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Leniver

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Everything posted by Leniver

  1. 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!"
  2. 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
  3. 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.
  4. 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
  5. 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.
  6. Thanks for all those nice comments. I added some improvement for the missions
  7. 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.
  8. 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.
  9. The 2 su limitation is due to the safe zone around planet. If you increase the radar range you could detect any ship going outside a safe zone. Radar change can't be just an adjustment of range. If you want to make it interesting you need to create a whole gameplay around the radar. Hunter would run a scanning for long-range target and target need to hide when he get detected. Something active that can't be done via Lua, to promote active player versus auto-pilote.
  10. Hello, I am not here to talk about Demeter the pro/cons. This is a personal list of improvement I see that could be added to the game and would change player life quality. Some of the improvement are more for new players, the goal is to make the game less confusing for them. Some of the improvement can be complex to develop, some others are easy. Blueprints / Tokens Blueprint should update while the elements in container change. When you are preparing all the element to deploy your blueprint, you inspect the blueprint to see how many of each elements you need. While you are filling the needs, the blueprint should update. We should be able to deploy compacted construct without having to select the nanopack. As we can have only 1 compacted construct and that the compacted construct can be only in the nanopack, there is no reason to have to select a specific container to deploy it. Add a shortcut to deploy the compacted construct We could use the same shortcut (Alt+B), if the player has a compacted construct in his nanopack it deploy else it tries to compact the targeted construct The error message displayed when you try to deploy a blueprint from the wrong container should be more explicit. If the blueprint you try to deploy is in the other container (not your current selected one) it should display a message like "Select your 'nanopack' to deploy this blueprint" and not "Invalid element". Allow blueprint to be deployed with element having less life. The player should be able to use element having less life to deploy a blueprint. By default, if there is enough full-life element in the container it would take those, but if not and there is less-life element it should take them. Show the construct as an hologram when deploying When deploying a blueprint, the player should be able to see an hologram of the construct to help him for placement. (more useful for static and space construct). This option could be deactivated via settings for performance improvement. We should be able to use a token without having to select the container it is in. Currently we get a very confusing error message when trying to use a token from a container that is not the one selected. Many player don't understand what's happening. Surrogate Add a filter "show owned only" Display surrogate owner by the player Add a filter "show company only" Display surrogate owned by companies the player is in. Allow multiple filter to be checked in same time Save selected filters Player should not have to select filter every time he opens a surrogate, they should be saved client-side. Save station sorting selection By default every time, surrogate are sorted by "most used". If the player want to have them sorted alphabetical he has to do it on every search. Add possibility to save a search as bookmarks For people that use a lot VR, they search for the same names/filters all the time. It would be great to be able to save the search as a bookmark. The player could simply click on it and it would load his saved search. (search, filters and sorting) We should be able to use "Surrogate VR Station" in VR to switch station. A player in VR could be able to use a surrogate station while being in VR. It would prevent to have to exit and enter again when we want to switch Station. Of course the initial station will always be the point of origin. Piloting Add an option for player to start in 3rd person view then entering in a piloting seat. Most of the player are piloting ship in 3rd person view. This could be done by adding a way to switch the view in Lua or via game settings. Mining Units Add Lua API to it We need a way to manage the MU in a construct as any other industry unit. Available Mining Unit charge should be displayed for player Currently if you want to know this information, you have to open a MU. This information could be displayed on the right of the player's quanta. Charges 3/8 Balance 1 000 000 h Add a possibility to skip mini-game Many player just want to apply the default calibration percentage to the mining unit, they don't look for the additional rock. It would be great to have an option to apply the default percentage without having to load the mini-game, in that case no rock would pop and no bonus would be applied. Notification should contain the MU element name It would help to keep a track of which MU has been calibrated in a specific construct when you have to manage multiple MU for an