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space_man

Alpha Tester
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Everything posted by space_man

  1. Here's a hack for you, assuming you have a s or larger core. Dock a xs core with just a small container of scrap and a resnode. Since this docked ship doesn't get the same physics calculations done it will not take damage. Secondly look at your talents for vertical boosters/hovers, wing lift, etc. Having more piloting talents will help you crash less often. Alternatively you could max out repair skills so that less scrap is needed. Lastly, your nanopack contents (excluding data items) will be deleted on death of the seat. So either don't carry scrap on you, or jump out of the seat if you know you will die or force close the game then use the fetch tool. Ok, ok... One last thing, try using an AGG, that would stop you from overloading your ship. A m-core needs a small, and a large needs a medium. The in game Lua doesn't really work so I didn't really want to mention this option for a new player.
  2. Bump, again... Let's DU it, give us a API!
  3. Have you made a support ticket? Devs need to be spoon feed, ranting here might not get any attetion.
  4. Soooo having a hub would fix a lot of issues but really what we need is bigger parcels. Other adjustments I'd like to see is, a better UI for creating missions (QoL to make it easier and faster), more mission slots, the NPC mission collateral is way to low, and we can't block players from taking a mission but that is more of a RDMS issue when using all New features... I'd like to see The ability to order something, such as ore or a schematic without having a specific market. Another big ask, add a bounty system which is tied into how many NPC missions are run. I would like to see a 1m bounty added per mission (1m less per reward). Obviously you would need to add a way to stop players from having their buddies kill one another so a faction system would be needed. Once a core is killed then the payout would go to the hunter, so the bounty system would also need to be tied to a specific construct. Idk if this will age well, but hey, you haven't put up a real roadmap yet.
  5. Writing the LUA was the best part IMO. I agree with everything else you've started. Rewards are crap, radar distance is too short. With changes to core size I hope they revisit radar distance and make it a linear function, rather than a step function (5 Km to 2 SU is really stupid), as having it 3/5/10 SU would lead to issues with radar loading an entire planet.... Hence the linear function to increase the radar range as you get further away from a planets core.
  6. Use radar logging, if you can't be bothered to sit at a desk for 20 hours at a time. If you don't know how that works, archhud has a ok implementation of abandoned constructs in 1.7 but it still has issues, as does any player made Lua. I agree with everything else and would add, it's soo not worth stopping warp to turn around to pick up a xs core. The risk vs reward is actually significantly worse than harvesting rocks when you account for warp cells.
  7. *Some of the players caused this by leaving their stuff where it doesn't belong, idk why your mad at NQ for taking our feedback. What you think is cool, should be left at your base not a public location. If they had spare dev time, I'd rather see more work on the backend or pvp or content. This fix is simple and effective, wouldn't change one bit.
  8. Also noticed this, seems worse as the construct size or number of things in the area increases. Haven't checked since today's update.
  9. Sorry, but easier for you isn't a good reason nor something that would bring long term players
  10. maybe we could have avoided the panic if there was a player council that ideas would be bounced off of.
  11. Leave the slot number the same (well maybe a bit higher) but only use 1/4 for extra small, 1/3 for small, 1/2 for medium. The pvp meta will shift to max large cores without this proposal.
  12. Hey NQ, when are you going to add a better way of placing static cores such as a preview, and a bigger working build area. We've been wanting these qol updates for years. Also a way of locating micro voxels. This seems to be a huge amount of the daily help time, and really would make everyone's life easier. I'd also like to ask the players to stop spamming GMs for help for these requests. Cores are cheap, time is not.
  13. Or maybe we can have a player market terminal. Make it 2x the price of a beacon or whatever.
  14. Right around when they stopped listening to the players and the game really took a nose dive! Players know best. Usually.
  15. Opinions... Everyone has one Yes to both, it's easy enough to be a pleb and say on Alioth where there's not much to go wrong. In space your in a vacuum, find a way to survive the lack of anything. On some planets maybe you need to dump heat or have a heat generator, or maybe it's the lack of oxygen, or maybe it's the alpha particles killing the last few brain cells after you finish calibrations.
  16. Why can't we have a auto calibration feature. Industry is currently running continuously, ignoring bugs, so why can't mining units. The game designers could require a player to be logged in within 2km, for calibration charges to be transferred to the MU. There could be silly rules like this to keep the game in check. If no to auto calibrations then at least give us 5 days of no decay. A casual player can't afford to login for an hour each day to recalibrate, especially if they only have the weekend to play. Adjust the calibration charges gained, as needed. Also why can't we have a auto tax deposit... Wait, the tax system is also a poorly designed resource sink and is the worst part of the game. We need a creative alternative. More importantly we need a creative director, that idk, is capable of thinking bigger than harvesting rocks on the ground (the second worst thing is harvesting glowing rocks). P.S. This is a sci-fi mmo, why are we still using hand tools!
  17. The current game requires (if you expect to make any profit) two days of calibration, then a few days off. Why can't we just make it one day of calibration, and the like a week off. Also, harvesting rocks on the surface is the stupidest game play mechanic of any game I've played, and I've played a lot of Dual Universe.
  18. You forgot about the desync when you have more than one person and one construct. NQs backend is trash, compared to space engineers which could handle at least a few players, realistically a dozen pvp things going on.
  19. How often will tiles be reseeded with new ore values, every 13 weeks?
  20. Why was using VR in the mission system removed, versus doing something encourage more pew pews such as increasing the collateral or adding a bounty system or new toys in the sandbox? Why is the harvesting tool so slow? Is this a game limit, server limit, intentional delay?
  21. On the PTS the recalibration cool down was 48 hours. In the post you said 24 hours Second may I request the lua API be documented please. Third well done, scans needed to go as the rewards for old scans was all of the mega nodes we got. Fourth, my scans! Fifth, please talk about HQ tiles.
  22. There was good reason, if you already scanned and got megas from scanning why give more reward.
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