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Frigidman

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  1. Like
    Frigidman reacted to slaughtershy in Refinery Byproduct Vents!   
    Hello there~!
     
    So I am quite new and have just finished making a tier 1 ore refinery, and it works great! The only thing that irks me is the obscene amount of byproducts (pure oxygen and hydrogen) produced by the refinery. It would be nice if there was an option in the refinery to either store them as is in the output container, vent them to atmosphere, or store them in a second container. Even another element that would automagically separate the ore from the byproducts would be awesome! Any thoughts?
  2. 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.
  3. Like
    Frigidman got a reaction from Emptiness 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 reacted to link12313 in The game needs optimization badly.   
    My computer can run star citizen better then this game in it's current state. It runs all my cpu and gpu cores at max and strains this system harder then any other game I own. Here are my specs. The game has the detail level of something from the mid 2000's right now. So there is no reason for it to overload a Ryzen 5 and Nvidia 1660.
    DxDiag.txt
  5. Like
    Frigidman got a reaction from Emptiness in Option/rebind of double-tap W   
    Please allow us to rebind the hard bound double-tap-W behavior.
     
    - It becomes so annoying when I'm trying to slowly move forward while digging tunnels. I do not have an analog keyboard, so by muscle memory habit, I repeatedly tap W key to slowly move forward. This of course then throws my characters face into a wall of dirt.
    - Its also annoying indoors when I'm just trying to inch up to a box or something, and it registers it as a double-tap-W and flings me into the wall on the other side of the room.
    - It is so rare that I actually WANT it to kick in, so the keybind to activate it needs to be something less travelled.
     
    So please, let us rebind that to something else. Or even an option to disable it... but I'd rather just rebind it to something I'm not constantly tapping a LOT of ... like, able to rebind it to "double-tap-shift WHILE holding W"... or even "ctrl-shift-W" or "alt-shift-W" (although alt-shift w may be annoying during build modes).
  6. Like
    Frigidman reacted to Rayhker in Please make it so we can use STEAM Overlay...   
    I would love to create Gamepad support for this game using STEAM overlay but when i add the game to STEAM as a shortcut it will only hook the launcher of the game.
    can you make the game luncher hook to the game's EXE "Dual.exe" i used mostly K&M but sometimes i like to lay back and use my gamepad and i have created alot of
    gamepad support for games that dont have gamepad support alot of games that have launchers can be added to Steam and use the Steam UI but this game wont work
    as the luncher wont hook with the Dual.Exe
     
    this by no means is a demand is just something i and lots of people would be glad to do thanks...
  7. Like
    Frigidman reacted to Dakanmer in Lighting changes   
    I'm sure it's been beat to death with a herring, but lighting. NQ's intentions were good with trying to make things less stressful flying at night and dark places, but they made it pointless to have lights regardless of environment. So here's my idea:
    Scale back the ambient lighting, or remove it entirely and give us a "night vision" mode on our super-advanced suits (that also apparently keep us fed, breathing, sane from lack of sleep, etc), and then improve the ability of lights to actually produce light over a longer range (without bleaching through walls or the ground).
     
    Explanation:
    As described above, lights are pointless regardless of environment. You don't need a flashlight when mining anymore; the pitch indicator is great, but you can't see it so easy with the flashlight on, especially in brighter soils. You don't need light elements on your constructs anymore. Lights can help better pinpoint your construct in space or dark soils, but we now have luminescent white (but no other color. Much sad face) voxels for that, so they are completely unnecessary. Whether you are underground, on the surface, hiding deep in a labyrinth of corridors and rooms in your construct, in a panic room in your super destroyer in space, or anywhere else, the sun bleaches through and lights your surroundings enough to see everything as though it was at least an overcast/rainy day, even giving a sun "reflection" on any surface that is ~orthogonal to it (this is especially annoying in space, when I'm pointing directly away from the sun and getting glare in my piloting cabin that makes my transparent screen unreadable...and yeah, I could make it a normal screen, but stop making excuses for problems. That translucent screen is in front of the forward window so that I can see where I'm going and watch important stats, and smaller screens out of my direct field of view get blocked by the default UI). Added to that, you see the reflection of the nebula wherever you are, whether above ground, km below with no sky access, or in your labyrinthine constructs with no outside visibility, which completely throws off aesthetics. (Want a mirror in your bathroom? Too bad, it's a viewing portal to space!)
    The overall effect is that there might as well be no night or day, but a constant bleh of medium-to-high lighting differences. There might as well be no lights, as well, no matter how deeply you dig or how thick and dark your walls.
     
