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Wyndle

Alpha Tester
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Posts posted by Wyndle

  1. On 9/17/2022 at 7:26 PM, Pelorios said:

    So in closing

     

    *proceeds to append 7 additional paragraphs.*  Preachers gonna preach, parishioners gonna watch their watches.

     

    On 9/17/2022 at 7:26 PM, Pelorios said:

    Are we encouraged to switch to subscribing through Steam?

     

    The impression I got was "no, but..."  I don't think NQ can encourage one over the other but keep in mind that Valve gets 30% if you go through Steam.

     

  2. 5 hours ago, Distinct Mint said:

     

    Because then a) the live server gets filled up with rubbish from players that stay for 2 weeks and then never log on again, and b) because everyone will have infinite alts to abuse endlessly, which would completely unbalance the game.

     

    There is nothing stopping you from joining the free server if you want to help potential new players out.

     

    The current setup is pretty much the best option NQ could have come up with, and we should probably give them due credit for this.

     

    Even without abuse how long would it take for paying players to tire of cleaning up all the abandoned speeders and failed builds?  Not to mention future paying players would be further from markets.

     

    3 hours ago, SirJohn85 said:

     

    So that it can't happen again like it did at the start of the beta in 2020. A lot of people who left just left their speeder all over the place at the beginning and that brought the performance in those areas to its knees, which wasn't really a good experience for anyone. Unless they can offer a better solution or performance, that's the right approach. 

     

    Even if it were only a few days, that would be very counterproductive if someone who finds out after 1 hour that the game is not for him and then it sits there for X days.

     

    3 hours ago, Aviator1280 said:

    The performance were impact by those leaving things at the market, and it still happens. A speeder here and there doesn't make the difference, you don't even load all of them. Using max construct to load at the minimum still gives trouble with performances.

     

    The performance problems in the earlier stages of Beta had more to do with massive tangles of tunnels crisscrossing almost every tile, owned or not.  

  3. On 9/18/2022 at 6:28 PM, Squidrew_ said:

    i can't upload images larger than a few kilobytes!

     

    14 hours ago, NQ-Nyota said:

     

    What is the error that you get when you try to upload an image? 

    I hit the attachment file size limit with just two images, perhaps this size limit is the issue Squidrew is experiencing?

     

    As an aside, I find the inventory warning for the tour quite comical given how much time is left until the Beta servers are taken offline.

  4. 7 hours ago, Pelorios said:

    Youtrube tried to put markers but people that make videos have to use these like contents/chapters guide.

    Lately I have noticed that YouTube shows a graph of most played along the timeline when mouse over.  It isn't as good as a creator setting chapters but it drastically reduces searching for content within a video. 

  5. 14 minutes ago, LeeFall said:

    Agreed server tick rate is way to low for personal firearms. Also I have never seen this game engine used for FPS purposes. I remember seeing an early build of DU running in Unreal engine, shame.. 

    Hopefully it would be feasible to convert to UE5 in time for their current license to be up for renewal.

  6. 20 hours ago, Deathknight said:

    That would be fairly cool to be able to do this.

     

    In the example you used, I usually move the container or hub near the smelters, do the linking, then undo (backspace), which will put the container/hub back where it belongs.

    Please confirm that using the undo action in build mode does not affect link state.  I have seen several people place (move?) a fuel tank, link up, then move the tank but it wasn't obvious what action they used to move the tank.

  7. It does seem like system overload that there are so many disparate menus that work independently without overlap and obviously do not use the same inventory handling back end.  For those who remember the game prior to schematics it is patently obvious that the system used is an afterthought rather than a fully realized system.   I don't abhor the way schematics are used to temper production capabilities of individuals and viability of mega factories but the prior inventory system should be respected (or uniformly adjusted) by the new additions.  To restate my prior sentiment; schematics should be placed in containers and moved by transfer units like any other products input to industries. 

