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Warlander

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  1. Like
    Warlander reacted to Emptiness in DevBlog: The Maneuver Tool and Disconnecting Ships - DUscussion thread   
    You need experience to sort out the genuine responses from the trolls who just want to incite heated 'discussion'.
     
     
    The problem with 50m is that it's a universal constant when core sizes are so wildly disparate.
     
    For an XS core, 16m max length, it's fine. 3x the length.
     
    For an S core, 32m max length, it's still fine, but starting to get iffy. 1.5x length.
     
    For an M core, 64m max length, it's now less than the max size of the ship. I foresee problems arising.
     
    For an L core, 128m max length, it's now less than half the max size of the ship. I foresee significant problems arising.
     
    And XL cores are planned, 256m max length. 50m would be less than a FIFTH of that.
     
     
    My personal opinion is that maneuver tool "max movement distance per unit time" should be 3-4x the size of the core being maneuvered.
  2. Like
    Warlander reacted to Namcigam in DevBlog: The Maneuver Tool and Disconnecting Ships - DUscussion thread   
    shipwreck recovery and crashing in craters and or valleys, moving ships around at your base. 50m is not much distance. Wrecked ships are often 50+ meters in the air and you have to resort to terraforming in order to reach the ship. I understand your need to address the problem in question but the maneuver tool barely works as it is.   
  3. Like
    Warlander got a reaction from HangerHangar in DevBlog: The Maneuver Tool and Disconnecting Ships - DUscussion thread   
    Honestly I just want all my talent points back as this tool is totally flipping useless now.
  4. Like
    Warlander reacted to blazemonger in DevBlog: The Maneuver Tool and Disconnecting Ships - DUscussion thread   
    The problem as I see it is that these choices are made at a level where no realistic understanding of the impact exists and there is no control mechanic to adjust these ideas. Well, there is (ATV) but it's pretty much unused it seems and for a large amount ATV consists of players who are not even active in game.
     
    NQ seems to not yet realize there is no more short test sessions with new patches, they need to get in and hit the ground running, there is no room for mistakes causing outages and potential need to rollback.
  5. Like
    Warlander reacted to Emptiness in DevBlog: The Maneuver Tool and Disconnecting Ships - DUscussion thread   
    They don't think. That's the problem. There doesn't seem to be anyone on NQ's dev team who can think the slightest bit creatively about how these changes will impact gameplay, let alone play their own game like a regular player.
  6. Like
    Warlander reacted to Destrin in DevBlog: The Maneuver Tool and Disconnecting Ships - DUscussion thread   
    50m is no where near enough distance IMO.  If someone decides to be a dick it may take upwards of 30 minutes to an hour to get this thing where we want it.
  7. Like
    Warlander got a reaction from Emptiness in DevBlog: The Maneuver Tool and Disconnecting Ships - DUscussion thread   
    This change along with the destructive elements. Just another nail in the coffin for me.
     
    If NQ just spent a fraction of the time making this game actually fun rather thant destroying the fun it would be a good game. I dont know if you have noticed NQ but everything in this game is a work around to whatever you create because its limited, short sighted, and stringent. Its becoming more and more of an unpaid job rather than a game at this point and if it keeps up im gone.
     
    The maneuver tool is one of those things that is completely necessary for daily gameplay in its current state. There are so many bugs, lag, graphic lag, and a whole host of issues that require the current state of the tool. Are people exploiting it? Don't know if you have noticed NQ but everyone is exploiting everything especially with LUA scripts and you are totally cool with that...
     
    Make the game fun. Make the game actually playable first without adding grief loops and get the hell out the way.
  8. Like
    Warlander got a reaction from merihim in DevBlog: Element Destruction - DUscussion thread   
    This game is dead in 6 months tops if this system goes in.
     
    Lol if this is what people in that "why did you quit survey" they are on meth or something and should not be listened to, and besides they are in a better place now.
     
    Second NQ plans to take the 100k daily alloance away at some point so there is that too.
     
    Not to mention finite resources. Non-renewable, non recyclable, non sift able resources.
     
    Those three things aside just looking back at all the stupid mishaps along the way, the learning curve for plantary/space flight progression, atmo burn, in air collisions, pvp, lag, ships sliding or just mistakes up to this point could have been all game ending incidents until you can get built up enough to even really do anything let alone pvp. Hell the time we came back from a two week mining trip and gravity body slammed us from like 10km up straight to the ground and we crashed multiple other ships trying to salvage the ore, 1mil hp repair bill on top of it would have been completely game ending.
     
