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m0rrtson

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  1. Like
    m0rrtson reacted to Sawafa in [Guidelines] Public Test Server Feedback   
    > [Lua] [int] getUtcOffset(): Return the time offset between local timezone and UTC
     
    Why int? There are timezones that differ from utc not by integer number of hours. Like in Nepal timezone is UTC +5:45 NPT... So, it should be 5.75, but not 5 or 6
  2. Like
    m0rrtson got a reaction from Zireaa in DEVBLOG: PVP IN ATHENA - discussion thread   
    Please, make Mining Units NOT to be CORE dependent, -- add a button into MU UI "Select tile, where it operates" that search for the tile in 50-100 meters radius around the core, and mine from it (of course if RDMS allows it )
     
    Why? ---- I am tired of having 1 core per 1 tile ( 3 cores in 1 rig on 3 tiles conjunction ).
    I wish 1 static core per 1 mining rig.
     
    Thanks for the LUA for MUs!
  3. Like
    m0rrtson got a reaction from Messaline in DEVBLOG: PVP IN ATHENA - discussion thread   
    Can you increate the max speed from thirty thousands to say 60k or 100k km/h?
     
    I am really bored to settle a ship to 30k, and go clean my house, wash car, have a dinner and shower, and 5 hours later arrive to a planet to earn 8.5 mln quanta, for BEING AFK!!!
     
    That is one of the boring parts of the game.
     
  4. Like
    m0rrtson reacted to Distinct Mint in DEVBLOG: PVP IN ATHENA - discussion thread   
    After reading this DevBlog I am non-the-wiser on how any of these things work than I was before. Pretty much we have to go and try these things out and randomly experiment to even find out how they work or interact with other systems. Details matter, and if they aren't provided in DevBlogs, then what is the point of a DevBlog?
     
    Please improve writing content.
  5. Like
    m0rrtson reacted to Vazqez in DEVBLOG: PVP IN ATHENA - discussion thread   
    with such archaic game mechanics I have already met them eve  online, so I stopped playing them and now I will stop playing Dual Universe because I become similar to them
     
    you put so much effort to make the game real to meet even the basic assumptions of physics
    the speed of great ships in space is limited nothing of the speed is not the limit maximum speed is the speed of light and it matters as much to me as big as the object is heavy
    I want to stop your ships with some weapon, this is unreal
    the game had potential. But you guys are effectively destroying you
     
     
  6. Like
    m0rrtson got a reaction from GEEKsogen in DEVBLOG: PVP IN ATHENA - discussion thread   
    What does it mean, the 18 hours of lockdown? is it protected still or anyone can beat the construct?
    When 18 hours finished, you can put on the shield again? Or after 18 hours you can attack and try to own the construct?
     
    P.S. Can you may us be able to get ready for a massive offence, or to get ready for massive defense? Aka, if shield got broken, 150 hours later you can attack, and you have 60 min to own it, otherwise the shield rise up again?
  7. Like
    m0rrtson reacted to JayleBreak in DEVBLOG: PVP IN ATHENA - discussion thread   
    They never said what the maximum time is - they should have. 18 hours is the minimum time (its in your quote from the devblog) and they didn't say what determined the actual time which would also be nice to know.
  8. Like
    m0rrtson reacted to blazemonger in DEVBLOG: PVP IN ATHENA - discussion thread   
    Fair, misread and updated my post ..
  9. Like
    m0rrtson got a reaction from Tional in DEVBLOG: PVP IN ATHENA - discussion thread   
    Can you increate the max speed from thirty thousands to say 60k or 100k km/h?
     
    I am really bored to settle a ship to 30k, and go clean my house, wash car, have a dinner and shower, and 5 hours later arrive to a planet to earn 8.5 mln quanta, for BEING AFK!!!
     
    That is one of the boring parts of the game.
     
  10. Like
    m0rrtson got a reaction from Zireaa in DEVBLOG: PVP IN ATHENA - discussion thread   
    Can you increate the max speed from thirty thousands to say 60k or 100k km/h?
     
