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m0rrtson

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  1. Like
    m0rrtson 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. 
     

  2. Like
    m0rrtson reacted to Megabosslord in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    Cute little ship. Try it on this:
     

  3. Like
    m0rrtson reacted to DJSlicer in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    idk if you know, but you can put your mouse over the red warning symbol, hit tab, and it will highlight the exact elements in red.

  4. Like
    m0rrtson reacted to Megabosslord in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    Not happy till they (a) fix the algorithm so it’s not flagging elements that were never placed with the exploit and (b) a better way of finding them. On an L core with 1000 elements just saying ‘go check all your ailerons’ is weak. 
  5. Like
    m0rrtson got a reaction from Markones in DEVBLOG: TERRITORY UPKEEP - Discussion Thread   

    * I see no issues with taxes ( however, for new \ young players they could be smaller );
    * I can see people make ore more they used to make from soil ( buy ppl have not used to pay for it );
     

    * renting the territory (pay tax), - who is the owner? Where is the Overlord who let me "use the tile"? - It is nonsense at the moment.
    * you need to spend (tax) quanta, but only 1 way of income of quanta: Aphelia missions.
    * Boring Aphelia missions, - boring flying 1-2-3-4 hours to deliver the package for small quanta. 
    * Boring calibration process.
     
     
    #
    Suggestions:
     - make calibration not fall for 4 days, speed up calibration discharge after that, let people to do calibration not that often;
     - increase Aphelia missions reward 5 times, add 7 days delay for taking the mission;
     ( no idea how to decrease boringness of Aphelia missions );
     
     
     
  6. Like
    m0rrtson got a reaction from Shaman in Feature Request: incapsulate elements and voxels into Groups and let them be tradable   
    Hi NQ,
     
    I wish you could create some functionality to for element Group, that can group multiple elements and voxels into 1 Group element, that can be placed into a construction.
     
    How can this be good for everyone including players and administration?
    You group 20 Wings M (identically orientated within the construct) into Wing-Group, -
    Result: the Game app can operate with 1 group element as 1 wing with 20 Mega Neuton power, which results in less load on calculations, less lags, higher FPS. You group complex voxel structure ( a statue of a SnowMan ), - 
    Result: players get ability to sell it as its own with his rights. Now if you sell with RDM, it is a separated construct, or you have to release RDM. But a VoxelGroup structure can be sold as Element and you can deploy it into any construct you want, and RDM is present. In fact, I want to have Group-element, that represent fully functioning structure with lights blinking, tables, chairs, screens, -- so you can place them into ship.
    Result: If I brake the ship with such Group-Element, I would spend whatever X Scrap it takes clicking only 1 time, and fix it fast.
    what we have now?
    -- 1. if people place a lot of elements, they spend 30-50 minutes repairing after crash. You don't value peoples life-time?
    -- 2. If people don't want to repair all those elements, they imitate chairs, tables, shower rooms etc with voxels... you can't even seat into fake chair.....  
    Best regards,
    M
  7. Like
    m0rrtson got a reaction from Feriniya in Feature Request: incapsulate elements and voxels into Groups and let them be tradable   
    Hi NQ,
     
    I wish you could create some functionality to for element Group, that can group multiple elements and voxels into 1 Group element, that can be placed into a construction.
     
    How can this be good for everyone including players and administration?
    You group 20 Wings M (identically orientated within the construct) into Wing-Group, -
    Result: the Game app can operate with 1 group element as 1 wing with 20 Mega Neuton power, which results in less load on calculations, less lags, higher FPS. You group complex voxel structure ( a statue of a SnowMan ), - 
    Result: players get ability to sell it as its own with his rights. Now if you sell with RDM, it is a separated construct, or you have to release RDM. But a VoxelGroup structure can be sold as Element and you can deploy it into any construct you want, and RDM is present. In fact, I want to have Group-element, that represent fully functioning structure with lights blinking, tables, chairs, screens, -- so you can place them into ship.
    Result: If I brake the ship with such Group-Element, I would spend whatever X Scrap it takes clicking only 1 time, and fix it fast.
    what we have now?
    -- 1. if people place a lot of elements, they spend 30-50 minutes repairing after crash. You don't value peoples life-time?
    -- 2. If people don't want to repair all those elements, they imitate chairs, tables, shower rooms etc with voxels... you can't even seat into fake chair.....  
    Best regards,
    M
  8. Like
    m0rrtson reacted to CptLoRes in Feature Request: incapsulate elements and voxels into Groups and let them be tradable   
    Yes, before anything like this we should first hope for more essential features like voxel libraries and mirror mode building that have been on the 'most wanted' list since forever.
     
    But hey! We are finally getting the number 1 most wanted vertex editor feature, so there is some hope. Only took how many years?
  9. Like
    m0rrtson reacted to CptLoRes in Active Feature Request Top?   
    It was/is an official NQ list, but they stopped accepting more suggestions some time ago.
  10. Like
    m0rrtson reacted to NQ-Nudbrokk in Welcome, NQ-Nudbrokk (German Community Manager)   
    Hi everyone, Hallo,
     
    Thanks for the intro!
    Beeing a big Sci-Fi fan, I am thrilled to join you all on this adventure. 
     
    I'm still learning the ropes, but if you need anything feel free to ping me and I do my best to help.
    Thank you for your patience with me.?
     
    NQ-Nudbrokk
  11. Like
    m0rrtson reacted to NQ-Naerais in Welcome, NQ-Nudbrokk (German Community Manager)   
    Welcome thread

    I'll even share a cup of coffee on this special day!  
  12. Like
    m0rrtson reacted to Hecticus in Why i Leave DU   
    Solo/Duo newb here, 3 months in. I know The taxes are a real stumbling block for someone who doesn’t have their feet under them yet, but the daily login bonus by itself covers one tile. bought our MUs one or two at a time.
     
    Demeter definitely changed my plans, no more earthworming for easy $$. So I’m not doing industry. I actually took over an abandoned factory, but I don’t see ever having the ore input needed to run it -but that’s another story.
     
    My wife and I play together and have mining units on 6 tiles. I work 40-50 hours most weeks, sometimes more. No problem keeping up with calibration,paying rents out of it, and still getting my building itch scratched. The teamwork helps, makes it more fun for sure, but my point is that it’s not slavery, and you don’t need an org to have fun in this game.
     
    I think maybe you had unrealistic expectations and got disappointed by them. It does suck to see how people used to get rich off easy mining and realize you aren’t going that route, but there’s still plenty of opportunity -just a longer windup to it now.
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