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Frigidman

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Everything posted by Frigidman

  1. Well, there has been murmurs of a tool that will let us nudge the actual vertexes. Which will go a HEAPING long way to resolving a gobsmack of problems. I do agree, trying to do "the most basic slope" (that all basic builder games sport, the 2:1), with the current wedge tool is a mixed bag of garbage. You pretty much HAVE to use the reactor set and create the proper two voxels for the 2:1 slope. Then squirrel those away somewhere, and copy/paste them to your hearts content (you dont have to remake them each time, copy/paste that sucker!).
  2. I doubt it. Too many regulars keep saying this is, and will never be, an FPS (despite you are constantly shooting rocks and dirt with tools, and aiming and firing off building elements, ahem). But weapons? Oh no, thats simply impossible or inconceivable. This is an "advanced civilization", they do not believe in hand-held weapons. Only massive weapons on vessels is allowed in their culture.
  3. Wherever they move the newbie area, is going to make it a new hot spot. Its a hot spot because of the new players. Great location to go to recruit, market, show off, intimidate. What you should be asking (if you like segregation for the lulz), is to simply say "have a sub server that is purely for newbies... and when they complete the main tutorial or 2 weeks pass, they are ejected to the real full server at a random location on Alioth".
  4. Simple scenario: Door + Detector = opens when you approach and close when you retreat. Now, what is the best way to go about making the door ONLY controlled via the detector, and not the "F" interact key? (and have the door still be able to be built/moved/picked up down the line)
  5. Completely agree, after spending a few hours shoveling dirt around on a hillside the other day .... !!!
  6. Too many years of gaming has shown me otherwise. Countless times I see a 'carebear' (a term pvp'rs came up with mind you), make mention of an unfair or unruly action which boils down to just a few despicable people griefing those who are not griefers. Pretty much like this thread was about someone doing something questionable in the name of lulz. This mention is then immediately attacked by all the pvp'rs, throwing insults, name calling, and taking that mention into new heights of flaming high trolldom. Generally. ¯\_(ツ)_/¯ PS: I've done my fair share of pvp, trolling, griefing in my life... I'm just too old to give a shit now.
  7. Air brakes are not finished yet. It could be best to build your ship with the notion that the arrows will come into play "at some time when they get around to making them work". Otherwise you have to re-engineer your ships later.
  8. Fair enough. As I said with Moosegun. Lets drop it. There is no need to continue attacking me off-topic in this thread.
  9. Its actually their top sticky on the discord... which is where I ran across it, then scoffed heavily So, yeah... my bad for beating a dead horse some more. I'll drop it. ... even though I'm a high hz snob ...
  10. Lol doooood NQ should stop quoting it like they fully believe in it then Not to derail the thread.
  11. Interesting you bring up Empyrion (you had probably blown up a few of the POI I built or upgraded lol). It is a decent example of some of the struggles of trying to appease the pvp-vs-builders spectrum. However it was not all a single server everyone is on. This allowed a wider audience to play the game how they wanted to play (small servers, co-ops, single pve or just creative mode), but when they make sweeping changes that only benefit one side (the pvp end), they lost momentum. You mention their CPU addition... arguably it was one of the worst decisions they made. And as you said, it came about as an attempt to 'balance' the pvp end of things... however in doing so, it negatively impacted the creative side of things (the Builders). The devs had their view though, and refused to budge on the overwhelming negative feedback during internal testing, and pushed it out the door regardless that most all internal testers were against it and brought up bountiful arguments and alternatives to just make it a bit better without all the drawbacks alienating their creative audiences. Same thing happened with their method of making Shields require the most rarest of element in the galaxy to function. Another bad decision they ignored their internal testing group on... "it was for pvp balance". While Empyrion does do a lot of interesting things, and has more content (so to speak)... many of its growing pains, DU could learn from. And yes, the structural integrity system is a laughable mess When they added it, it reduced almost every building into "a mound of blocks" because anything remotely creative would fall apart with just one hit. Space Engineers has ship-based integrity, which you can rip parts off for not building correctly... but that game suffers from a lot of physics issues too (maybe because of it). DU is in a unique position I think. It has Space Engineers, Empyrion, Starship EVO, Satisfactory, and even Intersteller Rift and Astrox to draw from.... seeing 'what failed', and 'what jives'. I'm not sure it could be compared to Elite Dangerous, Star Citizen, or any of the X series... just due to those are not 'builders'. Hope is a dangerous thing
  12. Come now guys, lets not have this thread devolve into the arguments about when/if/how/who said/what said about safe zones Please. edit: Actually reading my OP ... I guess I did hint about it, but it wasn't my intention to purely discuss only about the wellbeing, or demise of such safe zones.
