Jump to content

Quality of Life Changes for Building


Koriandah
 Share

Recommended Posts

This is my first post on the forums, so forgive me if my formatting is off or I posted in the wrong place. TL;DR Included but please read the post.

 

Hi All,
 

Over the past year, I have mainly been a builder and creator. For the longest time, this has been my only source of income and as so, I have plenty of experience with the DU building system. I had a few ideas on the Quality of Life improvements for building in Dual Universe that would make everyone's life just that little bit easier, and so I want to post them here to be discussed. For every idea, I will outline what it is and why it is needed. Building is the best part of DU and it should not be forgotten about. Please feel free to discuss and reply!

 


Selection Zones - Suggestion 1
We all know that the size of the zone we can select is limited by size. While this is annoying most of the time, I'm fairly sure it is there as a technical limitation of the build mode. However, some improvements are warranted (mainly to voxel selection/placement tools):


What:

- Do not let us select a larger area than is possible. I have spent many a time trying to find the maximum selection size or over estimated the max selection size when building, making the entire selection area red with the only fix being to re-select the area again.

- If possible, increase the size of the selection area.

 

Why:
- This saves us time and effort, as, if I wanted to select the largest area possible, I could just click to a corner and the system will automatically select the most volume that it can. I will no longer see a "selection size area is too large" message, saving me time in finding the max selection size. This can also be a toggle if people find it necessary

- Convenience and makes building mirrored areas on L/M cores much easier.

 

 

Mirroring - Suggestion 2
The pain of having to perfectly line up elements on the other side by remembering / writing down element positions or copy/pasting voxels in little bits on an L or M core is all too known. I propose we are given two things: 

What:
- A mirror mode or a mirror tool, that would place the selected element on the other axis facing the same way. Could also group elements together, so that when one moves, the other mirrors this movement along an axis.

 

- A mirror axis (or multiple) that automatically places any voxels onto the other side (if you've ever played Space Engineers you know what I'm talking about). 

Why:

- Speed up the process of placing elements and thereby speed up the process of building by removing the need to memorize locations of elements. 

 

- Incredibly increase the speed of building mirrored constructs or large sizes, as the largest time waste is copy-pasting bits of an M or L core around from one side to the other every time one side is updated. 

 


Painting - Suggestion 3
Replacing voxels in order to change the look or material type of a ship's armor has always been a pain. For one, it wipes out complex patterns unless it is done perfectly and is, at least in my opinion, the biggest obstacle to the ability of individual creators to release multiple paint schemes of ships larger than an M core at an efficient rate. To remove the pain in re-painting a ship, I propose the following:

What:
- Allow me to replace certain types of voxel with another type of voxel with a single right-click option. I see this working as follows: Select an Area > Right click > Replace Voxel> Select Voxel X (to be replaced) > Select Voxel Y (to replace with). There most likely are other  more efficient ways of doing this but this is the most basic I could see.

- Could limit the suggestion above only to the same materials, aka can only replace steel with steel or aluminium with aluminium.

 

Why:

- I, and many others, have spent hours replacing complex patterns on our ships just to end up not liking the new  colour scheme and starting again. Not only that, when voxels are replaced currently, it creates a multitude of voxel errors and wipes any complex patterns that are then a pain to replicate. This change would allow for much quicker colour scheme changes and make it convenient to change colour.

- This change would be kept to keep actual armoring work (say for a pvp ship in a changing meta) as a time-consuming thing that is rewarded with gains in PvP.


Destroying/Removing Voxels - Suggestion 4
Just yesterday, I have spent around 30 minutes trying to find 0.14 cubic meters of luminescent glass on my ships which were invisible. I had to select a max size voxel cube and alt-paste it around until I got the last bits of the glass. This is an area that could be improved as nobody should have to spend hours finding one micro voxel in their construct in order to get back the core. I propose the following straight-forward solution:

What:
- Allow the option to remove the last big of voxels from a construct with a simple right click. For example, if the core has less than say 5m^3 (value could be changed or different with core size) of voxels left, one could right click the core in build mode Right Click > Remove Remaining Voxels. This would only work if the voxel volume is low to keep the work associated with actually disassembling a ship.

