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Koriandah

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  1. Like
    Koriandah reacted to NQ-Ligo in DEVBLOG: PRECISION IN BUILDING - discussion thread   
    Hi guys !
    First of all, thank you all for the warm welcome to the VPT. We've been working for a while now, trying to make it as ergonomic and intuitive as possible, we hope it will live up to your expectations when you test it yourself with Panacea. 


    I take the liberty of intervening on this non-Lua devblog for questions related to it, and thus to answer your question @EasternGamer 
     
    Having the ability to export/import with Lua or without, a bunch of voxels was considered but we were faced with a lot of quick and hard to prevent automation possibilities, copyrights ...etc. The game could have quickly become an import show of all kinds of 3d models. 
    So we decided not to implement it.
  2. Like
    Koriandah reacted to Skyreaper in DEVBLOG: PRECISION IN BUILDING - discussion thread   
    im good to go
  3. Like
    Koriandah reacted to ZarTaen in DEVBLOG: PRECISION IN BUILDING - discussion thread   
    I really really love this, it is basically everything I wished for. Gonna be a bit confusing calculating exact angles at first with some of the stepping, but I think we are gonna be fine.
  4. Like
    Koriandah reacted to Davian_Thadd in DEVBLOG: PRECISION IN BUILDING - discussion thread   
    Awesome ! Can't wait to test it and do some nice details !
  5. Like
    Koriandah reacted to Knoober in DEVBLOG: PRECISION IN BUILDING - discussion thread   
    Time to smash some voxels!
  6. Like
    Koriandah reacted to BlindingBright in DEVBLOG: PRECISION IN BUILDING - discussion thread   
    My body is ready.
  7. Like
    Koriandah reacted to NQ-Wanderer in DEVBLOG: PRECISION IN BUILDING - discussion thread   
    Greeting Noveans. Let us know what you think about our latest devblog, Precision in Building!
  8. Like
    Koriandah got a reaction from Leppard in Quality of Life Changes for Building   
    This is my first post on the forums, so forgive me if my formatting is off or I posted in the wrong place. TL;DR Included but please read the post.
     
    Hi All,
     
    Over the past year, I have mainly been a builder and creator. For the longest time, this has been my only source of income and as so, I have plenty of experience with the DU building system. I had a few ideas on the Quality of Life improvements for building in Dual Universe that would make everyone's life just that little bit easier, and so I want to post them here to be discussed. For every idea, I will outline what it is and why it is needed. Building is the best part of DU and it should not be forgotten about. Please feel free to discuss and reply!
     

    Selection Zones - Suggestion 1
    We all know that the size of the zone we can select is limited by size. While this is annoying most of the time, I'm fairly sure it is there as a technical limitation of the build mode. However, some improvements are warranted (mainly to voxel selection/placement tools):

    What:
    - Do not let us select a larger area than is possible. I have spent many a time trying to find the maximum selection size or over estimated the max selection size when building, making the entire selection area red with the only fix being to re-select the area again.

    - If possible, increase the size of the selection area.
     
    Why:
    - This saves us time and effort, as, if I wanted to select the largest area possible, I could just click to a corner and the system will automatically select the most volume that it can. I will no longer see a "selection size area is too large" message, saving me time in finding the max selection size. This can also be a toggle if people find it necessary

    - Convenience and makes building mirrored areas on L/M cores much easier.
     
     
    Mirroring - Suggestion 2
    The pain of having to perfectly line up elements on the other side by remembering / writing down element positions or copy/pasting voxels in little bits on an L or M core is all too known. I propose we are given two things: 

    What:
    - A mirror mode or a mirror tool, that would place the selected element on the other axis facing the same way. Could also group elements together, so that when one moves, the other mirrors this movement along an axis.
     
    - A mirror axis (or multiple) that automatically places any voxels onto the other side (if you've ever played Space Engineers you know what I'm talking about). 

    Why:
    - Speed up the process of placing elements and thereby speed up the process of building by removing the need to memorize locations of elements. 
     
