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Found 36 results

  1. • Lighting. Add an option to enable "global" lighting that evenly lights the entire construct area, instead of using the world lighting. • Mirroring. Add a "mirror" tool that lets users add one or more planes to the construct area that mirror elements and voxels placed on one side of the plane. • Copy/Cut & Paste Elements. Allow copying/cutting elements and pasting them. Also allow copying/cutting & pasting voxels and elements simultaneously. • No Clip. Add an option to enable "no clip" while in build mode. • All-axis rotation. Allow the rotation of elements around all axes; a number of elements only allow rotation around one or two axes. • Vertex editing. Add mode that allows moving individual vertices on voxels. Also allow the selection and movement of multiple vertices at once. • Groups. Allow the ability to assign elements and voxels to "groups". A group can then be moved, rotated, copied/cut, deleted, etc. • Blueprints w/o cores. Allow users to create blueprints from voxels and elements they have selected, but do not include the core. They can then paste those to other constructs. • Wireframe option. Add an option when using the link tool to have all voxels displayed as wireframes to make it easier to see connections between elements that go through walls, floors, etc.
  2. Organizing a large industrie is a heavy task. Due to the limitations of container connections the transfere unit helps a lot, but is far away from perfect. It would be nice if we could have multiple items transfered by one transfere unit. This would help automating without touching the container node limits. With this extension we could do the following example: Having a container L as main input for ores. -> transfere unit 1 moves all T1 ores to a T1 container -> transfere unit 2 moves all T2 ores to a T2 container T1 container feeds T1 refinaries T2 container feeds T2 refinaries
  3. Just a suggestion, and I hope that it might be considered for addition into the game at some point. Containers and linking to industry. On the surface a pretty simple thing but once you start upscaling it can grow real complicated, real fast. (at least for my teeny tiny anyhows 😋) Though I guess going into a build with all the stuff needed and a solid plan is the best way to go at it, building a frame structure only, dumping down all the industry where you want, being able to clearly see where all the lines are going etc. But, if your new at it, or enlarging an industry in an already built structure, then you are going to have issues tracing those lines, not because you didn't name all your containers and industry (if you didn't then good luck sorting out that hot mess) but because more often than not you cant see where those links are going, a problem compounded more with multiple floors. Anyhow, to the suggestion....... In containers and industry, under the containers tab, wouldn't it great to be able to select Input / Output links via a dropdown searchable list of all the constructs linkable elements. Even better if we could see how many links are used/available on each one of those elements. And Even Better if we could also see to which elements they are currently (if any) linked to. Please, for the sake of my sanity and mental well being , make this happen 😁 Cheers in advance 🍻
  4. I want to be able to select a voxel construction with the selection tool and save this selection permanently as a blueprint for further use. This way you can construct your individual elements like "a voxel bottle" or "a voxel chair" and place it everywhere you like using the blueprint. Currently you can only save a complete core construction, but not single voxel elements.
  5. Consumable devices that opens small text fields for the player to make and share notes. I would love a full rich-text based editor with maybe even pictures. But a simple text editor to make quick notes like routes through your mining tunnels so my friends (and myself) won't become lost would be awesome.
  6. By using the link element tool in a large factory you loose the overview of all that connections very fast. An improvement could be: If you select an element as smart target all connections with this element are colored, all others are grayed out. Input and output connections should have different colors, so you can recognize the direction of connection faster then watching the nicly animated arrows. I just added a screenshot that you know what i am talking about.
  7. Hello. I'm here to suggest a thing that should have been done from the beginning. Now we have the most inconvenient interface for radar and guns in our constructions. We can get some data from the radar API and can try to create custom widgets and interfaces for this. But all this is completely useless, because we do not have the ability to identify and capture the target and can not shoot without using the standard UI. I understand Novaquark can't allow us to do these things through a script. This would not be fair and it would give an advantage to those who know how to create scripts. The only alternative I could think of was using hotkeys to identify and capture targets and to fire guns. I think this is a very important thing now that we are in beta and the game world is starting to evolve. What do you think about it?