    I am really bored to settle a ship to 30k, and go clean my house, wash car, have a dinner and shower, and 5 hours later arrive to a planet to earn 8.5 mln quanta, for BEING AFK!!!
     
    That is one of the boring parts of the game.
     
  11. Like
    m0rrtson got a reaction from CoyoteNZ in DEVBLOG: PVP IN ATHENA - discussion thread   
    Can you increate the max speed from thirty thousands to say 60k or 100k km/h?
     
    I am really bored to settle a ship to 30k, and go clean my house, wash car, have a dinner and shower, and 5 hours later arrive to a planet to earn 8.5 mln quanta, for BEING AFK!!!
     
    That is one of the boring parts of the game.
     
  12. Like
    m0rrtson got a reaction from InvestorStallone in DEVBLOG: PVP IN ATHENA - discussion thread   
    Can you increate the max speed from thirty thousands to say 60k or 100k km/h?
     
    I am really bored to settle a ship to 30k, and go clean my house, wash car, have a dinner and shower, and 5 hours later arrive to a planet to earn 8.5 mln quanta, for BEING AFK!!!
     
    That is one of the boring parts of the game.
     
  13. Like
    m0rrtson reacted to Haunty in PANACEA (0.28) UPDATE NOW AVAILABLE - discussion thread   
    I don't have as many cores, but this is what I plan to do, as it takes the least talent point investment.
  14. Like
    m0rrtson got a reaction from Koriandah in PANACEA (0.28) UPDATE NOW AVAILABLE - discussion thread   
    NQ,
     
    Issue with VPT tool : when you select the voxel, it jumps far from its original place. ( If you do it after re-login - first placement is in place, not jumping away ).
    Basically it remembers the last position of the voxel you worked with, and if you select another voxel, it will jump to that position ( delta X, delta Y, delta Y ) of previously edited voxel.
     
    // M
  15. Like
    m0rrtson got a reaction from TobiwanKenobi in PANACEA (0.28) UPDATE NOW AVAILABLE - discussion thread   
    NQ,
     
    Issue with VPT tool : when you select the voxel, it jumps far from its original place. ( If you do it after re-login - first placement is in place, not jumping away ).
    Basically it remembers the last position of the voxel you worked with, and if you select another voxel, it will jump to that position ( delta X, delta Y, delta Y ) of previously edited voxel.
     
    // M
  16. Like
    m0rrtson reacted to NQ-Deckard in Beta 1 Release Notes. Last updated on September 8th   
    Hello Noveans,
     
    We have released the Panacea update today, DU is now in version 0.28.0. The changes can be found below:
     
