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Gottchar

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Everything posted by Gottchar

  1. Assuming they want to wipe, they would want to A: do it with the release B: not annouce it long before the actual wipe, as that would mean even fewer people play. So if the release is planned for eg october, and they want to wipe then, it is a good idea to not tell us already. If they had decided on not wiping however, they would have told us. So, we can take their silence as a yes.
  2. Why do you even bother doing these, if you do them like this? Same thing as with the discord Q&A, or the youtube ones.
  3. So would this wording be correct? Getting the Secu skin for programming boards disables the ability to apply the retro skin. Additionally, it also resets all boards set to retro back to default.
  4. Could actually delete quite a few lines, nice.
  5. All made up, but referencing the style of some NQ quotes. When asked about why the repair units does not repair, the dev said the user should understand that the repair unit is not a unit to repair things, but a "way back machine" for voxels, and goes into detail how the repair unit currently works (which we already know) instead of answering the question. NQ really likes to mention how they maybe could consider starting to think about maybe doing something, but it is low priority. Example: "Will there be an ability to group territories and pay taxes for a group at once? It's very annyoing to deposit quanta for each territory when you have a lot of them." "Yes, this could be a QOL improvement we can consider for the future, but there is no set date for that. " And the advice to just not use them is mirroring the advice to just not play the mining unit game if you think it is too slow.
  6. What you have to understand is, that a BP is not meant to be some kind of blueprint for having a building placed next to your other building. It is more of a "way forward machine", like, what would it look like if you just build the whole thing, and without aligning it to anything. And the current BP System does that really well, it works. NQ might think about thinking about maybe introducing something like what you suggest eventually, if they thought people actually wanted it. But until then there are things with higher priorities, like letting programming boards know the position a screen is relative to the button that started it, expressed as a quaterinion matrix list, via getScreenPostionRelativeToButton, a new video or the devs playing some other game and calling it DU, new guns to speed up the enemy, and globally reducing running speed to make pvp more balanced. Also, if you don’t like blueprints, just don’t use them.
  7. Also, something as simple as adding a multiplier to the normal dispenser interface (assuming the limit and cooldown are set to zero) would already be super sweet. So if I, the seller, set my dispenser to sell you a batch for 9600, you can just have an input to buy that x times.. As you can see, I am not a graphic design dude
  8. I can only connect one dispenser to a container (or hub), currently I need an extra container for every dispenser, if I want to sell warp cells in batches of 10 and 100, I need 2 dispensers and each need a container. I am a shopkeeper, not a coder, so I just quickly describe what I currently think I can do (or want to be able to do) with the new LUA: -Allow a customer to interact with a screen, in order to change batch size. The screen stuff is already in, so setBatchContent and setPrice is all I need there. -Allow a customer to select which items he wants (only for small items like operators, cables, barriers, furniture, plants). So he can, via screen, just click here and there and then finalize at the dispenser to get his 3 fruitplants and 5 AND operators. I would personally will stick with 1 dispenser, 1 board, 1 screen, 1 container for most items There is "unconfigured", in which case the dispenser simply states an error message.
  9. A dispenser that has not been set up in any way returns an error when a use is attempted, so the lua would just have to have a "reset" function, which disables the use. Just check if setBatchContent{{0, 0}} disables use due to this. (I guess I would have to use an actually existing item ID and set amount to zero?) Other than that, Yoarii and I may have the same amount of dispensers, but he sure is far more knowledgable when it comes to lua and dispensers in combination.
  10. "the Market station provides a new dynamic in the transport of cargo, in that merchandise can be bought and sold without the need to make planetfall." so like any of the already existing moon markets, without the moons. Market 1 Alioth moon 1 is: -closer to most players -also in space -more landing space -easier landing, because a tiny bit of gravity is nice to have -you can already warp to a moon, no public warp beacon needed I have no idea how the new space market adds anything in any way for anybody except the Utopia guys, that was not already provided by any of the moon markets. Unless the fact that there is a moon below the moon markets is an issue, which I doubt, the new market is not going to see a lot of action, it is yet another waste of time. Next time players ask for something that would actually be nice and make the game more fun and the devs say "we would love to, but it isn’t priority, maybe later we find the time" just remember there was time enough for this thing.
  11. to sell, for example coal, type "coal" and use the sell button there.
  12. Either the game is considered main feature complete and you release because of it, which many, me included, are afraid of, as it means the game will not get any of the many things it still needs. Or you release the game despite not being finished, which means you are running out of money and try to get a last round of funds in a sink or swim move. So which one is it?
  13. deleted element number bug, added short-range unpacking, tilted core +docked ship explosions, talents +sust speed.
  14. Whatever works best for you, but you will have to learn some things double that way. The patchnotes are also often incomplete or misleading, even wrong. On top of that, the stuff there is to know and learn is not in the patchnotes anyway. You would get more out of this if you occasionally print out a wiki page and read it.
