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swkonstr

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  1. Like
    swkonstr reacted to Davian_Thadd in Superior alternative to finite durability mechanic.   
    I agree that this will clearly not please everyone ^^ '

    However, it is important to remember that this is not a game in creative mode, solo / co-op with a lifespan of 50 hours.
    Currently, far too many things are simple, and the complexity is .... no it's not the right word .... accessibility, that's better ^^ '
    The accessibility is too high, everyone can do everything so easily, no need for other players directly or in direct, little cooperative effort ... etc
    In short, people find it hard to see the game as an MMO whose goal is to build a new civilization at the moment, and an infinite one to take, manage, create its role in this world.
     
    Anyway, why am I saying that ??! Well because without wanting to criticize, even if I know that a lot of people will fall on me ... well the players want everything to be simple, accessible ... etc to play quietly in their corner and do everything so easily . And that goes through the elements, the industry, the management of the damages ... etc
     
     
     
    Anyway, after this intro, basically, I'm clearly positive about adding a final destruction! It is clearly a necessity! (and contrary to what we hear, many games have definitive destruction, because it is a need to have an economy that runs, even on management games ... etc. everything is CONSUMED it comes back to the same) .
     
    BUT ! I am not necessarily in favor of this system of life, even if I REMIND IT, IT IS A FIRST ITERATION, THEREFORE TEMPORARY and INTENDED to change.
     
    This is why I am much more in favor:
     1 single life for all the elements (a destroyed element should not logically reshape by wonder)  much more HP for the elements  a degree of performance directly linked to the HP of the element ( fuel consumption, t50, thrust, tracking speed ...etc) What's the idea, before I get spit on me ^^ ', the idea is to make the complete destruction less frequent, but still impactful. Some examples to explain:
     In PVP, we could have a lot less elements destroyed but a lot of damaged. This will keep value to recover in combat, while allowing to weaken a target.  For ship crashes, well some elements yes would be completely destroyed, and IT MAKES LOGIC if you spit yourself out, but a good part would be damaged, even sometimes close to destruction.  This will avoid having second-hand pieces lying around for nothing because they have X lives on Y ... etc  
    Obviously, the idea will greatly benefit from a recycling system to create the scraps, from destroyed elements, since the DESTROYED elements SHOULD NOT DISAPPEAR BY MAGIC ^^ '
     
     
     
    There you go, now you can spit on me because I have circumscribed the players who want everything simple and easy and without fuss ^^ '
  2. Like
    swkonstr reacted to NQ-Naerais in Marketplace Performance Improvements   
    Hello Noveans,
     
    We realize that the districts currently represent a performance bottleneck, as they are a choke point between markets, institutes and the starting zone for new players. Even though we have identified performance improvements that should help solve these issues, we have decided to make some immediate changes to prevent these issues from affecting the performance for new players, until we are able to roll out these improvements.
     
    So we are making some temporary changes such as relocating many of the services you have come to know and expect in the districts: 
    New Stand Alone Markets will be moved approx. 2km from the associated district.  All pending orders will be transferred to the new market building.  All institutes will be removed from districts on Alioth and Sanctuary.  A new single Institute will be created near the Arkship.  Transport stations will be placed at all Districts to be able to get to the Institutes.   
    The institutes appear to be a heavy driver of performance issues, by removing them from higher traffic areas we hope to provide a better market experience for players overall. 
     
    Players who log out on one of the affected construct buildings may find themselves in a new location when returning post maintenance. We recommend bookmarking important places and construct locations. 
     
    As always, we appreciate your patience while we work, and welcome your feedback on the changes and performance improvements once complete.  We expect these changes will occur over the next few update cycles during October. 
     
    Sincerely,

    The Novaquark Team
     
  3. Like
    swkonstr reacted to Mordgier in Unknown people took the base   
    Eh, DU has fundamental issues that are getting people either bored or burned out - stuff like this is just icing on the cake.
     
    Sad reality is that even if these guys didn't get their base stolen, they would have burned out on the drudgery of mining all day to do anything and quit anyway...it just may have taken longer.
     
    I legitimately cannot understand how NQ expects people to 'enjoy' hunting for or mining high tier ore.
  4. Like
    swkonstr got a reaction from Walter in The market UI   
    NQ, really, please!
    The market UI is ugly.
    - 6 rows and too much free space on screen - it's terrible.
    - Add price/market/etc filters for a sell and buy screens (independents)
    - Remove the default 0.01 price in a sell order - you force 99% of traders press to delete every time
    - Add default 1 quantity for a buy order - we newer buy 0
    - Give us the opportunity to fully use the market warehouse - this saves us from hundreds of containers installed around the markets.

    ?
  5. Like
    swkonstr reacted to blazemonger in The market UI   
    The UI/UX in general is really not good, if not bad. Not having an actual UI/UX designer and letting developers do it themselves using a very basic framework with a simple set of templates. I can only assume there is no designer for the UI/UX as if there is, he or she is really not very good at their job; so much wasted screen space, font choices that really do not fit the purpose, a non modal approach.. It's all very... chunky and clumsy IMO.
     
    But NQ has pretty much sold their soul to the Coherent Labs framework and only a full rewrite of the entire UI/UX/Lua component of the game will allow them to get rid of it.. which obviously will not happen. Coherent can provide much better results than the "box of blocks" approach NQ went for but it still is a resource hog.
     
    Now, NQ may well have plans for a much needed revamp (and not just a reskin) of the UI and improve the UX but as usual they will just leave us guessing and speculating on this instead of communicating such plans once a discussion comes up here.
     
    IMO we also _really_ need an API for a number of things in game, including markets. We need access to historical date, be able to pull data to see trends and more. Maybe not immediately but the sooner the better I feel.
  6. Like
    swkonstr got a reaction from Emptiness in The market UI   
    NQ, really, please!
    The market UI is ugly.
    - 6 rows and too much free space on screen - it's terrible.
    - Add price/market/etc filters for a sell and buy screens (independents)
    - Remove the default 0.01 price in a sell order - you force 99% of traders press to delete every time
    - Add default 1 quantity for a buy order - we newer buy 0
    - Give us the opportunity to fully use the market warehouse - this saves us from hundreds of containers installed around the markets.

    ?
  7. Like
    swkonstr reacted to Mordgier in The market UI   
    Yes. Eve has set the golden standard for what a market place UI should look like.
     
    Making an even better UI should be possible and not THAT complicated given that they are using coherent gameface (http://coherent-labs.com/products/coherent-gameface/)  to do it rather than some inhouse tool.
     
    With that said - I think the market place has bigger issues than the UI, mainly the economics behind it are currently entirely nonsensical. I get that the people responsible for the UI aren't the people responsible for making the economy work - just you know...having a pretty UI won't result in a functional market.
     
     
  8. Like
    swkonstr got a reaction from AlexRingess in The market UI   
    NQ, really, please!
    The market UI is ugly.
    - 6 rows and too much free space on screen - it's terrible.
    - Add price/market/etc filters for a sell and buy screens (independents)
    - Remove the default 0.01 price in a sell order - you force 99% of traders press to delete every time
    - Add default 1 quantity for a buy order - we newer buy 0
    - Give us the opportunity to fully use the market warehouse - this saves us from hundreds of containers installed around the markets.

    ?
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