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Gottchar

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Everything posted by Gottchar

  1. Space only, VTOL. A ship that can take of and land vertically, but space only. The moment it is space only the VTOL part has little relevance, and in space you can move any mass with little engine power anyway. Not that much gravity to fight. Anyway, given how so far nobody really understood what the issue is, can you explain it again, but with more full sentences. What exactly is the issue?
  2. So, wie montiert man das jetzt? Wir machen die gleiche Reihenfolge wie oben, aber der Einfachheit halber kommt erstmal Schritt null: 0: Voxel. Nachdem du einen Kern (dynamisch XS oder S) gesetzt hast, setz einfach mal eine flache Schicht Voxel. Schau dass es symmetrisch ist, aber ansonsten einfach nur ein "Brett" in der Mitte, wo man alles andere ansetzen kann. 1: Space engines. Die kommen ans Heck. Im Inventar doppelklicken zum Auswählen, grob dahin zielen wo du sie setzen magst, und dann mit "R" tippen grob die Orientierung hinbekommen "R" halten und mausrad zum drehen Pfeiltasten und Bildauf und Bildab zum präzise bewegen. Mit Maustaste setzen oder Mit Entertaste setzen, dann hast du direkt die Vorlage für die nächste Engine. Das hilft massiv wenn man mehrere Elemente exact in Reihe setzen will. 2. Atmo engines, auch hinten, genau wie space engines. 3. Hover, unters Brett, oder sonstwie seitlich, hauptsache nach unten ist Platz. 4. Flügel. Am einfachsten ist hinten, einfach neben die Engines. die Flügel brauchen keinen Platz nach oben oder unten, nur nach hinten. Es ist völlig normal das man am Heck so aussieht, als hätte man seitlich einen Kamm montiert 5. Bremsen, irgendwo hinklatschen. Die Atmobremsen müssen wirklich einfachnur irgendwie dabei sein, die Spacebremsen brauchen nach "oben", da wo die Pfeile sind, noch platz. Falls du mit Voxeln Wände oder eine Decke gebaut hast, dann einfach da außen dran. 6. Adjustors, siehe im Originaltext. Simpel ist es mit 8 Stück. Einen unter der Nase, einen oben drauf. Einen rechts einen links an die Nase. Einen unter die rechte und linke Flügelspitze, einen auf die rechte und linke Flügelspitze. Ich kann, problemlos, ein paar DinA4 Seiten über Adjustor schreiben. Oder einen einstündigen Stegreifvortrag halten. Spiel einfach damit rum, und frag wenn was nicht passt 7. Tanks sollten irgendwo in die Mitte weil sie schwer sind. Falls das nicht mehr geht, dann wenigstens entlang der mittellinie, nicht rechts und links. space ist auch schwerer als atmo. 8. Sitz, wo er halt passt. Mit der Einfügentaste kommst die in die Außenansicht. Es ist ziemlich unüblich in der Egoperspektive zu fliegen. Beispielbilder: Zusätzliche Elemente und warum ich sie verbaut habe: Gyro: Sorgt dafür dass man im Flug eine Anzeige hat, für Pitch und Roll, also welchen Winkel man fliegt. Ist mehr so fürs Gefühl. VR Station: Erlaubt dir auch wenn du grad unterwegs bist mal kurz wo was zu kucken. zB Du bist am Markt und willst Stühle oder Fenster oder so kaufen und weißt nicht wie die Aussehn oder wie groß sie sind? VR zu "Gate library" und schau sie kurz an. Nav Chair, einfach Beifahrerstühle. Dann kann ich wen mitnehmen, Du wirst aber erst Rechte einstellen müssen damit die auch jemand benutzen darf. Radar. damit ich andere Konstrukte von weiter weg sehn kann. Diese Symbole die man mit "V" ein und aus stellen kann. Falls du das periskop und die Kontaktliste nicht haben magst, einfach den Radar erst einbauen (und selber verbinden) nachdem der Sitz schon konfiguriert ist. Ress node. Damit ich am Schiff rauskommen kann wenn ich sterbe. Denk dran du kannst so viele aktiv haben wie du magst. und wenn dein Inventar leer ist, dann ist die "force respawn" option im Menü eine tolle Abkürzung. Hub verbindet alle container zu einem großen container. Die Masse der Cargo wird berechnet, also befindet sich alle in der Hub, nicht im Container.
