Emptiness
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T4//T5 ores on ION and bugged Mega Nodes
Emptiness replied to Heartbeat1's topic in General Discussions
T5 megas are an utterly ridiculous concept. That single T5 mega probably has as much as all the other T5 nodes on Ion combined. -
When I originally heard the terms "anti-gravity generator", I thought it would make a ship fly in a gravity environment as if there was no gravity, with no speed restrictions, horizontal or vertical. The reality was extremely disappointing. The proposed changes? Even worse. I think that antigravity pulsors should negate gravity on the axis they're facing, and have a hard limit of 6 S/12 M. Max? Full negation. Half max? Half negation. So one could choose to partly negate when horizontal or on the tail, or full negate when horizontal.
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Are the devs completely out of touch with how people have been playing their game for the past few months? And what's the point of calling it a sandbox if stuff is only supposed to be used in certain ways even if it seems like it could be used in a lot more? May as well rename DU to "JC's Vision(tm)" and put as the description "Follow JC's Glorious ViSiOn and adhere to rigid rules as you fulfill his WiShEs". I've had about enough of this nonsense.
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DevBlog: Element Destruction - DUscussion thread
Emptiness replied to NQ-Naerais's topic in General Discussions
Lol. I don't know if I'm a 'carebear', but DU's damage model and implementation is absurdly dumbed down. I have ~1200 hours in Space Engineers (where a crash will wreck and break apart a ship and most of the time very little can be salvaged) and ~500 hours in Kerbal Space Program (where a crash over ~50m/s literally means complete craft destruction). I'd prefer a Space Engineers damage system, with needing to ensure ships have structure or else they break apart. None of this floating element nonsense. If you crash, well, better luck next time. Of course, Space Engineers doesn't require dozens if not hundreds of hours for cumulative crafting times for even a moderate sized ship... -
For most components, diminishing returns in addition to the natural lessening of effect (add an engine? 1x thrust. Add 3 more? 4x thrust. Add 3 more? 7x. Etc.) don't make sense. For atmo air brakes, though, technically they function by increasing frontal cross section to increase drag. Right now, the direction doesn't matter, and they don't actuate, so they can just be stacked infinitely. Atmo air brakes need to function differently. Space brakes too. They're just magic blocks right now.
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That's not a parachute. If a player normally relies on a gradual slow descent to land, will it also do the same gradual descent to a flat area? Or does it just apply brakes and yolo? I'm willing to bet that most people do not put enough atmo brakes to do a non-crash fall; something which I think is a bit of an exploit in itself. We need parachutes.
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Then why did they ban for market 15? An action, I might add, which definitely harmed them a lot more than not banning.
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@NQ-Naunet Something else to consider for these changes: the "Further, if you disconnect while another player is in range, the server already assigns the task of handling the physical properties of your ship to that nearby player." part. People have been talking about this in the official discord a lot, and one major concern is that the "player is in range" distance should be equal to or further than linked container range (at least 2500m). Otherwise, the following sequence would be possible and exploited. Have a ship consisting of a lot of engine and a hub of 10 L containers. Link to the hub. Move away from the ship and have a third party accelerate the ship to cruising speed towards another planet. Have the third party disconnect. Move within linked container range of the ship, but not the physics range, and fill the container with megatons of cargo. Have the third party log back in, instantly accelerating the ship back to cruising speed, with all of those megatons of cargo being accelerated for free. edit: Here's a second potential exploit for you to consider:
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Suppose that someone lands on a market pad and logs out, causing their ship to vanish. What happens if another ship lands there and then the first logs back in? Elite: Dangerous solves this by only having up to x players in a given session. If you arrive at a station and it's full and you can't dock, you can swap to solo, dock, swap back to open, and you're in a new session with a slot for you. DU doesn't have discrete docking bays.
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Emptiness replied to Emptiness's topic in General Discussions
I 'liked' the post above yours emotionally, then after reading your post, realized it wasn't quite logical and un-liked it and liked yours. A lot of good points there...- 23 replies
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I got a bit carried away with creating a chain of parent orgs and this was the result. I can't click the ones extending off the right edge anymore... I seem to be the super legate of 16 orgs, now. lol
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You need experience to sort out the genuine responses from the trolls who just want to incite heated 'discussion'. The problem with 50m is that it's a universal constant when core sizes are so wildly disparate. For an XS core, 16m max length, it's fine. 3x the length. For an S core, 32m max length, it's still fine, but starting to get iffy. 1.5x length. For an M core, 64m max length, it's now less than the max size of the ship. I foresee problems arising. For an L core, 128m max length, it's now less than half the max size of the ship. I foresee significant problems arising. And XL cores are planned, 256m max length. 50m would be less than a FIFTH of that. My personal opinion is that maneuver tool "max movement distance per unit time" should be 3-4x the size of the core being maneuvered.
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Sorry, you cannot add any more reactions today.
Emptiness replied to Emptiness's topic in General Discussions
I don't know for certain, but I believe that to be the case, as well. I've noticed that after time passes, I can add more likes, but never 10 in a single sitting. edit: and confirmed. was able to add 3-4 in a few minutes, but no more- 23 replies
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