organization. Notifications should have a specific filter for MU The player should be able to display only notification related to MU. Avatar Keep auto-run enable when opening a window All user interface opened while auto-running should not stop the auto-run. Currently I can't check a market price while auto-running. All locked screen should be unlock with ESC Currently if you are locking the screen with "TAB" you can't unlock it with "ESC". But if you are locking the screen with the chat, then you can't unlock it with "TAB" and you have to press 2x "ESC". Allow player to close channels Chat interface has too many tabs. We should be able to close them so only 1-3 tabs would be displayed. For every channels we should be able to choose if we want it to display when a new message come in the channel or not. [19.12.2021] Add time to whisper chat When you get a message from someone, sometime you miss it, there is no way to know when this person sent you the message. (5 minutes?, 5 hours?) Map Split constructs in 3 sections (dynamic, static, space) For people that have access to many constructs the list is sometime very long and hard to find a specific construct. Add a way to hide a construct from the list Some construct have no interest (multi-core building, showroom ship, ect...). We should be able to hide some constructs from the map drop-down with an option to show hidden construct. Keep the previous selected tile filter. It's mainly when you are scanning tiles, you want to display your scan results. But every time you open your map, you have to go and select again the scan result filter. Add a search Most of the time we know exactly which construct we are looking for. Instead of having to go though all the construct list, if we could search for it it would help us a lot. Of course the search should stay if you close the map and open it again. Add a RDMS right for organization's constructs to allow member to see constructs in the map Currently only legates can see constructs on the construct list. But sometime you give right to an org construct to a member and he has no way to locate it on the map. Building Allow player to switch engines / weapons It would be nice to be able to switch engine of same type/size on a ship. Example switching "Basic Atmospheric Engine L" to a "Advanced Military Atmospheric Engine L". It would make the life easier so we don't have to deal with the placement, links and tags. Of course the applied talents would not be saved. Add a shortcut to start a new link from previous element This is more when you are setting up factory, but can be also the case when you are linking your engine or containers. It would be nice to be able to have a shortcut that will start a new link from the previous element. Example: I want to link 10 engines to the same fuel tank, I start a link from the fuel tank and then go on the back of my ship. Link first engine, hit the shortcut, link the second one, ect... Same if I have to setup 5 Metalwork Line for a specific production. Add a shortcut to swap link direction This is more for the factory but could be also used for button with PB. Would be nice to be able to change the link from "OUT" to "IN" or vice-versa. Increase the jetpack speed When you have to go through all you L core to make a link or something else it takes a long time. Would be nice to be able to fly very fast with a modifier key. This speed could be configured in the settings. [17.12.2021] Add an option to delete voxels With some limitation (max 3m³), but being able to delete last voxel in a construct we want to remove. I will reduce number of time we have to ask NQ to help us when we want to remove a construct. Effects and Sounds Add possibility to remove certain effects For some people effect in the factory are not needed or glowing rocks are glowing too much. Would be nice to be able to choose which effect we want or not. In some area there is too many effects, it's lower the game immersion. Add more sound channels It would be nice to be able to reduce the "industry sound" or other noises while maintaining the sound level of other sources. Add color filters for color blind people Some colors are very difficult to see in the game. Also the Nvidia filters are not supported so we can't use them to help us. Missions & Jobs [18.12.2021] When creating a mission, the parcel containers for the origin/destination should be sorted alphabetically. If you have multiple parcel containers (10+ in my case) you have to search for the one you want to select. [18.12.2021] The weight of the package should be displayed in the "Reward & Collateral" section. There is 3 parameters to take in consideration when you are setting the reward/collateral: the distance to travel, the value of the package and his weight. (warp cell calculation) [21.12.2021] Increase the number of mission player can create. Being limited to 3 missions is not enough. If you start to use that to create content and give mission to carry your goods, you need to be able to create a lot of them. As the mission system is based on reputation, if you are creating too many mission that no one will pickup then your stats will be bad. [21.12.2021] Add a notification when someone answer your job. Actually you have to check all the time your job to be sure that you don't have miss an answer. [21.12.2021] Add the date/time of message posted in communication. Actually we are not able to know when someone as answer our job, as the game is worldwide and we are not all in the same timezone it's hard to follow without this information.