    - Incredibly increase the speed of building mirrored constructs or large sizes, as the largest time waste is copy-pasting bits of an M or L core around from one side to the other every time one side is updated. 
     

    Painting - Suggestion 3
    Replacing voxels in order to change the look or material type of a ship's armor has always been a pain. For one, it wipes out complex patterns unless it is done perfectly and is, at least in my opinion, the biggest obstacle to the ability of individual creators to release multiple paint schemes of ships larger than an M core at an efficient rate. To remove the pain in re-painting a ship, I propose the following:

    What:
    - Allow me to replace certain types of voxel with another type of voxel with a single right-click option. I see this working as follows: Select an Area > Right click > Replace Voxel> Select Voxel X (to be replaced) > Select Voxel Y (to replace with). There most likely are other  more efficient ways of doing this but this is the most basic I could see.

    - Could limit the suggestion above only to the same materials, aka can only replace steel with steel or aluminium with aluminium.
     
    Why:
    - I, and many others, have spent hours replacing complex patterns on our ships just to end up not liking the new  colour scheme and starting again. Not only that, when voxels are replaced currently, it creates a multitude of voxel errors and wipes any complex patterns that are then a pain to replicate. This change would allow for much quicker colour scheme changes and make it convenient to change colour.

    - This change would be kept to keep actual armoring work (say for a pvp ship in a changing meta) as a time-consuming thing that is rewarded with gains in PvP.


    Destroying/Removing Voxels - Suggestion 4
    Just yesterday, I have spent around 30 minutes trying to find 0.14 cubic meters of luminescent glass on my ships which were invisible. I had to select a max size voxel cube and alt-paste it around until I got the last bits of the glass. This is an area that could be improved as nobody should have to spend hours finding one micro voxel in their construct in order to get back the core. I propose the following straight-forward solution:

    What:
    - Allow the option to remove the last big of voxels from a construct with a simple right click. For example, if the core has less than say 5m^3 (value could be changed or different with core size) of voxels left, one could right click the core in build mode Right Click > Remove Remaining Voxels. This would only work if the voxel volume is low to keep the work associated with actually disassembling a ship.

    - Add the ability to change the last little bits of a voxel to another type, say I have a ship made from Voxel X, Y and Z, but Z is only 0.1m^3 and I can't for the life of me find where it is. I should be able to just right click the core and remove/replace it with another voxel.

    Why:
    - This saves innumerable hours for everyone in the game, as I can guarantee I'm not the only one who spent hours trying to find tiny voxels on an L core only to give up and abandon something worth half a million quanta. This change should have been available from the start.

    - This change allows builders to clean up their blueprints and not make someone get 15 types of voxels just because there's 0.1m^3 of each in an L core blueprint.


    Copy Paste Changes - Suggestion 5
    Copy-Pasting was improved so much when the ability to change paste priority was introduced by pressing SHIFT when pasting. The change I'm proposing is minor, but still important when one is working with low quantities of voxels. Currently, if you need to paste , say, 10 cubic meters of a voxel but they are spread over a large area, you will need up to 300 cubic meters of voxel to paste it anywhere, because the system calculated the area of the selection and not the actual amount of voxels in the area.

    What:
    - Change the calculation of copy-paste voxel amounts so you need the exact amount of voxels that you are pasting instead of the entire selection area. 

    Why:
    - Allows builders to work with less amounts of honeycomb and makes life easier. Also helps when working with expensive honeycomb or limited supply, as you can use it to a more efficient degree.
     

    Element Blocking - Suggestion 6
    I have seen many times my elements were being blocked. Through scrolling through the element list I could see how much they were blocked, but it was time consuming. However, I could only guess as to what exactly was blocking them. Would be nice if you could tell what is doing the blocking.

    What:
    - Highlight the elements that are blocking the element in question or highlight the area that the voxels that block said element occupy.

    - Allow to mouse over the element to tell how much it is being blocked by instead of scrolling through a menu at the top of build mode.

