ? (Does ECU has any effect here?)

     

    3) Ship X is in space at 30,000km/h. Only 1 player P on it and no other players in 10 SU range. Player P logs off or alt+f4. The ship will freeze(please correct me if I am wrong). What happens if another player approaches the ship while player P is logged off ? Will the ship start moving when another player approached it ? Will it be standing still and instantly gain 30,000 only when player P logs back in ?

     

  2. 52 minutes ago, Warlander said:

    lol this tutorial bs needs to go. Its too complex when you first join and waaaaaay too long when people just want to get into the game and mine/fly/build/craft.

     

    If anything it needs to be given into the hands of the players to help show newbies the ropes. Make some kind of guide program for people who can be trusted with the responsibility to help new players. Then give us a dispenser element to shit out all the parts at once or some rations, and let us handle the rest.

     

    The tutorial was stupid and forced and beyond the cores, blueprint, and parts its stupid and pointless with the like 100 steps it takes just to get out of the damn thing. I skipped most of it. Just give the player a flight ready ship. Done, off you go.

    it's there because otherwise you go to ion and dig down, it's game over ? you "finished" it atm.

  3. 11 hours ago, blazemonger said:

    It's not against TOS as User (Player) != character

    TOS refers to RL situations here, not in game. (and this is a pretty standard part of any MMO TOS..)

     

    You can scam in game all you want, you can blackmail in game all you want. You can't tell someone IRL that unless they give you money you are going to trash their place in game.

     

    You can blockade a character's base in game, you can't cut someone's access to internet preventing them to play IRL

    And no, you can't call SWAT IRL on your opponent in game as a battle starts

     

    and yes, those things have happened. Not in DU yet but they have.

     

    SWAT tackle best tackle lol.

     

    Some people seem to dive too far into sandboxes.

  4. I have just seen your post so it may be little late...

     

    You can force-forward/backward the tutorial by pressing (alt/shift/ctrl) + pege up/down. (Don't remember which one of the alt/shift/ctrl just try and see).

    So if you get stuck in the tutorial just fast forward that step and go on, nothing really critical there. The stage you describe is probably where you should craft the nitro fuel in the "k" window.

  5. On 11/25/2020 at 11:53 AM, Moosegun said:

    I think you have pretty much summed up part of the issue, people panicking over something running out, which actually isnt running out, and which is only used in about 3 useful endgame items.  Why are people even mining T4-5, explain that to me?  Because there is a crazy notion that it has value, when actual it doesnt.......

    Building AGG M is more profitable than building adjusters.

     

  6. 25 minutes ago, vertex said:

    But I can do a lot of thinking in 5 minutes. For example I thought about that issue of crashing into a station or a planet after warp and considered what it implied. Now the only thing it means is that the responsibility to stop before warping shifts from the warp script to the player. If you want to be safe on warp exit: just stop before you warp. Not too much to ask for and let's be real - that instant brake the warp does as soon as you activate it feels reeeaally awkward. I found myself sitting there and asking "Why can't I cancel warp and use it as brake? It's much better at the task than my space brakes!" :lol: 

     

    In addition, if you've got a scout ahead of you that can tell you if the destination is clear, you can implement nice new tactics - or you take a chance to hit the ground (ehem,...) running blindly, hehe. Again that would be completely in the player's responsibility. Nobody complains that you burn in the atmosphere if you get in too fast -  why should it be an issue when you go too fast into warp? ¯\_(ツ)_/¯

    It can be done but I NQ will not think and try to find a fully working solution they will slap us with some half arsed temporary solution that makes game even worse in my opinion and will be happy living in their "we built the best single shard sandbox MMO" dream about it until even non PVP players ragequit after totaling their ship couple of times. (95% of PVP players already left, they have 0 content)

     

    Even from this thread you can clearly see that players already found many problems with their solution in like what 4-5 hours of it being announced.

     

    You disconnect or something glitches near market ? Boom, all your L-Core elements are "modified" and should be replaced. 100 more hours of wonderful digging, mine is that way. Good luck.