  11. 18 months that this bug is existing. There were times when this happened less frequently. Since Demeter, which was sold to us to save server resources, it has become worse and worse. In addition to the factories now the auto-miner are doing the same. Factories can be scripted and issues ~95% detected via script, but not with auto-miner.
  12. Hello, Excellent post, one of those post that NQ should read and take in consideration. Thank you!
  13. There is 10 ways to make the PvP more interesting without changing the "lock on target" system. Your idea could be taken as a base to improve it.
  14. We don't want a wipe. Currently early game is completely broken, the only think keeping us in the game is because we have already some asset and ore.
  15. We don't want a wipe. Wipe = death of the game Have you tried early game? It's unplayable at the moment.
  16. Why T1 ore has been removed from Jago, Lacobus, Symeon, Ion? By doing this, you prevent people from having their base on these planets. Are you playing the game? I ask that because a lot of small improvement could be done to improve the player experience. Have you tested the "new player" experience of the game with the new patch? Testing that take ~3h, because you will see very fast that after 3h you have nothing to do but harvesting and waiting that your MU give your ore. We want to have new player in the game, this is a way to keep the game alive. If someone that have 5h a Sunday afternoon to test the game, don't enjoy it, he will not play it anymore. What will you do to improve Org management? The game is missing a lot of feature if you want to manage correctly. With Demeter you have not added anything for the orgs. No ingame calendar, taxes on mission for orgs, only 3 type of member, etc... Why I can subscribe an account for 6 month and put only 13 weeks in reserve for my tile? This is absurd, if I pay for an account I should be able to protect my assets for the time being. I am not saying that it should be automatically protected, but I should be able to put enough money for the upkeep. When the Lua API for Mining Unit will be implemented? There is no data we can get from the Mining Unit, would be nice to be able to track the status via Lua. Why there is no way to track the calibration charge we have without a Mining Unit? The only way to know how many charge we have is to activate a Mining Unit. We should be able to know that without having to activate a Mining Unit.
  17. True, but what about Jago? It's one of the planet where multiple streamer have put their base. I am not a pro/cons streamer but their are promoting games. Killing this planet mean you are doing yourself a bad reputation. Who like to move his base? And what the purpose of adding threes there and making it more pleasant if you removing the possibility to live on it? I am not talking about my gameplay, I am setup on Alioth. But I want the game to succeed and this type of decision is only killing the game.
  18. Hello, I am not here to debate about Demeter. But what happening in their mind when in the game designer's meeting they say: - "Hey let's remove all the T1 from 4 planets!" - "Can we?" - "No, that too bad for the players." - "OK, then let's keep only 1 T1" - "But it's a T5 planets!" - "You are right, let's setup the algorithm to only put max 80l/h" - "Nice idea, let's du it! - "Haha, nice joke!" By doing that you kill all possibility to use those planet to put industry on it. Kind regards
  19. Hello, Some improvement I see for the calibration: Display the percentage with a number in addition of the progress bar when searching for the best point. Currently we have only a progress bar, it's not precise we are loosing a lot of time 1-4% because of that. Remove loading effect when loading the calibration. This effect is useless and make use loose time for nothing. Add a new mission "calibration" We should be able to create calibration mission to help new player. Kind regards
  20. I am not a huge fan of Demeter patch and the new coming features. But well, Demeter it's like the winter, you can hate it but it will still come. Here is my feedback: First you really need to improve communication: I can understand that wiping the scans will make everyone at the same level on Demeter, but you can't say 1 month ago "Old scan are valid" and then flip your mind and change that. We are playing a lot of hours by week and making plan on the future. Like in all MMO I have played, when a patch comes you prepare yourself for it. People have taken time to scan planet to get more scan to be prepare for the patch. One way of dealing with that could have be. "we are wiping scans older than x months". Doing that you are preventing people that have prepare the patch to have loose all their time and for people that have very old scans, it's very easy to justify the removing of them. Ore extraction should be more rewarding: Some people were complaining about mining, I can understand that. But in other hand, because it was boring for some people it was rewarding for some others. I lost the count