    New Features
    Vertex Precision Tool This is a new tool that will enhance the precise manipulation of the shapes of voxels by allowing a player to move the individual vertices. Home  sets the cursor to the currently-selected vertices position. End  resets the cursor to the last applied position. Alt + Home  sets the cursor to the centered 0, 0, 0 coordinates. X  toggles the grid display. Ctrl + Scroll  adjusts the grid size. The Arrow keys and Page Up/Down are used to move the cursor. The grid is not displayed for the smallest two grid sizes. Space wrecks Players will now be able to find randomly-spawned shipwrecks in space 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 (IAR) This new system offers salvaging opportunities for active players. Inactive Assets When the subscription for an account is canceled and becomes inactive, a 90-day countdown timer begins on all the constructs owned by that account. Once those 90 days have passed, the construct is then abandoned. This also applies to constructs belonging to organizations, based on when the account of the last remaining legate becomes inactive after unsubscribing. These abandoned constructs can be claimed by any player or organization, just like any other abandoned construct. Constructs that have been abandoned for more than 30 days will be removed automatically. On Aphelia Territories Regardless of account activity, constructs parked on Aphelia territories will become subject to abandonment if not piloted for seven days. Constructs on Aphelia territories will be automatically removed if left in an abandoned state for longer than 48 hours. On Sanctuary Your constructs are safe on your territory. Aphelia territory rules still apply on Sanctuary Aphelia territories. Changes to organization construct ownership (construct slots) A new organization construct system has been introduced. The limit of constructs that can be owned  by an organization is now based on the lowest of two parameters: The organization’s legate with the highest level in the Organization Construct Management talents. The organization's slot count, which is assigned to the organization by players from a player’s available pool. Each player now has 10 base construct slots they can assign to any organization of their choosing. Added a new Organization Construct Slot Optimization talent increasing a player’s available organization construct slot count by three per level. Added a new Advanced Organization Construct Slot Optimization talent increasing a player’s available organization construct slot count by five per level. Added a new Improved Organization Construct Slot Optimization talent increasing a player’s available organization construct slot count by 10 per level. Base personal construct slot count increased from two to 10. Bonus from Core Unit Upgrades talent increased from two to three constructs per level. Bonus from Advanced Core Unit Upgrades talent increased from one to five constructs per level. Introduced new Improved Core Unit Upgrades talent for 10 constructs per level. Legate Organization Construct Management talents no longer grant direct construct capacity to the organization but provide a maximum limit on construct count in the organization. Talent points previously invested in these talents have received a one-time reset and are free to be spent once more. Organization Construct Management talent now increases the organization's maximum construct count by 25 per level. Organization Construct Management Specialization talent now increases the organization's maximum construct count by 75 per level. Advanced Organization Construct Management talent now increases the organization's maximum construct count by 225 per level. New UI for organizations allowing for insight into their construct slot availability and usage count as well as visibility on abandoned construct and slot allocation given by individual players to the organization. In a future update, organizations with constructs in excess of their capacity will receive an in-game warning during a bi-weekly construct check. If the organization doesn’t rectify the construct slot excess, random constructs belonging to that organization will be marked as  abandoned from the organization until the available slots and constructs are reconciled. Introduced new JSON export to clipboard buttons in the Organization Construct UI. RDMS UI polish The RDMS UI has undergone a pass for improvements and polish to bring them more inline with other interfaces. Dropdown elements are now removed from the dropdown when added to the list of selected elements.  