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Leniver
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Hello,

 

I am not here to talk about Demeter the pro/cons.

This is a personal list of improvement I see that could be added to the game and would change player life quality.
Some of the improvement are more for new players, the goal is to make the game less confusing for them.

Some of the improvement can be complex to develop, some others are easy.

Blueprints / Tokens

  • Blueprint should update while the elements in container change.
    When you are preparing all the element to deploy your blueprint, you inspect the blueprint to see how many of each elements you need. While you are filling the needs, the blueprint should update.
     
  • We should be able to deploy compacted construct without having to select the nanopack.
    As we can have only 1 compacted construct and that the compacted construct can be only in the nanopack, there is no reason to have to select a specific container to deploy it.
     
  • Add a shortcut to deploy the compacted construct
    We could use the same shortcut (Alt+B), if the player has a compacted construct in his nanopack it deploy else it tries to compact the targeted construct
     
  • The error message displayed when you try to deploy a blueprint from the wrong container should be more explicit.
    If the blueprint you try to deploy is in the other container (not your current selected one) it should display a message like "Select your 'nanopack' to deploy this blueprint" and not "Invalid element".
     
  • Allow blueprint to be deployed with element having less life.
    The player should be able to use element having less life to deploy a blueprint. By default, if there is enough full-life element in the container it would take those, but if not and there is less-life element it should take them.
     
  • Show the construct as an hologram when deploying
    When deploying a blueprint, the player should be able to see an hologram of the construct to help him for placement. (more useful for static and space construct). This option could be deactivated via settings for performance improvement.
     
  • We should be able to use a token without having to select the container it is in.
    Currently we get a very confusing error message when trying to use a token from a container that is not the one selected. Many player don't understand what's happening.

 


Surrogate

  • Add a filter "show owned only"
    Display surrogate owner by the player
     
  • Add a filter "show company only"
    Display surrogate owned by companies the player is in.
     
  • Allow multiple filter to be checked in same time
     
  • Save selected filters
    Player should not have to select filter every time he opens a surrogate, they should be saved client-side.
     
  • Save station sorting selection 
    By default every time, surrogate are sorted by "most used". If the player want to have them sorted alphabetical he has to do it on every search.
     
  • Add possibility to save a search as bookmarks
    For people that use a lot VR, they search for the same names/filters all the time. It would be great to be able to save the search as a bookmark. The player could simply click on it and it would load his saved search. (search, filters and sorting)
     
  • We should be able to use "Surrogate VR Station" in VR to switch station.
    A player in VR could be able to use a surrogate station while being in VR. It would prevent to have to exit and enter again when we want to switch Station. Of course the initial station will always be the point of origin.

 

 

Piloting

  • Add an option for player to start in 3rd person view then entering in a piloting seat.
    Most of the player are piloting ship in 3rd person view. This could be done by adding a way to switch the view in Lua or via game settings.

 

 

Mining Units

  • Add Lua API to it
    We need a way to manage the MU in a construct as any other industry unit.
     
  • Available Mining Unit charge should be displayed for player
    Currently if you want to know this information, you have to open a MU. This information could be displayed on the right of the player's quanta.
    Charges  3/8        Balance 1 000 000 h
     
  • Add a possibility to skip mini-game
    Many player just want to apply the default calibration percentage to the mining unit, they don't look for the additional rock.
    It would be great to have an option to apply the default percentage without having to load the mini-game, in that case no rock would pop and no bonus would be applied.

     
  • Notification should contain the MU element name
    It would help to keep a track of which MU has been calibrated in a specific construct when you have to manage multiple MU for an organization.
     
  • Notifications should have a specific filter for MU
    The player should be able to display only notification related to MU.


 

Avatar

  • Keep auto-run enable when opening a window
    All user interface opened while auto-running should not stop the auto-run. Currently I can't check a market price while auto-running.
     
  • All locked screen should be unlock with ESC
    Currently if you are locking the screen with "TAB" you can't unlock it with "ESC". But if you are locking the screen with the chat, then you can't unlock it with "TAB" and you have to press 2x "ESC".
     
  • Allow player to close channels
    Chat interface has too many tabs. We should be able to close them so only 1-3 tabs would be displayed. For every channels we should be able to choose if we want it to display when a new message come in the channel or not.
     
  • [19.12.2021] Add time to whisper chat
    When you get a message from someone, sometime you miss it, there is no way to know when this person sent you the message. (5 minutes?, 5 hours?)

     

Map

  • Split constructs in 3 sections (dynamic, static, space)
    For people that have access to many constructs the list is sometime very long and hard to find a specific construct.
     
