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We need a paint tool, not 100's of varient materials


Guest Difficultylevel

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Guest Difficultylevel

Hey Folks,

 

So if you've wanted to build something cool, you'll have found out that you have to craft not only the materials but also then use them to make a specific colour or pattern of material.

 

Simply put, this is a barrier to building for newer players as it forces you to waste materials to simply know what they look like and there are unrecycable (as far as i'm aware). It's high time a paint tool was implemented to augment base materials and avoid both material waste and also a far more streamlined user building experience.

 

Right now, this request seems to be going unheeded and it's going to harm the game in the long term as more players try out the game.

 

 

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The developers are well aware that making new material types for new shades and surface patterns is not sustainable. 
Current plan is to roll out just one type of material/pattern and add colour skins for them. Soon™

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20 hours ago, Megaddd said:

The developers are well aware that making new material types for new shades and surface patterns is not sustainable. 
Current plan is to roll out just one type of material/pattern and add colour skins for them. Soon™

Honestly, if they only go half-way like that, they are still shooting themselves in the foot. Having a dozen (or so) raw materials, duplicated for every single 'texture'... is still unsustainable.

 

If the tool allowed changing of texture (pattern), as well as picking colors, then they could break out of just these couple textures they have now and allow more (if they so desired) without causing a honeycomb log jamb like it currently is. If even a basic game like Empyrion can do it right, surly Dual Universe can do it better.

 

But I guess if they are going to half-ass it ... reducing the colors from the monster list of honeycombs would be useful.

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39 minutes ago, Frigidman said:

Honestly, if they only go half-way like that, they are still shooting themselves in the foot. Having a dozen (or so) raw materials, duplicated for every single 'texture'... is still unsustainable.

 

If the tool allowed changing of texture (pattern), as well as picking colors, then they could break out of just these couple textures they have now and allow more (if they so desired) without causing a honeycomb log jamb like it currently is. If even a basic game like Empyrion can do it right, surly Dual Universe can do it better.

 

But I guess if they are going to half-ass it ... reducing the colors from the monster list of honeycombs would be useful.

Ideally the skin will allow choosing material surface features/pattern/color separately.

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