  13. Well by 'cooler', I meant, well, cooler... lol. Beans to beans, this game seems to make the cpu run warmer. However, this game doesn't put my CPU in jeopardy, the temps are still within my tolerance. Now if I did OC, I may find it more concerning given the vcore would be boosted a bit more, which would eat more energy, cause more heat, might go over 70c... which I won't like. My next build is aimed at the 10k series. I just put it all on hold, because of the shortage of the 3090s... and other factors. Prolly do that sometime next year.
  14. This thread isn't about safe zones. There is already a thread for that, with much ? This is about building, or more specifically, spending the time to build things above and beyond the most basic flying brick needed to do pvp or travel through pvp. There is zero skill involved in making a deathcube.
  15. For me, I get quite a few crashes with the game. However almost all of them are predictable. If I visit "The Districts" often in a single game session, its a sure bet the 3rd visit is going to simply cause the game to quit to desktop when I 'turn around' in the middle of one (if not the 3rd, then definitely the 4th). Most times it quits without bringing up the 'send in a bug report' dialog. Never crashes my computer outright (never a BSOD for example). When it happens, I always suddenly see my ram usage spike right before. I only have 16GB ram, so when it 'hits the roof', the game quits very ungracefully. The game doesn't just throttle itself down, or handle the ram roof. Outside of districts my ram use is barely 40%, thus the lack of crashes outside. Maxing out the graphic options, or even bottoming them out, makes zero difference in the performance of the game for me. It always is roughly 10-15fps in districts, and 50-80 anywhere else. I am limited by my CPU for this game (only have a i7 6700K, non OC'd). As for the power consumption... yes. What the game is doing with the CPU, is causing it to inhale a lot of power most of the time (more so in districts). In all honesty, my CPU runs "cooler" with an overnight prime95 going, then a few hours of this game running but "oh wells" is what I think right now, because its clear to me they have not done much optimizing at all. And judging by their stance that '30fps mediocrity is acceptable'... I don't foresee much optimizations in the future either. I'd love for them to clean up the code, I just don't expect them too.
  16. I agree with all accounts above. As it stands, trying to 'look to the future', its hard to tell. It already gave me one sleepless night pondering "should I really invest my time here" ... "is this headed the right way". Granted I've got a year sub plunked in, so I'm here for that time. I hope during that time I see movement towards positive vast-audience changes, and less pigeon holing to one demographic. From a business perspective, rounding it out to entice all three kinds of gamers, is a good thing to push for. However, devs have visions too, and its still their baby to do with as they please. In the meantime, our lil org is off building and fiddling around with what the game can do, slowly, cause crafting is a sloowwwasssspaaaaaaiiinnnn ugh
  17. Interacting with others in 1st person mode makes you not care at all about yourself, since you dont see yourself. Interacting with others in 3rd person mode, you tend to do more emotes, and turn yourself in the right direction when talking. ...however sadly without speech bubbles, interacting with others is pointless since we are all staring into a tiny corner of the screen anyways... Building in 1st person mode is straight forward, and much like pointing with the mouse easily without some bloke standing in the way all the time. Building in 3rd person mode is a real pain and disorienting, and only adds to the spongey non-responsiveness of it all. ...of course getting rid of the stupid tool in hand would help, since its absolutely useless and the same model for e-v-e-r-y-t-h-i-n-g... Mining in 1st person mode gives me a headache, because your face is almost always smashed into a horrible looking texture. Mining in 3rd person mode allows a more laid back stance to do the monotonous chore. ...however if mining were a more fluid and exciting endeavor, like Astroneer, things would be different... Flying in 1st person mode is a real pain when the weapons and targeting systems are terrible. Flying in 3rd person mode is for people who don't know how to fly a space flight sim. ...but if real joystick hotas support was added............
