Jump to content

Mncdk1

Member
  • Posts

    96
  • Joined

  • Last visited

Reputation Activity

  1. Like
    Mncdk1 reacted to blazemonger in SAVE THE DATE: ATHENA ON PTS MARCH 31ST - discussion thread   
    Speed limitation based on mass
    The max speed change is a bad idea. Besides it being not needed, the tools to better balance acceleration in relation to thrust and mass are already in the game and could just be tweaked to better balance behaviour, it severely nerfs missions as it will make trips be much longer and more risky with nothing to justify the risk.,
     
    It is a typical example of a team with no intercommunication, no long-term plan, badly documented features and generally people just throwing stuff on the table and getting it greenlit without anyone questioning it.
     
    In space there is no "max speed", As long as you can apply more thrust than the mass of your object, you accelerate, it is that simple. For technical reasons having a cap at 30K is fair enough but capping speed based on mass, especially when you already have the means to better balance this, makes absolutely no sense.
     
    A much better balance, bar proper power management, would be for a core to have a set capacitor value, and each element would draw from that to function. This would mean choices need to be made as to what is included on a ship and would drive co-operation and fleeting for larger or multipurpose/function ops. You could specialize in cargo and run a ship designed for that more efficiently, with more thrust and cargo capacity by using more engines as opposed to a mix of engines and weapons for instance.

    Talents could extend the efficiency of capacitor use for different elements, which would drive specialization and (again) co-operation. Even better would be the option for players to combine their specialization by being seated in command chairs which would add their combined capacitor skillset to the ships core.
     
    It's really not hard to be creative with this but it seems NQ lacks any ability to do so.
     
     
    Stasis Weapons
    The statis weapon is another one which entirely misses the mark. It’s not the small ship needing to slow down the bigger one, it is the exact opposite. The bigger ship needs to be able to slow does the smaller one's transversal speed in order to be able to hit it with weapons that track slower than the small ship moves. In general it seems NQ lacks a fundamental understanding of PVP engagement or how these mechanics should be designed.   
     
     
    This announcement reeks of NQ rushing to a release so fast they completely forgot what they are working on and what has been done in the past. A PTS weekend one week from now seems to imply they may even push Athena much sooner than "Late Spring" and may well want to "release" by September .. And that release simply can never come even close to what NQ set out to do and committed to during their kickstarter, something they have an obligation to deliver on.
     
  2. Like
    Mncdk1 got a reaction from GraXXoR in PANACEA (0.28) UPDATE NOW AVAILABLE - discussion thread   
    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.
  3. Like
    Mncdk1 got a reaction from Neonicks in Game freezing more often since Panacea   
    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.
  4. Like
    Mncdk1 got a reaction from Frank3 in PANACEA (0.28) UPDATE NOW AVAILABLE - discussion thread   
    NQ please address the lag and the slowdown people are seeing since Panacea. Some are seeing up to 80% slowdown in atmosphere, where you'll be cruising along at 1000 km/h according to the UI, but if you make a lua script that compares position versus time, then it shows you're moving at downwards of 200 km/h (while cruising)...
     
    Also my fans spin up whenever I'm piloting my hauler, and my FPS tanks. In addition to the slowdown mentioned above... I used to only see this slowdown/lag on Thades, but now I see it on Alioth too, and I am not alone.
     
    People have been reporting it on the Discord for a day or two now, but there's radio silence from the NQ staff that typically hang out and keep an eye on us.
  5. Like
    Mncdk1 got a reaction from Tional in PANACEA (0.28) UPDATE NOW AVAILABLE - discussion thread   
    NQ please address the lag and the slowdown people are seeing since Panacea. Some are seeing up to 80% slowdown in atmosphere, where you'll be cruising along at 1000 km/h according to the UI, but if you make a lua script that compares position versus time, then it shows you're moving at downwards of 200 km/h (while cruising)...
     
    Also my fans spin up whenever I'm piloting my hauler, and my FPS tanks. In addition to the slowdown mentioned above... I used to only see this slowdown/lag on Thades, but now I see it on Alioth too, and I am not alone.
     
    People have been reporting it on the Discord for a day or two now, but there's radio silence from the NQ staff that typically hang out and keep an eye on us.
  6. Like
    Mncdk1 got a reaction from GraXXoR in DEVBLOG: REVISITING CONSTRUCT SLOT CHANGES - Discussion Thread   
    The art of the deal.
     
    Propose something so outlandish and gamebreaking, that the "nerfed nerf" will seem awesome in comparison.
  7. Like
    Mncdk1 got a reaction from RetnuhRellik in DEVBLOG: REVISITING CONSTRUCT SLOT CHANGES - Discussion Thread   
    The art of the deal.
     
    Propose something so outlandish and gamebreaking, that the "nerfed nerf" will seem awesome in comparison.
  8. Like
    Mncdk1 got a reaction from Dinosaur in DEVBLOG: REVISITING CONSTRUCT SLOT CHANGES - Discussion Thread   
    The art of the deal.
     
    Propose something so outlandish and gamebreaking, that the "nerfed nerf" will seem awesome in comparison.
  9. Like
    Mncdk1 reacted to Trakkur in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    I know that many folks have already chimed in on the topic of core restrictions, but I'm going to add mine to the mix...NQ-Deckard asked us to comment, so here it goes.
     
