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Gottchar

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Everything posted by Gottchar

  1. If only there was some way for a developer to know what it feels like to play the game. You know how players know the game because they play it? Something like that, but for developers. They would need some kind of PC, like a player, and have the game, similar to their players and then, I don’t know. Somehow simulate what it would be like for a player that plays the game, but the devs gets the experience from doing so. Anyway, Biblitz I totally feel your pain. I loved "telling" my assembler what to do, depending on what order I was given by a customer, and the next day I have 10 containers full of exactly the right stuff and the customer is happy to have everything in his ship after a single visit.
  2. First off, I still kinda like the game. Now let’s dive into the negative things. Unfun things and tedium is being added. Fun things are being removed. Grayseeker worded it very nicely in the JC Q&A: "Creative people aren’t driven by economics, power etc. The driving force is to create, to build. And DU is awesome for this. A primary reason the market hasn’t been used as you would like could be because people love to make the stuff themselves. Are you concerned that people will sink all their money into schematics to carry on building as they have been" King JC misinterpreted the question and answered "We expect a minority (10%?) to go into the industry gameplay, and compete on the market to provide low cost "products" to all the other players." JC, please tell us, how do you play the game? Plenty of users would love to see you livestream normal gameplay, not just looking at nice buildings, but actual normal gameplay, like endless digging, fiddeling around with the market interface, checking all your machines if any are stuck. Have your ship bug out and crash for no reason, you know, real DU gameplay. When is mining going to be more than hours of clicking while watching a movie? And when will there be any positive changes to the mess that is the interface? Which number is bigger on first glance, 105532952 or 53223924? How about 105 532 952 or 53 223 924? Search the market and tell me how much adjustors L are on Lacobus, or if there are any at all, while you yourself are on Alioth. Try this, put 150 silumin in a container, nothing in another, and connect a transfer unit to move it. Click "doable". Now type the word in manually. Ever made an "executive chair"? I never did, I just see them pop up on my notification log when I sell them. Because when you changed the name for navigator chair nobody bothered to change the text in the market files. Or the sizes, ever wanted to know what size container or engine or whatever you just sold? Sorry, can’t do. Further, we now don’t even know which market we sold something at anymore. Got stuff at multiple markets and want to look through them? There are 100 ways to sort the inventory of a specific market container, but not one to sort the containers to show only non-empty. Right at the start new players actually think there is a core limit. I mean there kind of is a core limit, until you find out there is not. And the same is the case for territory units. VTA or whatever you call it, why do some players get insider knowledge? Is there a reason why I can inspect a stack of ore in my inventory to see the total mass, but not in the market inventory? Too many elements and your craft flies at a small fraction of the displayed speed. Wh y do I have the feeling I can add to this list for another hour or two? And what did we get in the last patches? Was any fun stuff added? We got more bugs, more falling AGG as you removed the tools to keep them afloat. Random people got insider info and could keep their riches. Some others got rich because they saw the change in time about bots now buying ore for double price, or they had some other insider info. Everybody else lost, my whole factory can not be rebuilt as it was using dynamic lines. All we can do now is dedicated lines to spam certain items, as not having a machine run 24/7 after you buy the schematic is a waste. My social aspect in this game was people giving me a list of items they want to pick up the next day, All I can say now is "I don’t have 90% of those items, but the others I have 4000 times." And then bring it to the market. The dead market with all the trash of people who quit, corps that no longer exist and hubs full of items nobody wants. You were afraid the world you created could look empty, now it looks deserted instead.
  3. The first player experience is a lot worse now after the patch, no doubt about it. I would pay money to see an NQ employee start with a new character, no external help, and stream it. Not looking at other builds and talking about how nice it all is, just getting to work, mining and selling. There is little enough content in the game, taking a big chunk away is a bad idea. New players should at least be able to buy some kinda starter pack with the most common schematics (or better shit, or some containers, you pick) to get them going. @op find me on the official discord and tell me where you are, I can carry you at least a little.