  3. Das hier ist der Guide zum Schiff bauen, leider auf Denglish, weil ich kenn die deutschen Namen nicht. Der Guide ist für neue Spieler, die ihr ersten Schiff selber bauen wollen um Sanctuary/Haven zu verlassen, was ich auch stark empfehlen kann, weil es viel Spaß macht, auch wenn es frustrierend sein kann. Sich ein Schiff einfach kaufen kann jeder. Des weiteren kann ich wirklich hart, hart mehr ins Detail gehen, aber um es kurz und einfach zu halten, sag ich einfach ein paar Sachen eher grob, oder sogar technisch gesehn falsch. Ich schreib dann gern nochmal die Detailversion, die wird aber Kopfweh bereiten: 1. Entscheid dich für eine Größe (und Anzahl) für die Space Engines. Ich werde in diesem Guide alles andere darauf beziehen. Größer bedeutet primär es dauert länger alles zu beschaffen. Du wirst dieses Schiff sowieso sehr zeitnah ersetzen, also fang einfach an. Ohne Gepäck reicht eine S. Falls du Gepäck hast, fang mit einer M an und rechne mit grob 1M =25 Tonnen Cargo. Alle in der gleichen Größe Ab 4 gleichgroße Elementen nimm bitte eine der größeren Größe. Allgemein merken: 6 kleine = 1 mittlere, 6 mittlere = 1 große und so weiter. Das gilt für den Rest vom Guide, wir nennen es mal die "sechsmal Regel" 2. Atmo engines, einfach doppelt so viel wie Space. (zb Hast du 3 space S, dann willst du 6 atmo S. Aber weil du 6 hast, nimmst du die größere Größe, also 1 M) 3: Hover, einfach doppelt so viel wie atmo engines. (falls du zB 4 atmo engine M hast, dann wären das 8 hover M, also entweder 1L+2M, oder scheiß drauf, einfach 2L) Immenoch dran denken, wenn die Zahl zu groß wird, größere Elemente nehmen, ich sags net nochmal. 4. Flügel: So viele wie Atmo engines. Magst du das Gefühl wie du wie ein Flugzeug fliegen und landen kannst? dann gleichviele, wenn nicht, dann reicht ein halb so viel, aber dann mag ich dich nicht. Flügel = wing. Nicht Stabilizer oder Aileron, die stinken. (du hast 3 M Atmo engines? Dann sind das 3 M flügel, sieht doof aus, also machen wir die "mal sechs" Regel, und nehmen 9 S Flügel. Sieht auch doof aus, also nehmen wir 10, fünf pro Seite). Und nochmal so grob ein Drittel davon hochkant, das hilft beim Lenken. Alle Flügel immer und ausnahmslos entweder hochkant oder zur Seite, nie schräg. 5. Bremsen: dreimal so viel Atmo-Bremsen wie Atmo engines zweimal so viel Space-Bremsen wie space engines 6. Adjustors: Doppelt so viele wie Atmo engines. Aber bitte mit der "mal sechs"-Regel in kleinere aufsplitten und verteilen. Du willst: Nase runter, rauf, rechts, links bewegen können, rechte Flügel rauf und runter, links auch. Also "Rollen" Hier kann man am meisten rumspielen. 7. Tanks: so viele wie nötig, aber nicht mehr. Wie groß ist deine größte Atmo engine? Dann eine Größe kleiner für den Tank. Das gleiche für space. Und dann beim Fliegen mal kucken ob du nicht mehr oder weniger nehmen willst. Die Dinger sind schwer, und Anfänger nehmen meist zu viele oder zu große. Du musst nichts selber verbinden, manche verkacken dabei sogar. Finger weg. Einfach nicht machen, das macht das Spiel selber sobald du in den Sitz einsteigst. Alle Hover und Atmo engines wollen an einen Atmo tank, und der kann 10 Dinger nehmen Alle Vertical booster (nimmst du nicht) und space engines wollen an den space tank, und der kann bis zu 10 dinger nehmen 8. Sitz; Hoversitz. Frag nicht. Immer Hoversitz nehmen. Und vorm ersten Flug rechtsklicken und als Fliegersitz konfigurieren. Und wir montierst du das? Entweder selber fummeln, oder Kommentar unten lesen. Oder fummel erstmal selber, und lies dann den Kommentar danach.
