Frigidman reacted to Emptiness in DevBlog: Element Destruction - DUscussion thread
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.
Frigidman reacted to Daphne Jones in DevBlog: Element Destruction - DUscussion thread
Generally this looks like good game design to me.
I have two concerns about it:
With bots no longer selling basic elements, it's already difficult to put together parts for a ship. It requires flying to 10-20 markets on 2 planets to get everything needed for a M core ship... and some things, elevators, T2+ elements, T2+ honeycomb are often not available at all. Except for honeycomb, element destruction will exacerbate this problem. I am definitely seeing T3+ ore drying up on several planets. It's taking 5 times as many scans to find it now compared to about a month ago. We will need renewable ore sources.
Frigidman got a reaction from Bobbylord in Salvaging - Nerfed as a casualty or by intention?
While its 'nice' to have some game provided massive shipwrecks that are half buried in the ground and all for better atmosphere ... but so few, and like ores, finite... they will all vanish in short order, and that 'feature' will be null and void again.
Frigidman reacted to Volkier in game perspective first or third person?
It's unfortunately incentivised for third person flying. I would have preferred them to - while giving you the option to go into third person during flight - keep LUA scripts to physical in game screens (elements) instead of widgets to display relative information - which would remove the cube meta and incentivise people to build around proper cockpits with screens if they want telementary and information. But hey, we can't all have what we want I guess XD
Frigidman reacted to xplosivesheep in Salvaging - Nerfed as a casualty or by intention?
Although it is understandable the beta status of the game and NQ trying to retain as many users (that cannot fly properly) as possible, it is a really discouraging change and more discouraging is the fact that the changes were not in any patch notes.
Salvaging was a profession for a few and a nice cherry on top of flying for two hours to opposite side of the planet, you never know what you might see and get, that's the thrill! And now, salvaging is pretty much picking up after devs who cannot clean the space from the constructs that were abandoned because you know, deal with it, we got a few more things to retro-break.
This game of hours long mining and "creativity" needs a bit of thrill, of adrenaline, and boxes of voxels pew-pewing each other isn't that much of PvP as one would expect. That treasure hunt was one of a few alternatives even for planet dwellers, we need it back!
Frigidman got a reaction from Bobbylord in Salvaging - Nerfed as a casualty or by intention?
I enjoyed coming across wrecked or abandoned cores and stuff. It made 'exploring' worth a piece of salt in the 'safe zones' (namely alioth and sanctuary). Granted most the salvage I got in sanctuary was by newbs who had no idea how to either A: fix their broken ship, or B: remove their static cores. So I was just doing them a service by cleaning it up for them.
Not a fan of the pansy-assed silent nerf to salvaging.
Bring it back, I like the proposal in the OP (to compromise for the newb-moon).
I'd like to add: Wrecked ships at markets will become free range in an hour or two. All that smoke and debris needs to get cleaned up, and no one should be allowed to just leave junk there.... in any kind of zone.
Frigidman reacted to Bobbylord in Salvaging - Nerfed as a casualty or by intention?
This post is about the sad state of the "Scavenging" "Profession" in DU currently - resulting from the gimped status of salvaging gameplay. Even though not documented, salvaging gameplay changed drastically in the last few days/couple weeks. While we, the players exploring and salvaging crashed ships and left alone static cores, were able to make somewhat of a living from exploring and salvaging until about a couple weeks ago, now, with the undocumented and unannounced changes to salvaging gameplay, we are no longer able to sustain this lifestyle.
Previously, when a gold digger on Lacobus overloaded their ship and crashed back down on the planet trying to make their way out of the atmosphere, we were able to benefit from that. We were able to find, locate and salvage the ship as well as reap in the rewards. Now though, there is neither a risk for ignorant players overloading their ships or carelessly flying and crashing into everything anymore. We cannot claim cores anymore that were destroyed (only in the sad, completely avoidable, tiny bit of pvp space we have left) - only cores that were abandoned by the owner by intention.