  18. Have to ask everyone's opinion here (since this is entirely subjective), about why or what do you think is any point to spending the hours and days in designing a neat looking ship, when this game is headed toward more and more open-world PVP? Mentions and murmurs are that safe zones are going to be tuned back as much as they can, with no plans in adding more safe zones because the devs are more interested in galaxy wide warfare, than sustainable well-designed building activities. For the discussion: Try not to attack others opinions on the matter. Try to keep it a healthy discussion, no pvp So, few points (from my perspective): A "death cube" is generally what wins out there. Has maximum blob surface for armor. Game allows it no problem. Requires the least investment in time to get going. A "designed ship" tells all the death cubes 'here is an easy target', because: Someone who spends time designing and building neat ships, generally is not a heavy pvp'r. So they lack the combat skills. A designed ship is never going to be as strong and potent as a blob of voxels with elements and weapons slapped on the side. There are no repercussions to openly attacking others. Its a free for all out there, no rules. No NPC police to enforce anything. No accountability in actions because "its just a game, get over it". The moment you exit safe zones, you are basically committed to losing what you have. So why spend hours/days designing something cool, just to have it thrown away in a minute. Just slap together a death cube, and join the fray and have fun. This leads me to a conclusion that: If a player is a "Builder" type, this game is a complete dead end for them. There is no point to designing anything remotely cool looking, because it will not be effective in combat, and combat is all this game is about. They would be forced to live in a tiny corner, unable to create because of the lack of dwindling finite resources, almost like a leper colony... where the vast majority of players mock them and pick them off if they even try to head out of a safe zone. As a side thought; why would the devs spend any real amount of work making building tools easier, or adding more building customizations and styles... there is no point to using them when the current tools let you slap a blob down and toss elements on it and be on your way. In contrast to other games with open pvp (like ED, SC, EVE, general shooters etc): Players are not 'building ships' from scratch (or their character, in a general shooter), having to design them piece by piece with mined resources crafted into items. Everyone has access to the same pre-designed in-game ships that the developers provided. They are already 'pre balanced' by design, and they obviously look cool while still being lethal. The only "build" options are to tweak loadouts. No one loses anything because when they die, they still have those pre-designed ships to head back out in. The only real loss there, is some credits. Not hours of work mining up resources and designing a ship block by block (when a designed ship is always weaker than a deathcube). Your thoughts?
  19. This is the correct answer to the problem. Clear the Dynamic Properties on the seat, and you can place(build) your speeder again from the blueprint. You can denote Elements in your inventory that have Dynamic Properties by a long white bar on the bottom of the icon tile. Also with a recent update, you do not have to deconstruct your speeders to go on a shuttle. You can use the "Magical Packing" feature now.
  20. Use the selection tool. Create a selection by clicking the outer corners of what you wish copied. Hit ctrl-c. You now have a copy 'stuck' to your aim. Look down towards a floor, and tap "R"... it should flip (mirror). Alternatively you can also hold "R" and rotate the flipped section for more ways. To get the copied selection where you want it, you may need to use the nudge keys (arrows/pageupdn). Once its where you want it, click or hit enter. Depending if you paste it on something, or next to something, voxel vertex dominance will come into play with complex shapes. Expect one side to bend vs the other depending if you are holding down the shift key during the final step. Sometimes its best to paste it 'one block away' (allowing a ridge between that you fill in with something else that can merge with BOTH sides at once for a more balanced look).
  21. Edit: Seems the recent patch added the "Market Container" to the button options when opening the market remotely... so its not as terrible, but still bad.
  22. I run out every day dangit! ... ok thats not true ...
  23. (unless I'm missing it somewhere...) After having popped up the Market and made a few purchases from random districts on the planet (and one off planet by accident), I found it really difficult to figure out what I bought, and where its waiting for me to pick it up. Opening the Market from any remote location (just hitting "j"), has no button on the left for a market container... and thus no [horrible] dropdown menu of markets to click dig through (imagine that list when there is more systems!). Ergo, I propose: A new button on the market GUI that is always on the bottom (wether you are at a market terminal, or just opening it remotely), of 'Purchases' (or some clever name). This button would then change the view to a list of all items that are in any market container: Icon Item name Market name Planet/Moon button of "set destination" You would NOT be able to claim or move those items from this view... this view is merely 'informational only', so you can keep track of, and figure out where junk is sitting out there in the universe (system). --- This view then could be expanded with "Shuttling Services", with transfer fees and time to transfer (say, shuttle bought items from Thades market 2 to Alioth district 5 would take 2 hours and %fee based on total mass of item)... then that could be added to this new view.
  24. You'll need to adjust the canvas size (width / height), or viewBox size. Might be best to make it use %'s, and then adjust the wrapping container to fill the Screen element.
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