on how many mega-node I have extracted, but every mega-node I have pulled out was very rewarding. First you had to scan for it and finding one was giving me a lot of joy every time. Then when you finally mined it you were happy to have a very clean hole and a lot of ore in your pocket. My new gameplay will be only pressing 2-5 buttons and waiting.... and waiting again. So every litter of ore will worth nothing in term of reward. New gameplays are more and more boring: When a patch come in a game, you expect to have more content in terms of things interesting to do. On patch 0.23: You have introduce the schematics and it had a huge impact on the players. In term of gameplay it was not a new content, it's a restriction on current content. And with the exploits that some people had access (cheap schematics), you have added a huge gab between some players. On patch 0.25: You have introduce the mission system. First I was thinking, great it will add some content. But it's turned to be boring as hell. Taking your container, pressing you key auto-pilot and waiting for 3h and thanks to the PvP (content made by player), we were able to kill some haulers. But you have stopped that also, by saying that using a spy on a ship was illegal without giving any alternative to PvPer to track ship in long distance. And with the VR "exploit" you have let people get so many money that now the game is totally unbalanced. On patch 0.26: You have introduce asteroid mining and PvP shield. Again, first I was enthusiast with asteroid mining. But after having tested it I was very disappointed. It takes a lot of time, for a very tiny reward. By doing that you are restricting the asteroid mining to people that can play more than 3h straight. And PvP shield have introduce so many bug that PvP was not playable for many weeks. And now that they work, it has reduce the creativity of people when it comes to build PvP ship. We are back to the cube meta (well now it's a rectangle). On patch 0.27: You are removing ground mining by replacing that with an afk mining. Exploit should be fixed faster: On every game you will have exploits, but the good game company try to fix them fast. You should play more the game: When we are watching the QA, many things that you say are disconnected from what game is. And you know should be more invested in what happening in your game. A good exemple is Sesch not knowing who Gottchar is. If you were playing more the game you would see what people are doing, what they are expecting, etc... Like in PvP, there is no way that you have done PvP. You would have change that directly. Some positivism: - Lately, it seems that you are listening a little bit more the community. That's a good point. - You have done an awesome job on some relooking, making the game more beautiful. - You have fixed some big exploit (stacking, warp) Kind regards
  21. We should keep in mind that it's a game. A game is by definition not realistic, but it's goal is to provide some joy to the player that play it. Does the brake obfuscation will provide some joy to some engineer that like to have more limitation when building a ship? Yes Does the brake will make 80-90% of the current fleet unusable and bother many players? Yes Does the new brake obfuscation will add more computation (more lag)? Yes My point of view is that DU has never been a physical engineering simulation. Yes the physics in the game is interesting but is far far far away from a simulation. They can add limitation on brake, add more and more limitation it will not change anything. "most of the flying element have obfuscation, then brake need obfuscation." argument is acceptable, but what is the gain behind. What at the end it will provide to the game? What the final player will gain by having this change? I am always taking the view of the players and currently most of the player will have trouble with that. They will have to change their ship, a lot of design will be f... I don't care if they change the brake or not, I am not a ship builder. I can fly a box I don't care. But if I take the place of a ship designer and 100% of my creations that was using the legit game mechanism have to be redesign, I am not sure I would continue to play. So at the end, I can understand the reason they would do this change. But I don't think the impact on the player base worth the change.
  22. 100% Agree with Hagbard. An other reason why taxes on territories are bad managed. You can pay for a 6 month on your account, but you can't put a reserve on a tile for the same amount of time.
  23. Hello, The new docking system is what it is. Is there a way to remove the effect? Now when I am maneuvering some of my construct, I don't see anything. And if you are approaching a market with a small ship you just don't see anything anymore too many red circle everywhere.
  24. Agree, we need clarification. I have a construct build without any janko, but when I try to upgrade my engine to rare military I can't. Does those engines be considered as overlapping?
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