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Koriandah

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  1. Like
    Koriandah reacted to LordZod in [From ChimerA] The "New Player Experience" must come first   
    I am a Legate from ChimerA we are an active PVE main org which has no problem messing around in PVP. We also are very open to new players and have many "new borns" in our group. We are not care bears. I only mention this because I have some concerns with the new DevBlog announcements.
     
    I am not seeing details on a direct growth tree for new players. This has to be the biggest priority, in its current state new players have an extremely difficult time getting to the point of venturing off into space.

    This is the current most effective way for a growth method for new players:
    - Grind sanctuary auto miners to sell the ore
    - Save enough money to build a small ship mine on asteroids
    - Save enough money for a larger ship to run missions
    - Build a cheap garbage ship to mine in PVP expecting 50% of the time it will get blown up when mining higher value ore

    That's not very good, and that is too big a leap before new players can participate in fun "But resource intensive" PVP

    Some suggestions:
    - Hold off on changing ship mechanics like brakes, you are going to wipe out a lot of legacy content with no upcoming players waiting to replace it focus on the new players first
    - Hold off on territory warfare until the new player process is fixed as well. I am excited for it but its going to further limit new players
    - Reduce taxes and increase auto miner charges. We now know the limitation of grabbing territory is how many charges one character can do, taxes only hurt the little guys
    - Increase and spread out the spawning of safe zone asteroids. Right now if a new guy can't get to those safe zone asteroids Saturday and Sunday they wont get much
    - Create a Blog Section for Orgs. If you want people to team up you need to help them find orgs outside of the game. A place where they can see how active an org is and easily find discord information. The in game method isn't enough. Let orgs make posts to show off their exploits and encourage people to join. It also makes it easier for people to find active orgs
     
    Things I like:
    - I am not sure if it is just random or official, but it seems PVP asteroids have been spawning closer to planets. That has made Saturday and Sunday a bloodbath. Which I like ?
    - Territory warfare... We just need to get the new player experience and org communication stuff improved before implementing it.
     
    Also I recommend opening more communication with PVP and PVE orgs, if you are going to lean on us to help new players we are going to need someway to bring up game issues we see. I know you had a lot of communication with content creators, orgs would be a good addition.
     
    Obviously there are a million things I could list as improvements but I want to keep the requests simple, and I wish the best for the verse.

    P.S. Legion we will see you on the battlefield Saturday! I hope you sprain your ankles on the bodies of the brave ChimerA soldiers who defend the little miners! We will pay the OreBox gods with our blood!

     
     
  2. Like
    Koriandah reacted to Kobayashi in Energy / Survival When?   
    Power 100% YES
    Survival 1000% NO thank you
  3. Like
    Koriandah reacted to Koruzarius in DEVBLOG: TRA$H TO TREASURE - discussion thread   
    Overall this is a really cool idea! I was kind of hoping for something tile-owner specific so you could claim the wrecks ahead of time, but c'est la vie, this is still awesome.
     
    Out of curiosity, what type of sips will be randomly spawning? Will they be ships from the ship shop, or will you get some designs from users to use? Or new things entirely?
     
    Also, was there consideration to the fact that giving a BP of the ship that is lost will provide a duplicate of the original design? If someone bought a 30 million quanta blueprint, built the ship, parked it on an Aphelia tile, had a friend camp it for the exact mark where it pops and reclaims it, then they can now rebuild a second copy of the ship... I'm not objecting, even as a ship designer myself, but I'm just curious if that was something that was considered and if there were any thoughts on remediating that case.
     
    Lastly and most importantly, you say on Sanctuary tiles, but distinctly *not* on HQ tiles. Is that a relevant distinction? Also what if you share your Sanctuary tile with another, will your ship be safe there? At least from everyone who is not that tile's owner?
  4. Like
    Koriandah got a reaction from ADCOne in New obstruction is too extreme   
    I think the main reason behind the unintentional stacking was that when people made their ships, they placed them AGAINST other elements (blue magnet thing showed up). However, the hitboxes weren't set up properly by NQ or they were buggy, which resulted in people unintentionally stacking their elements 0.1 or 0.05 blocks into the other block (as opposed to the default 0.5 block move with arrrow-keys). 