  4. A disagree with the idea of having the only way to get high level stuff being pvp. I fully get the logic that higher reward should require higher effort or higher risk, and currently higher reward and higher risk means pvp. But I would rather love to see something, anything, in pve that also has some risk or effort required. They already tried the "put anything of value into the pvp zone", and while t5 can still be gotten safe, it is pointless without the alien stuffs you need in addition. A lot of people do not want to do pvp in DU, end of story. Shifting the game more and more and more towards pvp gave it nothing in return. It is time to give pve some love. And by love and do not mean yet another "optimisation" which limits gameplay. Over the past 2 years pvp was improved and pve was nerfed with almost every patch.
  5. For every XL engine you add, you can take about 2-3kt. Whatever the number is for your engine type, handling and pilot talents, it scales perfectly fine to 3, 10, 20 XL engines. I am in no way able to reproduce your issue.
  6. Given the restrictions, I am not overly afraid of major lag. And as it is human curated i do not really see an exploit waiting to happen either. Apply via webseite, a GM takes your construct, by hand, pastes it into position, looks, nods, moves on. Any exploit there is an exploit that could also be done via placing a dynamic core at the market. As said elsewhere, this is the effort by mostly Nicodemus who wanted to ad a "better than nothing" low cost thing which does not take away game design and coder time, which seems to be even more rare for NQ than many other studios (where it is also always a precious commodity). About the DU-C thing. Think about these two: Marketbot sells "expo tokens". Price starts stupid high but goes down 5% every hour. (After one hour, if unsold, unlisted, relisted for 5% less than last time). 20 total are sold each 2 weeks. Owner of a expo-token can display and sell his ship at the UEF store. 10 expo-token for BPs only, 10 for full ships like current UEF ships, prices determined by seller, who also has to feed the dispenser himself. So now there are player sold ships, at prime locations, but those prime locations are not spammed by everybody who wants to sell something. one org could always buy all token, but that would be a expensive joke. And no org wants to be hated for making live harder for new players. Or Virtual store, upload ship schematic to VR, ship can be tested in VR by anybody and even the bp purchased (yes, in VR). Is removed after 2 weeks without sale.
  7. I doubt the lack of desctruction of XS and S elements like lights, screens, cables and plants is a heavy burden on the economy. It is however the reason why many leave their ships empty, on purpose. I think this is a nice room on the pic. Hydroponics bay on the right, a door in the floor you can not see with supplies. Behind that is small kitchen corner. Conference table on the left, behind that the engineers stations. Cockpit in the distance with many screens for various things, cables connecting the screens with the programming bords to the radars etc outside. And so much light. All that deco costs less than a single L engine, was fun to place, and I will never take that ship to do some hauling, just because of the tiny risk of needing to repair it all for 30 minutes. And higher scrap makes no difference for many small items.
