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Alpha Team Vanguard
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  1. 1 question: Will building in space ever been taxed one day? 1 requirement: Full talents reset for everyone or no reset at all for 2 obvious reasons: 1- what if i didnt like the mining mechanics, but do like the new one, i would i have made a complete different choice in experience point spending (7month to max out a talent tree!) 2- only resetting mining talents for people who got a lot in those, give all those players at Demeter start, an enormous advantage, specially if some new talents linked to automatic mining, and with those taxes coming and now the enormous pressure for random players to weekly earn enough to not loose our work Unless your goal is to keep loosing players, then having raise once more the subscription fee because you aren't reaching financial goals and then bankrupt the company I also have the feeling now some loot crates with element skins are on its way, we already have the invite a friend disgusting program proving it
  2. Demeter is coming and promising features been revealed, specially concerning the optimization of the game, i would like to point out once more several aspects of the game that are here from day 1 and should be considered for improvement in a very near future. Gameplay: - Collision box: Walking on micro voxel construct floors is like wearing high heels shoes and having heels getting stuck in every little surfaces details, while sometimes having really undesired collision and repelling the player away. - Jetpack run: Double tap forward sometimes too sensitive and is generator of jump scares. So maybe need to allocate a different keybind for it - Mining tools: Demeter will revolutionize the mining mechanics, so maybe we dont need all those mining and scanning tools. Could fusion them into 1 - Surface ores: Surface ores should be minable anywhere (including claimed tiles) by anyone. They arent a source for mass production, but mainly as starting resource. Someone crashing into a huge claimed zone (such as the zone all around Alioth markets) without scrap, has no other way but to run for hours to be able to reach an unclaimed tile for couple scraps. - Inventories: Inventories are real mess, we should be able to reorganize by type Items are way too many, specially honeycombs Search bar is buggy by the way, not functioning in certain situations like barter inventory search Flight Mechanics: - The stall vector bug: It is possible to stop a dynamic construct (any weight) in mid air, with only brakes, no anti grav, by aligning the forward vector with the gravity while stalling - Cross Section lift: While cross sections are used to generate drag, it would be better that they also produce lift! This would have multiple advantages: First, that would reduce the number of wings and stabilizers elements on construct, by this reducing the construct data weight (so, beneficial for server, beneficial for data transfer). Then, and most important, would release players creation potential, allowing them to design their own voxel wings, because they might want wings long instead of wide, but right now we don't have choice. - Engines power: I strongly, but very strongly do believe all engines thrusts needs to be scaled up. Engines power do not actually match at all their size in comparison with their core size. Players always use the superior size elements depending on the core size. No one will use M engines on a M core. As well players will always try to reach better performances, by adding more and more engines, therefor greatly and unfortunately compromising on the design (more elements = greater construct data weight). Design is a too important point for the image of the game, skilled creators struggle way too much to do something that looks good and performs good, and we dont want evolve in a game invaded by borg cubes. - Fuel consumption: Just scaled down fuel consumption, its a game where we are mainly supposed to fly. For instance, a very basic VTOL construct has no more than 15min fuel autonomy in atmosphere, this is not acceptable. Honeycombs: To me and all the players i have talked to, honeycomb is the game biggest mess, while it is the game creativity most important content. Honeycombs can be a multiple pages topic, so important they are and so badly they are treated, and as myself an architect and paying extremely attention to materials i have couple words to say about it. Names choices show there has been no research made on this topic Galvanized, is a zinc coating exclusively for iron and steel to protect from rust, so it is not colored in any cases, and cant be applied over aluminium Brick is not a material, Ceramic is, with what we can make bricks or porcelain I suggest using 4 basic finishes names instead: "natural / polished / brushed / painted" I addition of that there is a big difference between "painted", "tainted" and "textured" For honeycombs to be efficiently accurate and become the best creativity content, we need a paint tool! I suggest the replacement of the "Voxel replacement tool" (which is absolutely useless and it is equivalent to select and copy paste) by a "Voxel paint tool" This tool could have the right side slot bar, and a TAB window (the same way we open filters for the scanner), with the above named properties and colors selectors: / a button for selecting the finish (natural / polished / brushed / painted matt / painted glossy) / a RGB rainbow for selecting a color (the same way it has been done for character color selection i guess) / a button for selecting a pattern/texture/bump that would be applied on top of it And once we are satisfied with a result we could drag and drop it to a right side bar slot and exit TAB to use the tool on our construct Most of all a paint tool would empty our inventories and industries, leaving in there only the raw/natural version of it HUGE HUGE benefit for the game data, no more list of hundreds of different honeycombs to deal with our industries, our