    Justification and response:
    Some people have said they love the change because of night flying and trying to find space stations in the dark. I hate to be "that guy," but get over it. Night time and space are dark. That's why we invented lights, and that's why we invented night vision systems (like "thermal" and "infrared" goggles/cameras). The nebula is great and adds lots of flavor to the place, but it shouldn't be so pervasive that you can see it reflected anywhere at any time on most semi-reflective+ surfaces, nor should it light up the solar system. At most, it should provide aesthetic value and contrast (like in space, contrasting your ship against the void). Similar with the sun, it shouldn't be reflecting off anything on the other side of a planet and inside a fully enclosed room. Improving the ability of lights to perform their intended function, and giving a toggled night vision system, would make night and space flying doable without detracting from the game's realism or aesthetics, and complaints about such a change would become void; best of both worlds.
     
    Others have suggested similar ideas, but it can't be overstated how much the new lighting has adversely impacted gameplay. Some people are happy because they can see at night and in space, but they should have been asking for improvements to physical lights and a night vision toggle system for your suit (and learning important lessons about the dangers of night time/space navigation, and the need for quality lighting/detection elements/systems, like telemeters that have longer ranges to allow for coders to create LiDAR programs), not cheering for something that is a massive eyesore and big inconvenience for those of us who respect the psychological, aesthetic, and logistical impacts/aspects of darkness. (Want to build an escape scenario that is spooky? Hard to do when you can see EVERYTHING with only weaksauce shadows.)
  8. Like
    Frigidman got a reaction from Aiwhisper in Recycle element   
    Just today... I finally got around to building my first "Recycler M".... only to curse quite loudly over discord to my brother that the darn thing doesn't recycle anything.
     
    Yes, please cast my vote and support for a "Deconstruct-or L M S" elements to use. So that we can toss all this unwanted garbage in back to ore bars. Especially since I made a couple dozen different colors of blocks to find the two I wanted to use LOL. I'm fine if there is a loss factor at play. There already is when constructing bars, products and elements.
     
    "Go sell it on the market" ... meh ... 
  9. Like
    Frigidman reacted to Apillion in Recycle element   
    We need a Element that can be placed in your base or ship that can recycle elements that you no longer need to return a portion of the raw materials.
  10. Like
    Frigidman got a reaction from Aiwhisper in Remove tools from inventory   
    A checkbox preference up top on your personal inventory of "Show Tools" (defaulted ON for new players) would help hide those away.
     
     
  11. Like
    Frigidman got a reaction from Neoki in Upgrading Cores (static)   
    This is a 'cold welcome' moment to new users. Especially when new users are told to buy the XS Static core to start their little hut (about all you can make inside that tiny area)... only to find out after spending days making a great place, and they wanted to 'expand', ... and oh ... cant. Have to destroy all your hard work and start from ground 1. DOH!
     
    Really need some way to upgrade.
     
    I like the idea of a timer to swap... pull one core out and you have X minutes to place another (bigger) core touching something on the remaining entity. If you don't, then it just all gets trash-collected by the server and vanishes (having an alert timer displayed on screen during this would be helpful to people to know they have removed the core and things will go *poof* in #:#:#).
  12. Like
    Frigidman reacted to Greyhunt in Upgrading Cores (static)   
    Hello,
     
    So I have ran into the problem that my current static core isn't big enough anymore, and found out that you can't upgrade the core without destroying the whole building.
     