  • Add a way to hide a construct from the list
    Some construct have no interest (multi-core building, showroom ship, ect...). We should be able to hide some constructs from the map drop-down with an option to show hidden construct.
     
  • Keep the previous selected tile filter.
    It's mainly when you are scanning tiles, you want to display your scan results. But every time you open your map, you have to go and select again the scan result filter.

 

  • Add a search
    Most of the time we know exactly which construct we are looking for. Instead of having to go though all the construct list, if we could search for it it would help us a lot. Of course the search should stay if you close the map and open it again.
     
  • Add a RDMS right for organization's constructs to allow member to see constructs in the map
    Currently only legates can see constructs on the construct list. But sometime you give right to an org construct to a member and he has no way to locate it on the map.


 

Building

  • Allow player to switch engines / weapons
    It would be nice to be able to switch engine of same type/size on a ship. Example switching "Basic Atmospheric Engine L" to a "Advanced Military Atmospheric Engine L".
    It would make the life easier so we don't have to deal with the placement, links and tags. Of course the applied talents would not be saved.

     
  • Add a shortcut to start a new link from previous element
    This is more when you are setting up factory, but can be also the case when you are linking your engine or containers. It would be nice to be able to have a shortcut that will start a new link from the previous element.
    Example: I want to link 10 engines to the same fuel tank, I start a link from the fuel tank and then go on the back of my ship. Link first engine, hit the shortcut, link the second one, ect...
    Same if I have to setup 5 Metalwork Line for a specific production.

     
  • Add a shortcut to swap link direction
    This is more for the factory but could be also used for button with PB. Would be nice to be able to change the link from "OUT" to "IN" or vice-versa.
     
  • Increase the jetpack speed
    When you have to go through all you L core to make a link or something else it takes a long time. Would be nice to be able to fly very fast with a modifier key. This speed could be configured in the settings.
     
  • [17.12.2021] Add an option to delete voxels
    With some limitation (max 3m³), but being able to delete last voxel in a construct we want to remove. I will reduce number of time we have to ask NQ to help us when we want to remove a construct.

     

Effects and Sounds

  • Add possibility to remove certain effects
    For some people effect in the factory are not needed or glowing rocks are glowing too much. Would be nice to be able to choose which effect we want or not. 
    In some area there is too many effects, it's lower the game immersion.

     
  • Add more sound channels
    It would be nice to be able to reduce the "industry sound" or other noises while maintaining the sound level of other sources.
     
  • Add color filters for color blind people
    Some colors are very difficult to see in the game. Also the Nvidia filters are not supported so we can't use them to help us.


 

Missions & Jobs

  • [18.12.2021] When creating a mission, the parcel containers for the origin/destination should be sorted alphabetically.
    If you have multiple parcel containers (10+ in my case) you have to search for the one you want to select.
     
  • [18.12.2021] The weight of the package should be displayed in the "Reward & Collateral" section.
    There is 3 parameters to take in consideration when you are setting the reward/collateral: the distance to travel, the value of the package and his weight. (warp cell calculation)
     
  • [21.12.2021] Increase the number of mission player can create.
    Being limited to 3 missions is not enough. If you start to use that to create content and give mission to carry your goods, you need to be able to create a lot of them.
    As the mission system is based on reputation, if you are creating too many mission that no one will pickup then your stats will be bad.

     
  • [21.12.2021] Add a notification when someone answer your job.
    Actually you have to check all the time your job to be sure that you don't have miss an answer.
     
  • [21.12.2021] Add the date/time of message posted in communication.
    Actually we are not able to know when someone as answer our job, as the game is worldwide and we are not all in the same timezone it's hard to follow without this information.
Edited by Leniver
[21.12.2021] Mission & Job
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Or better yet, remove them complete and bring mining back, maybe add mining elements that can be added to ships and just accept the holes in the planets as people will start drilling them anyway. for the list, nice list with good ideas.!!!

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9 hours ago, Leniver said:

Hello,

 

I am not here to talk about Demeter the pro/cons.

This is a personal list of improvement I see that could be added to the game and would change player life quality.
Some of the improvement are more for new players, the goal is to make the game less confusing for them.

Some of the improvement can be complex to develop, some others are easy.

Blueprints / Tokens

  • Blueprint should update while the elements in container change.
    When you are preparing all the element to deploy your blueprint, you inspect the blueprint to see how many of each elements you need. While you are filling the needs, the blueprint should update.
     