inventories, markets, and bandwidth to load all that mess 5 years dev team been trying, updating and failing those precious honeycombs, the render and colors of them is nowadays the worst it has ever been Element: - Design: The elements design is bad and not in harmony with the game global structure and mechanics. Those elements could fit in any other games and are not adapted at all to be fit into a voxel creation, they are staining our creations. The edit vertex update will help us go around them for a better looking seamless fitting, but will not remove this obvious stains looking detailed mesh on top of low details voxels surfaces In the first published artworks and ingame screenshots 6 years ago, there was that white long squared engine, which is exactly the type of compatible design for voxels, but you guys made it over complicated.... - Colors: Colors is also a big part of the stain effect elements have on creations, so please, let us right click on elements and choose a color by ourselves - Decorative: There should be more decorative and structural simple elements of different scales(bars, panels, truss etc...), for players not skilled enough with voxels, where voxels could be a minority and a link between those elements And btw, orange flames from engine fire is supposed to be due to oxygen burning, so to be accurate, orange particles for atmo engines, and blue particles for space engines... - Obstruction I do think obstruction for engines and adjusters needs to be reviewed. Distance to target of obstruction needs to be lowered Cone angle needs to be clarified Obstruction cone need a graphic representation LUA: - Slots: We should be able to call every single elements within same construct by their names without having to link them. So no more lua slots problem, and linkage would be for manual interactions without use of lua. If i link this button with that door, i can manually open and close that door But if i have 20 doors, i should be able to open or close them independently with 1 single programming board just by calling them by their names Since automatic naming differentiate elements of same type with [number], those could be stacked in a table using this number as keys. - Keybindings: Would be nice to enable all the keyboard keys recognition for lua programming - Resell: When the "save to inventory with drm" button when we right click on scripted elements? so we could barter our scripts more easily. Good luck, we are getting there! Cheers Jeronimo
  3. been playing and supporting this game since 2016, thank you NQ for giving away the first "skins" and "special items" under such piteous conditions
  4. "Scrap Mechanic" style, unfortunatly it has already been asked couple times, and strongly refused by NQ
  5. isnt using the selection tool, then CTRL + C, then mouse scroll to change the material, then CTRL + V, doing exactly the same?
  6. Honeycomb is the Major game content of DU which pretend to let players build what ever we want But as it is now, it is tooooooo constrained and limited, buggy, and never looking as we wished, specially in between updates where dev dont know which numbers to tweak for better render results The resources needed for making honeycomb: Some honeycombs such as concrete / brick / wood / glass(panels) should require more simple recipes, not requiring mined and refined ores, but raw stone, sand or wood, directly from the planets grounds and trees Those could be considered as construction material, mostly for static constructs, and their weight should be increased for discouraging players using them on dynamic constructs The honeycomb weight: As for now they are 0.1 times the weight of their relative correspondents on earth In my opinion the word HONEYCOMB is well chosen, and give this futuristic aspect of a 3D printed honeycomb material But i think it is still a bit too heavy, since in aerospace, it wouldn't happen to build ships with thicker hull than 5 or 10cm I also think some honeycombs shouldn't have this weight reduction, or less reduction For example: concrete * 1 / wood * 0.25 / metals * 0.075 The diversity issue: Here is my most hatred part of DU, the numerous amount of different honeycomb colors and finishes nightmare for industry managers nightmare for players to spawn blueprints, that have dozens of 0.5m3 of different mats filling hundreds of container and inventory slots (that must be a lot of data in back end, but also lot of data for everyone uploads and downloads on front end) All refined material should have 1 and only 1 raw honeycomb with a raw aspect, on which we could later apply the color we want and the shininess we want in build mode Removal of the "voxel replace tool" => replacement by the "voxel paint tool" I dont think anyone using this voxel replacement tool at all, it has its equivalent when copy pasting using the select tool A paint voxel tool could use a popup window, around the bottom of the screen, same as the scanner does for the ores filters. In which we could select our desired custom color from a palette the shininess we want from matt to glossy an optional bump map (stripes / screws / holes / galvanized etc...) The finish name "galavanized", change back to matt Galavanized is an anti rust coating process for iron, using zinc From PTS server the "galavanized white iron", is the only correct color and aspect (the texture is pretty nice btw) So : galvanized only applies to iron, certainly not to aluminium, copper and others iron can be painted aswell with anti rust paint, but galvanized wont be galvanized is more of a raw finish texture, more than a color or a shininess (which could be added as a bump texture in the paint tool options) Textures scale New textures are gorgeous but they arent scaled properly (official and PTS) Texture edges blending is also necessary So Novaquark, if you desire to optimize, reduce lag, reduce loading of containers etc... the diversity issue should be your concern. If you desire to really let players build awesome creation, just unleash the constraints and give us more freedom of choice We are not paid for testing, and for taking time developing our feedback on the forum after years of testing, so it would be nice to have a better reading of the gold mine for the game development that this forum is (taking notes, and putting them on a big white board is an idea) After all, WE players are creating the content of the game, but if we dont have at least the few main features of Minecraft, which is gathering wood to make wood, not mining coal to make wood, that aint gonna work Cheers