  8. First off, before even starting with this, in the past sometimes schematics were changed with major unfair consequences for people already owning or producing the item, so the following mostly make sense in case of a wipe, or when creating new items: Tier changes: These are very simple, require litte thought as they can pretty much seen as bug. Some items have an inconsisten tier, if you look at the machines needed for them and the materials used. Examples -Territory units -ScreenXL -Rocket engine L Nanocraftable: Similary a no brainer like above, if one type of HC can be nanocrafted, they all should. I strongly think more of the simple electronics parts should be t1 and nanocraftable, this includes: XS lights, operators (NOT, AND, etc), counters. Rename headlights to "small headlights", make them XS and t1, too. They are the only part on the starter speeder that can not be nanocrafted. I would also argue detection zones and VR pods should be reduced to t2. These are small QoL items that people should have easy access to, this doesn’t unbalance anything. Cost: These item cost an oddly high or surprisingly low amount compared to similar items. These are very open to discussion and I post my opions here: Primer: Usually if you go bigger or smaller, but stay "in the tier", the price is the same for the performance. Examples (using production prices at full talents and actual ore prices as of now, schematic prices not included in any way.) Normal items: A wing M has 4x the power of a wing S, and costs 6x as much, the wing S however is easier to place. A basic atmo engine L costs 6x as much as M with 6x the power, and is somewhat easier to place. A Gate XL is 9x as big as a gate XS and 8x the price. 4 glas panels S are as big as one M, 4xM are as big is one L. The prices are ~100q, 400q and 600q. All screens just cost the same, plants are in groups of either 100q or 600q depending on size. All makes kinda sense. And now, to the stuff that needs to have a look: Canopy windshield. Easiest to compare to glas panels of the exact same size, these cost far far more. 40 000q for L, 6000q for M, 1000q for S, compared to 600q, 400q and 100q for the glas panels. What you are paying for is the fact that canopy, unlike panels, do not have the Z fighting (that glitchy flickering) on the edges when placed on flat surfaces, and they do not look like they are coated in grease. Metal canopy cost about the same as windshields. A steel panel however costs only 140q. How to cover a 16x16 voxel sized hole (2x2 meters): 900 quanta with actual steel voxels (4 cubic meters, no tricks) 1120 for 8 steel panels 16 000 for 16 metal canopy S 24 000 for 4 canopy M 40 000 for 1 canopy L Winner is voxel, as usual, followed by the elements, and you pay more if you want to spend less time repairing. Pipes, they all cost the same, no matter the size. A, B, C and D are not different models, the A and B are different models, C and D are the same model, but twice as long. They also weigh 4t each and cost 36k to make. For a decorative item with no purpose. And unlike a bonsai, or hologram L, pipes are not pretty or give instant braggin rights. Who came up with the price for pipes? Control units: Command seats can link more stuff but are much heavier, fair enough. EMC, programming board and remote control should have their price increased to match that of hover seat and command seat though. Something being quite cheap is usually not seen as a problem and nobody complains, but I think it would make sense. Type of material needed. These are a bit different. Just be aware this is not about realism in any way, this is about roughly balancing the types of ore needed. It is also not an issue with individual items. This may also be a hard read for people who do not do industry. All engines need reinforced frames of their tier, which means heavy metal (yeaah!), and screw of a 1 lower tier, more heavy metal (doubleyeaah!) Atmo also needs: Injectors, which means plastic of all tiers including the tier of the engines, and screw, up to one lower than the tier of the engine, Combustion chamber, which is mostly heavy metal and some light metal. This is pretty damn metal overall. Space engines use conductor metals instead of plastic And the same is true for other ship parts that you need multiple of, hovers/boosters, containers, and maybe eventually t1-4 wings, brakes. I very much welcome the higher tier version of some ship parts and hope many more come, like wings, adjustors and brakes. However, while the t1 versions are still somewhat balanced, the higher tier versions are less so. A move towards more "metal" parts of higher tier should therefore aim to increase the use of plastic, glas and conductor metals. Examples: -Increase the need for high tech which already uses more of those 3. Like by introducing different sizes or even tiers of warp drives, adding other high tech like the AGG, this could be an "AGG light", which just generally reduced the gravity force on your ship, without need to adjust a singularity. Make your M core ship behave on Alioth like it would on Sicari, with the new Göde-drive, which needs a shit ton of Pyrite and Kolbeckite to produce. -Change part materials needed. eg the advanced burner from 2, 2, 2, 2, 2 (screw, screw, light metal, light metal light metal) to 1, 1, 1, 3, 3, and injector similary to need less screws, but more plastic. Magnets to use more connectors. -When introducing a new tiered version of an item, let’s say t2+ adjustors, change their frames into casings. -More items where you can chose. Currently space fuel and scrap are the big equalizers. If one t2 ore costs drastically less for a while, people switch their space fuel and it equalizes. However only for t2. Scrap equalizes all items, but is not used in the same volume and heavily favours higher tiers anyway. Easiest thing would be to introduce more fuel schematics (and making the final product the same thing, so it mixes). It is a hard sell lore wise though. Alternative items are the most surefire way to keep stuff balanced though, keep it in mind if you ever introduce a new consumable like for an energy system. -Make non-vital parts of ships take no PvE damage, drastically increasing the use of screens, lights, holograms, canopy, and opening a want for more, bigger and higher tier vanity items. I want to stuff my ship with t3 M sized plants, a t4 crystal bar and a holodeck-like room with a unicorn fountain and a rainbow projector. And that doesn’t work with voxels and vert lights. Closing: This was a long wall of text for an addendum to another forum post. I am aware that some are a bit on the nitpicky side. I also want to mention that the currently high prices on some items mean more profit for me. So this is not coming from somebody who wishes he could afford more things, I just think canopy are stupid expensive and same-tier ore should be more same-price. Many of these things said could lead to nice discussions about other things, please start a new topic for those.