- Add the ability to change the last little bits of a voxel to another type, say I have a ship made from Voxel X, Y and Z, but Z is only 0.1m^3 and I can't for the life of me find where it is. I should be able to just right click the core and remove/replace it with another voxel.

Why:

- This saves innumerable hours for everyone in the game, as I can guarantee I'm not the only one who spent hours trying to find tiny voxels on an L core only to give up and abandon something worth half a million quanta. This change should have been available from the start.

- This change allows builders to clean up their blueprints and not make someone get 15 types of voxels just because there's 0.1m^3 of each in an L core blueprint.


Copy Paste Changes - Suggestion 5
Copy-Pasting was improved so much when the ability to change paste priority was introduced by pressing SHIFT when pasting. The change I'm proposing is minor, but still important when one is working with low quantities of voxels. Currently, if you need to paste , say, 10 cubic meters of a voxel but they are spread over a large area, you will need up to 300 cubic meters of voxel to paste it anywhere, because the system calculated the area of the selection and not the actual amount of voxels in the area.

What:
- Change the calculation of copy-paste voxel amounts so you need the exact amount of voxels that you are pasting instead of the entire selection area. 

Why:
- Allows builders to work with less amounts of honeycomb and makes life easier. Also helps when working with expensive honeycomb or limited supply, as you can use it to a more efficient degree.

 


Element Blocking - Suggestion 6
I have seen many times my elements were being blocked. Through scrolling through the element list I could see how much they were blocked, but it was time consuming. However, I could only guess as to what exactly was blocking them. Would be nice if you could tell what is doing the blocking.

What:
- Highlight the elements that are blocking the element in question or highlight the area that the voxels that block said element occupy.

- Allow to mouse over the element to tell how much it is being blocked by instead of scrolling through a menu at the top of build mode.


Why:
- Allows builders to quickly tell why their creations are being blocked instead of guessing and constantly changing voxels to fix a problem they can never know the true cause of.

- QOL change that exists for saving time when building.


DRM Change- Suggestion 7

What:
- Please enable DRM protection on constructs by default. Why is this even turned off in the first place?

Why:
- Allows new builders and experienced ones not to lose ownership of their constructs and scripts because of a simple oversight.

 

 

Element Talents - Suggestion 8

I, like many players, have wondered what exact talents are currently affecting my elements. The only workaround as of right now is doing the annoying math to sort-of get the right value. Currently, there is no way to tell what element has what exact talents affecting it as you can in the industry view.

What:
- Allow the option to either mouse over an element with a tool and see all the talents affecting it and their rank, or, Right Click Element> Show Effective Talents on Element

- Ability to remove all talents from an Element via right click or the ability to remove all talents from ALL elements.

Why:
- Allows ship builders or industry builders to quickly tell if their elements could use boosting with higher level place-down talents or if they are maximized. Also allows to see if all elements have the same talents, although this is not so much of a problem with the apply all talents button that we have now.

- Allows shipbuilders to gauge the performance of their ships as someone who does not have any piloting skills and build for those people. Currently, you need an alt or be in VR to do this.

 

CSS View - Suggestion 9
The CCS is a big part of building a PVP ship. Perhaps not in the current Meta that we have know, but in case it gets buffed it will be very important. I propose the following:

What:
- Ability to see the CCS value of a ship in the build mode when building a ship.

Why:
- This change will allow ship builders to gauge the performance of their ships without having to rely on Excel or other external tools.

 


Element Preview - Suggestion 10
Elements conduct the vast majority of voxel sizing and other dimensions. Most creators work either around or with elements that are in their builds. It would be great if we could see the size/outline of an element without actually having it.

