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GraXXoR

Alpha Tester
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Everything posted by GraXXoR

  1. Selling someone's unreleased -originally to have been open- source code is pretty high on the doucheometer: Especially knowing that they are likely to quit development and deprive the community of a decent, needed script. Could have just given it back, ffs. --- I have experienced the reviving physics bullshit introduced in 0.23... I was overloaded and flying a freighter and crashed into NX Tower at 900kph when it suddenly rezzed in in front of me. My ship hit the tower and I, sitting at the front of the ship died and ironically respawned on the resnode in that same tower since it was the one closest to me. I then went downstairs to pick up my repair ship which is always full of scrap and made the mistake of landing on the ship that hit the tower in order to repair it. The ship and me immediately accelerated to 800+ again and I hit the tower in my repair ship and died again. RIP GraXXoR x 2 I believe that's what they used here... The pilot got out while the ship was bumping a dynamic core so it was not actually docked. Thus it likely had some vestigial motion... Then he logged off, maybe, and the ship froze. But the thing is, the next person to touch the ship will trigger it to resume its original velocity minus a bit. Now if it's in a gravity well. it will start to accelerate and burn up in the atmosphere or on impact with the ground if someone stays within a certain distance of it as it's falling... and bingo: popped core. That's NQ's "special" game design, working as intended certainly exploiting (with small e) the game mechanics as designed to one's own benefits, but I don't know if that's against the TOS.... seems a fairly legit method of heisting a ship, if you ask me. Only land your ship on a static/space core and if in deep space and you cannot make it in time to anywhere secure, make sure your ship is at an absolute DEAD STOP (cruise control set to zero is good) before logging off. if you're near a planet, you will just have to hope that nobody spots your ship, because as soon as anyone touches it, it will start to fall towards the planet and get destroyed anyway. A separate ruse, but fun: Be wary of ships that actually look like part of the surroundings, for example, a dynamic construct looking like a small ship sitting on a landing pad but the landing pad is actually part of the construct and the "ship" part is hiding an L dynamic core... Before they changed the docking procedures, I made “a ship that looked like a shuttle parked on the market place landing pad,“ placed it carefully to align with the MP voxels. But the whole landing pad was part of the ship. So if you landed on the "landing pad" in a M or smaller core ship, you could be carried away. When I needed to fly it, I just added wings onto the edges of the platform and strapped some L atmos and a couple of hovers and a brake and bingo: heistotron. Sucks if an L core pins you down tho... Because I'm not evil, two small ships landed on it at MP6 (back in the days when people still played DU) and I just flew it to MP7 and deleted the "landing pad" voxels, leaving their ships floating a voxel or two above the platform and my ship sitting innocuously next to it. I also just gave my ship a quick colour change to polish off the ruse. The ships were gone the next day, so presumably, they came and picked them up... likey very confused about how it got there... If either was one of your ships, please accept my apologies for my impish actions. I don't think this works any more, though... But you could still prevent a ship landing on a legitimate platform using this method and residual velocity to whisk it away.
  2. Holy necrotic post, Batman! But yeah, like I said above, short range teleport between cores. I said 10km above but reduced to 1km should also be fine. may least make elavstors able to traverse an entire core. Currently they are limited to 64m so you need 4 elevators to go diagonally or 5 to go from coroner to opposite corner of an L core build cube.
  3. more emergent gameplay at the expense of the community as a whole... quelle surprise
  4. that's bizarre and sad, too... if right click copy lua config to clipboard doesn't work with his script then he would need to install it by manually typing the script into every PB that needs it. that seems like a lot of trouble to go to... but as a major contributor, that's absolutely his prerogative. abusing bugs to hijack a ship is just sad. i had a german player heist a ship of mine using a since quashed bug.. he wanted a meeeeelion credits or he would deconstruct it and steal the container contents.... kinda annoying but heyho
  5. .why would he have only one copy of his script, and in a live game on an in game console? while i sympathise with the bug induced heist, as a former dev, I find it very hard to believe in the extreme that that was his only copy of the script... no dev would ever put in significant effort into a project and not have at least a single backup.
  6. "insert inevitable eve playstyle comments "inevitable eve playstyle comments" "
  7. Or you could just, allegedly ? log off while sitting on a seat in the construct while someone piloted it beyond the threshold of your container range... amusingly, the game used a simplistic toggle on or off if they player actually crossed the range threshold... so I was told. apparently... Star Citizen used to have the same bug, but for oxygen testing and helmet wearing... if you went through an airlock without a helmet, you died... if you took your helmet off outside, you died... but if you glitched thought a cockpit window or bulkhead while in civilian clothes, you could bypass the check and survive..
