Jump to content

GraXXoR

Alpha Tester
  • Posts

    2059
  • Joined

  • Last visited

Everything posted by GraXXoR

  1. The game’s collision mechanics are (no pun intended) complete broken. in PVP voxels protect your ship’s innards from fire. But in collisions, the more voxels you have, the MORE damage the elements inside take. it’s absolute nonsense. I keep mentioning him, but that secondary school work-experience intern sure has programmed a lot of systems in this game.
  2. Interesting. Thank you for the observation!!! I had just assumed it was a simple bug that would probably get patched at a later date. they really need some kind of bulk element repair tool. fixing elements one by one is one of the least fun things I’ve had to do in any game I’ve ever played. and doing it twice. Bletch.
  3. Not increasing the risk? Each mission he takes has collateral. At 180 million, the missions are definitely - at 9 million each - outside of the safe zone. If he fails the mission, he loses collateral from all 20 Mission failed. Moreover all 20 of his accounts get marked as mission failure in there history. That to me is not only geometric profit, but geometric risk.
  4. Left right up down is good for exact placement. I use it when designing vehicles to have left and right symmetrical because you can’t copy and paste or reflect elements for some absolutely braindead reason that only the devs know. but that has nothing to do with a ui where the character’s own hand and tool are blocking the workspace: that is just piss-poor design. Glowing animation “because they can” rather than stop to ask themselves if they should is a noob designer mistake. same with glass that blocks half the light coming in due to hideously overenthusiastic shader coding. windows literally have one main job: to let you see through walls. So if you can’t, that’s maximal FAIL. Sometimes less is more.
  5. You don’t actually need scrap to turn an element from red to yellow. you can use scrap if you want, but the first HP is actually free if you select an empty scrap slot. When you run out of scrap you can still fix an element to 1 hp so long as you have at least one scrap type (even if it’s greeted out and empty) in your scraps shortcuts list on the right. now, you’ll be a smoking mess if all your elements are at 1hp and you likely won’t be able to fly the ship in first person but at least you can operate your ship to some extent. Just thought you should know.
  6. It took me a couple of hours to learn how to mine super efficiently but only took me about 10 minutes to realise how the mining system worked. It was pretty damn obvious. and when I played this game during the very first alpha I immediately and quite naturally shifted the vertical stabilizer on my hover horizontal just to see what would happen and was amazed the thing actually flew. I thought it might have been a bug and that I was cheating lol. There were no YouTube videos back then and I didnt join the forums until later. you really don’t give players enough credit for being ingenious. none of the examples you gave are even about difficulty. They are just about lack of tutorial / questionable UI or bugs. A 10 minute YouTube video would remedy most, if not all your quibbles above. A 30 minute tutorial would even go as far as basic ship design principles. unintuitive and difficult/stew learning curve are not the same thing. This game could be basically taught in 30 minutes. That is not a deep game. elite dangerous is about the same. NMS / star citizen / cities skylines hell, even sim city 4 take longer to explain the mechanics and what you can / should do as a player. (Ok, NMS has walkthrough tutorials and learning play modes to hand hold you, so that’s a bit different, I’ll admit) I stand by my comment: beyond LUA and RDMS, this game has a very shallow learning curve and as a sandbox that was touted for being designed by a “scientist with a PhD” aimed at realism, is almost cartoonish in its over simplification of many systems.
  7. So is there a way I can just fly a ship and land it on my bigger ship and just land, without it just locking in place or blowing the larger ship up if I try and move it?
  8. Why The Multicoloured, Disney Channel Fck does the character's arm not only cover half your forward view, but now the constantly moving tool special effects distract you and cover the work area when you're trying to build something? Also the glass is as blue and cloudy as its ever been, unless you can damage it, where it goes clear. I HATE CLOUDY GLASS... Elite Dangerous also hired a secondary school kid to work on the glass textures in that game, too... I remember distinctly reading that NQ had said a direct "no" to transparent voxels, but I cant remember where or even when I read it...
