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Mncdk1

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Everything posted by Mncdk1

  1. The first part is coming in Mercury. The second part I think you already can. I can show constructs on the map based on which org they belong to:
  2. #1 memory In a longer game-session, it's not uncommon for my game to straight up crash, because the game takes up ALL my memory. It's only a matter of time. One thing is "the game is using a lot of memory", which yeah sure, could be better, but that's not the same as "the game WILL crash if you play for long enough". #3 widget wall @Ligo Gottchars "improved vanilla" flight script adds lua parameter checkboxes to remove the widgets you don't care about. Might make sense to have something like that as standard. Who needs a combat stress widget on (for instance) an atmo-only market hauler, right? See construct "GMSP" owned by "Mnc Org".
  3. NQ: What happens to our personal constructs when we no longer have the skills to support them? Is there also a check on them every 14 days? Or are they just abandoned when the skills are gone?
  4. I believe Ligo has stated, that they will deprecate LUA functionality whenever possible, instead of just replacing it, so people have a chance to adapt their scripts to the changes afterwards, and stuff doesn't just break. That might not be technically possible 100% of the time (or feasible, i.e. security concerns), but that's the goal. Yes please.
  5. I don't recall what they added tbh, all I know is that when they patched Athena to the live server, my fps went from a steady ~40 when just chilling at my base, down to a steady ~25 after the patch. Thanks for the heads-up, this is great news.
  6. Character overview with a tab for skins, but no overview of personal construct slots? Wtf... (Edit2: See response from NQ-Ligo) Edit: And the graphics update seems cool, but the last time you added new/improved graphics (Athena), it came with quite a performance hit, so I'll definitely hold my judgement on this. But it looks nice.
  7. I forgot to mention, entering build mode also seems to constantly lag a second or two. Nothing kills immersion quite like lag does.
  8. I've noticed other problems yesterday and today. When linking up industry elements, sometimes it stalls for a few seconds, where the yellow "select a destination" line stays "in your hand" and the destination you have selected turns red until the server responds, and then after 2-3 seconds the destination thing turns green and you get to try again. 😐 Sometimes it would fail a handful of times, and I'm just trying to build things, not fight the server.
  9. I was thinking of something that would significantly improve the maneuver tool for me, and I think it could potentially be simple to implement. If the player is holding alt (or another modifier of NQ's choice), reduce the rotation speed down to ~10%. Sure, it might be a bit niche, but this is a game about building things and making things look good, right? The orientation of dynamic constructs on landing pads, or just in relation to other parts of your base, is a part of that imo. Sometimes you need fine adjustments to get things just right. Repeatedly pressing A and D until things are close enough, and then having to give up, is annoying and unsatisfying. A modifier key, or a toggle, to reduce the rotation speed of a construct by (i.e.) 90% could make it easier. It's not the most important change I can think of, but I think it might be a relatively simple addition, depending on how things are currently working of course.
  10. Have you tried with your mining tool selected? They recently changed it so surface ores aren't so visible and eye-searing anymore, but they show up like they used to once you have your mining tool selected.
  11. The initial brightness of the space brakes effects is too high. It's _very_ bright when the animation starts. Athena has tanked my FPS. I used to be able to do about 40, but now I'm stuck in the early-20's, and nothing I do seems to change that. Please optimize the graphics. My GPU is only a few years old, and it's really struggling on the lowest settings.
  12. The reply talking about what we have today was for Noddles post. His fix to the problems we have today seemed to be "the entire game should have been completely different", which is why I said the part about focusing on what we have now. The reply to your post was further up.
  13. You have some good points, but I was addressing it from the point of view of what do we have today. In that light, just saying "schematics shouldn't be sold by bots" would mean that we can't build anything anymore. The point I was trying to make was simply, that just because an economy is player-driven, doesn't mean that nothing should be seeded by bots/NPCs. You can see that in other games that NQ have been inspired by. NQ just needs to not seed industry parts, industry machines, ship elements, and so on. But we have to get started somewhere, so NQ is seeding schematics. Just like CCP is seeding skill books and BPOs in EVE Online.