  8. the repair tool for voxels that is supposedly coming when/if they implement proper damage should allow you to repair your voxels to the previous snapshot as easily as repairing elements. Asking whether someone would be ok with the game actually working as intended is... curious
  9. Best line from the entire show! I even read it in Kryten's voice...
  10. They are probably discussing your removal already. ;-)
  11. Emergent gameplay. but seriously, he is scum. There is likely never going to be a solution to this since anyone can just palm off their stuff to another alt and disappear and keep their "real" alt as a whistle-clean dogooder. Some on here will say, it's just a game, it isn't real. Doesn't count for anything on here. Personally, I disagree. Back in the day, we played a game called Vampire the Masquerade and there was a lot of politics and backstabbing... and it was understood and we laughed about it afterwards... we were responsible for doing in each other's characters multiple times and much fun was had. But then, we had our real friendship beyond the game as our backup. we were mates, buddies and only a few days of time was undone upon the demise of the character... just reroll... However, modern games require a LOT more effort and commitment than those simple tabletop RPGs and as we get older, our time becomes more and more precious... At some point we have to realise that the time, effort and in cases of subscriptions, even money we put in to it is at a real risk of being stolen, destroyed or in the case of a game winding down, disappearing. But that is standard and par for the course and adds to the risk factor and excitement. Things start to get dicey when the social factors of online chat come into play. Especially now that so much of our lives are online, what with COVID etc... some now spend more time in "cyberspace" than in "meatspace"... and we start to blur the lines between virtual and real-life. We make friends on discord and can easily spend more time with them and talk more deeply than "real friends" or people we knew as kids who have spread out all over the world and may have very different lifestyles and ideas of fun. Thus many of us have replaced those friends with online pals and buddies whom we gang up with and go on raids with, get to know and enjoy the company of... even though we have never met. Calling this "not real" is clearly untrue. In as much as I could call your bank account "not real" (since it's likely a fiat currency and not backed up by gold or anything) and be equally incorrect. When one of those pulls a stunt like that, it's natural that it's going to hurt if only one party assumed the person was genuinely interested in their friendship rather than just ingratiating themself with a legate of a wealthy faction. We just have to add this to the list of things to protect ourselves from... likely at the expense of being able to trust others. For our org, we have basically rejected all new requests for legates, no matter how outstanding they appear as candidates and have seen our core numbers dwindle down to the original members who started the org back in 2018... All of our materials and blueprints are available via dispenser only. zero access to resources to anyone outside of us. Also, just in case, we are all superlegates of our own sub org and keep very little in the central org so that RDMS gaffes are not likely to result in total losses. That's how little trust we have in humanity left.... LOL. This game is a hard mistress. That doesn't make sense. He brought a lot to the table but he was shit? Harsh, but it just sounds like a simple lack of sufficient judgement.
  12. It does make a difference.... I build exceedingly long and thin ships that max out the entire length of a build cubes. I used to put the pilot seat at the front for good visibility (I didn't believe in 3rd person piloting) and a tiny bump would destroy the command seat and send me to the res node that sat at the back of the ship. In the end I just gave up and put the pilot seat further back and flew 3rd person. much less hassle. now collisions just damage a few elements up front. Voxels don't seem to absorb any damage, though... if anything, they add to the weight and make damage worse. It is a really rather disappointingly childish and rudimentary system in place, currently (by currently, I mean for the last three years).
  13. ... cough... server lag and non-timely rendering speed, not the towers themselves... The problem was that people were crashing because of ridiculous server lag and poor rendering optimisation... as in, super low LOD versions of all the constructs within a few km should be automatically loaded or maybe their build extreme outlines highlighted first in green, something like ore... before they are rendered. Currently, the game seems to try and load weird, melted versions of the construct at fairly high resolution, but low fidelity before filling in the details... This needs to me more intelligently handled. disclaimer: We also are constructing a nearly 2km high tower in front of (over?) Madis MP3 that sometimes only renders once dangerously close due to shonky DU server technology... Have already hit it and died... twice... Once when I hit it and blew up. and a second time a minute later when I flew over to the ship and landed on it to repair it and the physics restarted again, sending me crashing a second time into the building and my other ship. When this game delivers, it delivers with cowbells and jester hats attached.
  14. How is SLI doing as of April 1st?
  15. Personally I think if schematics had to be learnt as skills things would have been easier. like personal cores, limit each player to a number of schematics per level and have another skill that allows the player to learn higher tier schematics. Then finally create a physical interaction needed to keep the machines running (maintenance, fueling, or skill level tweaks that wear off as time goes by) that would have helped, I suppose. By no means perfect, but still better than money making schematics making money cycle.
  16. 0 reason for you, perhaps. Our org is enjoying continuing to build our city out. We are simple folk, builders... we build... and fun is had in large quantities. But as I have said many times, this game needs solid PvP to make true on their promise of a living universe. They also need to remove all the bots, including the shysters selling schematics.