What:
- Ability to select any element in game and place it in the construct as a "hologram". This hologram would only show the size of the element, so that a creator can plan ahead and work with elements they may not have (for example, L AGG). 

Why:
- This allows creators to plan ahead and construct their voxels around elements that they may not have at the exact moment, saving time and effort on everyone's part.


Blueprint Preview - Suggestion 11
Blueprint deployment is one of the many things my customers encounter and find problematic for many reasons. For once, static blueprints can be placed in the wrong orientation and once placed cannot be moved. Additionally, the same situation can be applied to dynamic blueprints when using them as statues or ornaments. 

What:
- Blueprints should not be displayed as a transparent cube right before deployment but as an approximate hologram of the final structure/ship. Even if the extra calculations on the client-side will take time, this should still be prioritised.

Why:
- This will allow players to properly foresee the structure and alignment of the blueprint that they are placing and not have to spend 20 minutes of their time dismantling the structure if they place it in the wrong orientation without knowing (and then flying back to buy another, losing precious quanta and time). This feature will make creating cities and bases with precision made from other people's creations a lot easier for everyone.



Blueprint Alignment- Suggestion 12
Stacking static blueprints together has always been painful for everyone. Having to fight the curvature of the earth and even the fact that the blueprint outline is not the same size as the outline of the core building area has been a significant barrier to many players' ability to build cities and bases in an orderly fashion. Personally, I wish this feature would be around now so I can continue work on the MTI City Project for my organization.

What:
- Aligning blueprints together with other deployed cores should be made easier. There should be options to align it in the centre of the core its being placed on and align it either with the orientation of the or the curvature of the planet at the place.
- Additional tools to align blueprints and be able to see the build area around the new blueprint before it is placed.
- Ability to use a blueprint on an EXISTING empty core to place the elements and voxels around it automatically while retaining the DRM rights of the BP creator. (alternative but easier-to-implement option)

Why:
- This change will allow the precise building of blueprints onto other cores and their alignment that much easier for every player in the game, not only those building cities. This results in cleaner looks of bases and more orderly placement of cores.


Core Alignment- Suggestion 13
Every organization and practically every player has encountered the pain of aligning multiple static or space cores in a fashion that allows for grid structures, be it for bases, airports, cities or space stations. Currently the process involves moving a lot of cores around with CTRL+Arrow and then building voxels to the edges of the cores. Note that such a process doesn't even guarantee similar alignment of cores in terms of their direction (for static cores)

What:
- Ability to align cores next to each other automatically or only through several clicks. Either by right clicking on a static core and selecting "Attach Static Core" or another method.
- Ability to select core alignment and ensure it is in the same direction to allow building of core grids much easier.

Why:
- This will allow players to properly place static/space core grids and not have to spend 20 minutes of their time re-aligning the core if they place it in the wrong orientation without knowing. This feature will make creating cities and bases easier due to the simplified way of aligning core grids (and save lots of time)


And that's it! Please reply to this post if you like the changes and if you think they should or should not be added to the game. Lets hope NQ sees this and implements some of the ideas (please just implement them all and save us all so much pain). I personally think these changes will make the life of many people so much easier and will encourage more people to enjoy the building aspect of this game - the strongest aspect of it as of right now.

Stay safe out there,
Koriandah.

TL;DR:
- Bigger / more manageable selection zones
- Mirror tools like axis mirroring and element mirroring
- Painting tools to easily replace voxels and keep their complex shapes
- Tools to easily remove the last pesky micro voxels from construct
- Copy paste required voxel quantity optimization
- Element blocking info, what is blocking said elements and how much
- DRM enabled by default
- Show talents on elements, ability to remove all talents
- CCS View
- Element Preview
- Blueprint Preview
- Blueprint Alignment
- Core Alignment

Edited by Koriandah
Easier to read
Link to comment
Share on other sites

I like what I see here and as a builder I love what I see suggested.