  9. Srsly, what? I run this game on a pc at my culture school and there is an 11 year old kid who enjoys playing it... (Yes I have 3 accounts and have only allocate 4 alts for myself and my org, so I just let my students play on another unused alt. I think he took all of about 30 minutes to figure out what was going on and get his speeder into space. Except for Lua and arcane voxelmancy techniques, this game is already laughably simplistic to the point of cartoonish caricature. select and shoot combat. zero flying skill needed. airbrakes that can stop a bus on a dime, ridiculous compactification of assets into tiny containers precluding the need for large ships. Ship construction that doesn't take into consideration placement of elements in all but the most rudimentary way. Zero acceleration or stress limits. Stupid aerodynamics implementation. stupid, zero skill scanning mechanic. just have to wait with zero gameplay for 15 minutes... simple skills needed for mining that can be learnt in an hour. zero late game progression for characters or orgs. Tech tree? What tech tree? Research new tech? Nope. complex crafting formulae? nope. Passive "skill" gains without effort or regardless of effort, for that matter... basically zero skill. No free markets... bots everywhere No asset maintenance or depreciation/wear other than fuel consumption and PvP. zero survival oxygen/food mechanics or consumption. stupid tile ownership mechanics that require no skill to manage, just create chains of sub-orgs and plonk down hundreds of TUs at low cost. again, zero maintenance of owned territories required. basically fire and forget. This entire game is designed as a lowest common denominator in terms of skill required to play and you want to simplify the learning curve? The only thing difficult about is having a constitution tough enough to wait out all the time gates and persevere through the boring play loops, since this is a monthly sub game, each hour wasted waiting or performing monotonous, skill-free tasks is another few cents in NQs pocket for zero joy earned. --- edit: I forgot about the RDMS... that IS a full fat feature implemented with more depth than I imagined and is tricky to get right... isn't it NQ? (remember the MP15 debacle...)
  10. "Gee, the dodgy field effects around the hand tool really need dialing up to 11"? Do the DU coders have ANY IDEA how difficult it is to precision-place things with the tool and that arred lighting effect taking up over half of the width of the screen and not only encroaching upon but actually obscuring the workspace? Do they even care? Here's me trying to precision-place a bunch of L glass... it's a fckn nightmare.. I think I prefer mining at this point.
  11. what kind of aggression did you face for saying no more limits? i for one do unstertand the desire for limitless expansion but I hate that fact that our tiles have been surrounded and boxed in by chancers with orgs like “pay2own” and “showmecash” or suchlike. the fact is, NQ naively created a limit of tiles per org with exponential costs but then allowed people to drop a TU as a sub org. The concept of sub orgs was of course unsurprisingly used in unforeseen ways due to NQs extreme naïveté of implementation. but what to do now the damage is done, without wiping the server? someone is going to be unhappy. if they implemented DACs. People like a chap above who made a “sight to see” and it was good enough, he could get other players to chip in with dacs to keep his alts afloat.
  12. Modifying stuff that already exists in a program retroactively holds a lot of risks and requires lots of testing. Creating a new element with a specific effect is easier to test. I was just considering the coding skills of the devs. these guys invariably break stuff that they touch. Best to leave cores as they are. A new ground element is likely safer. but since the forums are all but ignored, I don’t see the point of expensing effort coming up with ideas that will never influence the game. It’s just onanism.
  13. Yet you keep subjecting yourself to it. that’s just plain weird. why do something when you know it’s broken? when something is broken that I can’t fix, I leave it alone and don’t waste my precious, ever vanishing time on it. Today I watched some Dylan Moran where he talked about the pain of being the only one in the fancy coffee shop without an “Edwardian Cricketer’s Beard” and then watched the movie Tenet which I had been meaning to get around to. there are far more enjoyable things in life than wasting an hour in a broken game, then wasting time complaining about it to others. seriously, did you really -I mean, really- spend 1 hour digging 100m of imaginary voxels in a broken video game? Wow.
  14. I wrote in a post above: Have you ever watched a SpaceX launch? Every single rocket powers down as they hit MaxQ.... They literally say it in the narration "reducing engine thrust as we reach Max Q" And after that someone announces "Max Q reached" And the narrator continues, "Ship increasing power..." etc. after the ship has overcome the moment of maximum dynamic stress... Yeah it's possibly hard, but its done today on a regular basis.
  15. They do need to address infinitely regressed sub-orgs that have no actual members other than the parent org, but why can’t they just allow a type of org that has no superlegate? Then allow the org creators to choose initial voting mechanisms and (on creation) rules on what legates can and can’t do without voting. even allow temporary, time limited powers to certain legates, for example. Make rules like: access to wallet requires at least 3 to agree, or maximum daily wallet use limits etc. and also rules for org owned assets: containers that require two or more legates present to open. Or cores: deployment of org cores requires another legate to agree, etc. build rights need to be agreed by vote etc. that way alliances can still form. forcing a superlegate is somewhat dystopian. after all, players are limited to 5 orgs anyway.
