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Devblog - r0.15 Update (Part 2): Inventory Revamp!

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(this DevBlog has been posted on the website on April 30th, 2019)

Hey guys!
NQ-Entropy here today with NQ-Wave. 

 

We’ve been working on a significant overhaul of the game’s balancing and we’re going to do our best to explain the big changes we’ve been working on. The main subjects today are the major rebalance of inventory and container capacity, material transportation, crafting recipes, and almost every single step between mining and crafting. Saddle up.

 

Our starting point was the dialogue we had with the community about the issues with containers. We heard everything you guys said, from smaller containers not being useful and crafting times on larger containers being too long. This wasn’t lost on us; we also agreed that it was a little ridiculous at how weak certain containers were as opposed to the Nanoformer inventory, which held a staggering 64m3, the equivalent of a large container, or 64 extra-small containers. There was an issue.

 

What happened in the following weeks was us going down a massive rabbit-hole where we started pulling different strings and unearthing a lot of inconsistencies in our global balancing on almost every level. We decided that we wanted to start over on solid and healthy ground, and make sure that we knew what we were doing, how, and why. We are now at the finish line of the first major pass, and we’re ready to talk to you about it.

 

One of the initial issues excavated from the wreckage of our investigation was the difficulty of transporting materials while in atmosphere. As it turns out, in a realistic physically based system, it's really hard to transport hundreds of cubic meters or potentially tens of thousands of tons in materials. Who saw that one coming? It was a learning experience to see some of you try and transport raw material, only to end up with about 20 large hover engines to lift a couple of containers, which amounted to no material at all.

 

So this is where we began. No matter what happened next, we needed to drastically reduce the amount of weight that a player would have to reasonably move around; even in the context of large transports. As previously mentioned, the main culprit was our overly common use of cubic meters, which artificially drew upwards the volume and weight of everything we did. We globally changed our main volumic unit from m3 to liters. We now had finer control over volumes and had a more human-level metric to base our foundations on. Your inventories will now have a capacity of 4,000 liters; goodbye cubic meter, it was nice knowing you.

 

Having said that, we mostly liked the ratios we had in place for how fast players filled their inventories when mining and made sure to adjust everything so that it remained similar to how mining was done previously.

 

Continuing up the chain, we reached crafting recipes. We were also generally happy with the feedback we received for the crafting mechanic, but our first recipes were more for functional testing than any sort of real balance. Now was the perfect opportunity to take a look at it in more detail.

We want you guys to discover this without too much of a heads up, but there's a couple of cliff-notes we can mention here:

  • Global rebalance of item volume and weight across the board.
  • Conservation of mass during crafting across materials, parts, and elements during crafting (some exceptions apply).
  • Rebalancing of all ancillary materials recipes (honeycomb, fuel, products and scraps).
     

The end result of this is fairly significant, and we’re not quite sure we fully grasp all of the implications at this point. What we are confident in is that we have all of the tools in hand to effectively make adjustments and deal with any issues that arise; something that we couldn't quite say to the same degree before. 

 

In terms of clearer changes:

 

  • Parts are generally more coherent in weight and volume with less outliers. Smaller parts will generally take up more space in your base inventory while larger ones will take less. You can still expect large parts to take up significant space, but not multiple base inventories worth.
     
  • Elements operate in the same ballpark of weight and volume as before, but we have less outliers. Smaller elements are not so small and larger elements are not so huge. 
     
  • Generally speaking, honeycomb materials will require more ore to make. The amount of honeycomb material you could acquire previously was a little too high and we wanted to rein that in a little. We don't want you to feel constantly limited by honeycomb material, but we also don't want to make acquiring large quantities of honeycombed materials trivial. It's worth noting that we fixed a bug which changed honeycomb mass; honeycombed material will likely be overall heavier than before.
     
  • Fuel cost and weight have been drastically augmented, but as counterbalance, we reduced both fuel consumption for engines and fuel tank capacity. Hopefully, this ensures that fuel is more difficult to acquire and weighs more, but you will need a lot less of it for similar performance. The end result is that you’ll be able to fly for longer while retaining a similar overall cost per distance traveled as before.
     
  • In regards to scraps, the first thing we did was add scraps for all ore. You can now craft equivalent level scrap from level one to four using any ore that you’d like. Secondly, we had previously done a quick fix adjustment on scrap repair, making it less painful to repair your elements. The new scrap recipes will allow you to make more scrap for less raw ore than previously, hopefully addressing said pain points of having to mine for ages just to repair a single element. It should now be more efficient to repair an element with scrap than to craft that element from scratch.
     
  • Finally, containers. Containers haven't changed at all. Not one bit. An extra large container is still 128m3 of volume. But in a world of liters, 128 cubic meters comes out to just about 128,000 liters of capacity. That’s roughly 32 times the size of your basic inventory, and frankly, that's a hell of a lot of storage.
     

Additionally, there’s been a significant revamp of the information displayed in the inventories information panel. We won't go into too much detail here as we hope the new information should be easily understood and explain itself well enough.
 

This was a huge undertaking and we’re confident that we’re going in the right direction, but we expect there to be issues. We’re looking forward to you guys testing everything out, hearing your feedback, and hopefully providing answers.

 

NQ-Entropy and NQ-Wave

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Looks like a step in the right direction, we will let you know how our (trying to brake it goes) testing goes I mean.

?

Thanks again NQ we look forward to helping you find the perfect solution.

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Will this build fix the bug that prevented the user from repairing an element if it was destroyed?

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58 minutes ago, MJ said:

Will this build fix the bug that prevented the user from repairing an element if it was destroyed?

it is not a bug, it is meant to replace destroyed element with a new one...not repair it with scraps

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So a large container still holds the same volume, but what about mass? Does iron still mass 8kg per liter when it's in the container, i.e. L container full of iron masses 1024 tons? If so, I don't see how this solves the cargo problem unless you can make more with the same amount of mined material.