  8. My friend and I have been playing for a about a week now, and today by accident I discovered that CTRL-Double Left Click within the inventory does a select all function in containers/nanopacks. I couldn't find this in any ingame tooltips, we've actually been annoyed thinking this didn't exist and have been manually selecting via CTRL+Left Click 1 by 1 to drag multiple items around. This is mostly a "Newbie Help" item, to add it to the context menu where I see there is room left for more tool-tips. Please see screen capture for my suggestion to add this tool-tip. -Neoki
  9. This post is about the experience of crafting using industry in the early game. I am fully aware that as you build resources these concerns decrease, but .. this still leaves us with a less than ideal early game experience - which is the issue I want to address. So, early game, you're building things in your nanocrafter and you're starting your industry... You build the parts for the Assembly Line S (skipping the XS as it's useless initially), then you build the parts and Assembly Line M, then you build the parts and a Smelter, Refiner, Electronics, Metalwork, 3D Printer, and containers galore. The progression here is fine, the issue is that because you have to use the nanocrafter to produce the parts required (typically into a linked container as input to the assemblies), and because you have to manually alter the recipe each time, you're essentially tied to your base, for long periods of time, doing "nothing". Sure, you could be building the base .. but.. typically you've used all your starting honeycomb and don't want to make more, yet, as it would slow down your industry creation. Sure, you could run off and mine.. but then your nanocrafter queue will put the current output in the wrong place (because you leave the linked container range) and then it will stall (as all the inputs are in the linked container, now out of range). So.. instead, you sit with your thumb up your .. doing "nothing". This is a "not much fun" gameplay loop which I would like to see improved. I think the solution is to add queues to industry units. What I mean by this is that we ought to be able to queue a "make X of Y" request, just as we can in the nanocrafter. I am not suggesting we queue "make infinite" or "maintain X, and Y, and Z" or anything like that. So, industry units can either be processing a queue of make X of Y OR doing one of those other things, not both. So, lets start by listing and attempting to refute the common objections to this: 1) this would make large factories redundant If you can build everything with 1 electronics, why have more? Because one electronics can only do 1 thing at a time. So, if you want to produce something with 5 ingredients, you would have to wait for one electronics to produce all the input, one ingredient at a time, and your "factory" (of 2 units) would be super slow and inefficient. Given this, you still need large factories, especially once you reach the scale where you want to "maintain" a range of input ingredients to keep your factory production constant and efficient. Queues have to be queued manually, so they're not appropriate for a fully automated factory. In short, queues won't change how large factories operate, so they will still exist just as they do today. 2) this would reduce the "value" / "cost" of items in the game, and "ruin" the market. If things are too easy to build, who would buy items from the market. Yes, this will make it easier for new players to build the smallest, cheapest, T1 elements in the game. But, doing so will still take them quite some time (see point #1 above) even if they have a few industry units, so they might prefer to buy these items some of the time. For higher tier items, with more ingredients and longer build times for those ingredients and the item itself.. those players are going to have an ever better reason to buy the items instead of making them. Another way to look at this; even late game players might prefer to simply buy, in bulk, lower tier items. If crafting these is easier for new players, then they may even be selling on the market. This is actually a net positive for the market, even if the price per unit is lower, there will be more items being bought and sold. In short, queues may have an effect on the low end of the market (positive and negative), but very little effect on T2 and above. 3) Any other objections? If you have any, please let me know, keeping in mind the points made in response to objections #1 and #2 above (as I can think of some potential objections which these points refute). This is not just my complaint I am not the only person who has issue with this gameplay loop. I recently watched this video where they express the same concerns about crafting speed and having to sit round doing "nothing".
  10. Hi. When you click a recipe that is in the queue of your crafting window, open the recipe with the queued quantity in the middle window. To allow the user to not have to manually re-enter the amount when they want to look up the item requirements Change the "Missing Ingredients" marker in the queue indicational (Red if missing items, Yellow if it's item requirement is dependent on other queued recipes before it) To provide a clean graphical indication of the queue status and requirements Placing artificial voxel removes dirt voxel within x distance of it. To allow for cleaner builds that move into the dirt. Enable users to see their trade history. To give overview of a player's trades. Even though they can do this manually, it would be easy to see where you bought items and how many at what price Enable users to filter the order lists on market This could be a ticker list, categorized by planets, or perhaps even with a set distance range, perhaps a "Show Local Only" ticker Extend the Harvest tool/Mine tool hud with a contextual infobox To contain the material you are looking at, the refined version of it, and how much of it you have in your inventory Implement the ability to "Favorite" recipies To provide an easy way for users to find often-crafted recipes Allow for an option to take missing dirt from the inventory when flattening the ground. To allow for users to line firt up nicely with built structures
  11. Have a limited amount of items to be placed around the world without the use of a core. Think of lightning/signage in a mine or maybe even cargo boxes. You could limited it to only owned territory (personal and other territory with build rights) to reduce the spamming of these things in public spaces. I am thinking of items like: Signs - snaps to voxels to indicate paths or closed corridors in mines. maybe even decorative once like safety signs. Lights - Can be standing lights or lights snapped to voxels. Can be used to indicate paths or light the dark mining shafts. can also be made with batteries or that you have to link them to a reactor on a static core. Small items like cups - So I can decorate my office. I envision the cargo boxes in 4 sizes mostly because I think the act of loading and unloading cargo would be so much more immersive. Small box - Hand held. Can easily move around while holding. but has only a very small amount of storage capability. Medium box - Roughly 2x2x2 the size of a small box and will limit the player movement. Large box - Needs a vehicle (forklift designs will be booming) to move and comes in different shapes. roughly 3 times larger than a medium box. Extra large box - basically a shipping container.
