Jump to content

Frigidman

Member
  • Posts

    108
  • Joined

  • Last visited

Reputation Activity

  1. Like
    Frigidman reacted to Kruzer in NEW PRICE AT LAUNCH - Starting Sept. 27, 2022 - discussion thread   
    $200 Cdn a year for this?  There is no way this game with the features available is worth that kind of money.  I can't see how this game stays viable.
  2. Like
    Frigidman reacted to Chrius in Backers having DACs can't use them yet for play time and can't play without paying more   
    Considering how many account issues I had on alpha/beta I kinda expected them to have all the issues fixed by release... looks like they got me again... 
  3. Like
    Frigidman got a reaction from rooter in The game needs optimization badly.   
    I agree, however I am allowing for the "Its beta" arguments to be valid for now.
     
    What I don't agree with is bullsmacking nonsense like this effluent lifted straight from their own FAQ:
     
    https://docs.google.com/document/d/1qzsYBxgM0_bXrecBhfJJ__4n_43ZCrIY5r-X5fskKZo/edit#heading=h.s18k14uker8h
     
     
    That has to be the worst cop-out, justifying ignoring performance issues in a game. It shows their ignorance like no other.
     
    - Movies and TV are a low frame rate, because people are sitting and only watching it. They are not in control of it. Its easier on the eyes with the pre-defined motion and scenes. Frames blend from one to another in various technologies across film and digital, to where the issue of being low-rate is not "perceived" as being "terrible".
     
    - Games are in the hands of the controller. The moment you drop it to a pathetic 30fps, then all manner of discomfort is created. It lags, its unresponsive, and being in control of the direction of action is hindered.
     
    - Anyone who "claims" that you don't see above 30fps, is a blind fool. And those who say you don't see more than 60fps "so there is no point to a 144hz monitor" are clearly idiots who have never played a single game on a 144hz monitor at 90+ fps.
     
    - Arguably, DU IS a First Person Shoot-em-up game the moment they added 'tools' in hand you have to aim and use ad nauseum, and 'weapons' on ships that you need to 'aim' and blow up other people in a 'PVP' setting. So that excuse that DU isn't an FPS, making it acceptable to have piss-poor frame rate performance, is just downright apalling.
     
    - Even a top-down RTS with low frame rate sucks. So where is the rationalization here?
     
    Anyhow...... one can be hopeful they pull head from the dark crevasse and will actually improve the abysmal performance this game has over the course of the beta period. If not, then I can see many, many subscriptions getting cancelled.
  4. Like
    Frigidman got a reaction from Abilton in How to mirror voxels?   
    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).
  5. Like
    Frigidman got a reaction from SiLeNCeD in Selection Based Tools: Allow arrow/pgup/dn keys   
    (unless there actually is a way to do this, and I'm missing it...)
     
    Would love to have the ability to use the arrow keys, and page up/dn when making 'selections' with selection based tools. Many times, I just need that selection box to go 1 wider in a direction, or I overshot, and want to shrink a side (without having to hit esc and start all over).
     
    Clicking mouse on voxels still works the same way as it does now. Using ctrl-mousewheel still expands the entire selection 1 voxel bigger as it does now.  
    However then add the following action abilities:
     
    While holding ctrl: Allow arrows to push the sides outward each key press (one side per arrow key). Allow pageup to push top side upward each key press. Allow pagedn to push bottom side downward each key press. Holding shift, pulls a side inwards with respective key press above. NOT holding ctrl or shift, moves the entire selection in the direction of the key press (does not change selection size).  
    This would allow more control over making selections (yellow bounding boxes) with the various tools that work start with selections.
  6. Like
    Frigidman got a reaction from Madrummer in Setting the zone area for a Detector   
    "How does one adjust the actual zone (bounding area) that a detector will trigger?" ... is what I asked in the builders forum ...
     
    I guess you cant!
     
