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FrozenFace

Alpha Tester
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Posts posted by FrozenFace

  1. Give us API for warpdrive  PLEASE! Or remove this lags when opening map. It is not enjoyable when you make trying to play, but stupid restriction arounds. WD API was removed for prevent auto warp when any ship is coming, but now we have delay for that, so please return it back.

    PS:

    We cant build big ship  - because lags.

    We cant use atmo engines in vertical direction like adjusters - because thrust is cutted.

    We can make UI, but no API for some elements, like weapons, warpdrive.

    How creators can play this game?

  2. After creating this topic, i joined a game. First  i tested my last construction with enabled torque engines and tags Torque, it still does not work. Next construction was first monstro for testing, and WOW! It is working!

    On this engines power set by unit.setEngineThrust(tag, power).

    So, for enabling torque on fuled engines, you must set option in build mode, set custom tag(andd tag must be the exactly the same, as it in engine tags), and do relog xD

  3. I tried to use my maneuver engines as torque ones, so in build mode i enabled torque for all of them. Then i tried to set them force with command unit.setEngineCommand(taglist, acceleration, angularAcceleration, keepForceCollinearity, keepTorqueCollinearity, priority1SubTags, priority2SubTags, priority3SubTags, toleranceRatioToStopCommand) but it does not work. In the discord, i found some recommendation about setting tag 'torque', but it didnt help either. So i linked engine direct to controlunit, and setting force with command setThrust(power), still dint work . In all cases engine just pushed construct, no torque effect =(

    I tried to find some info about that, and it was only
     

    Quote

    Torque is deactivated by default on engines to be more beginner-friendly. However a designer can enable torque on engines.
    It’s more complex to control, but in the end maneuverability can be improved that way, if you know what you’re doing.

    By  NQ-Nyzaltar

    in this post. 

    So what i am doing wrong? Why simple enabling torque didnt work for me?

  4. 3 minutes ago, Lethys said:

    That's kinda the problem. Power would solve many long standing issues with balance (industry, taxes, tiles taken but players left, balancing the game in preparation for ava/atmo pvp, getting new pve loops, creating a market for ppl interested in doing that, create more oppertunity to get new mechanics on the way like territory Shields and so on). But NQ goes for an easy cop out it seems

    How do you think, with power implementing, is wipe required?

  5. 1 hour ago, willolake said:

    I'm fine with calibration being required to start a mining unit, but I would request that I not actually be able to start the mining unit when 0% calibration means 0L/h production rate. I did this on PTS; I started the unit without calibration not understanding that "production rate" was a value that should be non-zero immediately after starting the unit.

     

    Conversely, if 0% calibration means no production, then the mining unit should stop when it reaches 0% calibration.

     

    I don't understand why the production rate value is only populated when the unit is running when it is just a calculation of base * efficiency * (1+adjacency) * calibration; all values you can clearly see before starting the unit. The "running" status and a progress bar are enough to tell me the unit is on.

     

    I don't understand why there is a calibration lockout time per mining unit when there is also a rate limit on charge generation. There are too many timers, and they are too long. Let me spend as many charges as I want on a mining unit until I'm happy with the calibration; just use limit of charges to moderate my ability to calibrate!

     

    Also, agree with the taxes being way too high. I agree taxes are useful as a forcing function to turn materials into quanta and thus create market activity, as well as a means to force decay (which is badly needed). They just can't turn the already tenuous "game" into even more of a grind fest.

     

    As far as the airbrake change, it should have been done a long time ago, just like fixing the ability to stack elements. So I get it, but I agree with others that there are way too many elements that need too much line of sight. Wings (via flaps) and retro-rockets are also capable of producing countering forces in atmosphere! More elements should have some ability to produce thrust in different directions depending on the need; maybe they aren't as efficient at it, but it should be an option.

    In video they said minimum calibration will be 20-50%, not less. So as i understand, you can once calibrate and it will work forever.

  6. 2 hours ago, Lethys said:

    Power mechanics mate. That would make up for taxes, New gameplay loops, balancing, new work loops, New pve loops, ....

     

    But hey, guess it's easier to just do it the NQ way instead if just think about it for a second ans give us mechanics which avtually make sense and were promised long Time ago AND would solve a lot of problemes

    Which mechanics? PvP on planets?

  7. 56 minutes ago, Cergorach said:

    If this is where we're going, I'm out at the end of the year. Because that just means a downward spiral going forward. We all want to build more, build those epic things that were shown over the years. If I need to daily grind, aka 'do the DU job' just to keep what I've already got, there is no room for growth and no prospects of this getting any better down the road.

     

    What I do not understand is that why this wasn't recognized at the start of the project? Did they expect bigger leaps in processing power and storage capacity? Lower AWS prices? Bigger software improvements that their development team couldn't deliver or were just unrealistic to begin with? Am I the only nerd with hopes of building an underground fast travel network, but also needing tons of ore to sell and build stuff with?

    Because from start Alioth was planned as PvP zone, that means war and destruction. Looks like they really need to do WIPE =/

  8. 2 hours ago, Xarius said:

    No, I want the ability to pay for the things I have, without having to play annoying mini-games, and own 36 auto-miners to run a simple factory. 

    I want a mission system that can't be exploited by having 20 alts AFKing and VRing into missions by limiting the number of mission packages a core can hold.

    I want the players building the "civilization" to define the economy, not have it sucked away by an invisible entity with no gain. 

    I want the developers to listen to the majority of people who have said at the current rate of tax and ore collection, this is a bad idea and is going to lead to less people enjoying and playing the game. Rather than the two or three people that align with their idea of "We do what we want and you'll get over it".

    I want a new player to be able to log in and not feel like they are stuck on Sanctuary surface mining, mindlessly clicking ores like it's Cookie Clicker and not Dual Universe, to be able to pay for the over-priced components to build decent ships, that don't look like works of art covered in brake stickers.

    That's what I want.

    What do YOU want? Besides paying a useless tax.

    I agree with the most, except buying components. All new players can build nice ships from, basic element, most of them are very  cheep and can be crafted in inventory. It is not casual game.

  9. 14 minutes ago, kulkija said:

    Territory taxes will kill this game.

    - Call To Action – Say NO to territory taxes - 

    No taxes on sanctuary.

    36 minutes ago, RugesV said:

    I also dont like the max 3 months pre fund limit. 

    I think you are on the right track here.  Different costs for different activities.  I think a checkbox that you select. For instance, Mineral rights that you check if you want to mine. Industrial rights if you want to do industry, storage rights if you want to use containers. market rights if you want to place dispensers. Build rights if you want to place static constructs.  With a fee that you can opt in or out of for each and basic tax for owning the property. 

     

    So 100K a week for claiming the tile as a mandatory fee. 

    50k to build

    150k to storage

    200k to sell

    250k for industry

    250k for mining

     

    So you could have your territory for as little as 100k.   If you just want to build on the territory it would cost you 150k a week.  If you just wanted to mine on a territory you would need to build, storage and mining. it would cost you 600k per week (initial, build, storage mining).  Same for industry. 600k.  Or if you wanted to do everything it would be 1,000,000 a week. 

     

    However there should be a tax. Because the real reason behind the tax system is to get rid of abandoned territories. (although sanctuary is always free for you forever. 

     

    Yeah, i think it will be good.

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