  • We should be able to deploy compacted construct without having to select the nanopack.
    As we can have only 1 compacted construct and that the compacted construct can be only in the nanopack, there is no reason to have to select a specific container to deploy it.
     
  • Add a shortcut to deploy the compacted construct
    We could use the same shortcut (Alt+B), if the player has a compacted construct in his nanopack it deploy else it tries to compact the targeted construct
     
  • The error message displayed when you try to deploy a blueprint from the wrong container should be more explicit.
    If the blueprint you try to deploy is in the other container (not your current selected one) it should display a message like "Select your 'nanopack' to deploy this blueprint" and not "Invalid element".
     
  • Allow blueprint to be deployed with element having less life.
    The player should be able to use element having less life to deploy a blueprint. By default, if there is enough full-life element in the container it would take those, but if not and there is less-life element it should take them.
     
  • Show the construct as an hologram when deploying
    When deploying a blueprint, the player should be able to see an hologram of the construct to help him for placement. (more useful for static and space construct). This option could be deactivated via settings for performance improvement.
     
  • We should be able to use a token without having to select the container it is in.
    Currently we get a very confusing error message when trying to use a token from a container that is not the one selected. Many player don't understand what's happening.

 


Surrogate

  • Add a filter "show owned only"
    Display surrogate owner by the player
     
  • Add a filter "show company only"
    Display surrogate owned by companies the player is in.
     
  • Allow multiple filter to be checked in same time
     
  • Save selected filters
    Player should not have to select filter every time he opens a surrogate, they should be saved client-side.
     
  • Save station sorting selection 
    By default every time, surrogate are sorted by "most used". If the player want to have them sorted alphabetical he has to do it on every search.
     
  • Add possibility to save a search as bookmarks
    For people that use a lot VR, they search for the same names/filters all the time. It would be great to be able to save the search as a bookmark. The player could simply click on it and it would load his saved search. (search, filters and sorting)
     
  • We should be able to use "Surrogate VR Station" in VR to switch station.
    A player in VR could be able to use a surrogate station while being in VR. It would prevent to have to exit and enter again when we want to switch Station. Of course the initial station will always be the point of origin.

 

 

Piloting

  • Add an option for player to start in 3rd person view then entering in a piloting seat.
    Most of the player are piloting ship in 3rd person view. This could be done by adding a way to switch the view in Lua or via game settings.

 

 

Mining Units

  • Add Lua API to it
    We need a way to manage the MU in a construct as any other industry unit.
     
  • Available Mining Unit charge should be displayed for player
    Currently if you want to know this information, you have to open a MU. This information could be displayed on the right of the player's quanta.
    Charges  3/8        Balance 1 000 000 h
     
  • Add a possibility to skip mini-game
    Many player just want to apply the default calibration percentage to the mining unit, they don't look for the additional rock.
    It would be great to have an option to apply the default percentage without having to load the mini-game, in that case no rock would pop and no bonus would be applied.

     
  • Notification should contain the MU element name
    It would help to keep a track of which MU has been calibrated in a specific construct when you have to manage multiple MU for an organization.
     
  • Notifications should have a specific filter for MU
    The player should be able to display only notification related to MU.

 

Avatar

  • Keep auto-run enable when opening a window
    All user interface opened while auto-running should not stop the auto-run. Currently I can't check a market price while auto-running.
     
  • All locked screen should be unlock with ESC
    Currently if you are locking the screen with "TAB" you can't unlock it with "ESC". But if you are locking the screen with the chat, then you can't unlock it with "TAB" and you have to press 2x "ESC".
     
  • Allow player to close channels
    Chat interface has too many tabs. We should be able to close them so only 1-3 tabs would be displayed. For every channels we should be able to choose if we want it to display when a new message come in the channel or not.

     

Map

  • Split constructs in 3 sections (dynamic, static, space)
    For people that have access to many constructs the list is sometime very long and hard to find a specific construct.
     
  • Add a way to hide a construct from the list
    Some construct have no interest (multi-core building, showroom ship, ect...). We should be able to hide some constructs from the map drop-down with an option to show hidden construct.
     
  • Keep the previous selected tile filter.
    It's mainly when you are scanning tiles, you want to display your scan results. But every time you open your map, you have to go and select again the scan result filter.

 

  • Add a search
    Most of the time we know exactly which construct we are looking for. Instead of having to go though all the construct list, if we could search for it it would help us a lot. Of course the search should stay if you close the map and open it again.
     
  • Add a RDMS right for organization's constructs to allow member to see constructs in the map
    Currently only legates can see constructs on the construct list. But sometime you give right to an org construct to a member and he has no way to locate it on the map.