  14. Much of what you're mentioning here would fall into either "NPC" or "game mechanics" categories. Schematics: Who else should seed those to the players? As the system is now, if bots don't seed schematics on the market, people can't build/expand their factories at all. Land registry/remote disable: That's just game mechanics. You put down your TU and pay your taxes. It's just a game mechanic, it's not "bots". And if the game doesn't remotely disable machinery on tiles that run out of money, then who should do it in their place? Give the task to a player? So the player should get that mission from a bot? I could go on, but I'm sure you get the point. I do agree though, that players should have been given the ability to set up their own market terminals, so they could try to compete with the Aphelia markets.
  15. They could just copy/paste the hauling challenge, remove all the challenge related stuff (or leave it, who cares), and spawn the ship for test flying. Maybe keep the default ship choices to test against, idk. But they have a closed off playground already, I don't think anyone would mind if they just reused that area. Better than nothing.
  16. The saddest part is... I don't know if you're serious, or if you just made all that up.
  17. I too had several ships that needed elements moved one tick to the side, and then one tick back again. And then it was blue, and could be placed in the old position just fine. And the collision warning went away. Even my factory had a handful of machines that needed this treatment (that were placed in the exact same way as the 1500 other elements). And they were told, they've been told for a long time. They just don't care.
  18. Seeing honeycomb when placing a blueprint is nice, but there's still no fine control over the placement. If you are trying to place a static, such that what you're placing will seamlessly integrate into a larger structure, it's still impossible to do that with blueprints. If you just turn a few pixels to the side, the alignment will be off. The borders also constantly ends up being a fraction of a voxel either inside or outside the voxels of nearby cores. Edit: Not to mention that blueprints seem to move 2 voxels when you use the arrow keys. Wtf. Blueprints need to be able to snap to the grid of an existing structure, just like static cores do. When expanding a structure with static cores, it's easy to position a core on the existing structure by just moving the mouse over it, and then keyboard-move the core into place, because it snaps to the existing grid. Make blueprints able to snap to existing grids that same way.
  19. The new darker skybox is a welcome revision. The BP preview is about time. The water I don't really care about. The warp animation I do care about though. It looks like someone ate a bag of skittles and threw up on the screen.
  20. I experience this issue too, even though I should have sufficient CPU and memory to run the game pretty smooth. But nope. RX 570 5800X 64 GB ram Game install and cache are on separate M.2 SSD's.
  21. Please don't make NQ look at data. Last time they did that, we got version 1 of the construct count changes.
  22. I've seen this a couple of times, enough probably that it can't keep being a coincidence... When the game freezes up, like right now (again), I'm seeing a "loading construct" progress bar. This time I happened to enter and leave build mode relatively quickly again (within like 2 seconds probably), and it's far from the first time I've seen "loading construct" on my frozen screen.
  23. I can add that I've also noticed it while doing some building, so it's not exclusively linked to entering/leaving build mode. And I was working on a dynamic core S at the time, so it probably wasn't because I was dealing with some overly complex monstrosity.
  24. Thanks for responding. Personally, I would much prefer a "Hey, we are aware of the issue. We are looking into it, and will report back when we have more information." message, when you became aware of there being a real problem. That way, the community isn't left with radio silence for 2 full days, while you do some digging. I appreciate that you're _probably_ looking at things behind the scenes, before you make any announcements, but a simple, and early, "we're looking into it" would be preferred. Thanks.
  25. I'm experiencing that my client freezes more often than before. It used to be pretty rare-ish, when something went wrong, the client would just crash. But now I'm freezing half a dozen times every day. I think I have noticed that it happens more frequently, when I hit B to enter build mode without meaning to, and then hit B again relatively quickly, to cancel out of it. I am unable to reproduce it right now though.
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