  7. how old is that trello, for that nobody remembers it? https://trello.com/b/Y6WNMd2S/dual-universe-community-suggestions
  8. @Demlockwe are not in Landmark, how is any economy is going to happen if everything is open source or donated we have experienced multiple wipes in the past, some with alternatives so that players dont loose everything, such as "magic blueprints", blueprints that can be spawned without requiring any material from the players this will therefor need a little work on the blueprint deployment gameplay, like being able to see the ghost of the mesh and being able to snap static core blueprints but to be honest, Helios planets, including Alioth are ugly as hell, and havent been touched since early alpha just for this every current planets need to disappear before release to let place for sexy desirable ones freeport is an amazing place, but with little work from NQ side, a wipe will not make this place gone for long SO WIPE IS NECESSARY, alpha is alpha, beta is beta, release is release
  9. Three years and half after pre alpha launch, the best period ever for DU, everything got overcomplicated, heavy and excruciatingly laggy, especially at the introduction of industry 2.O which has changed till now fps, lag and loading times for everyone, but since the developers aren't testing nor playing their own game, very little have been done concerning the content and game mechanics. Since the beginning JC pretends that he wants to control the visual aspect of the game, but look at the thousands of player made atrocities and piles of elements scattered everywhere For those who never heard about, but there is a french simplistic and satiric cartoon called "Shadoks", where a group of engineers and workers, work hard together to make simple things more complicated, from where we are getting the expression: "why do simple when you can do complicated?" And this is exactly what is happening here But in real life, and i quote, professionals, engineers, designers, and architects will all agree: "Less is more" So here are my thoughts, after 3 years of hope and life time, on the bad and good decisions taken, and what could be improved at the moment: Building mechanics: Vertices editor should have been a priority long ago, long before that not so useful update on the line tool The actual given building tools are half of the reason why we see so much trash everywhere, and why most players are giving up, because voxelmancy is a considerable waste of time since ship selling will never be a major part of the market (everyone want to build his own), PVP will destroy it in a matter of seconds, and detailed or undetailed static or dynamic constructs' spaces are dead as hell. Vertices Editor: self explanatory Line tool: add triangular and circular shapes, and make one of the corners of the selection the center of rotation (not the center of selection, this doesn't make any sense) Paint tool: (omg seriously this one is the biggest joke and laziest decision taken) need to absolutely remove from the game this ridiculous number of different honeycombs, performance wise, and gameplay wise. Every material should have one and only one raw honeycomb, on which we could, using build mode, apply a color we want, a shininess type and or a pattern That would optimize the game code, our inventories/containers, and our factories (and will fix that uggly .24 update changes) Remove the deploy and selection sizes limitations Be more consistent in the deploy shapes size increment (1 by 1, not 1 2 3 4 5 6 8 12 16 24 32) * by the way change "galvanized" honeycomb name and check the definition of galvanized on wiki: which is a zinc coating process to protect different metals from rusting Elements: Here is the second half of the reason why we are surrounded by trashes First, element design is very badly fusing with the voxel building system, specially all the dynamic constructs elements, elements are detailed meshes that don't match with a voxel hull and the voxel default sizes Even after the best achievable voxelmancy, engines, brakes, hovers, wings, look like stains on our creations, element colors dont match available honeycomb colors, some elements are offsets, some are badly symmetrical I m not saying that its bad to have detailed mesh elements, but half of them, must be redesigned to be used and integrated "into" a basic voxel shapes, not to be put like a flower pot "on" the voxels, and this concerning all the elements used for designing ships Dynamic elements (engines, brakes, airfoils): those elements can be a single detailed face element, the face that will pop out from our voxels, and other faces must be designed with an easier global shape to work with the voxel grid (tubular, square, rectangle, just as Empyrion or Space engineers do...) Decorative elements: make sure they are scaled for the voxel grid and size (the reinforced sliding door is the perfect example of bad design and bad consideration) Ability to change elements main color Engines: no no no and no to all this different types of engines (safe/maneuver/military/etc...) with different recipes. again its a mess in inventories and markets, same problem as honeycombs, why doing simple when can do complicated?. while the quality (normal/advanced/rare etc...) should remain, all engines should be crafted as a standard factory type, and have an option by right clicking on them to change their mode type, and why not beeing able to change it using lua Flight mechanics: Overall the flight mechanics are very good, stable and well developed But, the main