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FatRillos

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  1. Like
    FatRillos reacted to CptLoRes in DEVBLOG: TERRITORY UPKEEP - Discussion Thread   
    Hi. You must be new here..
  2. Like
    FatRillos reacted to CptLoRes in New obstruction is too extreme   
    That is.. bullshit. It took me less then 5 minutes yesterday to cause a stack warning, using completely legal and normal building techniques. And as a builder it should take you about the same time to check just how bad the current hitbox and intersection check system actually is.
     
    It is literally NQ's job to try and make a robust game that players can enjoy with as little frustration as possible. And forcing players to learn lots of unwritten rules just to play the game is not sustainable in any shape or form.
  3. Like
    FatRillos got a reaction from enjeyy in PANACEA UPDATE ADDED TO ROADMAP - discussion thread   
    So there are ship wrecks under the ground. What your telling me is I'm gonna have to stumble upon them like Mr. Magoo because your render distance is so bad I would literally have to put on magnifying glasses and crawl across a planet on my belly to find one. The crap at my base barely renders in when I know where it is. So you would literally have to trip over one to find one.
     
    I play like 40 hours a week, have flown around every planet for countless hours and have never found one. So what does that say for your implementation. How does it benefit the game if no one can find them?  It's been a damn year. There were only ever two pics posted of people actually finding them. 
     
    Why put in a game mechanic that no one interacts with? Especially in a game where the players are screaming for more content. You already did the work. 
     
    Just trying to get a mechanic implemented that actually is fun and not a waste of resources because you drop it and everyone just ignores it because you have to be "lucky" what a crock.
     
     
     
     
  4. Like
    FatRillos got a reaction from blazemonger in Detecting Stacked Elements - Discussion Thread   
    In other words. We know our hit boxes suck and things can overlap. But get wrecked... not our fault. 
     
    Sorry but it is your fault for doing crappy hit detection and creating this problem in the first place, then waiting well over a year to address it.
  5. Like
    FatRillos reacted to Eviltek2099 in Detecting Stacked Elements - Discussion Thread   
    They could at least improved the hitbox so things sitting close to one another or barely clipped would still be OK! things are WAY too strict !
  6. Like
    FatRillos got a reaction from Eviltek2099 in Detecting Stacked Elements - Discussion Thread   
    In other words. We know our hit boxes suck and things can overlap. But get wrecked... not our fault. 
     
    Sorry but it is your fault for doing crappy hit detection and creating this problem in the first place, then waiting well over a year to address it.
  7. Like
    FatRillos got a reaction from CptLoRes in PANACEA UPDATE ADDED TO ROADMAP - discussion thread   
    So there are ship wrecks under the ground. What your telling me is I'm gonna have to stumble upon them like Mr. Magoo because your render distance is so bad I would literally have to put on magnifying glasses and crawl across a planet on my belly to find one. The crap at my base barely renders in when I know where it is. So you would literally have to trip over one to find one.
     
    I play like 40 hours a week, have flown around every planet for countless hours and have never found one. So what does that say for your implementation. How does it benefit the game if no one can find them?  It's been a damn year. There were only ever two pics posted of people actually finding them. 
     
    Why put in a game mechanic that no one interacts with? Especially in a game where the players are screaming for more content. You already did the work. 
     
    Just trying to get a mechanic implemented that actually is fun and not a waste of resources because you drop it and everyone just ignores it because you have to be "lucky" what a crock.
     
     
     
     
  8. Like
    FatRillos got a reaction from VandelayIndustries in PANACEA UPDATE ADDED TO ROADMAP - discussion thread   
    If they are under the ground and there's no reason to dig underground any more wouldn't you say that's fairly poorly implemented then? Maybe throw us a bone and let the scanners pick them up.  
     
    Salvaging could be a nice addition if it was flushed out and the wrecked ships weren't a finite resource. Maybe let newer players be able to salvage elements that they can't build or are expensive for them. Lots of options available with tools already in game. We're getting bored here.
  9. Like
    FatRillos got a reaction from jkspartan in DEMETER PTS PREVIEW - Discussion Thread   
    His body language when asked the question from my experience says this is getting put out just like this. Or they would have made the adjustment for this weekend to quench the flames.
  10. Like
    FatRillos reacted to Tordan in DEMETER PTS PREVIEW - Discussion Thread   
    Really?
    How very 12th century.
    What are we the purity police?

     
  11. Like
    FatRillos reacted to Novean-61810 in APOLLO/ARES Q&A - Discussion Thread   
    With the ongoing discussion surround a wipe it certainly demotivates me to continue.  I play solo and the thought of losing all I have built doesn't sit well with me.  I started on beta launch much like many others and I only started as the topic of discussion back then was the final wipe had been done.  I could live with a partial wipe though I have no idea what that could consist of.  But if a full wipe were on the cards for release I don't think I would have the energy to start all over again.
  12. Like
    FatRillos got a reaction from Haunty in ship wont fly   
    If NQ wanted to help players out a bit they would update the handling skills on the U.E.C. store ships. I had the same issue as a new player, those ships aren't very good because the handling skills are basically zero from what I've seen. They actually become pretty good for newer players after I slap max handling skills on them. But it shouldn't really take that.
     