  16. What’s not practical in real life? Varying rocket thrust? Vectoring?
  17. The concept is you just get all your accounts onto the same ship, stack up on missions go to the destination drop them all off job done. if it’s just a small package probably doesn’t have much in the way of weight
  18. If they have 20 accounts, it means they bought 4 Alpha or Beta accounts to get the 5 extra beta access keys. That's at least $240 they paid towards funding a game that is likely to go titsup at any moment. moreover, they have to log into each of those accounts at least twice to do the missions... that's anywhere up to 3 minutes per account to log out and back in... twice... lets call it 3 minutes per relog... 40 times... that's 120 minutes of sheer boredom plus travel time. If they are willing to "play" that way then they will be the type of people that will tend to get rich anyway...
  19. if they are willing to do a hideously boring thing 20 times, they are welcome to it... I have more money than I can reasonably spend anyway and earned it all on one account by making ships and things.. (though I have 4 other accounts that just log in to apply their handling skills to industry/ships).
  20. Cheith is probably thinking about solid fuel rockets. anyone who’s watched a SpaceX launch knows that that they power down for Max Q. And we’ve seen their boosters land themselves by vectoring.
  21. That is a valid point but "I don't care any more" kind of suggests that he isn't interested.... At least that's what I took it to mean. I'm not saying that everyone who doesn't play isn't interested. I don't play Elite Dangerous any more after their Odyssey expansion turned out to be completely FUBAR. But I still read the forums daily, as much as I do DU. I also read SC forums daily, too and only play that once every month or so... NMS I play that a lot but have no interest in following the forums for some reason and never read them, thus I'm always completely surprised when a new NMS patch comes out.
  22. Haven't been following the thread, but BLOOMING HECK, s cordeiro still banging on about it being illegal? I thought I'd made it clear in my post that modifying contents of your client is NOT... Not even Microsoft had enough power to to force Active Desktop on its users in the 90s and early 2000s to force control of their customers' UI experience. They were told to remove their hooks to Active Desktop and allow third party browsers back on and let the customers choose how to render the web sites they visited... At the very worst it could be considered a bannable EULA offense if, say, the user was blocking some revenue generating content such as adverts... But this would have to made clear in the EULA (that few read)... Still does NOT make it ILLEGAL (sorry for the CAPS)... It always annoys me when people bandy about the phrase "illegal" when they have zero knowledge about law. But worst of all is when people talk as if they are as certain as if they had provided incontrovertible evidence of their rightness when they have done no such thing. When I make comments on topics I have only passing familiarity with, I usually add an IANAL (nice acronym, LOL) to the front of my post to make it clear I could be (and am likely to be) wrong. Any way. back on topic... Also, what is this side bar? I use this forum on my iPhone most of the time, but now I'm trying on Safari to see what is up and can't see a sidebar at all... If I enable fluid width in the options, it gets insanely wide and uses all the width of the 5k monitor... I tried clicking sticky sidebar and flip sidebar, but alas, no sidebar to be seen... Here's a multi page thread on page 2.... EDIT ; --- I Found the sidebar... But if you enable fluid, it hardly takes up any space... But yeah, its a bit unnecessary... I think it only appears after a certain number of posts are made... weird.
  23. I am not talking "acidly", I am merely asking you to back up your claims of *already seen in other projects* with some information. It seems reasonable to me that If you make a strong assertion with apparent confidence such as "before they shut down" you should be able to support your claim with something to back it up. Also, if you "left the game months ago" and "Honestly don't care anymore" why are you still here? Just to troll with your "squeezing lemons" quote? I honestly don't know why people bother wasting their time if they are not even interested in the game any more. It's like they have nothing better to do in life.
  24. Interesting. Could you put some links in the thread so we can see where these aesthetic chooses are being taken before the shutdown. just list a minimum of two projects (you used plural). curious. Otherwise it just sounds like soundbites.
  25. Legal playground? are you trying to suggest that you could be fined or go to prison for blocking parts of websites? There are no laws against blocking content on the internet that I am aware of in any English speaking countries. that would be… stupid.
×
×
  • Create New...