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Wolfram

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  1. Basically, add a new set of functions similar to what we have today when we have a container or fuel tank directly connected to our board: core.getContainerMaxVolumeById core.getContainerItemVolumeById core.getContainerItemMassById The idea would allow, for example, getting the volume and mass of a container or fuel tank without having it connected, just by specifying its id, and could improve A LOT the usability and performance of flight and factory management scripts, since instead of having to resort to using math to figure out what each fuel tank or container has, based on its mass, we could just have the exact values from start, without having them linked directly (important for larger ships).
  2. Those are amazing news! I'm happy to know there's stuff planned for DU in 2024! For NQ team and all fellow noveans, wish you all a good holiday season and a great new year!
  3. This, or at least add an option for recycling stuff in our inventory in batches. Recyclers kind of make more sense, though I can understand it being way more complex to implement.
  4. Honestly, we don't need adverts for DU, at least not in the current stage. What is really needed is a way to retain players aka reasons for one to keep a sub and stay active. Without that, they can spend as much money as they have advertising the game and it will result in people leaving after the first months. We need content, and by that I mean actual content. Having an ongoing lore event like we had for the PvE is cool and gives everyone an objective, adding new stuff to the game (even if that's just QoL) also helps a lot and gives a feeling that the game is being taken care of, even if there isn't a solid roadmap. Taking care of the public image of the game is also another thing that helps, if the company actually listens and implements changes that are popular and well-received, there's a good chance players will recommend the game to others and the player base will grow organically, not to say that it also helps on retention. This is also important if they decide to advertise, since one might click the ad, but give up after reading too much negative stuff online. Advertising works well for single purchase games, but for subscription stuff like DU, retention is king.
  5. So... Should we expect anything else from this? Maybe extra lore about the aliens and the Astrophage? What about the missing planets? The PvE stuff was fun, good way to make some cash too, but the way the boss event happened was weird, everyone got coordinates to what seemed like an empty point in the world. Maybe next time give everyone an actual date/time? Maybe even send a newsletter inviting everyone to it or post on social media? Anyways, it was nice to have something different to do in-game, good job on that.
  6. @Tordan correct. Nowadays, that's how I do the voxel recoloring when I need it, but it's still quite time consuming, specially when the voxels are offset and close to other voxels, the selection tool only being able to work with rectangles makes it quite hard to do right.
  7. Yes, it's still impossible, that's by design, though you aren't really supposed to stay in Haven any longer than the first hours into the game, so that shouldn't matter. I'm not sure about Sanctuary though, maybe if you pull a ticket with NQ, since those tiles are only for backers...
  8. I know the game has a built-in replace voxel tool, it works somewhat okay, but still has a few limitations: Sometimes the voxels get completely messed up when you replace them; You can only ever select voxels in a rectangular shape; It doesn't work very nicely with offset voxels; The amount of honeycomb isn't very accurate, sometimes it will fail saying you don't have enough of it, since it's calculating the entire rectangle volume instead of actual voxels; With those above in mind, what I wanted to suggest is something similar to the paint tool in games like SE. It would work similar to the Repair tool, you would equip it and select the voxel you want to use (in place of scrap) and point to the voxel you want to replace. It would then use a raycast to detect the right voxel and also optionally select connected voxels of the same type, and show a preview before replacing. So for example, let's say you have a ship with decorative panels, made out of offset white plastic, and you wanted to paint them with gold. You would simply select that tool, select the gold honeycomb, point to the panel and it would detect all the voxels composing that panel and show you a preview on what it would look like. After clicking, it would apply the voxel replacement. This would be a MASSIVE quality of life improvement, not only for builders but anyone who buys a ship token and wants to customize it in some way.
  9. Well if I had to make a guess, I'd say the mass of each element depends on it's crafting recipe. Like, sure, it's completely unrealistic when compared to the real world, but would make a bit of sense. In any case, it could be nice if mass was a bit closer to real life. Maybe we would see better designed ships flying around...
  10. @Sethioz it seems like the ship is clipping into the ground. Have you tried making a landing pad there to see if it still happens?
  11. That's cool! Did any of you managed to loot it? Anything relevant there or just pew pew?
  12. Has anyone got any kind of footage or information on what happened during that final battle and what was the reward, if any? All I know is that a waypoint was visible to me a few days ago and now it's marked as complete...
  13. What I always noticed is that CPU seems to influence a lot on the DU experience. Played it both on a 3070 and 3080Ti, but with same CPU (5900X) and the fps almost never reached 60 on planets only in space. The only time I managed to become GPU bound was running it in 4K, but even then, if I enable DLSS, the same thing as before: lots of CPU usage and GPU isn't fully utilized. It gets worse when flying stuff around, too, as if the game was doing some kind of calculation for each element. Radar makes it even worse, sometimes I simply can't leave my flight seat when I go to some really dense area like the districts or The Dome.
  14. This is Horizon, it's a proprietary/closed-source HUD by Shadow Templar. They used to sell cores with it on their Alioth store. Contact @sysadrift for more information.
  15. I like the concept of DU, the way things are mostly seamless, specially regarding to flight (atmospheric and space), they do have good tech, made by really talented people here. The big mistake (that still happens), at least in my point of view, is that while the game was created with the intention of everything being player-made or player-driven, they still keep adding arbitrary limitations to the game, which goes completely against the sandbox concept (sometimes, even the concept of a game, which is being fun). For example, limitations regarding what's allowed via scripting or building hurt quite a lot, but timers also hurt as well. Plus, some things that would have made the whole experience much nicer haven't been implemented until today. Player markets could've been so nice, like, if we could add a Market Pod ourselves to a Container Hub and have a centralized place where we could add buy/sell orders in our construct, with that the number of districts and overall markets could be reduced per planet, which would give players a reason to make connections to get better offers. That's the kind of mechanic that is kind of implemented already, but is restricted and can't be implemented by players in any way. It gets even worse when we don't have reverse dispensers that buy stuff or don't have even the basic QoL to dispensers, which would be allowing to increase number of batch sizes at buy time... The game idea is good, and I'm sure there's lots of talented people working on it, but sadly, whoever is in charge of making decisions doesn't seem to understand that for emergent gameplay to properly flourish you need to offer players freedom and tools for that...
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