  9. Just like voxels, remove the enviromental damage (aka pve damage) from them. It is just silly that I have to try to keep the amount of non-flight elements down, to keep stuff repairable. Any chairs, cables, pipes, windows, canopy, flowers, lights, telemeter.. you get the idea, should be treated like voxel. And while they are at it, rethink the cost of pipes and canopy. If they were to wipe, some recipes really need to be looked at again and a wipe would be the perfect opportunity. (this is not meant as a pro wipe argument or discussion starter, just saying if they were to wipe anyway)
  10. Actually was starting the challenge yesterday to check another bug, didnt have an issue. But V stations generally sometimes only show a fraction of destinations.
  11. Oh, forgot to point out, after last time we learnt that Entropy doesnt know there are no L wings, this time we learnt NQ was unaware players dont like memory leaks. I wonder what other things they dont do due to lack of player feedback. Dear NQ, All the bugs, we would actually rather have them fixed. The server issues, desynch, ships teleporting back to where they were, we would actually like to have that fixed. New bugs on the test server that people report, they actually report them because they do not want them to hit the real server. The game hugging over 30GB of ram if you have them, we would rather have that fixed. And there is a faint rumor, that some players may even would like to know what is going on with that wipe thing. Hope that clears it up, now you know.
  12. sorry for late reply, ctrl+V for paste. Unable to test new player experience. Does the issue persist?
  13. They are either not allowed to talk about future features, or super restricted, anything about the future is always just "We might be thinking about maybe considering it at some point, if people want it." So why even bother about planned features, if that is all you get. I rather hear about the reasoning behind past choices.
  14. The most valuable resources are in pvp space. And, assuming pvp players like to pvp, it is also the only place where pvp players can do that thing they like. People who want to have some tight pvp action are not drawn by pvp, the whole framework doesn’t really work for good pvp. Instead of adding more and more stuff to pvp space, and making changes for all players to balance pvp even if it harms pve players, maybe it is time for NQ to instead look for more ways to make pve more interesting and work with what DU is already quite good at. Look at games like Stormworks, Airmen, Satisfactory to compliment the who player driven, resource management, ship building, civilisation building thing. Stop trying to shoehorn the whole game into the pvp genre. And if some percentage of the pve players like pvp, you get more pvp players, too. because the pve players can live without the pvp players.
  15. Basically: Whoever makes the bigger decisions doesn’t see proper player markets or any other of the many ideas on the subject as priority. Nicodemus thought he can help out by doing something that he can do almost by himself, with little need for any coders, game or asset designers to do anything, as he is pretty much just using the ingame assets, ingame mechanics, his GM tool set, and does nothing that could impact the economy. If you think "I could have done this" or "this has been done before", that is because you are right, one guy can do this, just that when Nicodemus does it and it is in the patchnotes it actually draws a crowd. I see this as a "better than nothing" solution by one guy, while the rest of NQ does, erm, I dont know what.
