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Gottchar

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Everything posted by Gottchar

  1. as it may happen that people have a dc or whatever, becauser there is really no need to do a monetary punishment, and because there is an issue when the craft belongs to the org, why even involve a fee? If you leave the zone without the craft or 30 minutes pass you get a popup and can either pay to extend time or not. After an hour (unless you extend time) the craft is despawned and you can pick up a magic blueprint for it, no cost involved (so no issues for DC or other unplanned things). The magic blueprint contains the whole ship, with cargo, but weighs twice as much as the ship did, to avoid abuse. So you can’t just use this to easily transport things. It is lost on death and can be gotten at market again until used (otherwise people can teleport with it), that should be abuse proof and yet not impact anybody who didnt intend to leave his craft on the market, like people who got a dc or left the stove on. It is the equivalent of youtube asking "are you still there?"
  2. as it may happen that people have a dc or whatever, becauser there is really no need to money punishment, and because people there is an issue when the craft belongs to the org, why even involve a fee? If you leave the zone without the craft or 30m pass you get a popup and can either pay to extend time or not. After an hour (unless you extend time) the craft is despawned and you can pick up a magic blueprint for it, no cost involved (so no issues for DC or other unplanned things). The magic blueprint contains the whole ship, with cargo, but weighs twice as much as the ship did, to avoid abuse. So you can’t just use this to easily transport things. It is lost on death and can be gotten at market again until used (otherwise people can teleport with it), that should be abuse proof and yet not impact anybody who didnt intend to leave his craft on the market, like people who got a dc or left the stove on. It is the equivalent of youtube asking "are you still there?"
  3. If you start a topic in the discussion forum, expect people to discuss things. Also, don’t worry about muscle memory, this game would work perfectly fine with a ping of 1000ms, you could look up the keybind of any key before pressing it and do fine.
  4. if the ship is abandoned, as in, the owner rightclicks the name on the map interface and clicks abandon, you can repair it and own it. if it is just fully destroyed but in safe space, you do not gain ownership if you repair it. Quick way to check, see if you can enter build mode, if you can, it is abandoned. edit: sorry if you meant to discuss a possible change, not talk about the current mechanic.
  5. (clicked quote instead of edit, how do I delete a post?)
  6. Last updated July 13th 2022 As reporting a bug usually is a process with no feedback and as picking talents usually means hoping they actually work, here is a public bug list. If you want anything added, please describe them clearly. No need to be salty towards me, I am just the salty guy who wants them fixed or at least known, too. Do not spread exploits. There are plenty of exploits, I would love to make them all public for a level playing field, but it is against the TOS. So as I want to keep my list, please no exploit talk at all! Talent related: Crafting -plenty of text is wrong, like exceptional parts manufacturer claiming to decrease crafting time for functional parts, it works however. -[tier] product refining description is for honeycomb, but works . Piloting -increasing foil lift via piloting talents (not handling) do not change sustentation speed(with full talents your true sust speed is therefore 82% of what is displayed) Gameplay related Industry/crafting -So many more unknown server errors leading to random machine stops, especially after maintenance -HC nanocrafter inconsistencies, like galvanized black iron can not be nanocrafted -t2+ Hovers and Boosters have the schematic price|craft duration|assembler need|materials needed of the of the one bigger version. In other words, while basic verts and hovers L cost as much as an M engine, t2+hovers and boosters L cost as much as an L engine of the same tier. Likely caused by the mixed naming conventions for all elements Ships/piloting -Diagonal (as seen from the front) elements add crosssection based on their max coordinates they cover. As in, the game checks the difference between their highest and lowest X value, highest and lowest Z value, multiplies them, and that is the cross section of the element. In simpler terms: If you place a wing diagonally, in order to get a little lift and a little stabilization, it has as much cross section as an upright, rectangular box that covers it. -Elements also have different cross section depending on where exactly they are, a horizontal Wing S does not add to cross section if placed on a z coordinate ending on .5 -configuring pilot seat resets connections and autoconnects different parts. Sadly never my gyro. -When the default configuring has too many possible links, it states it skips autoconnection, but instead just connects as much as it can and then continues. I wish it actually did skip auto connect. -Airbrakes produce a down (relative to craft) force when active. To repro, just glide down while holding brakes and pitch down about 45° (brakeland, while facing downwards). -Cruise control can hold retro brake active at close to zero speed, compared to holding breakes manually (test by comparing normal brake holding, 6km over Alioth, vs cruise control set to zero). -Collisions with environment are checked client side, same for mass of construct, position etc. -As long as you are above 3420meter (space engine can activate) and 