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Posts posted by Tordan
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How much WORK or EFFORT I have put into this game is irrelevant, and there are very few who can argue they have put in more time and effort into building then I have.
I have no expectation of work product, in this or any other game. Nor is there any legal right to it, in this or any other game. Games have run for years, only to shut down overnight with no warning. No expectation of compensation, no compensation will ever come.
I have my knowledge, and if the Stroke I had in January didn't wipe that, then for sure NQ can't.All I truly care about is that we hit the ground at release with solid:
1. Lore/Cannon for it all. Write a damn story to explain it.2. A functional communication system. (long neglected and def NOT ready for release)
3. The ability to choose how much audio and visual "noise" we want the game to display. IE a functional UI with settings controls. (long neglected and def NOT ready for release)
4. A well thought out plan on how to start an economy, and how to adjust it when it goes out of wack (which it will)
5. A strong and robust set of game mechanics that are FUN to play, and prioritize those who want CONSTRUCT a civilization over those who what to hack, slay, and steal.
give me that, and I'm willing to start over building shacks and scooters.
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I also don't think schematics were the demon everyone thought they would be. but i like the idea of a "research" mechanic to get them rather then a ridiculous quanta sink.
keep in mind at least that one of the original reasons for schematics were to make it a bad idea to have factories filled with industry left running and doing nothing.
Make it possible to do things, make it impractical to bloat server load.
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I am very glad to see this happening. Planets are so inner. I am opposed to all of the forever hungry ore bots, so I'm glad to hear that this one is bot-free.
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On 3/23/2022 at 3:44 AM, NQ-Nyzaltar said:
We understand that some of you may feel as if we were not caring or being direspectful towards you, our players.
I, for one, don't feel like you are being disrespectful towards me. The issue is a far more practical one. I have stalled out. Just like the "Real World" at large. It feels like everything is on a great pause.
1. I don't want to keep working on my space station because if it resets Lots of time will have been wasted.
2. I don't want to keep working gathering resources and building up my inventory and industry because well... it might get deleted soon.
3. I don't want to spend 100 hours repairing the lag-fest that is my floating city on Sanctuary if it is just going to get purged anyway
4. I don't want to spend massive amounts of time templating, and blueprinting sectionals, because if there **isn't** a wipe then I don't need them.
etc.
So I wait,
and wait,
and wait,
and wait....
like i have been doing for years with the few simple "quality of life" checkboxes i have begged for to turn off the seizure inducing flashing UI interface components. I cope.
and wait,
and wait.
So please.
please, just figure out what direction you are going soon, before ***everyone*** gets tired of waiting and wanders off. And please, don't waffle or hedge, or worse change your direction again later. Just decide.
Thank you.Respectfully,
Tordan- BlindingBright, Yoarii and CptLoRes
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15 hours ago, Atmosph3rik said:
There is a way of doing it with the smooth tool. But it makes the top/flat side of the shape funny, so if you paste it above itself, it distorts. If the arcs don't distort when you paste one above itself, then they were probably designed and built one voxel at a time.
Now that we have the vertex precision tool you can take any curve or shape and drag all the vertices down to make it two dimensional. It would just take a bit of patience.
Life is so easy now!
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15 hours ago, VandelayIndustries said:
But DU is seriously lacking loyalty
I respect your argument, but I personally do not feel the need for artificial constraints to compel community. For me, the sense of existing community, is one of the main reasons that I am drawn to this game in perpetuity.
I will draw a parallel here anecdotally. When my son used to complain "I'm bored!" my response was always "then be more interesting!"
If you feel that DU lacks commitment, then find a purpose and commit yourself to it!
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Dare I say...
The Vertex tool is quite well done.it is easy to tell which vertex is selected.
it has the two BIG asks i needed. you can set the step (grid) size to ONE. you can see the current location of the vertex in numerical format.
All in all this rocks.
ps, the release notes failed to mention that holding down the ctrl key when pushing the directionals will quad-step the increment. handy.
Thank you folks!!!!!!!!
Now if you would just add the "hide the hand tool in build mode" checkbox I have been BEGGING FOR, I will truly be a happy camper.
Thanks much.
Tordan
- Davemane42 and Endstar
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22 hours ago, Ninator said:
deeply need to apologize to Tordan for that.
no need at all.
