Jump to content

Search the Community

Showing results for tags 'improvement'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Starting Zone (EN)
    • Rules & Announcements
    • General Discussions
    • Off Topic Discussions
  • Starting Zone (DE)
    • Regeln und Ankündigungen
    • Novark's Registratur
    • Allgemeine Diskussionen
  • Starting Zone (FR)
    • Règles et Annonces
    • Registres du Novark
    • Discussions générales
  • Beta Discussion
    • Beta Updates & Announcements
    • Idea Box
    • Public Test Server Feedback
    • DevBlog Feedback
    • The Gameplay Mechanics Assembly
    • Streamer's Corner
    • The Builder's Corner
    • Innovation Station
  • Organizations
    • Org Updates & Announcements
    • Novark's Registry
  • Fan Art, Fan-Fic & Roleplay
    • Novark Agora
    • Novark Story Time
    • Novark Art Gallery

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location:


Interests


backer_title


Alpha


community_id

Found 6 results

  1. I did not see a way to post into upvote and did not see this feature suggestion there or here. It would be nice in the RDMS to be able to target Org Legates vs Org as a whole. Currently you have to manage rights by creating an actor that contains multiple members and adding/removing people from that. If you could target Org Legates in addition to the org that would keep Org leadership from having to create somewhat convoluted RDMS rules. Bonus points if we could have multiple levels in the org beyond just "member", "legate", and "super legate". And be able to target those from the RDMS. That way as people progress in an org you would have the ability to grant access based on the level of progress somewhat automatically.
  2. Hello everyone, I really like the new system of blueprint with the distinction of a core blueprint and a blueprint. I have 4 suggestions of improvement, 3 of them should be easy to implement and the last one could be a bit more tricky. Have a green/red dot that check the status of a blueprint to tell the player if the blueprint is deployable (player has all the parts) Justification: When you have a blueprint with a lot of pieces, it's hard to know if we have all the parts Add a sorting/filter in the blueprint parts Justification: We have all our way of sorting our construct part, but we have all a sorting system. When I have to deploy a blueprint, I go to my engine hub, then brake hub, etc... Also being able to have a way to display only missing parts, will help us a lot. Update the blueprints status on fly Justification: Now every time we put an element into the linked container/nanopack to deploy a blueprint we have to "reinpect" the blueprint to update his status It's a lot of clicks for nothing. This is something that can be done client-side, I am sure my computer would be OK to do that Being able to switch voxel Justification: I know that this point is a bit more tricky, but could be a huge improvement of blueprint. Sometime I don't have a specific voxel to deploy a blueprint or simply I don't like the color or I am a creator and I want to be able to decline my creation into multiple colors Thanks for reading Kind regards
  3. Currently, the skill points are generated in background with the queue, which leads people to having alt accounts trained to specialize in one thing in background, which is not optimal and ends up being P2W, as this clearly gives them advantage over players with only one account, specially players starting out. The proposal here is to complement the current system with skill-specific points, which are earned by doing these activities - being active in the game. This could apply to all skills or, at least, the most basic ones, such as Mining and Piloting. Firstly, let's do some math. I'll take as reference the skill "Advanced Mining". In terms of skill points, each level costs, respectively: 2400, 12000, 60000, 300000 and 1500000 points, giving a total of 1874400 points to complete all 5 levels. With a full queue, we currently get 90 skill points per minute, which means it would take around 20827 minutes to complete the queue, which translates to 347 hours or 14.5 days. All of this is passive, so one owning multiple accounts would be able to queue many large skill trees to specialize in these same 15 days, which for a normal account could take 15, 30, 45 or even 60 days to complete. Not really fair, right? Now, with the proposal, let's say for every 25L of ore extracted, one would get 1 skill point. With a scoop size of 250L, one would get 10 skill points per scoop while actively mining. With an average time of 10 seconds to get 4 scoops (1000L, or 40 skill points), one would get an equivalent rate of 240 skill points per minute by actively mining, which would take the queue time from 14.5 days to around 5.4 days of actively mining, not considering the points still being generated in background, which would bump this to 330 points per minute and lower the queue time to just under 4 days, but the catch is: the player would need to be actively mining to achieve that. The same could be applied for Piloting skills, with some adjustments to consider whether we're flying atmo or space. Currently, the maximum speeds are around 1000km/h in atmo and 30000km/h (150su/h) in space, so let's say we want to match the same 240 points rate of mining, then one would need to fly either 16.5km in atmo or 500km (2.5su) in space, at full speed, to match these rates. Anything slower would still be accounted for, but since your speed is slower and the points are earned per distance, you would make less points flying slower, the only thing not being accounted for is warps, as that would be way too easy In the end, if this works, the passive rate could even be lowered, as anyone being actually active would still be earning their points and the passive generation would be more towards when the player is offline (like doing IRL stuff such as sleeping) instead of being a complete benefit to players with many accounts farming points in background Hope this helps somehow!
  4. It would be nice to have an Item to split links since Elements (Hub/Containers) can only have so many links In and so many links Out. I have been working on a compact early factory and have been running into this problem where I can not have all my pure metals in one large container that go to all other industry that require pure metals. If we had a Link splitter, all my metal works could have an input from the splitter and the splitter have one input from the container then i could have more industries connected to the one container to pull from. Alternatively if we could have more links per container/hub (albeit it is probably performance heavy so less desirable by the Devs) that would be nice. Or the Hub could act as either the input or output and we can link the containers from the industry allowing us to reuse some of the same containers. Any other thoughts or comments would be nice.
  5. Hello dear NQ Team, I would like to discuss a problem, that I am sure many others would agree with. I ask you to share information about restarts, updates or problems with the server here in the forum. For example, you could create a new category for this (mayxbe something like: server status or server status messages). But this would also be possible in the area of announcements. I have already received a lot of feedback on the Discord Server and I also share the following opinion. The DU Discord server is way too confusing and restless. It is very uncomfortable for me to even bother with it. If you create an area for such messages on this forum and make sure that no one can reply, only the information can be read, everyone can relax and read the information they want to have here on the forum and see what's going on. Personally, I think communication is a major weak point at Novaquark, and this is able to create a lot of frustration and anger. Let's fix that together. Thanks and Greetings, Luukullus (Sorry for my bad english, i hope you all are abe to unserstand me correctly)
  6. On the recipe screen I would like to have a button to craft the maximum possible amount next to the batch size counter.
×
×
  • Create New...