    Why:
    - Allows builders to quickly tell why their creations are being blocked instead of guessing and constantly changing voxels to fix a problem they can never know the true cause of.

    - QOL change that exists for saving time when building.


    DRM Change- Suggestion 7
    What:
    - Please enable DRM protection on constructs by default. Why is this even turned off in the first place?

    Why:
    - Allows new builders and experienced ones not to lose ownership of their constructs and scripts because of a simple oversight.
     
     
    Element Talents - Suggestion 8
    I, like many players, have wondered what exact talents are currently affecting my elements. The only workaround as of right now is doing the annoying math to sort-of get the right value. Currently, there is no way to tell what element has what exact talents affecting it as you can in the industry view.

    What:
    - Allow the option to either mouse over an element with a tool and see all the talents affecting it and their rank, or, Right Click Element> Show Effective Talents on Element

    - Ability to remove all talents from an Element via right click or the ability to remove all talents from ALL elements.

    Why:
    - Allows ship builders or industry builders to quickly tell if their elements could use boosting with higher level place-down talents or if they are maximized. Also allows to see if all elements have the same talents, although this is not so much of a problem with the apply all talents button that we have now.

    - Allows shipbuilders to gauge the performance of their ships as someone who does not have any piloting skills and build for those people. Currently, you need an alt or be in VR to do this.

     
    CSS View - Suggestion 9
    The CCS is a big part of building a PVP ship. Perhaps not in the current Meta that we have know, but in case it gets buffed it will be very important. I propose the following:

    What:
    - Ability to see the CCS value of a ship in the build mode when building a ship.

    Why:
    - This change will allow ship builders to gauge the performance of their ships without having to rely on Excel or other external tools.
     

    Element Preview - Suggestion 10
    Elements conduct the vast majority of voxel sizing and other dimensions. Most creators work either around or with elements that are in their builds. It would be great if we could see the size/outline of an element without actually having it.

    What:
    - Ability to select any element in game and place it in the construct as a "hologram". This hologram would only show the size of the element, so that a creator can plan ahead and work with elements they may not have (for example, L AGG). 

    Why:
    - This allows creators to plan ahead and construct their voxels around elements that they may not have at the exact moment, saving time and effort on everyone's part.


    Blueprint Preview - Suggestion 11
    Blueprint deployment is one of the many things my customers encounter and find problematic for many reasons. For once, static blueprints can be placed in the wrong orientation and once placed cannot be moved. Additionally, the same situation can be applied to dynamic blueprints when using them as statues or ornaments. 

    What:
    - Blueprints should not be displayed as a transparent cube right before deployment but as an approximate hologram of the final structure/ship. Even if the extra calculations on the client-side will take time, this should still be prioritised.

    Why:
    - This will allow players to properly foresee the structure and alignment of the blueprint that they are placing and not have to spend 20 minutes of their time dismantling the structure if they place it in the wrong orientation without knowing (and then flying back to buy another, losing precious quanta and time). This feature will make creating cities and bases with precision made from other people's creations a lot easier for everyone.


    Blueprint Alignment- Suggestion 12
    Stacking static blueprints together has always been painful for everyone. Having to fight the curvature of the earth and even the fact that the blueprint outline is not the same size as the outline of the core building area has been a significant barrier to many players' ability to build cities and bases in an orderly fashion. Personally, I wish this feature would be around now so I can continue work on the MTI City Project for my organization.

    What:
    - Aligning blueprints together with other deployed cores should be made easier. There should be options to align it in the centre of the core its being placed on and align it either with the orientation of the or the curvature of the planet at the place.
    - Additional tools to align blueprints and be able to see the build area around the new blueprint before it is placed.
    - Ability to use a blueprint on an EXISTING empty core to place the elements and voxels around it automatically while retaining the DRM rights of the BP creator. (alternative but easier-to-implement option)

    Why:
    - This change will allow the precise building of blueprints onto other cores and their alignment that much easier for every player in the game, not only those building cities. This results in cleaner looks of bases and more orderly placement of cores.