    Hey NQ remember that time Alioth got blockaded and the other time the planet nearly got mined out? Those people are now going to have complete carblanch to just grief whole planets until they cant fly, then cant mine, and eventually just quit the game when they cant make anything. Sounds solid.
     
    This sounds like a grief feedback loop. The first casualties are the newbies, the second casualty is the markets, the third casualty is the resources themselves, and when you cant fight back at all anymore you just quit lol.
     
    RIPDU!
     
    Its supposed to be a game not a job or some kind of masochistic self flagellation punishment scheme. I still remember the last dying words of EQN Landmark which was "It wasn't fun".
     
    NO for me.
     
  9. Like
    Warlander reacted to Shockr in Back shadow for text   
    Naunet told me to come here... +1
  10. Like
    Warlander got a reaction from admsve in Back shadow for text   
    I agree with this +1
     
    I have an eye disorder (RP) that is making me go blind. I still manage to play most MMOs just fine, but in DU its like its either pitch black or its insanely bright in terms of the textures and the mass abundance of snow everywhere, ice underground, etc but also just adding lumi glass or some actual lights into an area have a super fine line between being pitch black, just right, or eye bleedingly bright in most circumstances. Or even more with the flashlight.
     
    There are many things that need an opacity slider option in conjunction with the black card or shadow to read text.
     
    It would be nice if like the hint box just off the right of top center of the screen was the same as the options right next to that that tell depth, speed, etc. When everything is like blindingly bright in snow or luminence its also a lot of times impossible to read and should be made to look like the other info window.
     
    Just as the mini map should be given an opacity option. I dont know how many times I would be flying back during high noon and not be able to see the mini map waypoint or the actual ground waypoint. If hover text is on the table things like the mini map or the way point should also get a black border to make them better seen.
     
    And unless im mining in dark soil I can never use the flashlight underground and in fact most times I have to turn down the brightness just to see the outlines of the ore since for whatever reason digging underground is like digging on the sun with blindingly bright texture choices when the flash light is on. So the actual angle guage that pops up when you hit "L" needs to have this black border as well. Not to mention either being always on or added to some part of the hud that does not require the use of the flashlight whatsoever.
     
    There is other things I could bring up but that is my main gripe with 90% of this game.
     
     
  11. Like
    Warlander got a reaction from NQ-Naunet in Back shadow for text   
    I agree with this +1
     
    I have an eye disorder (RP) that is making me go blind. I still manage to play most MMOs just fine, but in DU its like its either pitch black or its insanely bright in terms of the textures and the mass abundance of snow everywhere, ice underground, etc but also just adding lumi glass or some actual lights into an area have a super fine line between being pitch black, just right, or eye bleedingly bright in most circumstances. Or even more with the flashlight.
     
    There are many things that need an opacity slider option in conjunction with the black card or shadow to read text.
     
    It would be nice if like the hint box just off the right of top center of the screen was the same as the options right next to that that tell depth, speed, etc. When everything is like blindingly bright in snow or luminence its also a lot of times impossible to read and should be made to look like the other info window.
     
    Just as the mini map should be given an opacity option. I dont know how many times I would be flying back during high noon and not be able to see the mini map waypoint or the actual ground waypoint. If hover text is on the table things like the mini map or the way point should also get a black border to make them better seen.
     
    And unless im mining in dark soil I can never use the flashlight underground and in fact most times I have to turn down the brightness just to see the outlines of the ore since for whatever reason digging underground is like digging on the sun with blindingly bright texture choices when the flash light is on. So the actual angle guage that pops up when you hit "L" needs to have this black border as well. Not to mention either being always on or added to some part of the hud that does not require the use of the flashlight whatsoever.
     
    There is other things I could bring up but that is my main gripe with 90% of this game.
     
     
  12. Like
    Warlander got a reaction from NQ-Naunet in Elements skin   
    Personally I just wish you could pick the primary, secondary, or tertiary color of any item like the item (like you can pick with your own character to set the color of whatever it is you want. Or likewise being able to use the actual material textures and using the weight to take into account hp/performance/etc also within an item.
     
    Or likewise why not harness the crowdsourcing of super talented people within the community who vastly outnumber the dev staff and likely have the same talent base, skills, and drive to help make the game better?
     
    Like for instance if NQ today say hey crew here is a homework assignment and here is the model files for a container and we want you all to make us some skins provided you know what you are doing and we will add the top whatever skins and add them to the game. People who know how to do it would be hella excited to chip in.
     
    Or hell do the same thing with organizations. Only with Orgs you could have them submit their skin for $5-25 and then charge everyone who wants that skin in their org $1 or some kind of in game price that gives the creator credits (not $) every time someone buys it. A large org could easily pony up some $ to customize their fleet.
     
