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helvetian

Alpha Team Vanguard
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Everything posted by helvetian

  1. Tried the FTUE with two characters so far, once playing by the rules and once trying to break the FTUE as soon as possible. Here's some things I noticed: I like the idea of getting an outpost right at the beginning, but some of the design choices confuse me. For instance, the Station Outpost has a bunch of small sliding doors that look like they would close up the entire front of the base, but really they're just kind of useless and decorative, sitting on the sides. I feel like this design (perhaps some design elements of other stations as well) was made with presentation in mind (similar to the Aphelia buildings we have now), but IMO the beginner outposts should be designed with actual gameplay in mind. The speeder selection is okay. The quick selection of the starter tile on Haven is good for streamlining the introduction of new players, but it would be nice to get a better idea of the terrain/biome you're going to get. For instance, until you land, it's completely unclear what those darker patches in the grassy areas are. About the Lander... Is the idea that you get to raid it for parts after landing? If so, I'd suggest a simpler design that doesn't have almost 100 elements. It feels a bit over-engineered for that, and it's not fun to get all the little bits (here's where the often suggested quick disassembly option would shine). I'm also a bit worried about players who - for whatever reason - quit the game before even using the lander. What happens to those landers? Do they just hang in the sky like barrage balloons, preying on new spaceship pilots? Am I correct in assuming that players who start on Haven will automatically use their Sanctuary Territory Unit there and as such not be able to claim a territory on Sanctuary? Or is Haven more of a place for learning the mechanics of the game before moving on? I'm still a bit confused about what exactly the implications of Haven becoming the new starter moon are. Is Sanctuary going to end up as an exclusive area for alpha/beta testers only? Bugs: When selecting your initial territory on Haven, clicking on an occupied territory does not reliably show the owner. Often, clicking on multiple owned territories would show them to be owned by the same player. The Lander can be dismantled before even getting into the seat, allowing the player to drop down to the surface and screwing up the entire tutorial. Force respawning during the tutorial brings the player to a district on Alioth, screwing up the entire tutorial - maybe that hatch element that serves as the player spawn should have a temporary res node function until that of the station is activated. It seems to be impossible now to rotate static compactified constructs (i.e. outposts) before placing them. Not sure if the same is true for regular blueprints. Fetching dynamic constructs or spawning them from blueprints seems to leave them invisible quite consistently.
  2. I find the claim that 64 steps per voxel would deform ships dubious, since as far as I can tell the voxelmancy-heavy ships (those built using voxel reactors, the ones where deformation would become obvious) would align exactly to those steps - as far as I know, all voxel reactors have a detail degree of a multiple of 2, and I've never heard of anything more detailed than 64 step. Even if it did deform ships a little, 1/64 of a voxel is not even 4mm/0.2". I think 64 steps per voxel would make much more sense. Please do not lower the voxel extension range below what it is today. Being able to extend a voxel by 1.5vx in any direction is extremely useful for things like detail work and connecting complex shapes without having to line them up to each other. Just as an example, many of the finer details in this build (e.g. the struts, landing gear and horizontal stabilizers) were only possible due to the ability to stretch voxels by 1.5vx on each side. Limiting this range now would probably ruin this and many other builds.
  3. As someone focused on building, not making money, I definitely support the idea of creating an option for people to own a tile just to build on, or even just to preserve it. As an example, I have claimed a ring of territories around a central territory I am building a city on, just to create a buffer zone that prevents other players from building too close to the city. Simply getting together the money to maintain these seven tiles would force me to spend a lot of time playing money-making activities such as delivery missions and asteroid mining. Not a fan of that idea at all. I like Ruges' idea with taxation based on tile use. I'm also totally on board with deleting old scanner results, or at least not having them show the "new" ores. Besides the obvious issue of scan collectors having a huge advantage when it comes to ore hunting, there's no logical explanation for the old scanner results (that might have been taken a year ago) to suddenly become up-to-date when they didn't refresh before.
  4. discordauth:i6P00djQJv1uNqQz21tZkGkZnp26RQmBkV6hlV9mHMw=

  5. Thanks! Thanks! Do you have any sources from NQ about the dual stars being a bug? After all, binary star systems are a thing, so I don't find it too unlikely that this was intentional.
  6. I figured since NASA, ESA, Roskosmos, SpaceX et al. have all these neat mission patches, Dual Universe should have one too. So I designed one. Not sure about the years, since lore is still a bit spotty. The idea is to have this eventually turned into a real embroidered patch (not for commercial purposes, obviously ). Thoughts? Suggestions?
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