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Leniver

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  1. I have been playing DU on a 960gtx with low settings, SSD drive and 32GB ram. It was not perfect, but you was able fly and go to market 6. I think the 32GB is a requirement, I got so many crash because of "out of memory" when I had only 16GB.
  2. You are pointing a good point. I have been in contact in game with a lot of players that had no clue of what happening in the forum/discord. Some have no Discord account or just want to have some hour of fun in the game. But the interesting thing about doing a pool in game is that they will get involved in that topic.
  3. I don't think giving people the schematics of their creation is enough. A ton of people have not created construct but have supported creators by buying their creation and for that they have spend a lot of hours gathering quanta. These player will loose everything. That's also something against a full wipe.
  4. I am against a full wipe for many reason: The first thing we ear in the trailer is that this game is about building a new civilization. What sort of civilization can be created if every x time you are doing a wipe? Because doing one time open the opportunity to do it again. From the beginning we have been told that there would not be any wipe. We have spent time creating structure and cities that will never been recreated. I have multiple current project on which I have spent a ton of hours: Factory (1 month to build it, ~2 months to farm and increase it) Statue of liberty (25% done and already more than 1000h) Atlas Museum (at least 100h spent by Infidel and 20h by me) keep track of the incredible creations that have been made A wipe will not solve any issue, it will just delay the current issues by some months. A wipe will promote casual player ( I have nothing against them ), because why will you spend a ton of time in a game that can be reset anytime. A wipe will remove instantly all creation from https://du-creators.org/ All the history of DU (good or bad) will be reset. A lot of friendship will be lost, some people connecting time to time will no more connect. Content creator will have nothing to show on their video and so a lot of promotion for the game will be lost. "Unsatisfying for players wanting to discover the game and start with a more polished version of the game." Someone that want to discover the game always enjoy to see big thing that can be done in the game and if he become more advanced in the game, the game experience will not change from what we have now. "Does not allow to remove Schematics properly." You can remove them, no worry we will be able to handle our factories. I will make our life 10x easier. And for those people that have spend a ton of money (as me) in schematics, we have at least already our factory ready. "Does not allow to revamp the old planets properly." The old planets are OK like they are, just add more planet in between them. That will increase activity between the planets that are too far away from each other. (~4h travel time from Ion to Alioth who will become longer with the new speed mechanism for hauler ~6h) "Does not allow the rebalancing of the economy properly." You can remove all quanta it will not change the game mechanism, your mission system is broken. A wipe will not change it, it will still be broken. "Potentially keeping bugs related to very old Constructs." I am pretty sure that the quantity of very old construct that "bug" is limited, you should be able to contact their creator or put a timer on them as you do when we park in Aphilia tile. If a full wipe append I want to have an opportunity to be refund for all months I will not play (because I will not play the game anymore) King regards
  5. Thanks NQ to have listen to the community. I like this new concept, people that need more core will invest point for that. I think 100+100 is a good number, a single person will no more have to create an org and small group of friend will be able to have the core number they need. For creator, 200 cores will perhaps be a bit low but that why they have friend to help them with come additional cores. Kind regards
  6. What I can't figure out is who at NQ came in one morning saying: - "Hey guys, I have a great idea! We're going to set up a mechanism to limit the number of cores for orgs based on the number of members". The others retorted: - "That's a damn good idea! Let's go with 25?" - "Are you sure that's not too much?" - "Bahh, they're going to bitch about it anyway. We're already developing and then we'll see." - "You're right, we'll make a post and put something else with it. Something good. For example, the fact that we're removing the stacking of the elements." - "Deal!"
  7. I am with Hagbard on this. Yes there is people with 25 "Dynamic construct" core placed everywhere, junk construct etc... But there is also a lot of creator or people that have made wonderful project to promote the game and create content for other player. With this change you are removing the small amount of interest of people that want to create content for the game. 1625 core is on the paper. In practice, it will not be like that. 1) we will not have the skill points to have all 25 construct. (people will have ~21 lvl3) so to have 275 you need ~12 players in a org. (but actually we have multiple org with 275, so we will not be able to keep those core) 2) people that create content atm don't have only 1 org so they have access to more than 275 3) people that have museum or showroom will not be able to keep those beautiful place. Atlas museum is ~ 120 core just by itself and that mean we will not be able to extend it and show the rest of the players the amazing ship people have created in the past. 4) people that have focus their gameplay in the new mining mechanism will not be able to keep that running. You don't just need to have the core fore the MU but you need all the infrastructure to manage the ore transfert. You are not limiting the number of core organization can have but the number of core a player can dispose. Every player will be able to have 45 constructs max => 25 constructs (as org) + 20 constructs (personnal). So basicly you can't play correctly anymore if you don't have some alt's that sit in the org for calibration and core sharing. Those alts don't provide any content to the game, they are not real player. I have nothing against Alts, but you should not design your game on them. If the problem is core that are abandoned in a random tile, just implement a salvage mechanism. Don't worry we will clean those core. Kind regards
  8. This is a great thing. I would suggest to make a cache of the obstruction computation server or client side. A construct that have not been modified should not have a new computation. Currently I have to go in build mode for many of my construct and wait 10 seconds to reset the obstruction calculation. And when I can I use the ECU to keep my construct loaded so the obstruction is not computed again. This is painful. In build mod we should have the hit box of element displayed when we try to move/place an element. Every element that collide with the new element should have his hit box highlighted. In addition, we should be able to select an engine (like the U option) and see which element/voxel obstruct his power. For the industry, you should standardize hit box. The hit box of industry element should be calculated on 0.5 voxel as it's the smallest movement we can make with the tools we have. Currently sometime you can have an element that is at 0.6 voxel and the next one that is at 0.4. One of the worth element is the transfer unit, it's very hard to align them correctly. A bit out of subject, the construct we have right should be cache client side. So when I go in high density area (like market 6), I don't have to wait that my construct i have parked 2 minutes before load.
  9. Hello everyone, I wish you all a merry Christmas. We often complain about bugs or gameplay that do not suit us. I thank NQ for being there for the community even during the holidays. I didn't need their services but by looking at the "help" chat I could see that they were present. So, thank you for this effort and merry Christmas. Kind regards Leniver
  10. I have exactly the same problem with several of my constructs. If you don't want to have this problem, you have to build without any voxels, it's a shame for a game that promotes voxel-based builds! And again NQ releases a patch that breaks something important just before the holiday season when no patch will be released for 3 weeks.
  11. Thanks for all those nice comments. I added some improvement for the missions
  12. This is not an active gameplay, it's more building limitation / rules. Doing that you are pushing for meta ship building, because people will find the best way to build ship. If you force people to be active in front of his computer then you promote activity, instead of promoting auto-pilot.
  13. It makes 15 months I am asking to get the status "Internal server error" as a Lua status. The "Internal server error" happens when two industry unit try to get the same item from the container. You can reduce the occurrence of this if you split the lines pulling from different container.
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