  12. I noticed that the foliage is in low-poly and there are so much possibilities with Low-poly I don't understand how DU can't get better looking foliage and trees .. Also the ground terrain on Du is a nightmare it's scary it's a nightmare!! It looks like honeycomb or a closeup picture dropped on the floor.
  13. There doesn't seem to be any practical way to create a secret in-game society. These look like my only options: I can create an org on the community website, but any org members would have there name displayed for everyone to see... not very secret. I could use a different platform to host and organize the org, but then advertising would be an inefficient pain. I'd love it if the devs would make the "members" tab (that displays everyone's names) optional. Until then, any ideas for hosting an org with anonymous members? Any support or criticism of having an optional "members" tab?
  14. Using the hand to build and edit the terrain is great, but good be improved by a realistic solution. A tool, which could have multiple version, one to build, one to edit the terrain, which could be free for every player, but could break over use. Satisfactory’s tool is a great example.
  15. It would be a tool that let you draw a line around the area you want to fill water with.
  16. Not quite sure if it's implemented or planning to be implemented. After a very lengthy conversation with 1 or 2 discord moderators on "duscussion", I was suggested to come here and make my case. I hope the developers read and see this naturally, as it is intended for them. I understand you have a big game to make, a lot of issues and players to address but please hear me out. From what I hear and see, I'm already beginning to love the idea of your game. All the little things matter, and can make all the difference in the world, especially when it comes to a game. Now, judging by the title you probably already know what I'd like. Stealth. More of a focus on hiding assets on planets, territory units or hex claims whatever they may be from detection other then visually seeing them with the naked eye from a short distance. My intent is to use the games freedom (hopefully) to build underground, while using the cover of a subterranean base and operation to remain hidden from detection or being sighted by potential hostiles. Please make this possible. There should be an option to decide whether you want to broadcast your position or not to other players, I myself, someone who isn't too keen on joining a large faction would like to be able to remain invisible in such a large universe. For example, I don't want a player to be pinged the exact location of that 1 hex I have claimed on a giant planet the second they enter orbit. Please support the players that want to lone-wolf it. Please, this is one of the key steps in doing so. I want other players to have to work for it, make an extremely lengthy and detailed survey of the planet like real life in which would take months to years to find me and my base if they really wanted to. You have to take that into consideration, it's not overpowered and it's not unfair. It's just reality. There's going to be thousands of other players. Why does one or a small group of them hiding matter? Why limit that for them or anyone?? Knowing where everything is at anyone time is a silly thing to have be the case. This is a unique request I'm sure, I just don't want to see the enemy from a million miles away, nor them me. I feel that takes the fun of surprise attacks, stealth or hiding away. The concept of stealth I'm proposing can ALSO be used for space stations, secret asteroid bases in asteroid fields (if you intend on having asteroid fields) as well as naturally underground bases like I originally suggested. If players want to be found, then there let that be their choice. There should be "beacon" objects that ping a title and a symbol of what belongs to what that is fully customization to the players specifications, or perhaps a radio signal with a pre recorded audio voice. Who knows. Thank you, and please reply.
  17. Fuel tanks being exposed is generally a bad thing, and we generally tuck them away from the hazards that would damage them. To allow access there are fuel lines leading into the tanks from the exterior of vehicles. I propose an element that achieves this same function in Dual Universe. It could be linked to a tank (possibly several) to allow for one way fueling to the connected tanks. it wouldn't make the tanks capacities shared in use with other elements, but would allow for them to be internalized in the vehicle protecting them better from outside complications. The logic goes as follows; you can fly a plane with one engine, but not without fuel. Propulsion systems would be completely compromised if fuel tanks are taken out. Internalizing elements is possible (as seen in the tutorial videos) since voxels can be temporarily moved, but having to move them after every few flights seems very inconvenient. Then there is always internalizing most of the tank but having a "window" that exposes part of the tank, but that still has the vulnerabilities associated with an exposed fuel tank.