6270 meters (space engine generally can be active at 100%) your space engines only generate as much power, as your atmo engines facing the same direction have max power. Cruise control does not have the issue. (numbers used for Alioth) -G-values in build helper do not factor in docked constructs -the build helper function that shows blind passengers can be bypassed -Landing with a tilted core craft which has a docked construct often leads to fun explosions. Trade/markets -Notifications do not include size of item (can be found in the log though, press "O"). -"View market page" only works for items in the market container Other UI -Setting something as destination while in VR often gives wrong position once out of VR. -opening a notification log with more than 10k entries freezes the game for seconds, it re-freezes every time a new notifaction pops up while notifications still open, until you finally manage to set it to "last 24h" or similar. Update, notifications now get auto deleted regulary. -Bookmarks, pffff. Somebody ping me if they properly work, I will stop checking. -trying to put something into a full container displays message "not enough space in active container" Other -using a LUA parameter with a decimal comma instead of decimal point (damn Germans) will ignore the comma and the numbers behind it, run normal otherwise but the LUA parameter will not be displayed anymore to be edited, as the the whole export part is skipped, too. (LUA issue, not DU specific, DU should still throw an error). -canopy windshield triangle M and L have wrong mass and volume. -"brick product" is called "brick honeycomb" -VR Stations, gunner or pilot seats, get stuck on "in use" and can not be used anymore. Ask a GM in the help channel or try this: place a fresh seat, enter it, alt+f4, log in again. -Not being allowed to board a construct may keep you from coming close enough to rightclick-report it. -Linked container fluctuates out of range if you have no talents (or in vr), even well within the 250 meters, if you are on the same construct as the container. Workaround: Have a dynamic core with a container to link to, at your base. -Nanopack volume talent works in VR -Some ships in the flight challenge have full buffs, not sure if intended. -Elements deactivated for supposed clipping often re-"clip" after maintencance, or if a copy is made via blueprint. Mining -Multiple people mining the same spot causes errors Technical issues Account/Billing -revoked keys and gametime run out show error 106 on log in Performance Game hugs all RAM sooner or later, client has to wait for server info to be allowed to show frames, aka, framerate stutters at idle GPU. Settings -Borderless can not be stretched to cover a full screen with game resolution set smaller than screen resolution. Workaround: Set screen to reolution you want to run DU at.
  7. They could also do the equivalent of an expansion in an MMO like WoW. All old stuff stays, but it worth far less because of the good new stuff. Just like a level cap increase in an MMO takes away the advantage of being an old player, without actually changing or taking away any old items/currency, in DU this could look something like this: -New ressource, gems, already announced, allows to modify assembler. Like diamonds make anything produced in it have more hitpoints, rubies gives all flight elements more power etc. Some kind of system which makes it so that newly created items are better than old item as the buff can not be added after production. -New talents with a similar effect to above. -lots of new talents in general, say they double the amount of points that can be spend, but at the same time double the amount of points you passively gain from 90 to 180 per minute. Now a 6 months headstart is only a 3 month headstart. -overhault of achievements, make the majority of achievements very accessible and a bit more tutorial style, like the first talents in minecraft. Make them give far more talent points as reward. While old player can get those as well, a new player has a jumpstart now. Old score of new player vs you: zero to six months worth of points. New score of new player vs you: one to four (your six got halved, you both got 1 month worth added) -Introduce some kind of upkeep for various items/elements/ships but compensate this by introducing some new income system (this one is the least realistic, I am aware). If players/corps had to pay quanta for all kinds of things, it would be like taxing the rich. The more you have, the more you pay, while at the same time all players have a new source of income which only scales with time. So old money can not grow by a percentage anymore like it does currently. It has been done in other games, it isnt new, I don’t see why they wouldnt introduce some kind of equalizer mechanics so new players dont feel as left behind.
  8. As they are unable to just take the items and give the owner what they paid (items do not have an ID, were trade on or are already in corp owned machines), they should do a rollback to before the accident. This will make some people angry but is at least fair. The longer they wait the worse it is. Instead they will just stay silent or talk about the vision and just let it roll on.
  9. A warp beacon costs 20-30M to make, it is sold for much more because it takes so long to make and because people want to make back the money they paid for the schematics. The same can be said for any t3+ item, the price is not dictated so much by the raw materials but the build time and schematic price. Now that plenty of people practically got the schematics for free, there is no way anybody who paid the normal price for it will ever make his money back. The issue may not hurt you, because you don’t do industry, but it does hurt a lot of other players.