Talent UI polish The Talent UI has undergone a pass for improvements and polish to bring them more inline with other interfaces. Added Talent search field. Added the option to hide completed talents. Collapse All and Expand All buttons added. Clear Queue button added. Camera Lua API Added Lua Camera API, under System: [event] system.cameraChanged([int] mode): Emitted when the player changes the camera mode. [number] system.getCameraHorizontalFov(): Return the current value of the player's horizontal field of view. [number] system.getCameraVerticalFov(): Return the current value of the player's vertical field of view. [int] system.getCameraMode(): Returns the active camera mode. [bool] system.isFirstPerson(): Checks if the active camera is in first person view. [vec3] system.getCameraPos(): Returns the position of the camera in construct local coordinates. [vec3] system.getCameraWorldPos(): Returns the position of the camera in world coordinates. [vec3] system.getCameraWorldForward(): Returns the forward direction vector of the active camera in world coordinates. [vec3] system.getCameraWorldRight(): Returns the right direction vector of the active camera in world coordinates. [vec3] system.getCameraWorldUp(): Returns the up direction vector of the active camera in world coordinates. [vec3] system.getCameraForward(): Returns the forward direction vector of the active camera in construct local coordinates. [vec3] system.getCameraRight(): Returns the right direction vector of the active camera in construct local coordinates. [vec3] system.getCameraUp(): Returns the up direction vector of the active camera in construct local coordinates. Added Lua Camera API, under Unit: [bool] unit.isMasterPlayerSeated(): Checks if the player currently running the control unit is seated. [int] getMasterPlayerSeatId(): Returns the UID of the seat on which the player currently running the control unit is sitting. Deprecated system.getFov() function to be renamed by getCameraHorizontalFov().  
    Balancing
    Abandoned construct core units can now only be replaced with new core units and can no longer be repaired with scrap. Base personal construct availability has been increased to 10. New organization construct slot has been added at a base level of 10.  
    Talents
    Existing talent changes: Bonus from Core Unit Upgrades talent increased from two to three constructs per level. Bonus from Advanced Core Unit Upgrades talent increased from one to five constructs per level. Organization Construct Management talent now increases the organization's maximum construct count by 25 per level. Organization Construct Management Specialization talent now increases the organization's maximum construct count by 75 per level. Advanced Organization Construct Management talent now increases the organization's maximum construct count by 225 per level. New talents added: Added new Surface Harvester talent group Added new Surface Harvesting Efficiency talent, decreasing surface harvesting time by 10% per level. Added new Improved Surface Harvesting Efficiency talent, decreasing surface harvesting time by 5% per level. Added new Surface Harvesting Optimization talent, increasing surface harvest output by 5% per level. Added new Improved Surface Harvesting Optimization talent, increasing surface harvest output by 3% per level. Added new Improved Core Unit Upgrades talent for 10 personal constructs per level. Added a new Organization Construct Slot Optimization talent increasing a players available organization construct slot count by three per level. Added a new Advanced Organization Construct Slot Optimization talent increasing a players available organization construct slot count by five per level. Added a new Improved Organization Construct Slot Optimization talent increasing a players available organization construct slot count by 10 per level.  
    Improvements
    Upon death, items in packages in inventory that should be preserved are now placed  in the inventory. [UI] Polished RDMS interface. [UI] Polished FTUE objectives. [UI] Hide basic controls reminder when empty. [UI] Added a basic controls reminder entry for the link tools Hold Ctrl input. [UI] Added error notifications for the Planet Smoothing tool. [UI] Cursor now displays "Asteroid" when looking at an asteroid. [UI] Added a notification when the Refuelling tool runs out of available fuel. [UI] Added a notification when the use of the Flattener tool is forbidden. [UI] Add Search inputs in the dropdown of marketplaces in the Market panel. [UI] Removed the switch button in the Market panel to switch between buy and sell orders. [UI] Added a better error message when dropping a non-munition into an ammunition container. [UI] Add Search inputs in the dropdown of the RDMS panel for tags, policies, and actors when there are more than 10. [SFX] Updated sound effects for harvesting tools. [Gameplay] Improved detection zone precision. [Gameplay] When you lock on a player, their position is now visible on the map. [Territory Scanner] Territory Scanner state is now persistent across all players and logging out. [Achievement] Added space between quanta amount and quanta symbol in achievement descriptions. [Talent UI] Added Search input to search talent and talent group by name or description. [Talent UI] Improved visual feedback on the Talent queue. [Talent UI] Added the auto-scroll when dragging a talent in from the Talent queue. [Talent UI] Modified talent level selection when there are few levels currently in the Training queue. [Talent UI] Selecting the Home button unselects the current selected talent and meta group. Added a setting to skip most of the transitions in calibration mini-game. (Checkbox bottom left on Pre-calibration page.) Calibration mini-game speed increased. (Faster probe move speed, faster action placement confirmation.) Allow industry units to run on inactive territories. Added "clear channel" & "copy channel content to clipboard" on