  8. In relation to the gas giants; having a space industry that gets benefits for higher than 1 g could make an interesting challenge in how close you could place a space core, land on, and leave with cargo.  At some point even a scripted ship wouldn't be capable of holding altitude.

     

    Edit:  It would also be interesting to see what happens to the IAR system regarding totally unrecoverable ships.

  9. 10 minutes ago, Cergorach said:

    It would make the game very unfun! Realism != fun. Travel would take way too long, the planet would be mostly empty, resources wouldn't mean anything as everyone could easily get what they would want with similar distribution. If not, it would be hell scanning all those tiles.

    Travel already takes too long without warp.  Sometimes the trip could be shorter than current distance due to different orbit speeds. As for "Realism != fun," that is a personal preference (ex. virtual "relations" != physical contact).

     

    I don't follow on the rest of your statement.  This would not change distribution of resources or scan mechanics.  Planets being bigger or orbiting would not change the number of players or how close together they would be (most huddle near big markets anyway).

  10. 33 minutes ago, Aaron Cain said:

    i think i have more issues with the whole rotation system, slightly more realism would be largely welcomed. The size of these planets is no issue for me as long they are over a minimal threshold. But it would be nice to get ores back

    I spent some time recently excavating one of the unknown wrecks that looked like a fallen space station.  I miss planet based ore hunting for sure.

     

    If NQ could eventually implement a plasma physics inspired star and planet rotation system it would make the game so much more.  Weaker Lagrange points would be (and are) natural asteroid fields and affect direct flight paths depending on where that entire orbit disk is oriented relative to the orbit disk of your current location.  Distances would change over time within a set range.  The default gravity point would be the host star(s) instead of nearest planet switching to the nearest Lagrange point when it becomes more pronounced than default gravity.  Describing it this way just make me think about what comes after XL cores; Warp gates become random S(tar)-Class Cores.  :lol:

     

    EarthMoonLagrangePoints.png

  11. I was under the impression that planets formed from molten particulate matter trapped in Lagrange points and that the effect we perceive as planetary gravity is essential a vortex of energy extended from the motion of the host star.  A whirlpool of plasma filled with different layers of buoyancy and reactionary effects from the various elements trapped in the flow.

     

    A-blue-water-vortex-that-funnels-below-t

    Picutred:  An island of mostly plastic trash that formed in a whirlpool.

  12. 16 hours ago, Zeddrick said:

    During the PTS weekend I went into build mode on a starter outpost and got the element stacking error.  But only once though.  It is, indeed, very broken.

     

    Even without the stackingnsystem it is irritating to click on blue elements and get errors, forcing builds to be trial and error.

    Things that make you go "Hmmm..."  I'm not sure if it is just me but I can't seem to get as close to symmetry as I used to be capable of with element snapping.  Unlikely, but any chance it's related?

     

    16 hours ago, Zeddrick said:

    You'd think, though, that if ever there was a good time to change the stacking rules for brakes it would be st the same time as a wipe so we don't have to fix a bunch of existing constructs we bought from ship sellers.

     

     

  13. As I was watching the latest odd surprise video in my feed the conversation in the video struck me as a perfect explanation for why I prefer to build my own ships even if I enjoy playing with the toys of others.  I figure this is a good place to share and I welcome others to link something that inspires them.

     

     

    Personally I've always wanted a 1970 Cutlass. 

  14. 2 hours ago, Samedi said:

    For the person/people who’s job is actually community relations, this is less true - but they still may be overstretched or have multiple roles, particularly if resources are constrained. 

     

    Something else to keep in mind is that for each time a NQ* name appears in conversation it significantly increases the number of people directly talking to that individual.  I have been guilty of this as well. 

     

    I try to be playful and helpful on the forums.  There is an infinitely tiny chance I may sometimes consider a tiny bit of trolling in good fun, but you didn't hear that from me. I've been in jobs where everybody wore no less than 5 hats each.  No matter how much you accomplish there is always a handful of other important things that don't get the attention they need.  None of us can make NQ's job easier but you can be sure dozens of people will let them know they missed a spot.

     

     

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