  15. correct, I complain the missions are so bad I can barely use them, and I barely use them. I don’t know what the threshold for "cheap" is, but so far I did not get any takers for long distance hauling missions, unless I offer roughly twice the warp cell cost, in which case I pass and do it myself. I usually only do it for bringing some small stuff to the market. Which is an issue. If the 2B worth of goods are as easy to transport as 10M worth of goods, I essentially have to pay extra to compensate for the collateral, which is exactly what I am complaining about. I have a hard time competing with the super low collateral NPC missions. If you can fly ships made of pure gold and bonsais, maybe I should pay less. I am also not sure how anybody has to put his super luxury yachts on the line for my safe zone or warpable missions. That is what I am doing already.
  16. Anyway, if you want the ship to slide sideways when you are tilted, rightclick the engines (one by one) and "disable thrust along gravity". If you want to craft to not slide sideways, enable it. Crafts should usually ignore any terrain slant, meaning should you be on the side of a hill, you do not drift because of it. I will check next time I am on if I notice any changes, maybe there was a change and I just didn’t notice yet, in which case I apologize.
  17. I would really like to set up missions to transport things more often, sadly, I can rarely use the mission system. My missions will compete with the endless supply of NPC missions, meaning if I pay less than a player can get from an NPC mission, I don’t have to bother. NPC missions are -repeatable, can be done multiple times in one shipment with alts. -the longer the mission, the better it pays, and the smaller the inconvenience of having to log into multiple accounts, or ask friends to come for the ride. -the shorter/smaller the mission, the lower the collateral. -no limit for litres Due to this, the player missions are hard to sell: Long range ore transport: Every ~5 days I ship 4ML from Sicari to Alioth. I would have to set the collateral to 200M for the whole amount (50 per litre), so no newer player can do it. And more established players, if interested in transport, will already do NPC mission which pay better and can be organized better with group or alts. Also, I would have to split the transport into 512kl chunks, and as only 3 missions can be set up at a time, I would need three EXL parcel containers, on both ends, to organize, pack, set up. I would also have to pay upper market cell cost for a heavier ship than mine, +actual reward. So I just do it myself. Short range heavy transport: No warp cells involved, but still same problems as above. Also, these transports would likely be from the market to my base, which means I need to create the parcels inside the market container, which does not allow to split stacks. If I have more than 512kl of a single type of ore in the market container, it can no longer be used for a mission. Long range light transport, like schematics: For a small job like just hopping with a warp shuttle to Talemai and back, I could set up a mission, but now the collateral is a huge deterrent. 3M quanta job, for 100M collateral, maybe somebody would still do that. Same job but for 500M or 2B collateral? Short range light. I just pick it up next time I need to fly light anyway. I wouldn’t mind outsourcing some work, but the tedium, high price (to compete with NPC missions) and restrictions mean I either ask a buddy to fly it (and I move from container to container via VR) or, in 99% of the cases, I just fly myself.
  18. By default, hover lift you up (as seen from planet) and boosters lift you up (as seen from the ship). You can however, just rightclick the engines and enable or disable "thrust along gravity". There was no change to the engines.
  19. The idea isnt new, I just have not seen it in a while. Warp gates which are neutral premade structures located in pve space, somewhat close to planets, which can be used to get to other warp gates, but with a control station in pvp space, where the connection can be set, and a price for travel. Route shortening It creates a third way for long distance travel (the others being warp and slowboating). So even without adding and direct reward, controlling these is worth your while, as the group in control can travel cheap and quick, while being able to set up a cost for non-group players, in quanta/kilogram. Any non-group players planning to use the warp gate do not risk anything, worst case they arrive and see the price is higher than they expected, and don’t use it. Getting money for pvp No cargo that got deleted last minute, no elements with lost life or anything, just cold hard cash as income for controlling the station, and cheap travel for mission haulers. All this while even being willingly payed by the pve players. Some communication required, in a dynamic system. Any gate can only connect to one other gate, which often may not even lead back. The system map shows gates and their current destinations, rates and owners, plan your course and contact any pvp org controlling a gate you might want to have changed. Ask nicely or maybe pay a little. PvPers shooting each other Now the pvp players can shoot other pvp players, who like that sort of thing, and still get paid by the PvE players Think about it this way: Currently Mr Rabbit is sometimes shot by Mr Looter and sometimes by Mr Raider. Mr Rabbit is unhappy and the other two would rather have a proper fight. With this idea, Mr Looter and Mr Raider shoot each other, and whoever is better gets to control the gate the happy Mr Rabbit uses for his transports, and pays for. Fineprint: This requires, amongst other things, a new system map, which is long overdue anyway, and likely a rebalancing of the npc mission rewards.
  20. In order of how it appears in the text: "goddess of war", goddess of wisdom and strategy. "set Helios ablaze" Helios is the star, not hard to set a bloody sun ablaze. "hits a new stratosphere" there is only one. You can hit it, but not hit a new one. "Alien" There are now aliens. "Alien core units must be defended" If there is one space core, it might actually be defended, if there are plenty, we just have pvp asteroids 2.0: PvE players in throwaways try to get some, without being shot down by the "league of pvp players who banded together to not shoot each other and complain about lack of targets". "Stasis weapons". Are there really concerns right now that haulers have it too easy to escape from pvp ships? FTUE at long last. New space map, about time, embarrassing it took so long. Visuals visuals visuals, sure nice, the bug introduced with the industry visuals is still not fixed. Mining Units Lua API, nice, can we have dispensers, too? Space market: If this is just a market, but in space, we already have that, on every moon. Want to bring a huge space only ship to trade things? Go to the moon. Nobody does it of course, because nobody does it. The player base is so low, there is only one npc market with (usually) all things. Also, how large will the no player-station radius around this be? Because there will be a cloud of little shit stations blocking access. Just because it is cheap to "reserve" some space in case NQ introduces more and better npc buyers and sellers again. Element stacking exploit fix: This time really though, right?