    Either way only presenting undesirable color schemes and then forcing people to double up with voxels to spackle over the problem is more grief by adding tons of weight for no real reason. Especially with out some weight reduct talents for voxels to make up for the lack of options or customization which even thr voxels suffer from lack of color choice in lieu of strange patterns and undesirable schemes you just use because there just is nothing else to break up the colors in your basee/ship/etc
     
    Last but not least I would like to see some kind of voxel forge/workbench/lab etc in which you can take say iron for its properties and choose (like your character) the color, pattern/texture/gloss/flat/or some kind of textural overlay along with the ability for priority blending etc.
     
    Otherwise we are being griefed by the devs and adding litteral tons for customization to make them look half way normal and adding litteral tons in the process. When the skin function was added there should have been some skins made by either the devs or the players or just straight up pick the colors without the skins.
  13. Like
    Warlander reacted to CoyoteNZ in Back shadow for text   
    A lot of the time I can't read the text when i am in my factory and place mouse over an container, machine etc.
     
    If there is a bright background colour, bright daylight or artificial light etc, the white text is unreadable.
     
    is there a way to give the text a dark shadow around it so it is readable? If not would this be a good idea to add to the feature vote?
  14. Like
    Warlander reacted to Cptsigh in Sifting   
    If they did this they need to add a way for grass to be replanted. Ugly holes everywhere.
  15. Like
    Warlander got a reaction from NQ-Naunet in Sifting   
    I think that there are potential options to keep the grass/foliage with some form of a gradual world heal/erosion system outside of territories where it could just gradually heal back the raw materials until it fills in all the destruction. The way Everquest Next Landmark did it was way too quick (30-60 mins to fully heal the damage done) and it could be slowed down to a really slow gradual process that could take RL weeks/months could do a lot for the longevity of DU.
     
    The devs could also add in texture changes for different "seasons" where they just rotate some surface textures or perhaps the priority in which they appear or blend in order to keep the bushes and trees present on the surface. Games like BDO change their textures up gradually throughout the year. It does not need to be that dramatic and im not sure the texture limit constraints present with DU in the Voxel Engine.
     
    They could also make a script during patches to just fully collapse all the tunnels in a couple random unoccupied territories to simulate an earthquake to set some of the more destroyed unclaimed areas back to normal. Earthquakes or just random honeycomb territory resets could also help to keep trees and holes from dotting the landscape especially in various locations. The devs could also create random strings of unclaimed territories in high traffic areas to keep them from becoming swiss cheese.
     
    I also think it would be interesting if there was a mantle system for both starting planets like Alioth or highly contested pvp planets which had an active mantle crust system that acted like a planet within a planet that simulated magma/lava so that you cant dig down 32km to the core without dying by touching the magma or that by doing so would activate the healing system above where below the surface it turns to a glowing color and just fills in the whole tile before cooling once it heals the tile completely.
     
    Beyond that I am also surprised that there arent layers of different rocks that have random hp to them that take longer the further you go down to where each layer becomes tier 1-5 raw mats which translate to building materials for bases in addition to the voxels we can get from mining and processing the ores.
     
    With the new universe the devs are working on it would be nice if there were unclaimable areas where there were just large seams or chains and veins of massive quantities of ore as well as quarries.
     
    The devs could also create a system that takes their magic blueprints into an unoccupied territory tile that has random size impact craters in the sahpe of a doughnut with raised up walls and the center crater containing some random ore that may or may not be from that planet for both a point of interest but also a way to seed some more ore into the game.
     
    Last but not least I wish there was a crash system that when your ship was destroyed in a crash it just threw all the metal that should still exist into mineable surface voxels so that it just didnt wipe those resources out of the game completely but rather gave you the chance to collect what you can find in the crash site.
     
    Either way something has to give with all the mats that are being flushed out of the game. Matter should never be destroyed without being converted into some other form in this game if it is to last more than a couple years.
     
    These are but a few ideas which could work well with a sifting system to fit in line with a sifting system or at the very least a gradual healing effect to keep basic resources flowing into the game years from now. Even if it takes 10 L containers worth or raw resources to create 1 L container of ore with talents when its all said and done at least if you go to a heavily mined planet at least you can come home with something at least and its not a complete wash out if large orgs have just decimated all the ore in the area.
     
    .02c
  16. Like
    Warlander got a reaction from Aiwhisper in Transparent glass voxels   
    Clear glass would be great to start. I would also like to see a couple opaque variants of clear glass as well.
     
    On top of that different colored glass or stained glass would be greatly welcomed too.
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