    It was a big and NQ fixed it. The fact that some ships have the red of them is a side-effect of that fix. What would you rather they do? Allow stacking for all ships build before yesterday? Case-by-case basis? Allow a 'little' stacking? How much is "a little"?

    Yes it may be their fault but at the same time, what is your alternative solution to the problem? I think this is just one of those updates people need to suck up, just like the upcoming brake changes. So many ships will be made obsolete with the brake changes as have been made obsolete now...

    As a ship builder, I don't mind. As long as I can't accidentally stack elements again, its a good update. 
  5. Like
    Koriandah reacted to NQ-Wanderer in DEVBLOG: TRA$H TO TREASURE   
    Wallet feeling a little light lately? Get ready to remedy that when the Panacea update hits, bringing with it two lucrative, quanta-producing possibilities: space wrecks and inactive asset requisitioning (IAR).
     
    SPACE WRECKS
     

    You’re going about your business, flying through space from one market to another or heading out to join some friends when your radar unexpectedly reveals something. Curious, you move closer to investigate and find wreckage. There’s no indication of who left it behind or why. Finders keepers, right? It’s yours now. And you’ve got some choices to make.
     
    DECISIONS, DECISIONS
    Will you: 
    salvage the ship for materials and elements? tokenize and sell the whole ship? sell the information about where the wreck is located? create a mission to get someone else to salvage it? The decision is all up to you.
     
    RADAR AND RARITY
    No special equipment is needed to locate these space wrecks, your standard radar is enough to detect them.
    They will spawn randomly throughout Helios. There are five tiers of rarity, with lower-tier wrecks with low-value contents spawning at a higher frequency. The highest-tier wrecks will be harder to find; those who discover and harvest them will be rewarded with high-value materials and elements.
     
    INACTIVE ASSET REQUISITIONING
     
    This system is being introduced to address one of the chief complaints we’ve heard from Noveans, namely abandoned constructs cluttering up the universe, especially in public markets.
     
    The purpose of IAR is to:
    create salvaging opportunities for players around the game world. ensure cleanliness and performance around markets and other Aphelia zone hot spots. clean up older, unowned constructs.  
    In other words, IAR has the potential to create a less cluttered environment for everyone and a fatter wallet for you.
     
    ABANDONED CONSTRUCTS DEFINED
    Players with a subscription, even if they have not logged in for a while, are in no danger of having their constructs flagged as “abandoned”, with the exception of constructs parked in Aphelia territory as noted below.
     
    In effect, constructs belonging to unsubscribed users and not on their owners’ sanctuary zones will eventually lose their ownership, putting them in an abandoned state and making them vulnerable to be salvaged by other players. Likewise, constructs owned by an organization will lose their ownership when the org’s last remaining legate ends their subscription.
     
    During the unsubscribe process, players will be reminded that their constructs will be in danger of becoming abandoned. When the constructs lose ownership, a blueprint will be placed in the owner’s inventory should they choose to return to Helios at a later date.
     
    TIME’S TICKING 
    When an account becomes inactive due to a canceled subscription, a countdown will begin on all constructs belonging to that account. After a period of time, those constructs will lose their ownership and other players will be able to salvage or capture them.
     
    Then, all unowned constructs will have a countdown timer and it will count down from the moment it is unowned, regardless of why they are unowned (PvP destruction, IAR, abandonment, etc.) At the end of this timer, the construct will simply be removed from the game world.
     
    The ‘ownership’ timer for unsubscribed players’ constructs is three months (90 days/2160 hours). The timer is the same for organization-owned constructs and begins when the last active legate of the owning organization’s subscription expires.
     
    Each time a construct is unclaimed, whether due to an owner’s inactive game account or if abandoned via PvP, a one-month countdown to decay is set and is visible to everyone. If no one salvages the construct, it will be permanently removed from the game.
     