    I'm new to DU, I didn't play during Alpha or early Beta due to limitations with my hardware, but once I had the financial ability to upgrade my system I did - the very first thing I did was install Dual Universe and get started. I've only been playing for about 3 months now - but learning curve aside and minor bugs here and there I've had a great time. 
     
    I came for the mining - but shortly after I got going that was removed. Boo.
    I moved to asteroids, but the ore market had tanked so I fired up as many MUs as I could. Still earning quanta was slow, but damn...I love this game. The visuals and the ability to literally do anything kept me around daily.
     
    So I spent time learning how to build ships and other things, diving into voxelmancy and coming up with things to build and maybe sell...plus some grandiose plans for a massive base in the mountains. So I claimed numerous tiles to get started...taxes came.
     
    Still, I pulled it together and kept things rolling. I hatched numerous plans and started building up my base and other projects. I felt the most creative that I've felt in MANY years. I was happy and being productive and more importantly learning and enjoying myself. 
     
    Whoa! The vertex precision toll is on the horizon! Awesome, some very difficult to do voxel things I had planned will be easier...but wait...core limitations arrive.
     
    As a solo-player running his own org with no other members this means that I'm restricted to just 25 constructs. Uhm. How is that supposed to work? My MUs total 6 core already, I have 4 ships currently and a base that is 6-7 cores currently, plus other constructs on the base. I'm near to the max already...and haven't even begun ship building projects or my mega base. 
     
    To say that I'm disappointed and depressed over this planned change would be an understatement. In the very short time I've been in DU I've become very addicted to it and play every single days - for hours. But after this devblog was published I haven't logged in once. Why bother? My mega base will never become a reality, my current base building must stop - and even be shrunken down if I want to build any ships - or set up any more MUs.
     
    I've worked in the software development/Engineering space for over 20 year. During which time I've seen my small application grow from 50,000 clients to over 1 million. During those years we've had MANY challenges and hit the wall on server and software limitations numerous times.
     
    Do you know how we handled it? We increased our server(s) memory/CPU/storage, and when that cap was being reached we expanded our server farm. *WE* the organization delivering the service(s) to our clients took the costs of expanding, maybe prices to our clients were increased a little to compensate, but *never once did we say to our clients, "Sorry, but we can't handle you using our application the way it was designed for you to use it. You need to limit your usage.* Not once did that thought ever come into our minds.
     
    Why? Because it's not good business. Period. The day you ask your clients to adjust to your shortcomings and limitations in that manner is the day that they stop being your clients. 
     
    I totally understand your limitations and sympathize with your plight, but please - a change like this totally kills any chance for solo players to do anything creative in the game. At the very least increase the max to 50 constructs per player and a base of 50 for orgs. A limit of 100 constructs is bad, but it's a whole lot better than 25 - and something I can plan around. 
     
    Thank you for considering this request. I still love DU and have high hopes for it, but right now I'm concerned for it's longevity. The outcry among the player base is quite dramatic. 
     
    Good luck.
    -Trakkur
  10. Like
    Mncdk1 reacted to Megabosslord in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    Here's an idea, instead of dropping this all on us in one release (fixing our ships, trying to figure out how to reallocate cores, go around in 2 wks and tokenise everything and do handovers, recruit org members, renegotiate terms, AND demolish a bunch of cores) give us:
     
    - DAMAGE ASSESSMENT: the planned screen or JSON export with total count of our constructs by player and org (which we should have had a year ago.) THEN ask us for feedback so we can all make an informed decision on this release based on how much it will really impact us, 
     
    - TOOLS TO EASE THE TRANSITION: a "quick demolish" cos we've all known forever that pulling down a L static is a frikking nightmare and you've just never listened; also fix static core alignment (again for the 1000th time) and other basic tools cos many of us are going to have to rearrange our whole set-up, move bases, consolidate with mining operations, relocate from surface to space, etc. also many players haven’t bothered to rebuild or move our bases yet from getting done over in Demeter geometry reset, and
     
    - REASONABLE TIMEFRAMES: more than 2 wks(!) to absorb the initial reconstruction and redistribution of everything we've build in the last 16 mths.
     
    - EXCLUDE SPACE CORES: I mean, this should have been blindingly obvious. Space stations might be big, but they're rarely close together, there's no terrain to render, and generally less traffic around them so system o/h is far lower than ground constructs. All those who want to build very large bases can move into space, driving gameplay progression and luring more players one-step closer to PvP.
     
    Not rocket science. 
     

  11. Like
    Mncdk1 reacted to OrionSteed in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    To help out with the MU changes, maybe the TU comes with a build core, not a part of the core limit, where you're free to build a elevated structure for them?  That way it would be tied to the TU, which you're already paying taxes on.
  12. Like
    Mncdk1 got a reaction from OrionSteed in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    People have personal orgs for a reason. There are not even remotely enough personal core slots.
     
    We need a bump in personal cores. Something like +5 per level of Core Unit Upgrades and +2 per level of Advanced Core Unit Upgrades.
    Then I would happily wave goodbye to personal org stacking.
     
    Regarding element stacking, please allow us to place elements precisely somehow. Currently, elements on my ships are often out of alignment by something like 1/8 voxel or 1/16 voxel. And I can't figure out how to get them to stop, when I'm trying to, for instance, sink ailerons into voxels.
    Also, just generally, moving elements with the arrows often make them move a little vertically (for instance), when trying to shift them sideways to see how close they can get, in a way that looks like it ends up soft-overlapping other elements,
    Being able to enable/disable some kind of "strict placement" would really help with building.
×
×
  • Create New...