chat channel context menu. [Lua] Completely removed following client log writing functions from Lua. logInfo() logWarning() logError() [Lua] Added sound Lua API, under System: playSound(filePath) : Play a sound file from your sound user folder. Only one sound can be played at a time. The audio files can be added to your user folder in “My Documents/NQ/DualUniverse/audio/” stopSound(): Stop the currently playing sound. Enabled mining unit laser sound impact again. In addition to unclaimed items, players can now use claimed items from the player account. Deploying construct (blueprint or core) and consuming a territory key for an organization is now gated by RDMS. (Standard members will no longer be able to deploy core/blueprint in the name of an organization without appropriate RDMS rights.) Renamed "Organization Wallet" preset tag to "Organization" tag. Added "Deploy or claim organization constructs" RDMS right for org. Description of the right: "Allows someone from the organization to deploy a construct or use a construct token in its name. (Policies including this right must use the 'Organization' tag).” [RDMS] Default sort by name when selecting a different registry. [RDMS] Removed element from the dropdown when it's added to the list during the update of an actor or a policy.  
    Bug Fixes
    [UI] Fixed missing avatar icon on friend list. [UI] Tooltips are now adapted to the limits of the screen. [UI] Fixed arrow position on some contextual menus. [UI] Fixed Ctrl+F9 hiding loading screens and menus. [UI] Fixed weapon reload dropdown in the gunner seat. [UI] Fixed missing notification when activating an ECU on a static core. [UI] Fixed long actor names preventing the removal of actors in the RDMS panel. [UI] Fixed the menu lists that have pagination sort by page instead of by list. [UI] Fixed links that were not always hidden when hovering out of an element. [UI] Fixed the fuel time remaining value in the piloting widgets, with a maximum of 24 hours. [UI] Fixed the pagination reset in the RDMS panel when a new tag or policy is created. [UI] Removed unnecessary fields (volume and mass) from the item inspector on construction tokens. [Voxels] Fixed an issue with the grid at LOD superior to 0. [Tools] Fixed links that could appear backward. [Tools] Fixed z-fighting on bidirectional links with the Link tool. [Tools] Line tool is now immediately red when used without material. [Gameplay] Fixed mining units that could be unexpectedly blocked. [Gameplay] Fixed moving multiple items at the same time in the ammo container refusing ammo. [Gameplay] Characters can no longer be stuck in a chair of a tokenized construct. [Lua] Fixed a consistency issue between getMasterPlayerWorldPosition() and getPlayerWorldPosition() which did not return the same position. They now return the position of the player's feet. [Tuto] Players are prevented from piloting a ship before being instructed to. [Tuto] Fixed RDMS tutorial highlight player navigation button. [Tuto] Market Tutorial: Fixed the teleporter allowing the player to complete the tutorial without completing objectives. [Settings] Fixed mouse sensitivity parameter in the settings panel. [Settings] Fixed error log message when sorting an empty table in the RDMS panel. [Rendering] Fixed volumetric clouds on OpenGL [Rendering] Fixed a rare issue where volumetric clouds could appear bright red. [Rendering] Fixed corrupt voxels on planets while terraforming in some locations. [Performance] Reduced framerate stuttering due to visual effect loading. Fixed a bug when creating a mission where visibility dropdown was not reset correctly. Fixed unclear error when creating a hauling mission with a destination container that could not contain the package. [Talent] Fixed meta groups icon position broken after the resize of the screen. [Talent] Level tooltip is updated when a talent level is updated. Fixed soft lock when closing “Edit” or “Create” market order. Fixed Talent group’s data tree collapsing after selection of a talent. Fixed radar widget hovering over detected construct buttons. Fixed a bug where opening the Crafting panel didn't collapse the recipe’s data tree. [RDMS] Fixed sorting of tables with pagination for actors, policies, rights, and tags. [PVP] Fixed radar scan results close to a safe zone border. Quantity of buy/sell market regular order is now displayed properly in the Wallet log. Fixed mining unit animation not launching on relogging. Fixed invalid “Small Market” displayed in market interface, existing market orders that were placed on the invalid “Small Market” have been moved to Alioth District 1 Market. Fixed bogus notifications about constructs on territories owned by someone else where the constructs didn't exist anymore.  
    Exploit Fixes
    Fixed an exploit with markets and sandboxed tutorials.  
    Crash Fixes
    Fixed a crash with the graphics option "Highlight frontiers on the map" when viewing Alioth Moon 1 or 4 on the map.  
    Known Issues
    It is not possible to control the volume of Lua sounds with Lua. This requires more work at the moment.  
    Thank you all for your support!
    - Deckard
  17. Like
    m0rrtson reacted to NQ-Nyzaltar in DEVBLOG: REVISITING CONSTRUCT SLOT CHANGES - Discussion Thread   
    Hi everyone!
     