    As with most newly introduced systems, this is subject to change in the future depending on the metrics we see as time passes.
     
    SPECIAL RULES FOR MARKETS 
    A modified version of IAR will be used on Aphelia territories, including all market zones.
    Regardless of whether or not the owner is an active subscriber, all constructs on Aphelia territories are subject to IAR. As soon as a player exits their construct in Aphelia territory, a 168-hour (seven-day) abandonment countdown will begin for that construct. This is considerably shorter than the default IAR timer. Once that countdown reaches 0, the construct will lose its ownership. A new countdown timer of 48-hours (two days) before deletion will start ticking.
     
    HAPPY HUNTING
     
    Will you be among the happy scavengers scouring the skyways and byways for wrecked ships and abandoned constructs? Join the conversation about this devblog here.
  6. Like
    Koriandah got a reaction from i2eilly in What's the player count loking like in 2021?   
    Can confirm its so much more stable now. Now to mention, with Demeter, we have more ore than we know what to do with in the game which as I understand is counterintuitive to most people who left pre-demeter.

    But, DU being DU, it needs things to be fixed and adjusted. Ga
  7. Like
    Koriandah reacted to NQ-Ligo in DEVBLOG: PANACEA LUA CHANGES - discussion thread   
    Hi all!
     
    After reading your feedback, we have noted that the removal of log functions was having a big impact on you. So after some internal discussions to find a solution based on your suggestions that would meet your expectations but would not be too heavy to implement, we have made a decision.
     
    We plan to add with Panacea, the ability to copy to your clipboard the content of a chat channel, and clean it up.

    It is certain that this will not provide a nice solution for the problems related to the lack of data export to virtual currency systems. We have some ideas for this but it won't be for a while unfortunately.

    Hopefully this announcement will allay your concerns  

    NQ-Ligo
  8. Like
    Koriandah got a reaction from Sabretooth in Why i Leave DU   
    Yes because Orgs can outcompete a solo player in pretty much every section apart from creative things such as ship building and voxelwork. This game is based on civilization building and players organizing together. You can of course play solo but it will be hard - which I see you already experienced.

    Your criticism is just "game hard when alone" and half the things you mention are new player mistakes such as going into pvp space without shields/radar or a clue what a pipe is.

    C ya
  9. Like
    Koriandah reacted to NQ-BearClaw in roids......sometime today please?   
    The asteroid spawning is entirely automated. It got interrupted by a situation which was supposedly impossible but is not. We will sneak in a patch at next minor release to prevent this from happening again. Meanwhile this was manually fixed and asteroids are spawning again, yay.
  10. Like
    Koriandah got a reaction from Belorion in Why i Leave DU   
    Yes because Orgs can outcompete a solo player in pretty much every section apart from creative things such as ship building and voxelwork. This game is based on civilization building and players organizing together. You can of course play solo but it will be hard - which I see you already experienced.

    Your criticism is just "game hard when alone" and half the things you mention are new player mistakes such as going into pvp space without shields/radar or a clue what a pipe is.

    C ya
  11. Like
    Koriandah reacted to Metsys in Why DU's PVP isn't as fun as pre-shields.   
    not to toot my own horn, but I have built low cross section ships that do not look like element-only shoeboxes. There is a certain challenge in building pretty low cross section ships, I agree. But that doesn't mean it's impossible. And I do NOT want to see cross section become irrelevant again for any reason, simply because it makes logical sense that it gets harder to shoot something that is smaller.
     
    As mentioned before, you can still rock LARGE ships because with enough voxel you have more than plenty of HP to your CCS to tank long enough. Also once your shields are depleted you can VENT your shields. During that process you can tank and survive with such big tanky ships perfectly fine (all the while you might get a few brand-new windows aka holes) and your shields come back with 50% hp. If your ship is tanky enough it can do that very process multiple times during battle, actually. It's just that large ships are expensive to warp, so the easier method right now is to make a lighter, smaller ship and add tankiness through damage evasion. And that is good!