  4. "Note that all engines have the option to be used for torque and force" yes, but why would you? The game is super simplified to the point that you cannot fail, the fact that you can give yourself a disadvantage if you want to doesn’t mean the game has depth. Also please not it is an either/or situation, as an engine can not have torque and thrust at the same time. As long as the craft in the pic of my original post flies perfectly fine, there is something severely lacking in this game and the only "Technical discussions and ideas about the builder experience in Dual Universe" you can have is talking about how there is no building experience other than placing voxels.
  5. currently the game checks every single element, all the time, lets the client do the math, checks the result, then lets the client move. Which is also why you cant use 300 wings. So tech wise the whole mess needs an overhaul anyway. About user experience, like I said, crafts should have some amount of auto-help, which would mean all ships that dont look like the one on the pic or are terribly unbalanced in some other way still work fine. They may only dip forwards or similar when carrying a lot of cargo, or have more drag than before. Users would need to adjust to the new rules or have reduced performance of their craft. 99% of the crafts still work, but there would be good and bad crafts.
  6. Making really pretty ships, I know. All of them would work better if you took the voxels away and they are still only a list of their parts. I am aware there used to be physics, can we have them back please?
  7. So if I DC during landing and no player is nearby I log in again and may be able to get into the seat and land carefully. If another player flies close to me as I DC, my craft is destroyed. Not the best solution, or did I understand something wrong?
  8. This is strictly talking pve. Just like you can not be good at waiting for the bus, there is little to be said about ship building skills. More voxels mean more mass without any non cosmetic benefit. Obstruction is bad, but easily avoided. Mass (HUB) to the middle, adjuster to the outside. Those are the basic rules, as long as you follow them any ship is only a partlist. Give me and 5 other players the parts and we will each end up with a roughly equally good ship, and character (not player) skills have far more impact compared to any amount of thought put into the design, and that is sad. It would be quite simple to fix this without killing any "normal" ships: -get rid of the "what propels you can not turn you" rule, ships with all wings in the back should pitch forward. -Wings/Ailerons/stabs keep their current stats, but try to counter any unintentional rotation by increasing lift by up to 50% (or whatever) at the cost of increased drag. So an unbalanced ship still works perfectly fine but may start tipping at high cargo mass. It will also have slightly higher fuel consumption/decreased topspeed. -Same with engines, if you have most engines high up, they will have to run at reduced power so your ship does not tip forward. Which means you still fly, but less efficient. So this would allow practical builder to actually shine and at the same time not destroy all other bots, it would just mean thoughtless building is less efficient. Currently what you see on the pic works, just sort everything alphabetically and smack it on.
  9. Regarding the forum, I think it is a very bad idea to have general discussions so high up. By having it at the top, even including the "for stuff not covered by other forums", everybody just posts there. If you really want people post in the correct subforum, the rest that isnt covered by other stuff should be at the bottom of the page. Will write some more detailed stuff after the weekend, but that one just stands out, a lot.
  10. rotate core by 45° to side, your "backside" is now 41% bigger, more engines. There would be even better designs which require some pilot skills (player, not in game skills)
  11. S core, 2500t into space from alioth. 8 mili atmo L 8 maneuver space L 96 wings screw making it shiny, pointy or anything else that makes it harder to find on the parking deck.
  12. While I can’t help you I wanted to use the opportunity to say: Screw everybody who leaves his ship/constructs on the market, on purpose, for no reason. Nobody cares about your ship or corp, take it away.
  13. The high amount of crafts at markets which are not just parked for some shopping are a problem. They are unsightly and limit parking space on one hand, which can be seen as more of an RP issue for some, but they also reduce performance for players with low or mid range computers. There are plenty of people who said they had to skip the tutorial as their frame rate was far too low. I suggest something is done about. A few examples: - Parking fee. As you park on the parking deck a timer starts in the background. If you stay for 30m or more or leave the cell without taking all your cores with you, you get a pop up informing you of the parking fee. Should your craft stay for another hour or longer, the fee is taken from your account or taken of your next log in money. It would slowly increase, similar to the TU placement cost. Something like 10k for a full day, 40, 90, 160, 250 etc for the following. It could also be auto-impounded after 24h, and you can get it again at the ship store. - Have multiple parking decks close to the market, parking there automatically despawns your craft and teleports you to the market. Your containers are still available. If no advertisement crafts are visible when parking, hopefully the people will not try to leave their crafts at or close to the markets. The market itself gets a larger no-fly zone. Please only introduce this after a good amount of testing and if the several current container link bugs are fixed. - Make crafts not load anymore, if they have been standing still for long enough. So if I, as a player, arrive at the market, I only load and see ships that have landed withing the last 6 hours (or my own ships). I would not see the permanent advertisements etc. Any machine in the game has its own timer anyway, when a craft lands in a public tile (user exits control seat) the timer starts. For the owner of a craft nothing changes. I hope there can be some discussion about the issue and a solution can be found.