 

However, from a game standpoint these changes add performance drops to the game at large. I feel like NQ needs to decide if this is going to be a building game or a PvP game since it cant be both and as long as builders dont have a spot to just build as they see fit to their hearts content it actually detracts from the game at large and would be better off with just an instance of Alioth as its own server where people can build in peace to free up the game for PvP since you cant have both since nothing we build is fit for combat or serves a real purpose in game other then eye candy vs war fotting designed buildings.

 

DU needs people to build prefab buildings that serve actual specific purposes in terms of combat as forward opperating bases, to factories, defense instalations, barracks, drydocks, warehouses, military space stations, and everything else to actually wage a space war that isnt all over the place while still offering either modular type building via voxels or standard voxel prefabs that are tailored to a set faction people can vote for and adopt.

 

They honestly cant have both unless its in different live enviornments as it creates too many strings for both camps when we just need to let builders build quality builds via free build.

Link to comment
Share on other sites

1 hour ago, Warlander said:

However, from a game standpoint these changes add performance drops to the game at large.

Which ones exactly? The only thing I could see is that the element blocking, larger selection size and copy-paste accuracy changes could result in more load for the server.

I think you mainly wanted to say that we should have a sort of "Creative Mode" in another server instance where we can build with all materials and elements unlocked and then make a blueprint of our build and move it to the live server, which isn't a terrible idea I suppose.

Link to comment
Share on other sites

21 minutes ago, Koriandah said:

Which ones exactly? The only thing I could see is that the element blocking, larger selection size and copy-paste accuracy changes could result in more load for the server.

I think you mainly wanted to say that we should have a sort of "Creative Mode" in another server instance where we can build with all materials and elements unlocked and then make a blueprint of our build and move it to the live server, which isn't a terrible idea I suppose.

 

The builders need to be untethered from the rest of the game. Its not that building isnt important as much as each side of the coin is holding each other back in the grand scheme of things. Until that happens we are all building non functional playschool houses that wouldnt stant 10 mins of aerial bombardment from like 1 person let alone a whole group of people the way most people build.

 

I wouldnt say creative mode as much as just give people a small spread of voxels when you log in to that other server. Really you dont need anything more than just a planet like Alioth since its the biggest but has plenty of room for people to build on. While creative mode works in that type of an environment just doing auto miners with a voxel industry works better than doing the same thing in the live environment. Creative mode without some form of grind would likely burn out people quick if there was nothing to work for.

 

As well as NQ could also run community builds for specific assets they want to where they could clone all that is on the tiles themselves as a blueprint that oculd be build in the regular game.

 

Since this game is missing a lot of giant structures needed for government type buildings, power planets, etc which should be needed.

 

I think atm the civ aspect of DU that was sold is dead in the water and dead on arrival or it would have emerged by now since everyone is pretty much doing their own thing right now.

Link to comment
Share on other sites

2 hours ago, Warlander said:

Until that happens we are all building non functional playschool houses that wouldnt stant 10 mins of aerial bombardment from like 1 person let alone a whole group of people the way most people build.

 

I don't see the problem. Just look out of your window irl. Do you see only buildings that would withstand 10 mins of aerial bombardment? That's very unlikely. Sadly bombardment actually happens irl but most buildings are still there even though they are not bomb-proof. With proper mechanics for territory warfare that could also be the case in game. I'm also not sure if you are right in regard to function. My only non-functional playschool house is the very first building on Sanctuary. Everything else are factories and landing pads. When I look around, it seems this is the way most people build. Pure builders that just create eye candies without any function will most probably turn into a threatened species with Demeter.

Link to comment
Share on other sites

Honestly? No buildings of the population can withstand a targeted air raid during the war. The buildings that remained standing during the war were mostly left standing by chance, because they were only exposed to indirect forces. When a real war comes to a city, it is a field of rubble! It doesn't help to watch films, but to go to war zones in real life. No film or photos can compensate for the impression. 