    Examples of low cross section ships I built, all of which are M core - btw I love how M cores are now relevant due to current shield tanking situations, the ability to squeeze out 1.2-1.4su range with M rails and the dps increase to smaller weapon sizes a while back (exo precision M rails do 130k damage with talents) and giving larger cores a hit probs malus for targeting a smaller core.

    1 of them has 138m² frontal cross section, so when you point your nose (and guns) at the target they have a hard time hitting you at all, especially since it rocks an L shield. Means it's practically even tankier. Uses 3 M rails and 1 M Laser.

    The other one has 158m² frontal cross section and is a pvp-fitted replica of a "The Expanse" ship (Morrigan-Class Patrol Destroyer), could only fit a M shield though but rocks 16.8g of thrust with 2 Lasers and 2 Rails. Both work perfectly well as fleet support or intercept ships for piracy needs.

    And even my Rocinante PvP-fit replica has 220m² frontal cross section, which makes her useful enough with her L shield and 2 Lasers + 2 Rails.

    Ship building ALWAYS comes with compromises, more noticable with PvP ships and haulers than with anything else. If you want PRETTY then you have to accept you will always perform (at least slightly) worse than an element-only shoebox or an element-only "hauler".
    Builders have quit over MANY other reasons than a shift to small cross section meta...




     



  12. Like
    Koriandah got a reaction from enjeyy in New obstruction is too extreme   
    I think the main reason behind the unintentional stacking was that when people made their ships, they placed them AGAINST other elements (blue magnet thing showed up). However, the hitboxes weren't set up properly by NQ or they were buggy, which resulted in people unintentionally stacking their elements 0.1 or 0.05 blocks into the other block (as opposed to the default 0.5 block move with arrrow-keys). 

    It was a big and NQ fixed it. The fact that some ships have the red of them is a side-effect of that fix. What would you rather they do? Allow stacking for all ships build before yesterday? Case-by-case basis? Allow a 'little' stacking? How much is "a little"?

    Yes it may be their fault but at the same time, what is your alternative solution to the problem? I think this is just one of those updates people need to suck up, just like the upcoming brake changes. So many ships will be made obsolete with the brake changes as have been made obsolete now...

    As a ship builder, I don't mind. As long as I can't accidentally stack elements again, its a good update. 
  13. Like
    Koriandah got a reaction from TobiwanKenobi in Are huge haulers obsolete now?   
    There's always missions and the people who run them with 10+ alts who will need chonky ships. Additionally, transport of ore between planets on a basis that is around monthly or so still requires some big bois but in general, due to the current fuel prices, huge haulers aren't exactly obsolete just less important in my opinion.
  14. Like
    Koriandah reacted to NQ-Deckard in PANACEA UPDATE ADDED TO ROADMAP - discussion thread   
    In short, I suppose this is possible. The chances of that happening however are very very small. 
    How often have you accidentally collided with asteroids so far?

     
     
    Zarcata hit this nail on the head.
     
    We still have no intention to reset everything at this time, and will avoid doing so if we can.
     
     
    Quite a few of those are still out there undiscovered!
     
     
    All these questions will be answered in a later devblog when we have more information to share with you. Many of the listed features and systems are still undergoing a lot of change. As such it's to early for us to go into specifics at this time.
     
     
    The Camera Lua API will provide a way for control units to retrieve the view direction of the player. Allowing for improved tracking and overlaying in player made Lua scripts such as some of the already very impressive "Alternate Reality" overlays some of our players have been making. It will not however introduce new camera views.
     
     
    Sure, it needs to happen during a maintenance. The materials for the maintenance are not ready, and rather than introducing new bugs and issues to the game it was postponed by one day.
     
    - NQ-Deckard
  15. Like
    Koriandah got a reaction from TildaW4 in New obstruction is too extreme   
    I support the banning of stacked elements and in general welcome the change, I think it will be good for the game in the long run.

