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CptLoRes

Alpha Tester
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Everything posted by CptLoRes

  1. Whenever I try to envision how it must be working at NQ, I see a raging fire and a bunch of headless chickens running around trying to put it out..
  2. I actually like them using size and weight to limit how you can place elements. It is much better then just saying "you cannot use this L element on a S construct" when it is clear as day that the element would fit. So missing an energy system this is probably the better alternative.
  3. This was the case for all of us. This game is really, really great in the beginning. The potential is enormous. But then you start to see how shallow the game actually is, and like most of us you take a break hoping the game will improve in the future. But the potential is there. There is a reason why I am still here, bitching and moaning louder then most. And that is because this would have been my dream game, if they only did half the things they promised in the begining. And so I still here hoping there will somehow one day be a playable game. Guess I am an optimist, despite all my complaining. Or maybe it is sunk cost fallacy, and I am in denial? ..
  4. For critical issues like this, there should be a timed message in the general chat repeating every 10 minutes or so.
  5. Lucky you. For me that did nothing. And I kinda fail to see how a fps limit (that should be completely unnecessary other then to save power, but that is another topic) is going to help a game that is notorious for low fps performance..
  6. Exactly. After the so called "testing and feedback" stage in pre and alpha where I and other players submitted countless rapports on bugs and issues, only to be completely ignored. My motivation to spend time trying to "help" NQ with bug rapports is literally zero. You reap what you sow and all that..
  7. Speaking of that other game. One their forums currently one of the hottest topics is about how the crafting system is to slow. And.. The developer responsible for the system actually responded directly in the forum. Explaining the rationale behind the system, what went wrong, and how they plan to fix it. And that response came only a week after the thread was started, despite what I imagine must be a very busy time for them. After years dealing with NQ, that blew my mind. I don't care if there are bugs and design issues in early access, that is to be expected. It is how the devs/company respond and deal with the problems that matter. Or in the case of NQ, how they don't respond, and just continue doing their own thing. Regardless of how much player feedback and testing suggest it is a bad idea. And then once the dev time has been spent and the predicted (by players) damage has been done, and people are rioting. Start backpedaling with quick fixes that degrade the overall game by making it even more janky.
  8. Same problem, but to be fair the FPS seem to be much improved while the game is getting ready for the next crash.
  9. I have some VTOL ships that sit on the tail and then transition to normal horizontal flight in the air. Needless to say this does not work very well in 1st person view since you are just looking up at the sky from the cockpit, and the new external view is making it so that I have to zoom as far back as possible just to be able to see and check the backside (tail) of my ships during landing. There is also something wacky going on with sound in external view now. Rotating and looking straight at the ship front to back the motor sound suddenly cut out completely, and then come back again once I start rotating to a side/back view.
  10. Yeah.... Looking at a frozen game screen here now. Second time in less then 5 minutes of play time. No crash rapport, nothing just complete lockup. Did not have problems with crashes like this before this version. Edit: 3rd crash in less then 10 min. Time to do something else until there is a fix.
  11. It is probably some poor attempt at forcing the 'community driven' part of the game, by making simple things require multiple players to work. Only problem is that one of the key requirements for a healthy community, is that you make a game that players actually want to play. And having someone sit in a chair doing nothing but watching a radar screen is not exactly fun. And there is also the minor problem of how exactly this radar officer is supposed to effectively communicate what he sees to the pilot in-game. Not a big deal in reality using some 3rd party voice solution, but it is yet another example of how the ramifications of features and limitations in the game has not been thought out.
  12. And to be fair that other game is really jankey at the moment, but I have much more faith in the company behind that game. I just can't see NQ being able to pull a "No Man's Sky" or anything even resembling that.
  13. Problem is that NQ is already well ahead in generating a second generation of disillusioned players. And how many tries do they get before no one wants to play anymore?
  14. The "any game error" is a bit open to interpretation, but generally I see no problem with those rules if they are applied strictly as worded. But it is problematic when NQ starts saying that things we can do naturally in the game are exploits because of missing game functionality/logic causing unintended consequences. This is where the "any game error" part can be misused, and is effectively pushing the blame for an unfinished game over to the players. And leads to situations where players somehow just have to know what is allowed or not, depending on whatever the latest word from NQ is.
  15. It is kinda telling when this forum as sad as it is, is giving me more entertainment then playing the game.
  16. Believe me, they where told many times. And the white knights told us to relax and wait since this was only early tests that would be fixed soone. But guess what.. And those white knights where the first to leave once it became obvious it would not be fixed. And NQ's response to all this you ask? Total radio silence as usual.. The only time NQ speaks is when they want to present some small feature update in a blog to try and generate PR, pretending like they have just invented sliced bread or something.
  17. Sure FB is far from perfect. But they are at least trying compared to NQ. I mean game has been in EA two days, and we already have two quick fix patches. Last one on a Saturday no less. At this rate that game will be in NQ 'release' state in a month or so, compared to the years it took NQ.
  18. Nobody was judging how buggy and lacking DU was in the beginning during pre-alpha. But as the time went by and nothing really changed, it became obvious that DU/NQ was struggling. And having to watch NQ/JC put out rosy red tinted videos and doing interviews saying how great everything was going to be, while at the same time being completely silent in the so called "test forums" whenever anyone would ask hard questions. Well, it is the reason why the forums are what they are today.. And FB really has to mess things up to be the next NQ. I mean sure there are EA launch problems (still nothing compared to how much early DU tests struggled), but they also released a patch 1 day after launch with more fixes then what it would take NQ a month to do.
  19. You mean to say that during battle the crew on a large vessel would not try to fix the damage, and instead just sit apathetically and watch the damage accumulate?
  20. Tech trees.. Another example how NQ fails at UI/UX. Considering how relatively linear and simple the talent 'tech three' in DU is, it is amazing that they still managed to make an UI that makes it impossible to get an overview and look at the relations between different talents.
  21. Exactly! Sometimes DU feels more like doing real work, then playing a game.
  22. Yes, it is a thing. Lot's of players struggle with game lag/crashes especially when coming close to central hubs like popular markets etc. And believe it or not, this is the improved version. Used to be much worse earlier.
  23. I am going to assume you are new here and be gentle. First off, I totally agree in principle that taking your time and doing something proper is the way to go. But the frustration here does not come from waiting a few months, but years. And this is a combination effect by having had to suffer the same problem (waiting years) on many, many things in this game and seeing hardly any progress at all over that time. Some of them very obvious bugs causing a lot of frustration, that would have taken someone literally an hour to fix.
  24. This for sure. Let's see what I can come up with right here now on the fly. Like the E and R button is used in build mode, lets pick a new button for vertex edit mode. Let's use TAB (but could be any button) since this is commonly used for select tasks in 3D software. So in build mode point at (raycast) the voxel you want to modify and then press TAB. This will lock onto the raycasted voxel and activate vertex edit mode for it. With vertex edit mode activated a wireframe of the selected voxel is overlayed so that you can also see the backside of the voxel geometry, and the vertex that was closest to your mouse position when pressing TAB is now highlighted. This highlighted vertex can now be moved around using the arrow keys. To select another vertex for movement use TAB and Shift+TAB to toggle back and forth between available vertices. And finally to leave vertex edit mode when done, press ALT+TAB / ESC whatever. So that's pretty much it. And with more then 5 minutes thought into this, I bet NQ would be able to come up with something even better and more intuitive. Er.. wait.. no. Better tell NQ exactly how to do this, since their idea of interface design is more about making sure it is completely different then anything else then being simple and intuitive.
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