  14. First off, I can just give you stuff, like more atmo engines, just gives them back next time you are on Alioth. Chat me up on the DU discord for that if you are interested. How high did you get and how fast where you? Please tell me which sounds most like what happened: A. The stone is my spirit animal, I did not move at all. (need more vertical thrusters, maybe other things once you have that) B. Vertical thrusters lift me a little, but I do not have enough forward speed for my wings to do anything. (speed required for wings to lift you can be checked in build mode) C. Oh I am a wonderfull airplane, I just can’t get a lot of altitude. (need even more thrust, try to lift nose slowly. "X" displays current speed as a line, play around with that. Wings stall if angle between that displayed line and direction your nose points at have to great an angle, usually 9°) D. No issues gaining altitude, but as I get high enough my atmo thrusters don’t work anymore and I don’t get altitude anymore (you need a good speed to punch through the deadzone, where atmo does not work anymore, but space thrusters do not work yet. If you nose up like 45° you should still hit about 700 km/h before atmo stops working. E. I can almost leave, my space thrusters start up (orangy glow) but I still cannot leave. (not enough space thrust to leave gravity, need more space engines) Anyway, just tell me what you need. Remember you can slap whatever I give you on anywhere, no need to rebuild in any fancy way.
  15. The Problem: Currently almost everybody is a miner to some extend, but the tools and talents do not lead to a substantial growth in ore gain. While more machines lead to more machines, ore is gained at a rather static rate. This of course has a good side, as otherwise the whole planet would look like an advanced factorio world in a month. Still, the boringness and unscalability of mining not only hinders unlimited growth, which is good, it also limits trade and specialization, you may have noticed how ore usually sells for more than whatever you can build with the ore. Solution: Allow people to become dedicated miners, but in such a way that it needs constant dedication and effort to have a well working mining operation. Just like a factory always needs some tweaking, changing and expanding (hopefully even more in the future), a stripmine should not just be set up and generally and constantly generate ores when this is done, but need supervision. The idea: Enviromental changes: Instead of just useless dirt and high value ore, there should be something in between. Soil with a certain amount of minerals, or "low yield ore" if you like that better. Soil with a 1% hematite (iron) content would mean it is too tedious for normal mining, but if you had a more large scale operation it would be worth it. The following elements/items for a stripmine: - A static scanner - Static drills/extractors: These are set certain grid coordinates and just extract all minerals in those coordinates. Imagine seperating your land into cubes the size of a static core L, each drill would try to work a cube of that size. Selecting the drill gives you an interface that lets you choose a depth (in 100m steps) and a 2d grid of squares, pick on and go. You can not queue them up. Assuming you have a scanner, some or all of those grids were already scanned, so you can choose whatever you think is best currently. (sidenote, while I call them drills, they are not actually drills, they are more like your mining tool) - Oil: Oil is like fuel for drills, they always need a little, made in chem industry. Higher tier oils may lead to better yield/speed. - Soil seperator: Like a refinery, but for mineral rich soil. So for example "Hematite rich soil" goes in, "Hematite" comes out. Also, sooner or later (as there is currently no regeneration) you will have to pack it all in again, move it a mile and set it up again. Conclusion: I hope it is evident that I would not want to upset the whole economy and flood the markets with a huge supply of afk farmed raw materials. But I do think there should be a way for dedicated mining operations which on one hand lead to yield, but on the other are not too simple and can just be left alone for a week to come back and find 100 full L containers.
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