 

Someone said on discord that mass is reduced by a factor of 16, but I don't see that in the devblog.

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Very interesting. sounds like we'll be able to mine for longer to fill the same container space, but I wonder how that will translate to how many voxels/elements/ect we'll be able to build from that.

 

I'm wondering now how much finished products we'll be able to make with the ore we mine now. You mention that now weight will (mostly) be consistent though out crafting tree. Guess I'll just have to hop in after the update and see.

 

I really wanna play DU now. :P

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31 minutes ago, DaphneJones said:

So a large container still holds the same volume, but what about mass? Does iron still mass 8kg per liter when it's in the container, i.e. L container full of iron masses 1024 tons? If so, I don't see how this solves the cargo problem unless you can make more with the same amount of mined material.

 

Someone said on discord that mass is reduced by a factor of 16, but I don't see that in the devblog.

If they aren't going to give us wheeled vehicles and ships to move bulk materials around with, they're going to have to either reduce mass or massively increase engine power and torque tolerance for us to be able to move anything.  I mean yeah, there's a reason we use trucks, trains and especially ships for moving lots of heavy stuff, but if they don't give us the option, they're going to have to do something.

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2 minutes ago, DaphneJones said:

I had the same reaction, lol. Should be interesting.

 

This is not going to be an easy change for us.

I built a medium cargo carrier that I haven't tested yet.  Wondering if it will explode on landing with empty containers and a full tank now.

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3 hours ago, Dinkledash said:

You made fuel weigh MORE?

 

3 hours ago, DaphneJones said:

I had the same reaction, lol. Should be interesting.

 

This is not going to be an easy change for us.

 

I guess they want us to actually put thought into how much fuel we are going to need for things, rather than just running around with full tanks at every occasion.

We will probably have to calculate how much fuel we can bring with us based on how much mass we are moving on our ships. Also, keep into account that they are increasing fuel efficiency, so as to ensure that fuel consumption per distance traveled stays the same after the changes.

 

Only thing I want clarification on is this:

4 hours ago, DaphneJones said:

So a large container still holds the same volume, but what about mass? Does iron still mass 8kg per liter when it's in the container, i.e. L container full of iron masses 1024 tons? If so, I don't see how this solves the cargo problem unless you can make more with the same amount of mined material.

 

Someone said on discord that mass is reduced by a factor of 16, but I don't see that in the devblog.

 

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1 minute ago, Oxyorum said:

Only thing I want clarification on is this:

 

"Someone said on discord that mass is reduced by a factor of 16, but I don't see that in the devblog."

"No matter what happened next, we needed to drastically reduce the amount of weight that a player would have to reasonably move around; even in the context of large transports."  So perhaps the recipes have been tweaked to require far less material.  How does this sound; ore stays big and heavy, but refined, the weight and volume are massively reduced.  This would be fairly realistic for many types of metallic ore (not that there really is a carbon ore or a sodium ore, they're basically mined as pure in the real world).  So maybe it makes a lot more sense to extract and refine on site, then transport pures/scraps.  And L containers wouldn't really be needed on transports.  Maybe an M container would be able to carry as much as 4 L containers used to, in terms of what can be made with them.  

 

I guess we'll find out in 8 days, 15 hours and 5 minutes.  But who's counting?

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First knee jerk reaction.

 

- Inventory reduced from 64m3 to 4m3 (4000 liters)?

There's going to be some fallout from that one. Seems you will need containers even for the smallest build or repair jobs now. 

 

- Liters?

Not sure I agree that makes more sense, considering we are mostly dealing with voxels and elements with cubic volume.

 

- Fuel is suddenly heavier?

What is the rationale? Combustion based fuel liquids generally have less density (weight) then water.

 

Also the blog talks about transport being a problem that needs addressing, but it never says what the fix will be? Saying 64000L instead or 64m3, dosent really change anything.

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23 minutes ago, CptLoRes said:

First knee jerk reaction.

 

- Inventory reduced from 64m3 to 4m3 (4000 liters)?

There's going to be some fallout from that one. Seems you will need containers even for the smallest build or repair jobs now. 

 

- Liters?

Not sure I agree that makes more sense, considering we are mostly dealing with voxels and elements with cubic volume.

 

- Fuel is suddenly heavier?

What is the rationale? Combustion based fuel liquids generally have less density (weight) then water.

 

Also the blog talks about transport being a problem that needs addressing, but it never says what the fix will be? Saying 64000L instead or 64m3, dosent really change anything.

Liters vs m3... just how many 0s you put on the number.

 

Fuel... why would we be using combustable fuel? That's so 20th century.

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43 minutes ago, CptLoRes said:

First knee jerk reaction.

 

- Inventory reduced from 64m3 to 4m3 (4000 liters)?

There's going to be some fallout from that one. Seems you will need containers even for the smallest build or repair jobs now. 

 

- Liters?

Not sure I agree that makes more sense, considering we are mostly dealing with voxels and elements with cubic volume.

 

- Fuel is suddenly heavier?

What is the rationale? Combustion based fuel liquids generally have less density (weight) then water.

 

Also the blog talks about transport being a problem that needs addressing, but it never says what the fix will be? Saying 64000L instead or 64m3, dosent really change anything.

I'm getting the definite impression that mining is going to require a cargo speeder.  But also, cargo speeders will now make sense.  It's not actually a bad thing for the game to require the equivalent of a light truck to make your mining trips worthwhile.  The nanoformer volume was WAAAAY too high for light vehicles to be of any use.  I just wish I had made some S containers while I was churning out stuff in the past 2 sessions.

 

Yeah the fuel is heavier thing threw me for a loop.

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