    Why not make it possible to upgrade the static core in some way, so you can have the bigger building radius that comes with it?

    The ways to get this to work (feel free to add them):
     
    -A option in the right click to upgrade the core, this would replace the core with the bigger core
    -Making so you can link more then 1 core into 1 building area, this wold work so you can expand the build space with more cores, while still needing the cores themselfs
    -A option to parent/child the cores giving the main core a bigger building area.
    -Letting us destroy a core and some sort of timer starts where you can place down another static core before the building is destroyed/availible for salvage
     
    Let me know what you think.
     
    Grey
  13. Like
    Frigidman reacted to ZeeRohSum in We need construct based tools (mining, salvage, repair, etc).   
    NQ has specifically said they dont want to have automated mining for that very reason. The existence of LUA as a main feature in the game makes abusing mining as a profession and flooding the market all too easy. They are worried that if they allow construct based mining it will make mining less balanced when comparing newer players to old. 
     
    That said, I disagree with them. While I do think there should be limits to prevent fleets of unmanned mining dro6nes making loads of passive income for organizations, we need something better than pickaxes after spending a lot of time in the game. And i definitely agree we need more construct based professions. in a game that touts being able to build anything, it seems silly that we cant make ships that actually do anything other than shoot.
  14. Like
    Frigidman reacted to Emptiness in Building is physically painfull   
    Use one of the translate hotkeys. Translation allows precise positioning of both elements and voxels while allowing free movement to see all angles.
  15. Like
    Frigidman got a reaction from Emptiness in Building is physically painfull   
    I spent two hours cleaning up the bottom edge of a diagonal wall I copy pasted onto a flat floor (pop one tiny 45° slope block out, put it back in, rinse repeat). Why oh why did they have to 'triangle out' down there when the original was not that way?
     
    Every single time this happened, it wasn't about shared grid points, or how voxels work. It was about it trying to be fancy with something I didn't want it to be fancy with. Sometimes changing a neighboring couple blocks, when I placed a third in a diagonal away (the only common side was the corner point which should not have morphed).
     
    I keep looking for a toggle key to "Disable Magic Morphing Powers"...... but fail to find one. Judging by this thread, one does not exist, and really should exist.
  16. Like
    Frigidman got a reaction from Emptiness in Do we really need 100's of honeycombs?   
    I hope this is true.
     
    After spending my first weekend in the game, it became horrifically apparent that crafting every color and texture combo for JUST IRON was a terrible experience to put even the slightest variation in color/texture in one wall of my house. Then the resulting pile of blocks in inventory (all iron), making inventory management even more difficult. I couldn't imagine down the line how bad that would be. Especially given that just trying to FIND the right material in the Krafter was a long list to try and scroll through.
     
    Granted they have the "Replace Voxel" tool which is very handy to change out whole chunks of one material to another material....
     
    But they definitely need to work on a "Surface/Style/Paint/Texture" tool which simply lets you change out the color/texture ID on a given material voxel. Can be done in both selection box style, and aimed one-by-one voxel.
     
    The lack of paint/texture tool is thus far my biggest worry with the style of the game.
  17. Like
    Frigidman got a reaction from Portavar in Tool improvement suggestions   
    I like this.
     
    Its not often we have to 'look at' the tools in our inventory (do we ever?), so shuffling them off into some sort of tool panel would help clear that out of general inventory management. Even if its just a "checkbox" up top "Show Tools"... that remembers you have it selected or un-selected.
  18. Like
    Frigidman reacted to Noonie in Do we really need 100's of honeycombs?   
    Do we really need to have all the different honeycombs, divided by different textures?  Having to keep so many different kinds of honeycombs on hand in order to give our creations different colors & textures is kind of a PITA.
    I DO enjoy the varied statistics of the different honeycomb materials. (pure & products)  Would it not be easier on both the players and the servers if we limited the honeycomb down to one block based on it's material, and offer the players a "paint & texture tool" instead?
     
    Thank you
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