    Core Alignment- Suggestion 13
    Every organization and practically every player has encountered the pain of aligning multiple static or space cores in a fashion that allows for grid structures, be it for bases, airports, cities or space stations. Currently the process involves moving a lot of cores around with CTRL+Arrow and then building voxels to the edges of the cores. Note that such a process doesn't even guarantee similar alignment of cores in terms of their direction (for static cores)

    What:
    - Ability to align cores next to each other automatically or only through several clicks. Either by right clicking on a static core and selecting "Attach Static Core" or another method.
    - Ability to select core alignment and ensure it is in the same direction to allow building of core grids much easier.

    Why:
    - This will allow players to properly place static/space core grids and not have to spend 20 minutes of their time re-aligning the core if they place it in the wrong orientation without knowing. This feature will make creating cities and bases easier due to the simplified way of aligning core grids (and save lots of time)


    And that's it! Please reply to this post if you like the changes and if you think they should or should not be added to the game. Lets hope NQ sees this and implements some of the ideas (please just implement them all and save us all so much pain). I personally think these changes will make the life of many people so much easier and will encourage more people to enjoy the building aspect of this game - the strongest aspect of it as of right now.

    Stay safe out there,
    Koriandah.

    TL;DR:
    - Bigger / more manageable selection zones
    - Mirror tools like axis mirroring and element mirroring
    - Painting tools to easily replace voxels and keep their complex shapes
    - Tools to easily remove the last pesky micro voxels from construct
    - Copy paste required voxel quantity optimization
    - Element blocking info, what is blocking said elements and how much
    - DRM enabled by default
    - Show talents on elements, ability to remove all talents
    - CCS View
    - Element Preview
    - Blueprint Preview
    - Blueprint Alignment
    - Core Alignment
  9. Like
    Koriandah got a reaction from fordprefect in DEVBLOG: PANACEA 'REMEDIES" ON THE WAY - Discussion thread   
    The fact that Industry can run on offline hexes is a saving grace for many people and new players. You no longer have to mine in order to produce stuff - Good.
    Less Calibrating - Also Good.
    Higher Numbers of Charges to allow for more casual miners - also a good change.
    Animation speed up - good.
    Less Tax - Sure.
    Trying to remedy boring harvesting of rocks? - I'll wait for news on this one.
    Talents for harvesting - actually more important now that Demeter is a thing.

    I'm happy. I'm sure many people are also pleased with this. Well done NQ.

     
  10. Like
    Koriandah reacted to NQ-Deckard in Why DU needs BIGGER cores, not less cores...   
    But let's face it, there would just be 17 XL cores instead of the 17 L cores that are there currently with an even larger multi-core build placed there.
    And in the process your performance would be worse off.

    I'm sorry to say we unfortunately won't be introducing larger cores any time soon. For a number of reasons, most of which are technical related to performance and data.
     
    Multiple smaller cores actually have a number of performance benefits as the load limits apply better that way. 
     
    - Deckard
  11. Like
    Koriandah reacted to Bazzy_505 in What's the player count loking like in 2021?   
    Numbers wise, i would say the population has been rather flat.  I've been bumping into new players quite frequently in the last 2 months. But most of them tend to go silent after first 2 or 3 weeks.  I have feeling that once they build their first base/factory, get the first workable S and M core ( which we often give them for free because we treat them as unicorns) they tend to run out of things to do, unless they have the Landmark bug.  Can't really blame them, there isn't much to do beyond that.
     
    After demeter i've noticed quite a few pre 0.23 players peeking their heads back in, mostly to come back to check on their old stuff and see if anyone from their old orgs is still playing.   But like new players i would say only about 1/3 of them stick around beyond the move my stuff from surface to space/sact tile.
     