  21. The problem: Elements never decay, ore is infinite. A possible solution: Element decay and requiring maintenance. Overview -a second health bar -decay is time based -decay is in no way coupled with damage taken. Scrap stays the mechanic for damage related repairs. -purely cosmetic items are excluded from this, no maintenance for plants, furniture, windows etc. -no decay for items in containers -a maintenance unit keeps the tedium at bay -the maintenance unit is fuelled with elements of the same "family" as the items to be maintained. The new bar: With the repair tool in hand and ALT key held, elements show their decay status. Usually players will use their maintenance unit to check stuff though. The bar slowly fills with decay points and, when full, the item needs full replacement. This would on average take month to happen and is easy to avoid. The decay bar has as many points as the healthbar has health points. Time based: Any time a player enters the seat or build mode of a craft, or enters build mode, and at least 5 minutes have passed, the game runs the decay check. This also happens during server down time if it didnt happen for the last weeks otherwise. So most constructs have this happen to them spread over time, but even unused constructs do not escape decay. During decay check the following is done: -game checks time passed since last check -game checks total hitpoints of all elements that can decay (cosmetics are excluded) -multiplies the above numbers and a coefficient -assigns those decay points, up to 5% of the bar of an element, but on the healthiest (by percentage) elements first. If you have two identical ships, but one is used every day, and the other every month, they still decay at the same overall rate. The first in daily tiny chunks, the other in big chunks whenever used. Please note it would still take months to actually destroy an item due to decay. No cosmetic items: Players are already discouraged from using cosmetic items, due to the tedium of repair. I don’t want to add to that. No decay for items in containers Especially now with core limitations and the renewed talk of "storage mechanics" for ships reemerging, having no decay for items that are not visible in the game world is a nice incentive for players to keep the world clear of their 40 ships they have in some corner. The Maintenance unit Similar to a repair unit, but useful, this machine let’s you empty your decay bars. A ship in maintenance is temporily disabled, the unit can also be used to fuel all tanks. The "fuel" The most important part, in order to do the above, the unit must be connected to a container with items (and fuel). It directly transfers the decay points of elements on the construct to elements in the connected to container, and deletes them if the bar is full. This only works for elements that share a group: -atmo and space engines of each tier are a group -ground engines and adjustors -aerofoils -containers including tanks -AGG, pulsors, warp -control units, electronics, elevators, force fields, other "system" items. -industry units of the same tier -doors, gates, landing gears So unlike the repair units you do not need the exact item, but you do at least need something similar. This should also normalize different market prices of different elements with similar production cost. Possible results: -Every item is useful, if only as scrap. If a patch makes some item obsolete (like recently with scanners) they can still be put to use. -just like the 4 different space fuels equalize the t2 ore prices to some degree, this would also equalize prices between safe/freight/military/maneuver engines. -no item is a one time purchase, unless it is cosmetic. Equipping t4 engines mean from now on you need t4 engines to maintain them. -You can not just only buy things on alioth and there is little commerce on other planets. because now, on every planet, there is a constant, if slow, need for elements. -Ore prices steady and hopefully ore bots can be turned off again. A step towards a player driven economy.
  22. added: -"Show only doable" filter for transfer units requires much more than a single batch size to show up. For ore (tested baux and lime) this is 1700 litres. -Build helper menu in flight no longer shows mass -G-values in build helper do not factor in docked constructs -Sustentation speed value in build helper does not include talents of pilot. -"Rightclick-> instant sell" only works for items in the nanopack, linked container items must be searched and the button on the site of the item be used. This is why you will often see your buy orders filled in chunks of ~4500 ore. -Nanopack volume talent works in VR -Some ships in the flight challenge have full buffs, not sure if intended. As you can see, some are super old and known already but only added now, so hard to try to write all of them down, whether you know them or not. So please tell me if you notice something is missing, no matter how known you think it is already, I might have just missed it.
  23. Again, if you think fuel is expensive, use a more fuel efficient ship. If you fly multiple trips to Alioth from Sanct daily, with mil engines, and carry an AGG around at all times and who knows what else, it is understandable you need a lot. I wish fuel was far more expensive or more was used, so people would actually care about consumption more.
  24. Did you only scan hexes in a small area?, Fly 20km in some direction and scan a few tiles there. ore distribution is more in "areas" now, if you have a hex with mostly quartz and coal and little hema, the neighbouring tiles in a 5km radius will be roughly the same
  25. I like the changes, but was also hoping that the calibration loss over time could be reduced, while also reducing the gain rate for charges. So that user have the same amount of units with the same output, but can (and have to) calibrate less often.
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