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Owl_Superb

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  1. And the dozens of players lived happily ever after, until the server shut down, the end.
  2. I joined immediately after the 0.23 (Schematics) update, so I enjoyed the aftermath of all the poorly received updates, cost cutting measures, broken promises and the momentous slide into obscurity. I still maintain that if they played-back some of the wort-received updates to this game in reverse, we'd be in the exponential growth. Speed limits -> No limits (30k top speed for all) Taxes / Claiming -> No tax, auto clean up. Mining minigame -> Mining meganodes Schematics -> Free for all industry P.S. Precision Voxel tool was a positive update, but a little too late.
  3. It seems your problem stems from being on dug-out land. I wouldn't hold my breath to get a fix for that. I'd recommend moving your parking location to a voxel pad over water.
  4. The speed changes were another nail in the coffin of DU for me. There is no rationale to having mass-speed relationship, neither in physics nor in the game's lore or appreciable need. It could have all been handled with mass/acceleration - the "old school" way. More mass - less acceleration, less mass - more acceleration. Sure you couldn't outrun anything that's already heading in a direction at max speed, but as soon as you turned you'd gain lots of distance away from a heavy weight pursuer. In a way, the clipped element debacle was the nerf way to go around something that could have been solved with buffs. Devs could have added more OP high-tier engines to satiate the need for speed, at the appropriate (high) cost, instead of messing with everyone's constructs even if they don't PvP. The turn rates also go nerfed for PvP reasons but affected 100% of people. This is all the examples of the wrong direction the devs took, and lets be really honest here - the only reason fast PvP ships were needed was to chase down the multi-mission haulers who weren't interested in PvP and rob them blind.
  5. Oh gawd, thank you!!! This needs to be said and repeated a million times! Its fine for a community server to come up with complex community rules and limitations and enforce it with mods and admins by warning and banning because they don't make the game and can't integrate their system into the game. Its simply lazy for developers to NOT program everything into the software they are developing, instead having to come up with tertiary rules that don't even appear in the software itself.
  6. They layered a second system to double-check the overlap between elements on top of the first system that does the check during the build mode to address the multiple elements being placed in the same place by two or more players at the same time. That second system has an issue with some of the elements' collision boxes being wonky by a pixel or two. The element models needed to be reworked with collision boxes fixed for both systems to treat it identically but instead they rammed the change through without fix. Now you live with it. Ofc the right thing to do was to fix the build mode system in the first place but that's not the way of Negligence Quampany.
  7. Also would be nice if there were pockets of ore on planets underground, and you had like a special tool to detect them, and then you could dig down with another tool and collect the ore. On some tiles there would be a little ore, on other tiles there would be lots of ore, like millions of ore in a node, we could call them Meganodes.
  8. Jeez, having worked with VC and start ups, I am fully jaded by the forward thinking statements paradigm. But I have to say, when you talk "lore" about a game, you make great games. When you talk "lore" about an "opportunity" you get VC money. NQ needs to let DU go to a humble gaming studio, somebody interested in the game and making/running games. Then I don't care what NQ talks about in their taxpayer provided strategical conferences for making Europe sound relevant.
  9. To revive DU: - Restore underground Ores - Remove schematics - Add survival & AvA
  10. All hail Clang, the god of destruction, the smiter of ships big and small!
  11. @Cergorachyour replies are a beacon of sense, calculation and raw mental power that keeps this dim place somewhat enlightened. Thank you for being the voice of reason on these boards.
  12. Imagine the public airports didn't have the height zoning restrictions in your city, what a roller-coaster ride that would be, fun fun fun! And the many many crashes that would happen as a result of such poor policy making would be condescendingly explained - "an actual pilot would avoid obstacles fairly easily".
  13. What a dense response. A 2km clear sky moratorium should be applied around all markets, should make it 5km for extra safety, since NQ's support staff are restoring player's crashed ships day in day out. Soon we'll all be forced to land vertically on markets as if through a well from 5 km altitude if this is allowed.
  14. That building at Market 12 has got to go. And the markets should have a 5 km radius of free space around them. And they shouldn't be on the awful stilts - which we know are there to make placing markets easier for NQ on any terrain without having to level the ground first. Markets should be on flat ground, with massive parking lots around them and a few landing strips. NQ are so lazy in the worst of the circumstances; they won't fix this, which creates more and more work for themselves and the support staff. A little bit of rework of the rules would go a long way into the future.
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