    All in all i'd say DU doesn't bleed any more than it gains back, but it's certainly not growing, and quite frankly why would it?  Even if we get wrecks and salvage in next major pach it isn't quite some novel or excitiong new game loop.  Builders will build, rest will loiter around for a while than shake their heads and move on.  It's the way it was, and apparently that's way it will be for forseeable future.
     
    happy voxeling and trolling general lads and lasses
  12. Like
    Koriandah got a reaction from Calisius in DEVBLOG: PANACEA 'REMEDIES" ON THE WAY - Discussion thread   
    The fact that Industry can run on offline hexes is a saving grace for many people and new players. You no longer have to mine in order to produce stuff - Good.
    Less Calibrating - Also Good.
    Higher Numbers of Charges to allow for more casual miners - also a good change.
    Animation speed up - good.
    Less Tax - Sure.
    Trying to remedy boring harvesting of rocks? - I'll wait for news on this one.
    Talents for harvesting - actually more important now that Demeter is a thing.

    I'm happy. I'm sure many people are also pleased with this. Well done NQ.

     
  13. Like
    Koriandah got a reaction from GEEKsogen in DEVBLOG: PANACEA 'REMEDIES" ON THE WAY - Discussion thread   
    The fact that Industry can run on offline hexes is a saving grace for many people and new players. You no longer have to mine in order to produce stuff - Good.
    Less Calibrating - Also Good.
    Higher Numbers of Charges to allow for more casual miners - also a good change.
    Animation speed up - good.
    Less Tax - Sure.
    Trying to remedy boring harvesting of rocks? - I'll wait for news on this one.
    Talents for harvesting - actually more important now that Demeter is a thing.

    I'm happy. I'm sure many people are also pleased with this. Well done NQ.

     
  14. Like
    Koriandah reacted to EasternGamer in DEVBLOG: PANACEA 'REMEDIES" ON THE WAY - Discussion thread   
    There's nothing wrong with the cone game when I play it. You're probably misunderstanding that it searches the radius highlighted when you select the tool. Not the entire hex. So it's actually like the worst tool to use imo. It just vaguely points in the direction of the highest ore concentration in the highlighted area...
  15. Like
    Koriandah got a reaction from Skyreaper in DEVBLOG: PANACEA 'REMEDIES" ON THE WAY - Discussion thread   
    The fact that Industry can run on offline hexes is a saving grace for many people and new players. You no longer have to mine in order to produce stuff - Good.
    Less Calibrating - Also Good.
    Higher Numbers of Charges to allow for more casual miners - also a good change.
    Animation speed up - good.
    Less Tax - Sure.
    Trying to remedy boring harvesting of rocks? - I'll wait for news on this one.
    Talents for harvesting - actually more important now that Demeter is a thing.

    I'm happy. I'm sure many people are also pleased with this. Well done NQ.

     
  16. Like
    Koriandah got a reaction from Messaline in DEVBLOG: PANACEA 'REMEDIES" ON THE WAY - Discussion thread   
    The fact that Industry can run on offline hexes is a saving grace for many people and new players. You no longer have to mine in order to produce stuff - Good.
    Less Calibrating - Also Good.
    Higher Numbers of Charges to allow for more casual miners - also a good change.
    Animation speed up - good.
    Less Tax - Sure.
    Trying to remedy boring harvesting of rocks? - I'll wait for news on this one.
    Talents for harvesting - actually more important now that Demeter is a thing.

    I'm happy. I'm sure many people are also pleased with this. Well done NQ.

     
  17. Like
    Koriandah got a reaction from admsve in DEVBLOG: PANACEA 'REMEDIES" ON THE WAY - Discussion thread   
    The fact that Industry can run on offline hexes is a saving grace for many people and new players. You no longer have to mine in order to produce stuff - Good.
    Less Calibrating - Also Good.
    Higher Numbers of Charges to allow for more casual miners - also a good change.
    Animation speed up - good.
    Less Tax - Sure.
    Trying to remedy boring harvesting of rocks? - I'll wait for news on this one.
    Talents for harvesting - actually more important now that Demeter is a thing.

    I'm happy. I'm sure many people are also pleased with this. Well done NQ.

