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Vergaerd

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  1. I don't think it's a stretch to say DU crafting system is not up to par with almost anything out there. Documentation, UI and Codex leave much to desire. Yes it has depth, which is awesome, but it lacks structure and it's not intuitive at all. I like the color scheme they went with for the UI, but even simple color coding of text in the recipe trees, etc would help. All the menu's are the exact same colors! Tips and hints on how to progress through the crafting system are missing across the board. It's an absolute pain to have to keep going back and forth between the pages, machines and inventories just to figure out what you need. Contextual mouse-over information could easily solve this. It currently does not have the right visual representation to say the least. The crafting queue system is not intelligent at all. Even if you queue things up in order, the system will not recognize the previous completed items to continue to the next. So you are constantly deleting and then re-queuing the same components. The best example of how I think this should work instead, is what Empyrion did. You queue a product and the system will try to make as many components to complete that product as it has available. And if you don't have enough it should tell you what you lack. That system also continues crafting when you add materials after it ran out, i.e it has a simple memory function. DU's crafting comes across as soulless and dead. I guess what I'm saying is that even if NQ wants/needs to figure it all out from scratch there are prime examples out there of what works well in games like this. I just hope NQ add/rework and improve this drastically, because even for someone who's got plenty of experience with these types of games its all incredibly discouraging.
  2. discordauth:VM6iDEuxlxMRR5haM8GEpIGbZ3giMozMSop2DR--QXs=

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