  16. For years we are told any kind of test-account is a bad idea as it does not work with the player driven economy and persistent universe, introducing it almost seems like there are plans to, you know, not have it persistent, like due to some kinda already planned wipe. anyway Player markets of this type, as in, some L cores for decoration and foundation, filled with S or XS cores where people can have dispensers or advertisement, is something that players have already done, but could not get to really take off because of the missing ability to advertise. Instead of giving players the tools to advertise such a thing (see below), NQ builds their own version, which is now "official" and gets a sticky top spot in the VR list, twitter, website, release note, youtube, launcher advertisement slots. What are people with actual markets (sorry, dispenser halls with screens) supposed to display there? Big screens with price lists, screenshots of the market and an info button to set destination? If the normal market ui ("J") had an option to "include player dispensers", then any player wanting to buy item X could also see "Oh, somebody has a dispenser on a construct called SVEA-Market" 50km away and sells it for cheaper, 52 items available!" A ship seller has screenshots of his ships, descriptions and destination button at the NQ-Market. Imagine he could just upload the BP into a "ship databank" and any player can, via VR, load and test those ships in a VR enviroment, and of course buy the bp, I mean it is just a data item after all. Nope, what we get is the way that needs the smallest amount of work possible, an intern building a market like players already did, manually choose who gets to "rent a stall" and it all gets advertised via the usual outlets. So a player market, made by devs, advertised via out-of-game tools, without adding in-game tools. Website based DAC stuff, without adding in-game stuff. Website based new friend invites, no change in game. Talents reset, without any change to the talents, which sure could need one. But in the game at least square lights now do what vertical lists already do, that’s a relief, unless you actually wanted to have some kind of spotlight, with a cone, like the square light works currently.
  17. NPC missions shouldn’t pay out a lot in general, they should only be a filler, between the human made missions. And if you now ask "which human made missions? Alright, a brief history of heavy hauling, and why we don’t really do it between planets: .23 comes out, creates (amongst many other problems) a quanta sink which needs to be countered. Thus, bots now buy ore for double the amount, 25q/l, and daily login is increased to 150k per day, just for the time being *cough* For quite some time, this means that the need for ore transport died completely. There used to be plenty of people mining on outer planets and ore used to be much cheaper there, as barely anybody uses it outside of Alioth. And due to this, massive amounts of T1 ore was slowboated to alioth. patch.23 killed that, ore was now even cheaper on alioth compared to other planets, as the bots died there first. Mission system was introduced, it was meant for players to make missions for players. It is not only really bad for that purpose due to generally flawed designs (volume limit, mission amount limit, unable to split stacks at market), but also, the NPC missions pay massively, can be done with alts, and cost no collateral in comparison. So, because bots killed interplanetory hauling, there are now new bots offering interplanetory hauling missions. Missions get nerfed, but are still much better than player missions, due to the other reasons. If I have a dead possum and mold in my coffee mug, changing the brand of coffee is not solving the mysterious issue of my coffee tasting odd. Maybe I should remove the mold and the dead possum first. All the bots ruin the supposedly player driven economy, and the shittily introduced mission system for players amplfies it. And I will continue to just warp my ore in from my sicari miners myself, because I am unable to set up a useful mission for it.
  18. Pretty or not, compared to many other games, there is not really a lot of depth. While most other areas of the game have a "if you can’t do it, this is an MMO, find another player who can do it" philosophy, building a working ship is kept as simple as possible so that everybody can do it.
  19. Decorative building is nice, but practical building is not. The practical side is dumbed down to the max, to benefit decorative building, be it for statics or ships. Piloting just got a massive nerf to fun, with anything above 1.75kt having the agility of an oil tanker. For a game boasting about its player driven economy, there sure are too many bots. Instead of slowly closing quanta faucets and sinks, every since they felt the need to introduce schematics we get more and more NPC sources and sinks of quanta and items. Social, fully agree with your points, and want to also point at the current social tools in the game, especially the chat. And instead of tackling those, we get more and more "put valuable stuff in the pvp zone, and nerf pve things, so everybody does pvp and is happy"
  20. "for example in exchange for quanta" What else? This would be a good time to add to the original announcement, that trading via anything else but ingame goods/quanta is against the TOS. Right?
  21. If I tell John Doe: "I sell you a DAC for 20M quanta" and he gives me the money, and I do not give him the DAC, that is not even against the TOS. So with the lack of trust and guarantees, you can pretty much only trade via a trustworthy party, or with with people you trust directly, corret? This is about as good as the old dispensers, which didnt show what you buy as you pay.
  22. 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.
  23. 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.
  24. 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.
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