In the game, the focus will be on meta-buildings made of elements and shields, just like with the ships. Who builds great designs for weeks just to lose them? that's wishful thinking!

 

Link to comment
Share on other sites

2 hours ago, Zarcata said:

In the game, the focus will be on meta-buildings made of elements and shields, just like with the ships. Who builds great designs for weeks just to lose them? that's wishful thinking!

For defensive structures, sure. But you forget that you can just BP anything you build and easily recreate it somewhere else. What was hinted at for planetary warfare is that you need to go through other tiles to get at 'core tiles', this will take time  (I suspect lots of time). That means you'll be able to deconstruct structures, either moving the materials back to saver zones or try to get them off planet to elsewhere. But making assumptions about planetary warfare at this point is imho foolish, what was hinted at has so many holes, you can drive the Deathstar through them... And with the current state of the game and the speeds of development/changes over the last year, I do not see PW to be implemented for year(s)...

Link to comment
Share on other sites

6 hours ago, Maxim Kammerer said:

 

I don't see the problem. Just look out of your window irl. Do you see only buildings that would withstand 10 mins of aerial bombardment? That's very unlikely. Sadly bombardment actually happens irl but most buildings are still there even though they are not bomb-proof. With proper mechanics for territory warfare that could also be the case in game. I'm also not sure if you are right in regard to function. My only non-functional playschool house is the very first building on Sanctuary. Everything else are factories and landing pads. When I look around, it seems this is the way most people build. Pure builders that just create eye candies without any function will most probably turn into a threatened species with Demeter.

 

Don't get me wrong I pay attention to architecture, love studying it, and enjoy studying fortificaions modern, medieval, or ancient.

 

Whatever NQ set out to origionally do in terms of building a civ and telling us to play make believe with a sand castle building contest while telling another group they can kick them down one day. Without military, government, industrial, commercial, and residential mechanics in place to make it run or bring purpose to the flow of the game as a space combat PvP game that isnt disjointed or fragmented into hundreds of orgs all doing their own thing since NQ things guilds are factions or in this case orgs are factions. So the sand castle building/smashing contest that was supposed to happen has led to an empty beach with some people doing their own thing and PvPers mugging them in the parking lot when they try to travel back home.

 

Building giant structures, factories, etc in addition to all the abandonded constructs in the markets or abandonded structures all over the place creates more lag than its worth keeping around or if they decide to drop territory wars lots of people will quit since it takes so long to gather the resources, make the factory to craft the elements, to just do what they built that takes weeks to months to rebuild and with all the red tape Demeter adds its just going to kick them out the game when a few mega orgs roll over everything and consolidate what everyone has built.

 

I think bringing in the landmark crowd has held back the game up until now since NQ could have a full FFA game right now if it wasnt for the Builders not wanting their sand castles kicked down or NQ pandering to PvPers under JC constantly trying to stimulate PvP but not understanding the actual playerbase they attracted to the game.

 

Builders need a sepperate server to build things NQ can then make a library of assets they can add to the game where it is appropriate or people can drop down on the fly to speed up and cut through all the red tape. NQ could easily make pets bound to the core that builds structures in a way that is organic enough voxel by voxel as it is in these BPs.

 

The only reason we have all this red tape, taxes, limitations, and all that is because of the Minecrafters mass exploiting all the systems they build and compounded with scanning rising to what people have built on the server that is wasting resources and not being destroyed with a random ambush on ships or the occasional blockade.

 

DU has an identity crisis of what it really is and what it wants to accomplish as a game.

 

More voxel geometry complexity. More voxel vertex complexity. More voxel limitations via the complexity bar. More voxel asteroids added to the game. They preach performance but they have moved from PvP to a building game while they preach about performance and at the same time make it worse even if right now it will add temp gains in performance they just added back into the game while requiring hundred of thousands of elements to do the same thing you were doing without it all.

 

You feeling me?

