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CptLoRes

Alpha Tester
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Everything posted by CptLoRes

  1. Once you see the window borders, you can alt+tab to get back focus and resize and place it any way you want.
  2. Single shard would be great if it worked.. But when some construct flying past you is glitching out with a position update once every second if you are lucky, it is clear that they are struggling.
  3. Yeah. Most of the changes for the game since forever has been about limiting the load on servers. Large cores (1k, 2k and 4k) - got removed in pre-alpha and never returned Schematics - limit large scale industry Missions - Very easy on the servers Asteroids - Restrict mining to smaller respawnable resources Shields and material debuff - Makes voxel less relevant Auto mining - remove the need for digging/terraforming and so on.. And while some of those features may actually improve game play (anything that leads to less digging is a win in my book), it is also very clear that the server tech is struggling and that game design decisions are made with that in mind. And so the game is slowly turning into something different from the initial premise, and starting to look more and more like a traditional trading and PvP space MMO instead.
  4. Windowed mode is working fine here. Try setting the resolution in settings to something less then your monitor. And windows mode will still grab the focus and hide the normal mouse cursor, so you have to do alt+tab to switch the focus back to desktop or other applications.
  5. They will be liberators, trying to save us from a life of forced mining labor under the rule of Aphelia. Ohh.. and their superior alien technology will finally give us pets..
  6. The only place you might expect something like this in a modern game, would be in some one man indie game made during weekends. And it is not just the UI, since most parts of the game has the same unfinished and rushed feeling. And in many ways the game feels like stepping 15+ years back in time and playing a retro game. But sadly not one of the good ones..
  7. Judging by the game performance in general I would suspect more frustration then thrill. I.e. even ignoring the slow pace of NQ development, there are several fundamental performance issues that must be solved first. And there are many other PvP features that would require less dev time then AvA, like forexample atmos CvC since it would be adding on existing functionality. So I bet AvA is way down on the TO-DO list.
  8. It may not be obvious, but the user interface is one of the most important features of a game. More so then most any other feature, since it is the glue that keeps the game together. And is the one thing that all players must use all the time. And besides, for a game this size there must be at least one dedicated UI/UX designer. So it is not a matter of focus on other tasks, and more a matter of doing the job proper. And if they don't have a UX designer. Well it would explain a lot..
  9. First impressions matter A LOT for keeping players interested until they get to know the game. And a streamlined convenient UX matters almost as much to keep veteran players from getting frustrated. Last time I saw a UI as basic and cluncky as this was in Everquest...
  10. To my knowledge there has never been any ore reseeding. There was some stuff that happened caused by database problems, but not a planned reseed. Only thing they did was turn up the density of pick-able ground ore a bit and that's that. I suspect that NQ feels that reseeding ore would be admitting that there is a problem with the core concept of having a fully consistent world in a MMO.
  11. I will tell you an open secret. When NQ say they are looking for PTS player feedback, it is only an act to appear like they are listening. Only game breaking crash bugs will sometimes be fixed, and in reality the feature is done and will be released exactly as presented on PTS. Because NQ always knows best. And their way is the only way, even when they are frequently proven to be wrong and players are leaving in droves..
  12. Why is there such a thing as position broadcasted at all? Miners has to spend time and resources searching for asteroid, while PvP'ers are just given a list where to go?
  13. I got the impression that asteroid where supposed to make mining fun. Problem as I see it is that with DSAT pricing and position broadcast, it is so heavily tilted in favor of PvP that the risk-fun aspect is mostly not there for non PvP players. I have nothing against taking some calculated risk to gain some reward. But when all the cards are stacked against you, it become more of a desperate gamble then anything else.
  14. SL is 100% player created, so not unless it is player created.
  15. I sorta agree. It is a know fact that many MMO players are willing to put enormous amounts of time into games. The JC experiment was if that energy could be used to actually make/imporve the game content, and that is the part that failed. But there are a few examples like Second Life, Minecraft etc. where in fact it does work.
  16. For the same reason 'those' people spend countless hours building the perfect ship/base etc. I.e. most are not actualy hiding from social interaction. It is just that the interaction has to be on their terms. And ironically once those criterias are meet, they are often willing to spend WAY more time and energy on interactions then the so called 'normal people'. For example you know that stereotypical nerd that is shy and hardly talks to anyone? Put him/her on a chair next to another nerd with similar interests, and you wont be able to shut them up. They will go on for hours.. Difference being they now feel they have something worth talking about, instead of the typical social stuff that is mostly the equivalent of "nice weather we are having today".
  17. Yeah.. NQ initially said there was no need for NPC/PVE since there would be player created content instead. But that failed miserably. Mostly because they never managed to give us the tools required, or even figure out exactly what tools that would be for that matter. But at a bare minimum there would have to be some advanced mission/quest system, maybe even with some scripting functionality. So either actually give us the tools (unlikely), or just admit it was an infeasible idea and add some PVE.
  18. Never mind, crashes still there. Just not as frequent now. So instead of every 5 minutes it is every 20-30 minutes. Edit: And also the ground seem to be filled with something called "pending operation". I find it everywhere I dig. But not sure yet what it is used for, and it doesn't seem to show up in the inventory..
  19. It was not supposed to be. In the beginning it was made very clear that PvP was only one of the 6 pillars, and not any more or less important than any of the other pillars. I.e. one of the main selling point of DU was "make your own game" and that included not having to focus on PvP as a main part of the game.
  20. The last patch seem to have fixed the lockup crashes for me at least (2700X/1080TI). But, the GPU utilization is really weird. What I see when standing in a low voxel location where the game is maintaining high frame rates, is that the GPU is pegged at 100% all the time regardless. And here is the kicker. If I then travel to District 6 or some other crowded location, not only does the frame rate drop. But the GPU utilization also drops to 50-60%!?! And neither places has the CPU maxed out, so it is not a CPU bottleneck. So they somehow managed to make the CPU/GPU fencing so badly that the game maxes out the GPU when it is not needed, and at the same time actually use less GPU when it is needed the most?
  21. It is more like.. try { //Early draft version that we say will be improved later.. (I can't believe we still get to use that excuse!?!) } catch (Exception e) { // Make sure to use the early draft excuse, so that we don't have to put anything here. }
  22. Let me refactor that for you. DU = grind
  23. Patch with Fix released. Let's hope it's for real this time.
  24. We have been asking this exact question for a very long time now..
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