    Just to let you know:
    The reply to your feedback posted during the weekend and the past two days is taking a bit longer than expected (we're trying to reply to as many suggestions you made as possible), and should be released tomorrow or Thursday, February 3rd.
     
    Best Regards,
    Nyzaltar.
     
    @Warlander
     
    You've clearly crossed a line with this kind of statement here.
    The fact that you may be frustrated about the current situation is understandable, but that doesn't excuse everything. 
    There are forum rules, and you're clearly ignoring some of them. Inciting to devs harassment and/or see them fired? Not the kind of behavior accepted on this forum. Your forum posting rights are now revoked. You may appeal to this decision by reaching out to community@novaquark.com or the Customer Support, but unless you change drastically your mindset, don't expect any positive answer.
     
    @LeeRoyINC
     
    ... Except there isn't currently any financial issue in the company. The budget is tight but Novaquark is in no danger at the moment. The current limitations that are going to be implemented in game are meant for long term sustainability of the game (more info on that in the next reply from the dev team).
    Due to the agressive tone, the intent to spread misleading information and blatant lies, and the lack of the most elementary respect for Novaquark staff, your forum posting rights are revoked. You may appeal to this decision by reaching out to community@novaquark.com or the Customer Support, but unless you change drastically your mindset, don't expect any positive answer. The fact that you may be frustrated about the current situation is understandable, but that doesn't excuse everything. 
     
  18. Like
    m0rrtson got a reaction from Atmosph3rik in DEVBLOG: REVISITING CONSTRUCT SLOT CHANGES - Discussion Thread   
    NQ,
     
    Can you make Mining Units to calculate which tile it is located in, and mine Ore from that tile?
    So, we can use 1 construction, instead of 3 core constructions just to place Mining Units on the hexes intersections.
     
    1 character = under 50 calibrations per week, 3-5 MU per tile in Alioth or 2-3 MU per tile on Jago....
    1 character = 15-20 cores JUST for MINING.
     
    if you can solve this ( make MU work on its tile regardless of core position ), we can place 3-5 cores for minings ( instead of 15-20).
     
     
  19. Like
    m0rrtson got a reaction from RetnuhRellik in DEVBLOG: REVISITING CONSTRUCT SLOT CHANGES - Discussion Thread   
    NQ,
     
    Can you make Mining Units to calculate which tile it is located in, and mine Ore from that tile?
    So, we can use 1 construction, instead of 3 core constructions just to place Mining Units on the hexes intersections.
     
    1 character = under 50 calibrations per week, 3-5 MU per tile in Alioth or 2-3 MU per tile on Jago....
    1 character = 15-20 cores JUST for MINING.
     
    if you can solve this ( make MU work on its tile regardless of core position ), we can place 3-5 cores for minings ( instead of 15-20).
     
     
  20. Like
    m0rrtson got a reaction from RetnuhRellik in DEVBLOG: REVISITING CONSTRUCT SLOT CHANGES - Discussion Thread   
    I want to ask NQ: do you use XL cores for any of your parking and markets construct?
     
     
    Will you give us more control ( show the values ) of : 
     - how many cores you have free?
     - how many org slots cores you have free?
     - what is YOUR org potential limit?
     - how many calibrations you have atm ( without visiting MU ) ?
     - map of all your constructs? - I don't like the list, I want visual.
     - map of all your org constructs? - I want visual.
     - etc.
     
     
    P.S. thank you for new revision of the update.
     
     
  21. Like
    m0rrtson reacted to Hagbard in DEVBLOG: REVISITING CONSTRUCT SLOT CHANGES - Discussion Thread   
    ok, i'll better get started to remove a lot of stuff. i have dispensers wiuth free stuff at various locations.
    i have the Marina with all boats that are in this game that use my LUA.
    i have mining units various static cores for my showroom with landing plattforms
    i have my infrastructure withj various elevators, space cores and bases on remote places.
    i have various ships at all of my bases.
    this sums up to way over 200 cores.. probably more 250-300

    As i still need my infrastructure, elevators mining units and ships i start with dispensers for free stuff on xs cores and than i will probably have to remove all ships from my marina.

    i don not want to go out begging for org core # from other players. i did all of this as a single player and do  not have any plan to change this.

    so my contribution to content in this game unluckily has to shrink significantly.
    And Honestly NQ : I DO NOT WANT TO DO THIS

    if we are supposed to build the content in this game  we need the tools & possibilities to do it.
    my progression in a game like this should not be limited to having a fat wallet one day and lots of BP's representing previous milestones. but as it looks today. my progress only can be measured in quanta and the content created can always only be visible for some time before cores run out again.