  17. Tbh, I’d be happy if they just kept the static structures without any elements. The amount of time I’ve spent on voxel work alone is almost unholy! The main problem with unbalance right now was the ridiculous 99% discount on schematics... and the continued existence of bots selling schematics. Buying ore. The entire game is designed as an almost endless vicious cycle for money makers. more money means more schematics means more money. More money offsets the cost of schematics allowing the making of more money. There really should have been some limits to industry, like static cores, limiting the number of running industries based on skills. there is no obsolescence, no wear and tear and no scale based overheads like rent, maintenance, power. pure profit with little additional overhead. This makes it improbable that any player starting even just a year later will be able to achieve anything competitive.
  18. They could keep this server as a permanent beta, rolling out changes here first and testing them before moving them to the main server.
  19. Just compactify the ship to a magic blueprint... then limit respawning the ship to the tile where it was compactified. System is basically already in place. Almost zero dev time and not even any time needed to design a stand and mechanism that dispenses the correct blueprint to the correct owner after pressing a button. Once the game goes live, replace it with a player focussed salvage mechanic... where core ownership counts down and becomes unowned after a set time. Hell, we need all the gameplay we can get, currently and that seems fairly organic to me.. -- edit: I said I wouldn't, but I just realised I made another pointless suggestion that will be ignored anyway. shrug.
  20. I like the game. But not that much. Another wipe would finish me off. It’s just a game and if it becomes a job, I’m out of here. restarting a fourth time would be one time too many in my book. unless they’d be giving us magic blueprints, I’d be logging off for the final time.
  21. What trolling? At a cursory glance, it seemed like a fairly mundane thread to me.
  22. I was so miffed about NQ having the gall to label this mess a beta, that a new phrase literally popped into my head.... So I call this a "balpha..." basically an alpha masquerading as a beta. Yep. Odyssey is a DLC and is looking fairly interesting.... It is also clearly in beta since it has all the basics already programmed... but they are rolling out those basics feature by feature to make sure the players are forced to play each aspect with a new zero day commander rather than leapfrogging to endgame on day one.... Back in the day, ED had one of the smoothest alpha to beta transitions I have ever experienced. Professionally documented, gradual, smooth and most importantly tested thoroughly before the next step. It was sooo much fun playing the alpha and watching the features appear one by one and then testing them so hard that FDEV were releasing almost daily patches at one point. THAT is how an alpha needs to be run. Once the patches slowed, the game eased into closed (backers only) beta and functions were stabilised. They had a brief backer only "gamma" release and then boom. the game was out... But patches remained weekly to monthly for some time as the biggest bugs were squashed. For me, DU alpha was progressing fairly smoothly back in 2018... New elements and voxels, new functions such as the nanopack... recipes complexified... industrialisation became really fun, if a bit gamey by factorio/satisfactory standards... But that's where the alpha faltered, IMO. as 2019 came to an end, the whole feeling changed to one of stagnation but for me, the key point was that IMPROVEMENTS in the game all but disappeared. Everything started sidegrading... framerates plateaued, no new elements were introduced, not even cosmetic items... game systems were tweaked and tweaked and tweaked to within an inch of their lives... sometimes beyond... for every change seemed to bring more criticism than acclaim and bugs grew in number rather than being squashed. Worse, the new mechanics and elemenets that were introduced were minimum viable product level. It was clear that all efforts had been spared and that the solutions to issues were handled with all the finesse of a highschool trial-week intern. This to me shouts of a project out of control... like SC back in 2017 when they were going through studio partnerships like Elizabeth Taylor went through husbands and were constantly just throwing out code they had written literally a year before and not actually advancing anything at all other than overpriced spaceships... SC mananged to turn itself around and tighten the reigns and is now a project with far less pie in the sky speculation from Chris Roberts who has been told to put a sock in it and stop offering the moon... and is now filled with far more concrete info and actual data... in contrast JC's laughable comments on the direction and state of DU come across as almost delusional rather than visionary given the current status... Still, DU needs to achieve this turnaround with a much tighter budget and super high infrastructure costs per player due to their massive bandwidth requirements compared to SC and ED.