  18. Hey All, Just wanted to throw in a suggesting to have the ability to throttle the download from the launcher. People who are charged for bandwidth or slow connections might have trouble without this option being available.
  19. It seems like the astronomical side of DU is still in its infancy, or at least from what I can see. So I would like to present a two-sided series of both suggestions and educational posts. Though I will not be going into too much detail. So if there are any other Physicists or Astronomers out there, I'm simplifying for a general audience and possibly have these parameters included into the game. Planet Orbits: Depending on the mass of a star the typical orbits of planets around it have been found to have certain properties. The is an inner and outer limit. Too close and the planet (or rather that section of the proto-planetary disk during formation) will be pulled into the star. Too far and the star will not have enough gravitational pull. Before we proceed, an Astronomical Unit, or AU, is the average distance between the Earth and the Sun, approximately 150 million kilometers or 93 million miles. The inner limit follows this equation: I = 0.1 * M Where I is measured in AU and M is the mass of the star. Similarly, the outer limit can be generalized as: O = 40 * M Though with some caveats on the mass and velocity of individual planets, as particularly fast or less massive planets would have a significantly smaller outer limit. Frost Line: The simplified frost line can be found based on the star's luminosity. F = 4.85 * L^-2 Where L is luminosity and F is measured in AU. Keeping in mind that a planet barren of atmosphere will retain nearly no heat from their star and certain atmosphere compositions will have a greenhouse effect. Stable Orbits: Planets have an almost infinite combination of orbits, but there are some rules of stable orbits when multiple planets are involved. Each further planetary orbit will always be between 1.4 and 2 times the distance of the previous or be unstable and something will somewhere destabilize. This, however, is in relation to the star. IF we are looking at orbits close to the parent star, planets themselves can be no closer than 0.15 AU of each other (generalization, gets a bit more complex). Otherwise, the planets will affect each other and one or more planets will destabilize and go into the sun or settle into a further orbit which may cause a chain reaction of other orbital interactions. Orbital Resonance: Dwarf Planets: Criteria: Orbits a star Roundish in shape Has not cleared its orbital path of debris Not a satellite Terrestrial Planets: Ice Giants: Hot Giants: Moons: Major/Minor: Moons are currently classified by two types, Major and Minor Moons. Major moons are those who have enough mass to collapse into a spherical shape. As mass is not always the same density at certain sizes a minor moon may, in fact, have more volume than a major moon. However, this is a limited range and is extremely rare. This range of overlap resides almost solely in the 200-300 km range. Though theoretically, some really odd and really rare highly dense or the oppositely composed moons could exist. Rocky/Icy: Moons also come in two varieties, predominantly rocky and icy. Why this is has a few theories based on we believe system formation occurs. Moons located within the systems frost line will be predominantly rocky and those outside the frost line will be predominantly rocky. Abundance: Terrestrial planets tend to have very few moons and often none at all. It is not uncommon to capture a few asteroids which reclassify as minor moons, but it is particularly rare to have major moons. Additionally, terrestrial planets closer to a star tend to have fewer moons than those further away. Hill Sphere: The Hill Sphere is the range in which a smaller mass within it will gravitationally bound to the larger mass. This can be calculated by the equation: H (outer): a * (m/M)^(1/3) * 235 Au , m is the smaller mass, and M is the larger mass. The inner limit is the Roche limit, more details on that later, but for now, the equation is: d = R * ( 2 * pM / pm )^ (1/3) Where R is the radius of the major body, pM is the density of the major body, and pm is the radius of the minor body. It must be kept in mind that these are simplified equations for static, or solid moons with an ideal orbit. Moons with fluids or elliptical orbits will have modified equations. Simplified Orbital Period: P = 0.0588 * ( R^3 / (M + m ) )^(1/ 2 ), Where P is in days. Moon Systems -- If you found this interesting comment below and if at least a couple people are interested I will continue with a lot more info. Specifically types of planets and realistic ranges of their properties.