    Maybe not max skills, but lvl 3 handling on those ships would go far for newer players. Especially because they are guided to the store so early. Or add some more stuff to that store like a monthly featured ship or three. ?
  13. Like
    FatRillos got a reaction from nomadD79 in APOLLO (0.26) - Discussion Thread   
    Could we get the option to stop the general chat notifications? Because I couldn't really care less what's going on in that channel, never have.
  14. Like
    FatRillos got a reaction from Mucus in APOLLO (0.26) - Discussion Thread   
    Could we get the option to stop the general chat notifications? Because I couldn't really care less what's going on in that channel, never have.
  15. Like
    FatRillos got a reaction from Tional in APOLLO (0.26) - Discussion Thread   
    Could we get the option to stop the general chat notifications? Because I couldn't really care less what's going on in that channel, never have.
  16. Like
    FatRillos got a reaction from Palis Airuta in APOLLO (0.26) - Discussion Thread   
    Could we get the option to stop the general chat notifications? Because I couldn't really care less what's going on in that channel, never have.
  17. Like
    FatRillos got a reaction from qwertyboom in [Discussion] DevBlog: The Mission System   
    So basically it's a cheap rip off of the eve contract system. Let's stop calling them missions. 
     
    Many of us do this already. Without a game mechanic. It's called discord trade channel.
  18. Like
    FatRillos got a reaction from blazemonger in [Discussion] DevBlog: The Mission System   
    So basically it's a cheap rip off of the eve contract system. Let's stop calling them missions. 
     
    Many of us do this already. Without a game mechanic. It's called discord trade channel.
  19. Like
    FatRillos got a reaction from Shulace in DevBlog: The Maneuver Tool and Disconnecting Ships - DUscussion thread   
    So why put anything on a dynamic anymore? All my libraries are on dynamics because tiles are really big and if I'm working on something 500m away I don't really want to run back and forth to get shapes. And then what about that thing that happens when you move something and it goes drifting back to the original location. Does that apply to my 50m limitation? Then what about when your buggy code causes my core to explode and it goes flying off into space? I've had that happen dozens of times. Seems like shutting it down instead of working on it is the play. 
     
    The optimization of the game should be prioritized above all else because it would alleviate some of the issues you are having with people asking for ports and repairs. Not nerfing the tools we use to work around broken code.
  20. Like
    FatRillos reacted to NQ-Naunet in DevBlog: The Maneuver Tool and Disconnecting Ships - DUscussion thread   
    So based on what I've read so far here and on Discord, these are my main takeaways:
     
    Many players are concerned that the Alt+F4-stop-and-login-to-instantly-regain-speed workaround will potentially be used as an exploit piloting maneuver during PvP, giving those that use it an overpowered advantage. While some players are feeling comfortable with the maneuver tool distance restriction, many are requesting an increase of up to ~250m to accommodate bigger elements such as L Cores. There are some concerns about moving unwanted constructs from player-owned tiles. That there are some bugs that should have been addressed before NQ nerfed the maneuver tool.
    Please let me know if there's anything I need to add to the list! 
  21. Like
    FatRillos reacted to Kamundo in DevBlog: The Maneuver Tool and Disconnecting Ships - DUscussion thread   
    1) remove ecu from in game item
    2) embedded ecu in each dynamic core
    3) no pilot as dynamic core still moving = ecu turn on and brake until somebody took control on control unit
    4) no pilot because of destroyed core = ship freeze instantly, P2P roundtable between client in range and server; high latency client exclude from vote; for determined final position => no matters there's some players around, only pilot count ( if gravity> 0.1 , ship is just falling to the ground )
    5) extend range of maneuver tool to factor 3 in regards of core size
     
    6) end of drama
  22. Like
  23. Like
    FatRillos got a reaction from Sokker in DevBlog: The Maneuver Tool and Disconnecting Ships - DUscussion thread   
    I have a hangar that is 2 large cores. as it is now I have to move something 7 to 10 times even with skilled move tool to get across the hangar. Some of my ships are more than 50m tall. To move something on top of it now is a pain. 
     
    Moving libraries and other tools to where I'm working is important because it's efficient. I don't rly know about any exploiting but I'm not sure what benefit a distance limitation would have serverside. Why 50m is the real question. Why not 200m. Is there a technical limitation?  
     
    But it seems one of the patches broke the move tool and every time you move something it's a crap shoot if it's going to explode and fly off. Hence the large amount of port requests.  
  24. Like
    FatRillos got a reaction from Warlander in DevBlog: The Maneuver Tool and Disconnecting Ships - DUscussion thread   
    I have a hangar that is 2 large cores. as it is now I have to move something 7 to 10 times even with skilled move tool to get across the hangar. Some of my ships are more than 50m tall. To move something on top of it now is a pain. 
     
    Moving libraries and other tools to where I'm working is important because it's efficient. I don't rly know about any exploiting but I'm not sure what benefit a distance limitation would have serverside. Why 50m is the real question. Why not 200m. Is there a technical limitation?  
     
    But it seems one of the patches broke the move tool and every time you move something it's a crap shoot if it's going to explode and fly off. Hence the large amount of port requests.  
  25. Like
    FatRillos got a reaction from Fembot68 in DevBlog: The Maneuver Tool and Disconnecting Ships - DUscussion thread   
    So why put anything on a dynamic anymore? All my libraries are on dynamics because tiles are really big and if I'm working on something 500m away I don't really want to run back and forth to get shapes. And then what about that thing that happens when you move something and it goes drifting back to the original location. Does that apply to my 50m limitation? Then what about when your buggy code causes my core to explode and it goes flying off into space? I've had that happen dozens of times. Seems like shutting it down instead of working on it is the play. 
     
    The optimization of the game should be prioritized above all else because it would alleviate some of the issues you are having with people asking for ports and repairs. Not nerfing the tools we use to work around broken code.
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