    Out of all the ships I built since joining DU during the first week of Beta, only one had some issues with element clipping which I was able to quickly fix. That's a 1/15 ratio or so, which is great imo.

    I think it had something to do with the fact that when placing elements against each other they can be moved in increments less than 0.5 blocks, which is the default. As my tip I'd say always place elements on voxels first, then move them into place with arrow keys.

    Hopefully we get a tidying-up of the element hitboxes in the future.
  16. Like
    Koriandah reacted to NQ-Nyzaltar in PANACEA UPDATE ADDED TO ROADMAP - discussion thread   
    Hi everyone!

    As you were quite a few to wonder what was the reasons behind "it's more complex than it seems" regarding the tax rates, here is an explanation frome the Game Design team: 

    "It's all about faucets and sinks. When implementing a major system like taxes (which should have been there from the beginning),  "more complex than it seems" refers indeed the interconnection of several systems: Tax rate/Upkeep of course, but also resources generation through Calibration and Asteroid Mining. Another important factor quite difficult to anticipate is "Player habits". When taking into account all these factors, it's extremely difficult to make it right on first try. When balance issues occur, the best way to find a long-term solution (and to be sure to have identified the right issues) is to analyze at least a few weeks (if not one or two months) of data. Fixing a balancing issue too hastily has a high risk to backfire, as it might generate other unbalance issues if not handled properly.

    Now to explain a bit what was the original plan:
    It was about to provide enough Tier 1 resources (through calibration and asteroid mining) to pay the taxes and have a comfortable margin of T1 resources for building.
    Unfortunately it seems that players got a lot less Tier 1 resources than we expected, which generated this feeling of "struggling" for many of you. It was not intended.
    The Game Design team is actively working on tweaking the balance of various systems (not just one) so the global player experience improves again. Still, we know that it will never satisfy everyone: some will find that it's still not enough, some others will think it's too generous. Just keep in mind that we will have to find an acceptable middleground for the majority."

    Best Regards,
    Nyzaltar.
  17. 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
  18. Like
    Koriandah reacted to Zeddrick in PANACEA UPDATE ADDED TO ROADMAP - discussion thread   
    What would be even better would be to use stuff like this to make an actual proper player driven economy with actual diversity (as opposed to the current one where every item is made from the same 20 things which can all be collected in the same way with no bi-products).  How about making things like exotic weapons, engines, etc depend on specific components which can only be obtained by salvaging ships, and when salvaging a ship you don't know exactly which components you will get and in what quantity.  Then the manufacturers and salvagers have to actually use the market to trade with one another.
  19. Like
    Koriandah got a reaction from VandelayIndustries in Lack of atmosphere variation since Alpha   
    In general making the planets more unique is always welcome. I'm surprized we don't even have a Gas giant in the game which is kinda sad. But yeah, different colour atmospheres are cool and should be a thing by now.
  20. Like
    Koriandah got a reaction from CptLoRes 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
  21. Like
    Koriandah reacted to Shredder in Demeter Water looks Great   
    I agree, I love the update, but don’t mention that in these parts.
  22. Like
    Koriandah reacted to Gunhand in Social Credit System Coming In New Player Experience?   
    This attitude you're taking towards the game is getting extremely petty and serves no purpose. Being passively aggressive towards NQ isn't going to help anyone least of all yourself.
     
    I get you're not happy with the state of the game and I'm sure there are many that would agree with you, but its by and large not going to make a blind bit of difference and simply waste your own time taking pot shots at developers who are just doing their jobs. You might not like it but you either adapt or don't. There's a whole world of games out there to play and enjoy. Life is too short to be sitting here feeling all bent out of shape because something happened that you don't like.
     
    Enjoy the game for what I is or don't. Your choice.
  23. Like
    Koriandah got a reaction from Wolfram 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
  24. Like
    Koriandah got a reaction from Creator 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
  25. Like
    Koriandah got a reaction from Scavenger 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
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