Link to comment
Share on other sites

7 hours ago, Zarcata said:

Honestly? No buildings of the population can withstand a targeted air raid during the war. The buildings that remained standing during the war were mostly left standing by chance, because they were only exposed to indirect forces. When a real war comes to a city, it is a field of rubble! It doesn't help to watch films, but to go to war zones in real life. No film or photos can compensate for the impression. 

In the game, the focus will be on meta-buildings made of elements and shields, just like with the ships. Who builds great designs for weeks just to lose them? that's wishful thinking!

 

 

It's A's and O's

 

Its not like the Nazi or Allies had L atmo radar railing structures with target lock from SU's away. Sure some buildings were left standing from the boming raids and battles and those that were not structurally sound were reclaimed and other countries who were not affected had a gold rush to sell their building materials. Sure we have that capability today to just blwo up whole cities with nukes and neutron boms but even still warfare is primarily virtual since you dont want or have to blow up the infrastructure vs silent weapons for quiet wars and pshch warfar along with hacking. A's & O's

Link to comment
Share on other sites

14 minutes ago, Warlander said:

Without military, government, industrial, commercial, and residential mechanics in place to make it run or bring purpose to the flow of the game as a space combat PvP game that isnt disjointed or fragmented into hundreds of orgs all doing their own thing since NQ things guilds are factions or in this case orgs are factions

The basic problem is the lack of military, government, industrial, commercial, and residential mechanics and not a conflict between builders and PvPers. Seperating them wouldn't change anything for PvP because it would still require mining and industry to have something to shoot with and to shoot at. Without proper mechanics to protect infrastructure that would become a short battle royal. The faction that has industry left at the end will control everything forever. From that point there would be no reason for PvP anymore.

Link to comment
Share on other sites

31 minutes ago, Maxim Kammerer said:

The basic problem is the lack of military, government, industrial, commercial, and residential mechanics and not a conflict between builders and PvPers. Seperating them wouldn't change anything for PvP because it would still require mining and industry to have something to shoot with and to shoot at. Without proper mechanics to protect infrastructure that would become a short battle royal. The faction that has industry left at the end will control everything forever. From that point there would be no reason for PvP anymore.

 

The main point is you need people to build a library of of assets factions can use that are efficient and not just all over the place in size and scope. They could just as easily make pre-set factories that are focused on specific parts rather than just everything plugged into one machine. You could have builders make missle battery towers, and all that which are optimized to not bogged down combat with the new voxel complexity limiter bar to actually allow cities to form. You get the point but you need an army of builders focused on building those structures in a different environment and submitting the blueprints to be added to factions to use that actually are sytleized and not just random.

 

What is the point of cities if nobody can live there due to the lag from all the voxels, teraforming, and scripts running? It wont work in its current capacity if things arent structurally oragnized and optimized with prefabs. Its either Eycandy graphics, performance, and gameplay. You dont get all three and you have to balance each to make a game playable.

 

The gameplay is slow grindy, and strangled by red table and limits for the speed at which it can instantly be destroyed by even an XS calss ship stacked with whatever weapons with the sphere size of the blasts and the damage done. Something needs to give to free up gameplay and to get more peopleon board with it rather than setting up a situation that once the board gets cleared by a few groups that sieze everything the game is over and you put it back into the closet.

Link to comment
Share on other sites

These are all great suggestions.  Especially #6 on element obstruction.

 

With the changes to air brakes that are probably coming some time in the future, it would be awesome if NQ could include some improvements to element obstruction, to make it a little less frustrating.

 

When you're positioning an element it would be great if you could see a visual representation of the exact area that can't be obstructed.  I'd like to know exactly where and how close i can place voxels to a functional element without obstructing it.

 

Link to comment
Share on other sites

8 minutes ago, Atmosph3rik said:

These are all great suggestions.  Especially #6 on element obstruction.

 

With the changes to air brakes that are probably coming some time in the future, it would be awesome if NQ could include some improvements to element obstruction, to make it a little less frustrating.