     

    Edit: I alt tabbed from the game, wrote this post and alt-tabbed back. The door of my ship is still loading... (1gbps fiber internet)

  7. 2 minutes ago, vertex said:

    :lol: nice concern! Didn't think of that, but kinda obvious, yeah. Could be solved by making low speed a condition to be met before warp will be available. But I kinda like the idea of going from high speed to warp. I think if warp would keep the momentum and not insta-brake, only suspending momentum during the time of warp, it would solve this and be a nice addition by adding the option to come out of warp flying forward (if your momentum lined up with your warp direction).

    If you don't suspend the momentum after warp then you will crash into that nice huge base someone built especially for you at the warp exit.

     

    Those changes are not something we should do by thinking 5 minutes and slapping it on. My point is that as mentioned, this fixes nothing while introduces very big problems that far outweigth the benefits.

     

    It's like amputating a leg because you broke a finger.

  8. 2 minutes ago, vertex said:

    If I get disconnected while piloting, along with restoring my momentum, logging in should also restore me in the pilot seat. Otherwise I might crash for not reaching the seat fast enough.

    Your momentum will not stop if you are anywhere near market, from what we understand if there is another player near you, he will calculate your crash right into market trajectory for you.

     

    if near means "on the ship" then PVP is broken as you can abuse it to insta stop/accelerate.

  9. 9 minutes ago, NQ-Naunet said:

    So based on what I've read so far here and on Discord, these are my main takeaways:
     

    • Many players are concerned that the Alt+F4-stop-and-login-to-instantly-regain-speed workaround will potentially be used as an exploit piloting maneuver during PvP, giving those that use it an overpowered advantage.
    • While some players are feeling comfortable with the maneuver tool distance restriction, many are requesting an increase of up to ~250m to accommodate bigger elements such as L Cores.
    • There are some concerns about moving unwanted constructs from player-owned tiles.
    • That there are some bugs that should have been addressed before NQ nerfed the maneuver tool.


    Please let me know if there's anything I need to add to the list! 

    I think it's safe to assume that many players concerned that an unstable state of game that crashes 3 out of 10 market approaches on ANY pc will ruin their ships total-loss post patch due to not stopping it when their game crash.

     

    Another note:

    If this is to fix Alt+f4 instead of 20 minute braking, we can warp to planet when we are close to it and this will only spend 1 cell and insta stop the ship on landing so this fix doesn't fixes anything IMHO.

     

  10. 1 hour ago, Mornington said:

    Another variant of this is you land one core too close to a smaller core on a space station landing platform, and when you fly off later you look around and see the smaller core attached itself to you and you've now hijacked it. ;) 

    Yea, i once brought 1 ship to my space station and accidentally took back two others as they slapped behind the beautiful non transparent UI boxes.

     

    Backward progress.

     

    Was really pissed off as I only noticed it when landing.

  11. 19 minutes ago, Bobbie said:

    By fixing rampant crashes and disconnects.

     

    Entire game feels like it's being held together with paperclips and duct tape. Both client and server are rickety and clunky as hell.

     

    There was supposed to be a massive bout of bugfixing and stabilization for the 6 months leading up to beta. I haven't noticed the difference.

    Yea but let's fix the bugs and then remove the duct tape or the thing falls apart

  12. 7 minutes ago, Aranol said:

    everything look nice, maybe I some case ALT-F4 is use to sole a probleme, but in 99% of the case it's use as a bug exploit (and I'm the first to use it to avoid a 20min braking befor landing)

     

    but what happen to a destroyed ship, does it stop when it get out of range of every player arround, and we can come back close it  will never restore speed and rotation ?
     

     

    Fixing 20minute breaking avoidance exploit doesn't justify ruining ships due to disconnects/crashes and removing workaround around other problems

  13. About the maneuver tool: 

     

    When you park your XS on say M core and all this when standing on your L core runway xs attaches to runway. There is no UI to say what you want to attach to. So i dance with maneuver tool until i ensure they docked properly or there is a big chance they can blow up when i start piloting. 

     

    It doesn't matter much if i land xs on m or maneuver tool it there. I usually need to lift the M core above my runway and only then somehow maneuver tool the xs on top of it. It's really random or something. I had M core just blow up once when i entered seat.

     

    50m maneuver tool will make this even worse.

     

    No one abuses maneuver tool, why even fix anything there ?

     

     

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