  10. and I know this wasnt your idea, and that you will pass my point on. There are plenty nice ideas floating around how to deal with bugs or the general bug situation until they can be properly fixed (or until the bugged system gets replaced and there is no need to fix the bug). So far I and plenty of people I know have the feeling that posting them on the forums is pointless, if you continue to be active here that feeling will change. So, good work there.
  11. I totally agree with your number 1 and 3, but the risk vs reward does not have to be removed, just handled smarter. The problem with alt+f4 brake was that some people would abuse it to safe their ships when they would otherwise crash, some people used to to just decelerate after a long space trip. Sadly the removal meant that people with an honest game crash often crashed their ships, too. Especially if there was another person around. What they could do is to tokenize the ship the moment the pilot hat a DC (or alt+f4) and stop all speed. Once the pilot is on again, he is in the seat and gets the pop up tp press "y" to continue flight. The pilot can first change camera angle, go into 3rd person view, or just wait a few seconds for the surrounding terrain to be loaded, press his button and continue his journey. That way nobody is stranded in space with zero speed, nobody can emergency brake, using the non-moving ship’s cargo is not possible (tokenized) or remove valuable parts is not possible. It really just gets rid of any way to abuse the system, while still not causing the problems the normal current "return speed" mechanic has. Whenever a game mechanic sees too much abuse, it is not necessary to kill it with a hammer, just brainstorm a little, even ask the community for ideas, and make a decision that either gets rid of the exploit without damaging anybody or get rid of the reason people want to use certain exploits. Did getting rid of the fetch command, nerfing the maneuver tool and continuing speed after dc increase or decrease the number of inquiries?
  12. As a vegetarian, I think the voxels are nice enough, sadly unlike most other voxel based games I have played the flight physics are rather lacking, i wish they could improve that. The save zone includes 3 planets and their moons, there is enough space in the PvE zone, not just sanctuary.
  13. Don’t worry, it will get smaller again if not only support is scaled back, but also tools for the players to help themselves are removed. As long as the game is as unstable as it is, which is perfectly fine during early access, people should not get randomly set back due to bugs. So either fix at least some of them, scale support back up, or and this is my favourite, give the players the tools to help themselves back. Removing fetch, implementing a very undercooked "resume speed" feature and nerfing manuever tool was not helpful. It would also be nice if ships are immune to damage below 50kmh, so you can maneuver a craft out of another without risking utter destruction. Having bugs is easier to tolerate if NQ didnt put active effort into making the bugs worse by removing tools to circumvent them.
  14. If the player leaves the tile while still having a ship on it, or if the ship is on the tile for more than 30m, just despawn it and give the user a magic blueprint for it which can only be used on that specific tile (to avoid abuse). That way any normal everyday issues are no problem (like internet issues etc) because you can get your ship back free and easy, but there are no permanent ships anymore. Sooner or later NQ should implement some good way for people to make advertisements in a controlled way.
  15. What about the heavy and medium dispensers? I still have some heavy dispensers which used to sell for 2M and were turned into an error item.
  16. While the path to get there is pretty much blocked now (I mean, feel free to mine and save up money while learning industry talents), industry can get your "easy" money. Just do NOT think "what is easy to make and always needed? I should produce it!", because that road leads to basic engines and containers which can only be sold at a profit if you buy ore very cheap and have all refining talents. And even then it takes days to get your money back. Atmo engine M=12631 Atmo engine L= 73267 Container L=132668 Assuming you have all relevant talents (refining, smelting, intermediary parts) maxed and t1 ore prices are 24. If you go for "What is a bit annoying to make but is still an item a lot of players do want to buy" you can make a profit even without any talents, especially if it is an item people are unlikely to set up machines for. Like territory units, command seat controllers or elevators. The best investment to make even more profit is (sadly) to get another account dedicated to certain talents, like only refining. You only set up refiners one single time and tell them to maintain a certain number anyway, so get another account for that.
  17. Additionally, cruise control has more power compared to just holding brakes, assuming you are at a safe altitude just switch to cruise control (alt+r) and set speed to zero (middle mouse button), you will see speed will go down to 0-1km/h. Go back to normal controls and just hold brakes, you will start falling at ~8km/h. This is true for the most simple crafts and facing downwards, so it has nothing to do with cruise control activating any kind of backwards engines etc. It is also why auto-pilot LUA scripts are stronger than they should be, as they utilize this "feature" most players don’t know about. So if you are ever within gravity of a planet and wanted to land but have to go for a leak, Alt+r and MMB are your friend.