    So I would like to put this in as a Suggestion Instead
     
    What am I talking about:
     
    The zone area that a detector looks at, would benefit from a way to configure that zone. For example; making it a long thin area for a hallway only (no spill over), or a tight beam (leg trip), or even shifting it to a side so that a detector on a thin wall, isn't detecting things on the other side of the wall from its intended area.
     
    How it would work:
     
    - After placing a detector down, you could right-click it and select a menu option of "Adjust Zone".
    - This would then show a light transparent bounding area representing the current 'zone of detection'.
    - While in this mode, hitting the Arrows/PgUp/Dn (default keymap) will push each side out, while holding Alt with those keys will pull that side inwards. So the ability to adjust all 6 sides of the zone.
    - Minimum zone size would be 1 voxel in any direction.
    - Maximum zone size (or encompassing volume) would be based on the detector built (XS, S, M, L, XL).
    - When done, right-click the detector again and choose "Save Zone Setting".
     
    Alternative way to do it:
     
    If the above 'menu option and keys' method seems too awkward, another way to do it, would be within LUA. To allow setting coords from detector center (0,0,0) where the zone is. This would require a LUA script and programing board in order to adjust the detection zone from default... making it only an option for advanced users.
  7. Like
    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.
  8. Like
    Frigidman got a reaction from Beckols in DevBlog: Element Destruction - DUscussion thread   
    With a tool being added to "replace an element" (replace broken with brand new), does this open up the possibility to have that "replace" tool work to replace/upgrade elements for current talents?
     
     
  9. Like
    Frigidman got a reaction from admsve in DevBlog: Element Destruction - DUscussion thread   
    With a tool being added to "replace an element" (replace broken with brand new), does this open up the possibility to have that "replace" tool work to replace/upgrade elements for current talents?
     
     
  10. Like
    Frigidman got a reaction from kulkija in DevBlog: Element Destruction - DUscussion thread   
    Yes.
     
    The whole notion of 'finite ore' was ill conceived from the start. They really need to work on that, if they are going to begin adding resource sinks like element destruction.
  11. Like
    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.
  12. Like
    Frigidman got a reaction from Ater Omen in DevBlog: Element Destruction - DUscussion thread   
    With a tool being added to "replace an element" (replace broken with brand new), does this open up the possibility to have that "replace" tool work to replace/upgrade elements for current talents?
     
     
  13. Like
    Frigidman got a reaction from Bobbylord in Salvaging - Nerfed as a casualty or by intention?   
    Exactly.
     
    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.
  14. Like
    Frigidman reacted to Cheval in Salvaging - Nerfed as a casualty or by intention?   
    Yeah,  it sounds ridiculous to spawn shipwrecks if there are real player shipwrecks lying around. It goes against their catchphrase. "A persistent single-server universe, Entirely built and driven by players"
  15. Like
    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
  16. Like
    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!
  17. Like
    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.
  18. Like
    Frigidman reacted to Sku11face in Salvaging - Nerfed as a casualty or by intention?   
    Salvaging was a great game mechanic, Without it I'm feeling at a loss of what to do, I don't like mining and PvP is scarce, #SaveSalavaging!
  19. Like
    Frigidman reacted to Brazenlibad in Salvaging - Nerfed as a casualty or by intention?   
    Agree. Cores should be safe on sanctuary,, nowhere else. Learn to fly or buy insurance. (note to self, start insurance company)
  20. Like
    Frigidman reacted to Bobbylord in Salvaging - Nerfed as a casualty or by intention?   
    Hey everybody!
     
    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,
    Bobbylord
     
     
     
  21. Like
    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.
     
  22. Like
    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.
  23. Like
    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.
  24. Like
    Frigidman got a reaction from DarkAster in voxel and element rotation.   
    Rotating voxels in finer increments is a whole nother ballgame of voxel manipulation, as all vertexes are shared so it could create even more mayhem once placed  
     
    Plus you cant copy/paste elements at all.
  25. Like
    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.
×
×
  • Create New...