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Yoarii

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Everything posted by Yoarii

  1. Please do. I dare say every builder considers the tool and visual effects to be in the way.
  2. Isn't this what you already can do by negative-paste?
  3. It is? Cool, I guess there's some merit to such a system then.
  4. Yes, we need many more models; long, wide, thin, short, rounded, angular..... I've long been in favor of utilizing the awesome build system that DU has by letting us make "element honey combs", i.e. instead of an element, we have to fill a certain volume of with these voxels for the "element" to function. The current element would then just be an optional cosmetic, linked to the voxels for showing exhaust flames etc (which brings us to the need for more player-usable FX-elements) There are of course several aspects to this that needs to be considered, but it would really open up the way for builders to shape ships in the way they want. I really hope NQ soon finishes their walk through fire soon and are able to add things to the game. It has so much potential.
  5. Agreed. The Market container needs to function the same way as a regular one does - at least for items that are already in it; we all get that it shouldn't be a free storage place. Edit: And yes, more than three missions at the same time would be lovely.
  6. Yes please, lets completely separate warp destination from the waypoint
  7. Ores are distributed in areas with more and areas with less. You need to find the hot spot(s) of the planet's heat map. This is obviously not from the game, but if you've not seen a heat map before, think of the colors as representing different amounts of ore. So, find the red spot for the most ore. And, as has been said - use three or more Territory scanners to scan the tile before claiming it.
  8. I haven't tried on mobile, but I completely agree with the rest.
  9. Completely remove the visual design of the ship from the equation and balance it using what was put into it instead. This leaves players with a free range of visual designs but still allows for balancing acts both from NQs side were they can add/remove points from elements that affects hit probability etc, and also allows the designer of the ship to balance offense and defense points as well as maneuverability and other ship properties.
  10. Yes, a way to make modules that can make up a part of a construct would be great. They would however need to be connected to other parts via links etc, just as they can be today. And I'm sure there are more things to think about in how this would be implemented. Can they be removed in parts or only as a whole etc. etc.
  11. Harmless little bump eight days later. NQ, please share some info on the subject.
  12. I don't want DU to be Eve Online, but do have a look at Eve's UI. It's sleek, doesn't take up the entire screen and is customizable. That's what we want and need.
  13. NQ, can we please have some new LUA APIs that lets us draw arrows from point A to point B and spheres at a point (different thicknesses/radius and color) in world space for debugging purposes? Being able to visualize vectors etc. while writing LUA for a ship control unit would go a very long way to making it a more pleasant experience and would speed up things immensely. I know about the spawnArrowSticker api, but the arrows are a but clumsy, and in construct local space only. Having these new shapes only visible to the player who runs the unit is perfectly acceptable, likewise a limit of, say, within 100 of the construct? Please, pretty please, with sugar on top?
  14. I completely agree. A market terminal is something completely different, something I too would like to have, though I don't know how I'd like it to to work. A market terminal like the one on the current market hubs won't be enough, they'd need to have an extensive LUA API so that we can use the tooling we've purpose-built for running our shops, screen integration, data extraction to tools outside the game etc. On the other hand, they should work out-of-the-box so that anyone can use them. All I'm asking for here is that NQ opens up an API to an already existing functionality in the dispenser as a QoL improvement for all the shop keepers out there.
  15. Dear NQ, We in SVEA run an element shop, recently featured in The Helios Bulletin. We've developed a system to centrally update the screens for each of the 600+ dispensers so that our customers can see the price and batch size without having to click on the dispenser, in addition to making the shopping experience nicer. Although updating all screens centrally saves a lot of time, the dispensers still needs to be manually updated with price (and batch size if that is to be changed). We did get a nice update to the UI for the dispensers a while back but that only helps with the initial setup, not the long-term management of the only way a "player market" can be created in the game right now. Can we please have a word on when a LUA API for dispensers will be a thing? These are the most important API functionalities the dispensers are missing: SetPrice(price) - sets the price. GetPrice() - Returns the currently set price These are extras I thought would be nice to have Activate() - Disables purchases from a container without having to go through the RDMS system, much like the VR Pod station needs to be activated via RMB. Deactivate() - Opposite of Activate(), obviously GetContainerId() - returns the ID of the connected container, or 0 if not yet connected. HasBatchContents() - returns true if the dispenser has any configured batch contents. BatchesAvailable() - returns the number of batches available in the connected container. At first I thought that a function like SetBatchSize() would be good, but instead of that, lets change the dispenser such that the buyer can enter the number of batches they want to buy (up to whatever total the seller has configured) You already know that there are other similar shops out there and while I don't speak for them, I think they too would appreciate the above proposed improvements. Br, Yoarii PS: Not sure if tagging NQ like this actually helps in getting their attention, but here goes. @NQ-Deckard
  16. The new detection seems flaky. I used a ship several times today and not until the fifth or sixth time did it give a notification an element intersected another. I actually checked that same ship prior to flying it the first time and no element was marked as intersecting with another. Once it did give the notification, I entered build mode and moved the element a voxel to the left, then back to its original location. No warning from then on.
  17. I just want so add my voice to those who say the daily chore of tending to mining units is not fun game play. It's such a bad experience. The old mining was time consuming and boring but that you could do when absolutely needed, not on a time schedule determined by the game. Picking up surface rocks must be a world-worst idea ever. I've played this game nearly every day since just after start of beta, but I'm honestly loosing the will to do so and the mining system plays a huge part in that. I want to play a game and have fun, not log in to a second job.
  18. I'd like to add that even us without that impairment are having a really hard time to see the color of the tiles.
  19. Can we please have more calibration charges on the PTS so that we actually can test the units more than once?
  20. Awesome! Please add positional indicators for each vertices. Also, take inspiration from tools such as Blender in how you work with the tool. Entering and exiting from the edit mode must be a single-button operation or it will be come tedious to work with.
  21. I fully agree with the need to be able to set the waypoint programmatically without explicit activation of the programming board, or a way to activate it in VR. And yes, dispenser APIs are very much needed. Being able to programmatically set/read the price would go a very long way to support player markets. The number of dispenser that Vargen mentions isn't an exageration. VR to "Svea Super Store" or "Gottmart" and see for yourselves. And as Vargen also mentions, allowing the user to buy more than one item at a time from the dispenser would help immensely.
  22. > Once discovered, there will be a delay before their location is broadcast to all players No, just no. Don't take away content, we don't play the game to let it play itself. Instead, give us tools to scan for ships etc. Continue looking at how Eve has done it an take inspiration from there.
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