  20. So here I am, technically "necroposting" on a thread discussing necroposting. This is the most recent thread (maybe the only thread) on the topic, it is still relevant, and it was left without any kind of conclusion. So should I have created a new thread instead? I don't think so. There are several situations where the rule needs to be relaxed, or at least left to moderator discretion. Situations where continuing an existing (and still relevant) discussion makes more sense than starting a new one (such as here). This reduces topic spamming (which is also against the rules, and often directly conflicts with the necroposting rule). Situations where people have asked an unresolved question that now has a resolution. Example: https://board.dualthegame.com/index.php?/topic/12349- technical-amd-gpu-rendering-issues/&page=2&tab=comments#comment-103748 I trust our moderators to be able to make judgement calls like this. So why not let them?
  21. voxel tool: Add differents color's icon in function of type of tool Exemples: Blue = Engineer tools, Green = explorer tools, Yellow = Builder tools,
  22. I'm not sure if this is already implemented, but will DU support custom music? I want to mix DU's official OST with some other soundtracks I own. So I'm basically asking for one of two things: An uncompressed/unencypted OST in the game files. That way I can just turn the in-game music slider down, and use those files with an external music player. In-game support for custom music. So basically, I would drop new (properly encoded) music into a folder, and the game would recognize and play it like the official OST. A custom player like this would be even better: But let's not get ahead of ourselves! I'd be happy with any custom music support during the Alpha or Beta, even if it's barebones and finicky,
  23. Hello Noveans and the ones hoo gonna be, in my opinion a game with a living breathing universe where the content is made by players we will need more than just mining ores. Trading is for fulfilling needs. But to have a reason to trade we need essential needs. We all want to make the Dual Universe a second home and we need to have some essential things. here are my suggestions and what probably make it different from any other game. Farming: We need to have Elements that have to be placed on a specific biome. A waterfarming mashine needs to be placed at a water source on any planet and produces drinkable water. to fill it up we need to have a mashine that produces bottles. Producing food will work a similar way. A mashine will produce meat out of stem cells on a planet with breathable air. The packaging will work with another mashine. Crop Farms will need a lot of space and can only be placed in biomes where plants are growing already. With mashines crops can be produced into Food-Packs Eating and Drinking: Every bottle of water or produced food will expire after one reallife week. but a player need to drink and eat once every day or once every login and after using a ressurection node. If a player dont eat after logging in his stomache will make noises and he cannot use his jetpack. if the player dont eat for some days he will die and get portet to a resurrection node. If a player dont drink for one day his char wil make another noise and the player walks slower than usual. Alcohol and Drugs: Every Drug has a positive and a negative. So it should be here. Alcohol could let you move faster the more you drink but with a blurred vision and maybe lets you move waveringly. There could also be drugs. For Example... "Scraprip Pill" this pill will let you carry more things. You feel like you have superpowers. But after duration of action using Drugs you need to drink and eat much more. drugs can make you addicted. if this happens you need a medicine and cannot fly ships for one week. Breathing: The Nanosuit has a stock for oxygen. oxygen can be produced on planets with atmosphere. The oxygen will get nanorized in a mashine into O²-Packs. every Nanosuit has slots for O²-Packs. Every Pack will less for one hour. Water-Bottles, Meat-Packs, Food-Packs and O²-Packs are in my opinion a minimum must have in the game. There could be a lot of other things like mixed drinks, different meals, alcohol and drugs. But all of this stuff will make the universe rich on wares to trade and stuff everyone needs. Without this, its just a mining and shipbuilder MMO Greez BiGEdge
  24. A little foreword Hello there, The following is likely rather nitpicky. Since people can (mis?)judge purely written communication in different ways I'd also like to add this isn't a huge concern for me. It's simply something I noticed and that could be potentially be improved sooner than later. I also thought about mentioning it via PM to NQ first but on the other hand I think there can be sufficient public interest and input to this, while NQ is of course free to set the rules as they deem necessary. But if public input can perhaps improve or clarify, then why not? Last but not least, since rules are mentioned it is not only something we have to keep in mind and follow as community members; it would also be some kind of "procedure book" for moderators that have to enforce the rules after all. So while there might be bigger problems and more interesting (game related) suggestions to consider, it's something perhaps not completely trivial either. But I let you decide now. »Short summary of suggestion and solution 1) Recap Change / reword a current forum rule to allow what is now technically considered "necroposting" in some situations that would be deemed widely acceptable however. Further info and reasoning below. 