  18. -The devs did say they are not happy with how players don’t land like airplanes but instead hover over where they want to land and just hold brakes. -Easiest way to this would likely be change the formula for atmo brakes for force/speed (you know how space brakes still have full power at walking speed but atmo brakes have less force the slower you get?). Sadly this is super hard to test for a player now. -There are always plenty of things missing in the patchnotes In other words, it is likely there was a nerf but we will not know unless NQ answers.
  19. For any schematic you sold you get some reimbursement as they are made cheaper. Your customers do not. Imagine you bought a schematic for 100, sold it for 120, you made 20 bucks. As you did the market transaction, you get the price difference reimbursed, so if the schematic costs 60 in the future, you get another 40. The poor soul who bought it from you paid 120 and gets nothing back. Schematic trading prior to the patch, whenever that is, is a gold mine right now, and some guys who don’t read the discord day and night are screwed for buying stuff on the market by players like you. If NQ takes player2player trading into account when reimbursing, there will be 2 people who bet on it and just traded the same schematic for some item nobody ever looks up back and forth 1000 times for 1 quanta (no fees as schematic costs nothing to store), and those two guys are rich. Best way to avoid this would be if NQ just made the schematics void, let bots buy them for old price and sell new ones with the new price. Which means anybody with a large factory needs to set everything up again for a few hours, as there is no QoL feature like a central schematic storage for your base. And as QoL is the lowest priority, just after implementing flying pigs, this will not happen. One way or another, every patch currently has random winners and losers (less random for people who get the info first). And this time you are a winner OP.
  20. Nice to see that there are some changes planned. "As it was, the current state of the game consisted mostly of isolated islands of players playing in almost full autonomy. A single-player game where players happened to share the same game world but with little interactions." Well my interactions with players are cut down severely, I only produce for the market now. My dynamic factory is pretty much dead, the whole concept is dead. I can not just produce large amount of the required item anymore. I have to send customers giving me a list of items away and tell them I have a fraction of the things, but 20x the quantity if they want it. The market interface is ,as usual, not helpful. I used to have people come and go at my place all day long, now the place is dead. "We will modify the formula of the schematic prices to make it considerably more affordable for Tier 1 and still challenging and worth a commitment but less intense for anything Tier 2 or above. " So the whole market will get shaken up again, all prices change. All items that have some profit margin to recover the schematic cost have to be made cheaper to accomodate, wasted fees, wasted time. Again some people will be first to now sell and buy stuff as they hear the news, others see this in 12h and are left out. Reading the discord night and day should not have an impact on success of the players. "We currently lack the metrics to properly assess this return on investment time. We need a player-driven market price for the components and a market price for the products to assess the profit made by each run of a schematic. This will come when the markets start to work as intended, and we can gather more data about them. " PM me, I have a spreadsheet for everything. Just ask somebody who plays with numbers, not somebody who is busy making videos about the nicest flower gardens in DU. "The second important initiative is to revise the role of the Alpha Team Vanguard (ATV), getting them more involved in early discussions about new features and the evolution of the game. We are still defining the framework, so more information will be released as available. " So the guys with the inside info who played the market, leaked stuff to their friends and are the big winners of the update get more info early. I can’t properly comment on this without getting insulting. Read the other 80% of the feedback the players gave you.
  21. A somewhat quick fix that can be done to help now and not in 5 month would be to introduce limited run schematics. Unlimited schematics are still the way to go for big industry guys and a treasure to value. Small groups or solo players can have fun with industry again, but with less efficiency. Pumping out big numbers of something in a short time is possible without big investment. Dynamic factories make some sense again. A dispenser at the starter area should give you the basics (and maybe some random schematics that you would not know otherwise) t5 schematics are single use, t4 twice, t3 x4, t2 x8, t1 x16. This also means that at least for low tier people produce a few extra items they dont need to "use up" the untradeable started schematic and put all sorts of stuff on the markets. It also means existing schematics arent useless. Other than that, patchnotes for test servers must be public and no NDA in place, so even if not all players can join it, all players know the same things. Things like the current market bots buying t1 and t2 ore should be introduced slowly, over the course of a day. So nobody just doubles his money because he sees the patchnotes early. Imagine the announcement had been "we increase the price the bots pay for ore slowly until we think the economy recovers to our satisfaction" and then just increase it by 0.2q per hour. Sure it would have meant people dont wants to sell ore while it is climbing, but it also would have meant nobody just bought for 200M and sell it for 400M after the server down. Too many things in this game are too random, not just the things out of direct control of the devs like bugs, but also the dev decisions themselves which may mean you double or half your money if you log in at the right time and read the announcements.
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