     
  18. Like
    Koriandah got a reaction from Tional in DEVBLOG: PANACEA 'REMEDIES" ON THE WAY - Discussion thread   
    The fact that Industry can run on offline hexes is a saving grace for many people and new players. You no longer have to mine in order to produce stuff - Good.
    Less Calibrating - Also Good.
    Higher Numbers of Charges to allow for more casual miners - also a good change.
    Animation speed up - good.
    Less Tax - Sure.
    Trying to remedy boring harvesting of rocks? - I'll wait for news on this one.
    Talents for harvesting - actually more important now that Demeter is a thing.

    I'm happy. I'm sure many people are also pleased with this. Well done NQ.

     
  19. Like
    Koriandah got a reaction from Novoca1n3 in DEVBLOG: PANACEA 'REMEDIES" ON THE WAY - Discussion thread   
    The fact that Industry can run on offline hexes is a saving grace for many people and new players. You no longer have to mine in order to produce stuff - Good.
    Less Calibrating - Also Good.
    Higher Numbers of Charges to allow for more casual miners - also a good change.
    Animation speed up - good.
    Less Tax - Sure.
    Trying to remedy boring harvesting of rocks? - I'll wait for news on this one.
    Talents for harvesting - actually more important now that Demeter is a thing.

    I'm happy. I'm sure many people are also pleased with this. Well done NQ.

     
  20. Like
    Koriandah reacted to Knoober in DEVBLOG: PANACEA 'REMEDIES" ON THE WAY - Discussion thread   
    Solid changes in this update!  
  21. Like
    Koriandah reacted to Knoober in DEVBLOG: PANACEA 'REMEDIES" ON THE WAY - Discussion thread   
    Good question.. it sounds like just industry units, and not mining units.
  22. Like
    Koriandah reacted to NQ-Nyzaltar in DEVBLOG: PANACEA 'REMEDIES' ON THE WAY   
    Dual Universe’s Panacea update is right around the corner, bringing with it a sizable variety of changes based on feedback from our community. 
    Ahead of the update, however, we are immediately introducing revisions to territory upkeep and mining units. 
     
    Read on for the full scoop! 
     
    GOING INTO EFFECT ON TUESDAY, JANUARY 25th
     
    Taxes will be effective again starting Wednesday, January 26th.
    The day before, we are going to deploy three adjustments to address the issues mentioned in the Community Feedback regarding Territory Upkeep.
     
    Territory Upkeep Reduction: 1 MM --> 500k.

    Territory Upkeep was first introduced in the November 2021 Demeter update. After reviewing community feedback, we announced that territory upkeep payments would be postponed for two weeks to allow the Design team time to dig deep into the metrics and fine-tune the system accordingly. 

    The upkeep rate per territory will be reduced by 50%, from 1MM to 500k quanta. Player feedback indicated that people felt they were having to sell ore too frequently to generate the funds needed to pay upkeep. In halving the upkeep costs, we will relieve the pressure to make frequent trips to the market as well as the need to sell large quantities of ore.
      Calibrations Charges:
    Base calibration charge slots increase : 5 --> 25.
    Talent calibration charge slots increase : 1/level --> 5/level.

    Also introduced in the Demeter update, mining units were designed as an alternative to digging endless tunnels underground for ore. To keep them producing at their peak capacity requires occasional calibration; however, initial feedback from the community told us that further tweaks were needed for the calibration process. To this end, we’ve made the two changes mentioned above.

    This will change the total amount of stored charges from 10 (5 base + 5 max talents) to 50 (25 base + 25 max talents).

    The intention behind the charge cap was not to force a behavior in which you felt like you needed to spend charges in order not to “lose out” on charges by hitting the cap and wasting your recharge. 

    In view of that, both the base and the talent bonus are drastically going up. This will not only allow you to store more charges in general, but specifically allow you to store a much longer period of time in charge recharge time, giving you much more breathing room to store charges and not waste charge recharge time.
      Calibration grace period: 48h --> 72h
      The calibration grace period is the amount of time during which a mining unit does not lose calibration. Similarly to charge slots, the intention was not to aggressively require you to calibrate mining units every 2-3 days. In our initial calculations our goal was more to hit the 5 to 6 day mark depending on what efficiency curve the player selected, and how many mining units the player was trying to maintain.
     