2) Suggested solution/s Reword or add a clause that allows this in specific situations or exclude situations where it would not be necroposting. Here's suggestions, highlighted in blue: (III) Following actionsa re prohibited: [...] Necroposting on old threads (unpinned threads in which the last reply is older than 2 months) with the exception of player organization and on-going idea threads. Necroposting on old threads (unpinned threads in which the last reply is older than 2 months). Moderation can see to exceptions or enforcement on a case-by-case basis depending on the topic. Necroposting on old threads (unpinned threads in which the last reply is older than 2 months). An old thread can be considered as an exhausted or completed topic. Posting in old exhausted threads that have not seen activity in 2 months; exceptions can apply to certain threads including player organizations or projects and game suggestions [...] Other suggestions from the community for an "improved wording" (None at this time) Further explanation or reasoning aka: "Okay, what the heck are you talking about now?" Rule snippet as of 11th August 2018 - mostly referring to bulletin point 2 and 3 The recent posting in the "DU real life" thread referred to a not so old rule addition regarding necro posts. Granted, it makes sense. But in some situations it could ironically conflict with the rule following afterwards, specifically sentence nr. 2. Long story short, it's this: Sometimes necro'ing old threads doesn't make sense and should not be done or forbidden or rewarded with a lock. But sometimes it should be formally and practically okay. Ironically following that particular rule could in a wider sense sometimes conflict with "creating multiple discussions on the same topic [...]" - if you cannot strictly necropost because 2 months have passed, then you have to kinda recreate threads, which clutter the forums however and is generally frowned upon anyway, when the alternative could just be posting even after 2 months since the last reply have passed. So we either have gaps exceeding 2 months between some posts or we have multiple threads on a subject if 2 months have passed between replies at one point. Or we let a topic die indeed, but some topics are on-going, and especially in an early game stage may not see regular posts all the time not exceeding 2 month gaps. Again, it is likely trivial or obvious when it is okay and not to some but let's put it this way: With a mild edit in rewording it could, for the far future, set things formally or technically right and perhaps not confuse some people who read the forum rules and take them at face value, as you kinda or often have to anyway. A mild change or elaboration would also prevent rather nitpicky players possibly reporting others for technical rule violations that are completely tolerated or accepted things however. In short, with a very mild amount of work now in rephrasing or elaborating, you can probably save yourself a bit of more work in the long run while making it apparent when moderators (or players) have to act or not. The community and mods might be at ease (or have clarity). Win/win. To keep it short and to get to a closing note, here's an example of what might be technically a necro posting but should be widely accepted - or is likely widely accepted, but technically breaking rules: Posting in your organization or player project thread (after 2 months) Posting in an idea thread or similar that revolves around a specific aspect (after 2 months; instead of creating a new thread then) Off-topic threads regarding other specific games, tv shows, technology and other topics (health, preferences, etc, comedy such as DU centered 'memes', etc.) Likely other scenarios On a last note I also understand there is a certain disclaimer that says: "IMPORTANT: Forum content is moderated at Novaquark's sole discretion, and content may be modified, removed, or otherwise restricted by Novaquark employees and/or moderators." meaning it allows exceptions or actions at the discretion already, but in this case I think it's good to mention it in the specific rule to have that rule be more clear. I also understand you could now start various discussion or suggestion threads about all kinds of other rules and ask for elaboration. But for me that is kind of stretching the goal here. So for now this is all about necro posting. I guess that sums it up. If I oversaw any flaws or aspects or if you want to rant about it being (insert whatever here), I guess you can do so here Thanks for consideration
  25. SUGGESTION - if all UNIVERS can have access to the market whenever you put a market stand it's gonna limit all players in not being interested in going to other player made Cities ... if you ever need something you just put one Market Stand and you got it... like this you eliminate all the interactive fun imagine if you will need to go to the "City of Macarena" where you can find the cheapest gold and the rarest materials -----or"City of Coco-Jambo" where you can find the fastest ships on planet X, Y , or in Galaxy. ------or "The Lost City of Ciupa-Chups" where you can find Great Misteries . this will change the whole game. it will make it more engaging. more interesting, everything will have porpuse. at the moment what porpuse has a City? only good looks? only something to visit one time and leave it behind forever? i was imagining going to Cities and finding all kinds of MARKETS! HOWEVER, you should be able to limit your market to whatever you want, AND if you have some kind of resources, to create a UNIVERSAL MARKET, which allows you to go "LOCO" on what is from all parts of Univers. As it is now.
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