 

When you're positioning an element it would be great if you could see a visual representation of the exact area that can't be obstructed.  I'd like to know exactly where and how close i can place voxels to a functional element without obstructing it.

 

 

It would be nice if there was an option via checkbox or some kind of shortcut keybind to delete voxel obstructions or at least when trying to place it make the obstructions flash like unconnected engines/hovers in a different color perhaps. im not gonna lie its a great solution. Unless your going for stacking in close proximity like wings it would be nice to have the option either way.

Link to comment
Share on other sites

While good to see them again, and pretty much all of these sugegstions as good ones, suggestions like this have been made and discussed, some even promised ny NQ, several times over the last 4 years ever since players gained access to the game.

 

Example is the microvoxel issue preventing remaval of a core, how hard can it be really to allow the option to trash anything linked to the core to clear it? If that is hard then NQ really has bigger issues. Mirrormode and painting suggestion were pretty much the first ones backers made back in 2017.

Link to comment
Share on other sites

1 hour ago, Jake Arver said:

While good to see them again, and pretty much all of these sugegstions as good ones, suggestions like this have been made and discussed, some even promised ny NQ, several times over the last 4 years ever since players gained access to the game.

 

Example is the microvoxel issue preventing remaval of a core, how hard can it be really to allow the option to trash anything linked to the core to clear it? If that is hard then NQ really has bigger issues. Mirrormode and painting suggestion were pretty much the first ones backers made back in 2017.

 

It just makes me wish that NQ would just release some kind of offline version of the game or single player/co-op version of the game and just open it up to the modding community and see what happens.

 

Or to let players buy the ability to host their own emulation of DU and collect money and again see where it goes.

 

 

Link to comment
Share on other sites

4 hours ago, Warlander said:

It just makes me wish that NQ would just release some kind of offline version of the game or single player/co-op version of the game and just open it up to the modding community and see what happens.

This would be pretty much the opposite of the original vision. I'm afraid that NQ still looks in the direction of civilization building in a single shard universe and therefore doesn't realize that there are other options.

Link to comment
Share on other sites

41 minutes ago, Maxim Kammerer said:

This would be pretty much the opposite of the original vision. I'm afraid that NQ still looks in the direction of civilization building in a single shard universe and therefore doesn't realize that there are other options.

 

Well even in the context of a civ builders like empire earth, age of empire, civilization, or stellaris they kinda missed the boat since they thought about personal talents but didnt add an org talent tree or civ talent tree combined with first person RTS elements such as the org leader or officers being able to direct waypoint(s) to do things and sticking with specialized roles for the talent tree leading to unlocking content or the framework of a civilization in general.

Link to comment
Share on other sites

On 11/28/2021 at 2:33 AM, CptLoRes said:

A quick quality of life improvement that NQ could do in like 10 minutes, is to dial back the excessive tool VFX covering like half the screen when you build.

VFX in general is a tool that is supposed to help improve the experience by providing visual guidance, but this is the exact opposite.

 

Yeah you could make an argument for toning down the effects a little, as it can be hard to see behind the tool

Link to comment
Share on other sites

@Koriandah I respect that you take the time to do this.

 

But as an old timer it is very frustrating to watch a thread like this, since we had extensive discussions for years on all this and more in the now closed pre-alpha forums.

And NQ never did a thing about any of it, even at their peek when they had like 100+ employees..

 

Link to comment
Share on other sites

49 minutes ago, CptLoRes said:

@Koriandah I respect that you take the time to do this.

 

But as an old timer it is very frustrating to watch a thread like this, since we had extensive discussions for years on all this and more in the now closed pre-alpha forums.

And NQ never did a thing about any of it, even at their peek when they had like 100+ employees..

 

I had some free time on a flight :)

But hopefully they stick to their promise to communicate with us and we might even get a reply 0_0


Perhaps I'm optimistic because I really engage in the best part of the game - the building, and not the really other tedious stuff like Industry or Mining,,,

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...