Stan and I argued for hours and hours, over 3 months about where and how we would pick which points were"best" to include in the reductionist wedge. (and other considerations that generally fly well under the colective radar)
I am looking forward to the ease of moving vertisees around using the new tools, and when I know that I specifically want the location 10,x11y48z I will likely ***still*** go pull it from a wedge.
my biggest hope is that the new tool will allow the sculpters (a skill i only dabble at) greater flexability to create cool stuff too. I even have a few projects on my to do list waiting for this...
Peace.
never apologize for arguing with me. I love constructive debate.Liam
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3 hours ago, TobiwanKenobi said:
No, it will always be 1.5vx in each direction from the vertices point of origin.
recording this for posterity!!!!!!!!!!
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37 minutes ago, Rahzig said:
It was hard to tell from the video, but is there any kind of numerical position indicator for the vertex in relation to the true position ? IE (x.5, y.2, z.125).
damn good question. I mean, if there isn't, then they will not achive the objectives. total epic fail to level up.
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You know I love you all(in a very safe, not threatening platonic way.)
and yes, but DAMN were our approximations as close as we could get them. /grin
and i know I'm not supposed to mix my metaverses....
but...
Fear is the mindkiller, it is the little death....
we did so very much with such clumsy tools for so long, that there isn't a dev team alive that isn't deathly afraid of what we will all do with POWERFULL TOOLS.
but they should stop being afraid. just do it, and let the magic happen!
- The_Kurgan and Jeronimo
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19 minutes ago, TobiwanKenobi said:
ship that I've built, which isn't even really pushing the limits of detail, has a few sections that are beyond 100%
I have noticed that too many different textures (or overlapping textures) will cause this. be carefull not to overlap textures into the same space.
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3 hours ago, Warlander said:
Its really nice but arent you guys afraid that everyones tile is going to have a complexity rating of like 500+%?
I am unconcerned. even the BIG wedge maxes out at 95% complexity. my stairs, ladders, max out at 85% and for those litterally NONE of the voxels are actually wherethey look like they are.
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6 hours ago, Ving said:
To give a simple example: If I've built a shape that uses 4 steps/voxel, but I then want to make a smaller version that is half the dimensions I can't do it...none of the Grids provided are divisible by 8.
The only way to get close would be to jump up to 84 steps and use 10 or 11 to approximate an 1/8 step. This just seems crazy tbh, or am I misunderstanding how this works?
using the techniques we used to create the wedge. shrinking, and then combining reactors to get the vertex positions in between what the tools normally would allow will still (and always) be possible. so... no problem really. The vertex tool, will make most of the steps MUCH faster.also make it much easier to locate and isolate an existing position.
I look forward to playing with it. I will likely make a few new videos too. /smile -
17 minutes ago, EasternGamer said:
I would have liked to have an export/import function for this. You could make a program help with making more mathematically perfect points and paste in the code for that vertex... or maybe just having the ability to type the exact value you want could be a huge help. I don't believe you can do that, right?
I asked for this, multiple times, in mulltiple Q&As and for the ability to just type in the numbers too.
I got two answers both less then satisfactory. The "tool" paradyme is the point of consistancey that they did not want to alter. so being able to just DRAG the vertex, or enter the co-ords was too inconsistent with the existing tool set.
The ability to just import a set or list of coords would allow for copyright infringements to be too easy. (*sigh* again) -
I would have much preferred if someone had asked me before deciding to change the numbering paradym. (and the number of positions. having everything be off by a pixel is just not that trivial.
/sigh.
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I am also thrilled with the idea of a check box to turn off overbearing animations...
now if I could just get you to do the same thing for the blinding flashing radiating tool OF DEATH in build mode, I would be a truly happy Dualist!- CptLoRes, GraXXoR, blazemonger and 2 others
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If brake obstruction is coming back, please give us advance warning as to the directionality as well as release date.
When it accidently got patched in, The obstruction area was NOT where the yellow arrows show that it should be, so even "correctly" placed elements stopped working.
Thanks.
Tordan
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territory interface in the map still leads you to the center of the territory. NOT to the location of the territory unit.The wallet territory list, right click set as destination does take you to the TCU.
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DEVBLOG: ATHENA LUA IMPROVEMENTS & ADDITIONS - discussion thread
in General Discussions
Posted
>> addBezier([int]
>> layer movement!!
>> more font sizes!!
Cheer!