  23. TLDR at the bottom... I have supported in excess of $20,000 worth of kickstarters and Indiegogos etc. over the last decade. And every one has to some extent delivered on their promises. VR headsets, electric bikes, pocket sized computers, kitchen knives (don’t ask), retro camera lenses, ED, SC and DU included. During that time, I have managed to refund -before the grace period expired - over $3000 worth of projects, nearly all of which have still not delivered or are now defunct. I’m not claiming to be a crowdfunding Guru or anything like that, I think I have a reasonably good judgement when it comes to the reality of project definitions and their scope. of all the projects, Star Citizen and DU were the two I was most on the fence about, heck I was even skeptical about ED. Their scope and scale were more ambitious than anything else I backed and I ummed and ahhed for a long time before backing them all. Let’s have a look at their status: ED released a playable game, and came out of alpha in a timely fashion. Bugs -initially- were squashed in a timely fashion and new features were released for the first two years thereafter at a fair clip. Moreover, a number exploited bugs were rapidly quashed and announcement of quashing was made just before they did so, essentially giving all the players a little bit of time to.. ahem... "test" the bugs out and report. In one particular case, I do remember that they actually rolled back accounts that had exploited a major cash making bug. but then for three years, the game has lain in slumber with unfixed bugs, and a large number of their placeholder temporary mechanics becoming permanent features and early 2012 statements by David Braben such as damage model, ship interiors, scavenging and walking about, nowhere to be seen. moreover, nearly all the community facing content disappeared for two years, as did communication from within. And despite having tens of thousands of daily players according to third party plugin API data, their forums are a bit of a bitch fest aimed at FDEV. Still, as of this year, much of the community activities and storyline suddenly rose from the dead, and communication about the future restarted in a major way and yesterday, a new DLC, Odyssey claiming to be the biggest paradigm shift and overall update in the game to date, moved into open beta and should address much of the EVA deficits. Ambition: 7/10 Communication: 5/10-now 7/10 enjoyability : from 5/10 to 8/10 Delivery: 7/10 (soon to be 8?) Star Citizen. yeah.. ok.. I know people get their knickers in a twist about this one so I’m gonna try and stay objective. Lol. Suffice it to say that their saving grace is their incredible and endless communication with the players. Their intentions are made clear, they respond to the community to an extent, are delivering quarterly updates, their (fluidly shifting!!) roadmap is usually current and their rate of progress this last 12 months has finally reached something acceptable considering their epic and continually increasing budget. but the game is still a beautiful, beautiful bugfest . Ambition: 11/10 Communication: 10/10 Enjoyability: 4/10 to 6/10 (T pose mayhem, etc) Delivery: 5/10 , soon to be 6? With first extra system and stargates finally making an appearance. We all know about DU so no need to go into detail. Ambition: 11/10 (I still don’t think there is technology capable of delivering their dream in a realistic way.) Communication: 4/10 and declining rapidly. (it was never very good yet now it’s all but nonexistent) Enjoyability: 2 or 3/10 PvP, 7 or 8 / 10 Creatives. Delivery: 4/10 most of the basic systems are in but a lot of the initial goals have evaporated. Basically, DU is in the worst place of the three major kickstarters and is showing the most signs of a project out of control and in freefall. Now here is the interesting bit about the forums: the ED forums, due to FDEV’s recent activity, are fairly lively and the vitriol is directed between the PvP meta players, griefing, grinding and the rest of the PvE players. there is solid PvE play. the SC forums, due to CGI’s constant activity, are fairly lively and the vitriol is directed between the PvP meta players, so called griefing and the rest of the PvE players and also chatter about the various game breaking bugs. there are solid PvE Now we have the DU forums. the DU forums, due to NQ’s lack of activity, are mostly defunct apart from the ten or so of us who still comment. and the vitriol is directed between the PvP meta players, griefers, exploiters, the devs, each other and basically anyone... there are almost no solid PvE loops. There is very little actual discussion about the game at all any more, because there is little to nothing to discuss. it seems to me that vitriol is directly a result of the lack of communication from upstairs. the other two projects appear (recently at least) to have a strong indication of direction and clarity of progression that is lacking in this project and in the idle gaps, dissatisfaction breeds. The other two games' forums are fairly pleasant, recently, a far brighter and more positive outlook than a year or so ago. TLDR here: I do believe that DU can still be saved from oblivion if they sort out some of the ridiculous mechanics that they have foisted on the players and deliver on a few more of their promises. First, DU needs to get its focus back and NQ need to start communicating more clearly to bring back confidence among the player base. PLAYER driven markets and player owned markets must become a reality, not bot driven: bots running markets, bots selling schematics, bots buying ores... These are absoloutely bullshit and need to go. LAG FREE, Bug free, dynamic and exciting PvP. This is an absolute MUST if the game is to survive. (hell, I'm not a PvPer but this is f'ckn obvious since it was sold front and centre before the "Balpha" rolled out.) Performance: The game is really not optimised currently and with graphics cards being $2000+ for anything above toy level, the game is going to have to get its shit together, especially around markets. I’d hate this to be the first failed project among all of my crowdfunding....
  24. Before you go, can I haz your stuff? oh wait.. you’re already gone T_T
  25. Looks much like Alioth used to. Haven’t been back there for several months. but the materials look worse. Look at the hideous, repetitive patterning on that presumably galv. black iron/alu. textures are literally a decade behind current state of the art.
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