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Emptiness

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Posts posted by Emptiness

  1. 19 minutes ago, Mordgier said:

    logistic bots could only build

    construction bots build/repair. logistic bots move items, and at larger scales require a lot of power.

    21 minutes ago, Mordgier said:

    even if only due to their effect of slowing down the game.

    When was the last time you played a bot-based megabase? There have been a lot of optimizations over the years.

     

    also, Factorio can scale up to levels that Fortress Craft / Satisfactory only dream of.

  2. 14 minutes ago, Mordgier said:

    There is a reason Factorio, Satisfactory, Fortress Craft etc all force you to use physical conveyor belts to connect your industry - it's a natural level of complexity that makes mega factories hard to build - but for whatever reason DU decided to use magical links and timesinks. 

    Counterpoint: Factorio has logistic bots, which given a sufficient supply of and power, are basically the magical links of DU. Also, blueprints make mega factories a lot easier.

     

    I would prefer that DU's industry be set up Satisfactory style. It's a nice balance with big factories being possible and big factories also needing time spent to set up.

  3. I have been playing this 'beta' off and on since Sept 12th and I have had maybe 3 or 4 crashes, total. I do know at least two of the crashes were related to running out of memory.

     

    However, I have also been a bit of a solo player and have my base away from everyone else and only visit markets rarely, if at all.

     

    I wonder if the two are related. I do have 64GB of ram, so I have a bit more leeway before it fills. And if I notice the ram getting full, I restart the game to reset it.

  4. 1 hour ago, theshockcabletv said:

    You're not understanding I don't care who this guy is . At the time I wrote my reply he was asking for a forum section dedicated to community leaders. He may have changed the wording, rewrote the post. Yet the message was that he wanted a separate post that way "community leaders" could list the problems their community gives.  I don't think that should be a thing.

     

    You're arguing under a fundamental misunderstanding here. The original post is below, for reference:

    On 11/25/2020 at 11:24 AM, Physics said:

    May I make a suggestion for NQ up the chain. Take the suggestions CM’s are noting down from these feedback posts and authorise the CM’s to make a post, “following our community feed back here are the changes to the upcoming patch 0.23 and here is what we could not do because of x,y & Z. This will give us a feel good feeling that our input is having an impact on game direction.

    NQ - the developers
    CM's - The Community Managers appointed by NQ.

     

    Nothing to do with players or org leaders.

  5. I'm sorry, what exactly are you trying to suggest here?

     

    A better way to get rid of random micro terrain voxels from clearing large areas with the dig tool?

     

    There is a reliable existing way to prevent that problem from occurring in the first place: the flatten tool. Merely have someone train the width and height skills, and then methodically clear sections of terrain a bit shorter than the flatten tool height.

  6. 1 hour ago, Ligator said:

    hope the devs dont remove force respawn

    Why would you think it might be removed?

     

    I honestly can't imagine a reason. Without it, getting permanently stuck could be very easy. All one would need to do is scoop afk players off markets and drop them down holes on a claimed territory and fill in the holes. 

     

    Both of the 'exploits' you list in the OP are already possible with Alt+F4 or simply logging out/in.

  7. 1 hour ago, Eman05 said:

    I get the wanting to have different levels of assemblers for different tiers of items, but I feel that is not what we need right now. We need bug fixes before new content.

    The entire dev team can't work on the same thing at the same time. Should the artists learn how to program? The modelers learn how to bugfix?

     

    It's natural that new content comes out along with fixes.

     

    And sometimes, the fixes take longer.

  8. 19 minutes ago, NQ-Naunet said:

    As mentioned previously in this thread, the intended meta for AGG will reveal itself in 'atmo PvP'. We acknowledge that it currently functions as a temporary solution for hauling heavy loads from the ground into space, and that players like to leave their ships hovering above their base. We will consider formally implementing an “anchoring” at high altitude feature in the future!

    Does this scream "dev team woefully out of touch with the playerbase" to anyone else? The lack of consistent, clear communication is also a very bad look.

  9. 7 hours ago, CptLoRes said:

    I am still trying to figure out who it was that built the districts and markets..

    Did the mother-ship come with a workforce of lower class crew that Aphelia put back in the freezer once the work was completed? Or maybe she used remote controlled robots, and then just forgot to give us access to that technology?

    I think all that stuff should've been player made. When Beta started, all we should've had is the arkship and a Sanctuary TU.

     

    Of course, that does also create a paradox of sorts. Can't get to Sanctuary without Kergon space fuel. Can't make kergon without industry. Can't create industry without a static core placed. Can't place a static core without a Territory Unit, which cannot be crafted without a static core ...

     

    See the problem?

     

    The entire game design is fundamentally flawed.

     

    I suppose we could've started on Sanctuary with a Sanctuary TU, but still.

     

    I vote for letting market stuff be craftable and removing every single 'Aphelia' one. Districts too.

  10. 5 hours ago, Bobbie said:

    I don't really get the point of those space elevators to be honest. It's just a scripted dynamic construct flying up and down along a column of static cores. In real life the column is what supports the lift and what makes it a good mechanical alternative to burning fuel. But in DU the column serves no purpose, it doesn't add anything to the project except prestige. The column is not actually needed for anything. All you need is a platform at the endpoints, one on the ground and one in space. Be a buttload cheaper to build as well.

    A scripted dynamic construct with hovers using the space elevator as support. The entire column is needed.

  11. 1 hour ago, Burble said:

    Oh wow, really? So by myself if I create an org and nominate myself as legate I could make the whole racetrack singlehanded?

     

    Yep. As the org leader, you're the super legate; I was speaking of if you had someone else with the skills and didn't want to train them yourself.

  12. 1 hour ago, Burble said:

    That answers my question about building a race track out of abandoned sections to get around the core quantity limitations.

    Create an org. Have a legate in the org with the Org Constuct Management skill trained up. Place the cores in the org's name. You can have 900 cores in one org with maxed skills.

  13. 6 hours ago, NQ-Naunet said:

    I'll paraphrase the answer I received from JC: "Having a ship 'parked' and frozen above your base is not the intended use of AGG. A ship using AGG should ideally be parked in orbit or on the ground, as AGG's true benefit is in allowing ships to navigate at ~1000m in the atmosphere. For future missions that require altitude consideration, this is where AGG will shine."

    JC seems to not realize how most people have been playing this game with AGGs. That answer really doesn't make much sense.

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