    And did NQ think about how much work it is to manually remove about 200 constructs?

     
  22. Like
    m0rrtson reacted to P4rty_Boy in DEVBLOG: REVISITING CONSTRUCT SLOT CHANGES - Discussion Thread   
    Before rolling out this change, would you consider implementing Tools to help player transit to that update? With this new constraint, we will need to dismantles constructs, and/or merge constructs that were on separate cores - because of older contraints (like the parenting before it was fixed). It is a lot of boring work, for no plus value for the players (other than conforming to Panacea). You can help make that transition less painfull by:
    - Add tools to disassemble a construct in the current container, instead of removing everything 1 by 1
    - Increase the copy-paste volume size if possible
    - Enable copy-paste of elements
    - A tool to offset everything in the building zone
    - A way to align constructs, especially when using blueprints
    - Would you consider a tool to "upgrade" i.e. replace a core with a larger one?
    - Would you consider XL cores or cores with different shapes? A lot of our constructs are just tarmacs, ramps, parking space, voxel libraries, etc. They barely contains elements. Because of the small core, a lot of us endup with a box-style base. We used other smaller cores to build outside the base itself, just for aesthetic - and mitigate the box-like base. With more room, we can still keep the same base, but integrate the aestetic extras inside the same core.
     
    With all these tools, we could rearrange things around, and reduce the core counts (which is the intended goal). Please notice, that a lot of times, we are stuck with a higher core count because of previous game limitations. Example: We created parking space very far away from each other, with multiple core inbetween because of the bad parenting (that is now fixed - thank you). 
     
  23. Like
    m0rrtson reacted to CptLoRes in DEVBLOG: REVISITING CONSTRUCT SLOT CHANGES - Discussion Thread   
    Thanks for listening NQ. The new limit numbers sounds like they will hurt a little for both NQ and for players, which means they are probably a good compromise.
     
    But at the same time NQ also REALLY needs to take a serious look in the mirror and investigate how they where able to conclude that the previous limit numbers where sensible in any way shape or form. It is VERY worrying that NQ appear to be this far out of step with the players in this game, and ever worse the lack of understanding what is needed to make this game work.
  24. Like
    m0rrtson reacted to Briggenti in DEVBLOG: REVISITING CONSTRUCT SLOT CHANGES - Discussion Thread   
    "Organization Construct Management
    Organization Construct Management Specialization
    Advanced Organization Construct Management Specialization
    These talents will be buffed to collectively increase the maximum ceiling for the organization's construct limit to 1625."
     
    I'm still confused on the mechanics of how we get can get to that number?
  25. Like
    m0rrtson reacted to Hagbard in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    What i wish NQ would do when changing basic core mechanics or limits like it is the case for each update lately:
    instead of throwing something out in a devblog to all, then receiving the hell of a shitstorm and then react and go back to the design table and leaving the playerbase wounded and demotivated.
    Talk to us first,  i bet if you would have asked any senior player about the core limit , you could have avoided the shitstorm.
    if you want constructive feedback let us now what the problem is you are trying to solve. you have a lot of game knowledge out there. we are the ones playing the game more than probably most of the NQ employees. so we might have good ideas. but to come out with potential solution ideas we need the problem statement first.
    is it about server storage costs?
    is it about network trafic?
    is it about client limitations when rendering?
    what are the problems, what is the data behind it.

    i bet there are a lot of players like me who would happily think about it and come up with ideas. but just asking for feedback on an upcoming core limitation does not give me enough data to properly think about the problem itself and propose good potentiality working ideas.

    So pls involve us. use us. but put a bit more on the table and preferable before creating damage by coming up with something that first sound like a final decision.
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