    We are changing the calibration grace period from 48-hours to 72-hours. 
     
    This change should bring us closer to the initial values we were looking for and give players more breathing room to calibrate when their mining units seem to be producing less than usual, indicating that calibration is needed.
     
    CHANGES COMING WITH PANACEA UPATE (0.28) LAUNCH
     
    Using industry units on offline tiles

    The intention of requiring online territories for industry units was not to negatively impact industry units on planets. We initially saw it as further incentive to pay for taxes, but it was not a core requirement. This is also why industry units on Ssanctuary and space cores were left untouched.

    We understand from player feedback that requiring you to operate mining units on a territory in order to not run industry units at a loss on that territory was an annoyance and many players did not want to run their industry units on the same territories as their mining units.

    In view of the preferences expressed, we have decided to allow the operation of industry units on all offline territories. In combination with HQ territories, this will allow you to effectively run industry units on offline territories for extended periods of time.
      Faster extraction animations
      We are also addressing the feedback we’ve received regarding the time it takes to complete a calibration minigame, specifically the frustration from the long loading animations when calibrating a number of mining units.
     
    An option has been added in the mining unit UI (tick box) that will let you significantly reduce the time these animations take, drastically reducing the period of time the animations run.
     
    Additionally, a number of mining unit mini-game animations have been slightly reduced in duration, thus allowing a faster minigame completion.
     
    New talents for surface harvesting
      In order to further incentivize harvesting surface rocks, and to be able to specialize in it, we are adding four talents linked to surface harvesting that will touch on harvesting speed and output.
     
    The main goal is to create some surface harvesting specialization for those players who enjoy it, giving them the capability to harvest better and faster, and for longer periods of time.
     
    CHANGES COMING POST-PANACEA
     
    New surface harvesting controls
      To further address surface harvesting issues, we are working on quality of life-type improvements that will allow a degree of auto-harvesting similar to normal mining as well as other changes to reduce control and UX-based frustrations during surface harvesting. 
    Watch for additional details as we refine our plans!
     
     New mining unit surface harvesting, rocks spawning behavior
     
    Lastly, we are looking for a solution to simplify the process of gathering rocks. This is in direct response to player requests to eliminate the hassle of having to comb their territories after calibrating a number of mining units. 
     
    While this is still in relatively early stages, the solution we are looking at is to spawn the rocks right under the mining unit beam, where the beam hits the ground. Players would then be able to rapidly harvest surface rocks. 
     
    BUT WAIT! THERE'S MORE
     
    Don’t forget that there’s a lot more to Panacea than the changes and tweaks discussed above. It’s also got some cool new stuff, like the Vertex Precision Tool which we’ll be talking about in the next devblog! 
     
    Meanwhile, please join the conversation on the forum here to tell us what you think about revisions we’ve presented in this Devblog.
    We’d love to hear from you! 
     
    ---

    The Novaquark team
  23. Like
    Koriandah reacted to antanox in DEVBLOG: PANACEA 'REMEDIES" ON THE WAY - Discussion thread   
    sounds very good so far.
    reducing the daily work like pressure on the calibration stuff will be a relief! ❤️
  24. Like
    Koriandah reacted to Virtualburn in DEVBLOG: PANACEA 'REMEDIES" ON THE WAY - Discussion thread   
    The community spoke, you listened, you updated.  Thank you.
  25. Like
    Koriandah reacted to NQ-Nyzaltar in DEVBLOG: PANACEA 'REMEDIES" ON THE WAY - Discussion thread   
    Greetings Noveans!
     
    We would like to hear your feedback in this thread on the Devblog explaining the adjustments that will be deployed tomorrow and later with the Panacea update!

    Best Regards,
    Nyzaltar
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