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GraXXoR

Alpha Tester
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Posts posted by GraXXoR

  1. 1 hour ago, ColonkinYT said:

    It is a paradox that in the construction space sandbox we are limited in construction and production.
    First, they introduce hundreds of details that make up the craft and then complain about the server load. What prevented us from putting ingots into the assembler right away and getting finished products after tens of minutes and hours.
    Talk about a fully modifiable world and complain about server performance when terraforming. (What prevented a week or two from simply filling up these ditches?)
    And what prevents you from increasing the number of asteroids by 5 times and removing this moronic tracker? Give a radar for asteroids with a radius of 10 su. I found an asteroid - saved the coordinates and dig quietly, including in the pvp zone. Oh yes. PVP will be difficult for those who wish to look for their victims)). And who is easy now?

     

    Ahhh... Alas, NQ forums; where sensible ideas come to die.

  2. Oh look another update... and another faucet debuff.. (sure it was broken, so fair enough... I guess)
    Anyone surprised?

     

    And what "improvements" did this one bring?

    • [Mining Unit] Added mining and calibration time restrictions preventing them from being picked up and moved while active or recently calibrated or started when zero ore is remaining on the territory.
    • Updated the ingame credits.

     

    Ah, NQ really pulling their finger out... Talk about full steam ahead development! Seriously breakneck, no holds barred, balls to the wall development speed I'm seeing post "release".
    Hack, with this incredible rate of development we might actually have a full game by 2034.

  3. Imma js gnna lev ths here...

     

    Why is the world so obsessed with hype and why can't NQ see this...

     

    The reason why the game is so good is that the people behind it learnt from their mistakes. they admitted to their failures and changed direction. This is something other companies could learn from but... unfortunately there are too few examples of that.

     

    I still hope that NQ can pull a(n) HG and revitalize  the game..

     

  4. Elite dangerous has an API that streams all in game data,  any third-party tool can query that data and create Applications, information displays or other interactive elements based on that data. 
     

    Some tools even create an HTML server based on the data so that you can access the data on your tablet via standard browser.

     

    The elite dangerous third-party ecosystem is truly remarkable.

  5. 19 hours ago, sHuRuLuNi said:

     

    And I claimed TWO ....

    Me, too.  Or is that two… lol. 
     

    so imagine if everyone was claiming two, that’s 650 avatars. Knowing that some people have half a dozen alts means there could be less than 500 kickstarters/patrons who even bothered to log back in. 
     

    still, we don’t know how many people didn’t get their STUs. I know one of my Alts just received it a few days ago and used it yesterday. 

  6. 10 hours ago, Zireaa said:

    My thoughts are it’s a building gamy why make it so hard two get material expeshaly low tier it would also  help people be more wiling two go in two pvp and lose their ship  not every thing needs two be a grind  you want a new player two be able two get in build stuff easier get two space and explore not get bored trying two build a good ship and leave 


    server load.  In a game with no loss mechanics, buildings and thus server load increase monotonically. At some point the cost per player will exceed income per player and another wipe will have to take place. 
     

    Hampering construction with time gates will delay the inevitable.  

  7. 9 hours ago, Zireaa said:

    I agree with you should not lose everything their should be a overflow  Inventory or something where all the things you crafted  and material goes that you can claim when you come back two the game 

    I disagree. I believe there are already too few mechanics in this game. Scavenging should definitely be a thing. They could even play it like core overflow.  Every day a certain number of cores become abandoned. 
     

     

  8. The rate of post release updates is extremely disheartening. We're getting the tiniest of bug fixes trickling out when there should be a flurry of activity... Hello Games releases MASSIVE patches (sometimes weekly after a DLC drop) for NMS fixing dozens of bugs at a time,  with a staff comprising about a dozen coders. And that's on top of constant, quartly MAJOR patches (I believe the latest patch is about the TWENTIETH major patch in six years. So that is between three and four truly major updates per year surrounded by bug fixes as and when needed.

     

    Compare that to this game where every time they release a new feature (and by feature, I mean remove a game mechanic), four other features break.

    Still, it only took them four years to release XS space fuel tanks, so at least they're on the ball there. LOL.

  9. On 11/12/2022 at 1:53 AM, OrionSteed said:

    This probably deserves another thread but a huge QoL improvement would be 10k nodes in asteroids.  Right now they're around 4 to 6 or so.  Would be awesome if we didn't have to mine and scan, mine and scan, rinse and repeat so much.  This process = time.

     

    I think that's the point.  In NQ's mind, more time = more subs.

  10. I feel that, like the vast majority of non-flight-related features in Elite Dangerous still are, this games is basically placeholders stapled together with random off the shelf parts... Just look at how inconsistent everything is. In many places, the interface and mechanics look and feel like one of those generic Korean FTP iPad games... from about two decades ago.

    Shockingly bad consistency.

  11. 14 hours ago, Kezzle said:

    I think they gave us a couple of weeks' free to both compensate for "wrinkles" during early Launch, and because they gave new fish some free days at the beginning if Launch too. I don't remember seeing it being announced... I will offer the guess that your "main" account might get the free time next time you're due to re-up; that's when mine kicked in; I was headed to activate another DAC on the website, and it just popped up.


    Thx. yes. that's what happened to me. I got the "add time" error and went to activate a DAC and got the message.

  12. On 11/12/2022 at 2:34 AM, Zeddrick said:

    Every time I do any cutting and pasting, or putting down elements for that matter, I always end up trying the different keys one by one.  Whatever way it goes I never seem to get the right way first time, it's always move, move back, move another way, move back and then get the right one (or perhaps try the first one again and get confused or whatever).  I know there is a logic to it but after playing the game since alpha and building multi-L-core things using cut and paste it still isn't intuitive for me and I get it wrong nearly every time.

     

    Pretty much sums up the last five years of my experience... As @Kezzle correctly pointed out above (on whom I'm sorry that I vented my frustration),  I get logically that PGUP and PGDN shifts the voxels perpendicular to the surface but as soon as I think about the placement rather than the controls, I pretty much lose all sense of control and end up mashing the keys randomly until I find the axis I'm looking for...


    Repeat this 100 times for larger cuts and pastes and it's an exercise in frustration. I much prefer the way the precision voxel tool XYZ works.... Page Up and Page Down are always on the Z axis. It means we only have to juggle two axes. up is "away" from you, down is "toward" you, left and right do pretty much what they say on the can. I find I'm rarely confused by it.

    A voxel nudge tool using the same vertex nudge logic would be wonderful.

     

    @Kezzle  My apologies for being a bit of a Tracy earlier on; my personal frustrations at the game should stay pointed at the game, not at other supporters. I'm really sorry!!!!

  13. calling people monkeys likely won't help your case. I'm extremely critical of NQ at times and sometimes allude to their work being "intern level" or having been performed by one of their staff's junior school kids... etc...  But I try to stop short of calling NQ staff monkeys or other names... Just my personal opinion. We can sometimes get a bit overheated when talking something we feel strongly about.

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