issue is bringing back to the dynamic elements issue and the overall aesthetic of the game and players creations Elements power/thrust should be multiplied by a minimum of 5!!!! this would greatly reduce the number of elements needed on each ship, reducing the lag and loading time, but most importantly we would not compromise anymore on the design in order to have "acceptable" flight performances (which will increase the visual quality of players creations) Vertical and horizontal cross sections must produce anti drift and high altitude lift, which will reduce the number of wings and stabilizers elements needed, and again will increase everyone performances due to less elements, and allow better ship design Fuel consumption to divide by 2 or more, we are tired to mine 2 hours, refine for an other hour, for 20min of flight (nowadays long distances planes can fly at cruise speed 900kmph for about 12 to 14 hours) LUA Lua is one of the greatest part of the game, allows the best customization possible, but is still way too limited, for no reasons Unlock to unlimited number of links/slots to a pb/remote/ECU/command chair etc... will reduce the number of scripts running at same time, so will increase performances (what is better? to have 10 scripts, on 10 PB, each one linked to 10 elements? or 1 script on 1 PB linked to 100 elements? do the math!) Increase again the recently nerfed CPU usage for custom scripts (they were not producing any client side performances issues, so why decreasing it again?) Increase the conf file allowed size, 150k isnt enough Make possible to install conf files on programming boards Increase Databank sizes Fix the rocket engine please for custom scripts, they are broken and deadly, they activate themselves when construct controls are taken Add function for camera relative rotation and position Ability to save scripts in our nanopack and exchange/sell scripts with DRM protection or not PVP I think pvp is a very delicate topic, but globally so few people have any interest in pvp at all due it its extrem unbalance In my opinion there is no goal and no reward in pvp, which makes it boring So much time and effort put in mining/producing/building a pvp-able ship that it pushes everyone away there should be no safe zone, nowhere! - heard and read too many stories of players ravaging orgs from the inside, secretly stealing work of dozens, and then venting themselves on streams. there should be no safe place in the universe for those people to hide their shameful loot - cargo ships should be accompanied and escorted by armed fleets, even while mining quantas could be physical/stockable/stealable claimed territories shouldnt be visible on the map, unless personally discovered surface ore stones, should be mine-able by anyone anytime anywhere (claimed or not. we should be able to get some fast scrap and fuel if we emergency land in middle of a huge claimed territory) static and dynamic construct need energy shields element containers content should not be destroyed unless the container lost all its lives (otherwise there will be no loot in pvp), they should just be inaccessible there should be a way to restore all lives on salvaged elements (repair unit maybe?) There is so much more to add, but please NQ consider and fix a big part of this first before adding new buggy "content" At some point there should be a planetary wipe, to leave space for the new planets design (allowing what ever is standing in space to be excluded from the wipe, for players beeing able to save enough to restart quickly)
  10. Hi Naunet! Since you guys are working on the line tool, which is a great thing, its the right time to fix it for real and make it finally a great tool only 3 things: so that shouldnt be too much work - fix the huge fps drop when making large lines - the rotation of the selection should not happen around the center of the selection, but it should rotate around one of the corners, so a rotated line can finally be aligned with the voxel grid!!! (rotated line been hazardous and dirty for too long) - implement maybe tubular and triangular lines? its by playing and "trying" to use it that for now this line tool appears to be a place holder its good to make tech demos showing yeah we have a line tool to connect 2 surfaces, but in practice when really trying to use it and making clean shapes, its full of flaws greatly looking forward all the changes cheers J
  11. I dlike react about the new lua parameters panel. First of all, very very very nice addition, a big step forward copyrights protection i feel For having already played with it, first thing is obvious, and can be noticed on the panel announcement rendering picture the panel isnt large enough and long parameter names step over the changeable parameters line Then, - exported parameters like true / false arent supported - exported parameters are randomly displayed in the panel, not following the order they are in the script - some parameters are missing - number of parameters is limited, but appears that a scrolling function already been implemented, just not working yet as intended (the panel get stretched off screen) - parameters arent selectable by clicking and dragging mouse over As for some suggestions, would be very nice to be able to classify those parameters into categories For example using --export:Flight_control, to have a separate panel titled Flight_control with the different parameters we would setup in Now, really looking forward the updates that will come about this new feature, and play more with it
  12. discordauth:WJfIzC8fX5H9QEiuD9FbKYJSpGYezfLfpvhzGrNRtBE=

  13. but here guys are 2 examples of 3rd person lock and fire, not fps
  14. In theory this is very accurate, but you only demonstrated CvC, what about AvA? Does anyone have a lock and fire system reference game for AvA? (Avatar vs Avatar) The only one i have is Final Fantasy 14 online, but its not in first person, or minecraft using a hacked client with auto lock target and aura, but its unplayable
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