Here's the story unfolding pieced together from the DU Discord (just search for salvaging and get an impression of the confusion and frustration due to these unannounced and undocumented changes) :
Scavenging used to be a viable way of living. And a nice way to combine flying, exploring and making some money to pay for the fuel and upkeep. We are now forced into digging in mines underground instead of flying about and exploring this world you created for us to explore and conquer.
I'd like to end this post with a proposal and at the same time ask for feedback from the fellow DU player base:
Constructs which core get destroyed should be salvageable by anybody in general (on planets/moons and in space) - with the only exceptions being: On Sanctuary - cause it's the "safe zone" by definition and a place were no bad things should ever happen to you Within the wider "safe zone" (as announced by JC in recent interviews) - namely Alioth, Thades and Madis - but only on market tiles or your own/your org tiles - your destroyed construct should be salvageable by anybody on tiles of others (not yours or your orgs) and unclaimed tiles
There should be no need for the owner to abandon a destroyed core/construct in order to make it salvageable by others taking above proposal into account. This mechanic takes scavenging/salvaging out of the game as a "profession". It takes the primarily reason to play the game away from me and a whole lot of others.
"Please fix" - as they say....
Best regards - former scavenger,
Frigidman got a reaction from Stormwalker in Terraform fill hole tool
It does work.
Select your mining tool (2), open inventory, dbl-click or drag a non-important pile of soil/sand/rock/snow to the side bar. Then holding alt and clicking lets you place a blob down. Ctrl-scrollwheel allows you to change the size of the blob being put down based on your talent for mining tool size.
Don't see the point in necro'ing a post with false information.
Frigidman reacted to Stormwalker in Terraform fill hole tool
Since this is the thread I found when I searched for information on how to fill holes in terrain, I thought I'd add this tid-bit which may prove useful for new players such as myself:
By default, the mining tool (tool #2) is set to gather only valuable ores. You can also gather non-valuable ores (a.k.a. Soil, Forest Soil, Sand, etc.) by opening the tool interface (select the tool -> open inventory with "i"), then on the top right hand area is a button you can click to enable the gathering of non-valuable ores while you use the tool.
Hope this helps.
Frigidman reacted to NasarVyron in Assembly "Controller"
All they need to do is give us the ability to set a recipe via the API and we could do this with the programming board and screens. I assume it's something in the works since they aren't done with the API. Also, since we have the ability to detect mouse position/state on screens I have to assume it's on the way. Right now there's little reason for that kind of functionality other than creating simple buttons like start/stop/reset for machines and small arcade games.
Not that I'm against just adding an element that can do this in a cleaner way, just saying we're close to having exactly this already.
Frigidman got a reaction from DarkAster in voxel and element rotation.
I've found having a "sphere" nearby during building, lets me find a decent tilt/angle for an element, then use the nudge keys to put it into place.
But yeah, would be nice if we didn't have to resort to such, and just give us more control of rotation to begin with.
Frigidman reacted to lucagrabacr in The Point of Designing a Cool Ship?
A sensible design is naturally cool-looking, but also;
Death cubes don't work as well in atmosphere, will be less useful in territory warfare within atmosphere if at all Death cubes will always be slower than normal ships, given the same amount of things and engines carried And the uses of "cool-looking" ships beyond the obvious fact that it makes the owner / users happier;
Propaganda / branding of your faction Crew's psychological endurance (see how long it takes for someone to get bored of being a gunner in a floating steel cube)
Frigidman got a reaction from michaelk in PVP possible in "Safe Zone"
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.
PS: I've done my fair share of pvp, trolling, griefing in my life... I'm just too old to give a shit now.
Frigidman reacted to DtkerRoc in The Point of Designing a Cool Ship?
Yeah, I discussed this with a friend of mine. I feel the game should do a better job at detecting aerodynamics. Its appears it currently only cares about weight and components equipped. I think that there should be other factors for example:// resistance, etc. I just don't think that someone should be able to slap a square of voxels together and fly with it, at least not effectively.
If you aren't good at building, then you buy blueprints. Let the creative players do the R&D to create the most effective ships. There is nothing worse than admiring this beautiful game, and a telephone booth flys by....
Just my opinion. 😃