 

Building

  • Allow player to switch engines / weapons
    It would be nice to be able to switch engine of same type/size on a ship. Example switching "Basic Atmospheric Engine L" to a "Advanced Military Atmospheric Engine L".
    It would make the life easier so we don't have to deal with the placement, links and tags. Of course the applied talents would not be saved.

     
  • Add a shortcut to start a new link from previous element
    This is more when you are setting up factory, but can be also the case when you are linking your engine or containers. It would be nice to be able to have a shortcut that will start a new link from the previous element.
    Example: I want to link 10 engines to the same fuel tank, I start a link from the fuel tank and then go on the back of my ship. Link first engine, hit the shortcut, link the second one, ect...
    Same if I have to setup 5 Metalwork Line for a specific production.

     
  • Add a shortcut to swap link direction
    This is more for the factory but could be also used for button with PB. Would be nice to be able to change the link from "OUT" to "IN" or vice-versa.
     
  • Increase the jetpack speed
    When you have to go through all you L core to make a link or something else it takes a long time. Would be nice to be able to fly very fast with a modifier key. This speed could be configured in the settings.
     

Effects and Sounds

  • Add possibility to remove certain effects
    For some people effect in the factory are not needed or glowing rocks are glowing too much. Would be nice to be able to choose which effect we want or not. 
    In some area there is too many effects, it's lower the game immersion.

     
  • Add more sound channels
    It would be nice to be able to reduce the "industry sound" or other noises while maintaining the sound level of other sources.
     
  • Add color filters for color blind people
    Some colors are very difficult to see in the game. Also the Nvidia filters are not supported so we can't use them to help us.

 

Miscellaneous

  • Load elevators at first
    The elements in a construct are loaded sequentially based on their type. Elevators are loaded at the end.
    On big construct (like factory), elevators can take 20-60 seconds to load. Would make more sens to load first the elevator than an assembly line because you need the elevator to go to your assembly line.

     
  • Allow possibility to move a talent to top/bottom
    Some player have a lot of talents queued, if you want to promote a talent you have to drap it to the top. We should be able to push it to the top or the bottom of the list. Of course depending on the pre-requirement.
     
  • Add drop down for the recipients to the wallet
    We are transferring most of the time money from our avatar to one of our org or the opposite. Instead of having to search for every time, a drop down with some preset recipient would help us.
     
  • Allow elements with same life count to be stacked together
    When you do a bit of PvP you get soon a lot of part that have 1-2 life less. When you have them in a container, they are not stacked, which makes it very difficult to know how much of each item you have.

 

 

This is a first post, I've certainly forgotten a few points which I will add later. (I'll put the date to make it more readable)

I hope NQ will read this. A reply would be appreciated for the time I spent writing this.

Kind regards
Leniver

 

Honestly with constructs we should be able to either compact via golden blueprints ourselves so that we can transport vehicles or other structures more easily to other planets like packing your tiles and moving to sanctuary or sanctuary to alioth or alioth to whatever planet. There is no reason not to and as long as you can fit your construct into a 10 container link or XL 10 link of containers it should be ok. 

 

 

As well as for the avatar they should really think about doing a line of XXs or XXXs elements that act like gadgets you can just attach to your character like lights, radar, or whatever.

 

as far as building there should be a copy elements tool so that you can clone a setup and paste it easily like the selection tool for voxels. I would also say that a voxel to element baking tool and a element blueprint tool would be decent as well so you can turn voxels to elements and then mass produce those elements like furnature or other props. Also a add/remove teravoxel tool would be nice even if it was 1-5 voxels if the devs want to be mean. It would help a lot without having jagged borders and help a ton to leave various dirt tera voxels in place or add dirt between walls. 

 

In the same vein as building I want to see more elements that have some effects on it like sparks, steam, smoke, fire, etc that have the same options as lights for turning it on or off like blinking or timers along with some devent sci-fi effects to where its not a huge element and perhaps just an exaust port or a small piece that emits sparks. As well as some elements that bind to voxels that pivot so that you can have wings that fold to save space when you throw on the landing gear, or doors that fold down from the ceiling and extend out a staircase, or things like legit elevators or moving platforms that go to one point to another. Or some kind of basic rail system you can run elements on that are not bound to a core but are bound to a TU and can cross into tiles you own.

 

Honestly I also would like to see other things like Pay to Develop where NQ has a list of things that they wanted to make but cannot afford to do so and having options people can crowdfund who want to help make that possible. Or that any time NQ comes out with something like a Wing L for example they have it set up so people who want it right away pay $ for it to put it to use 1 month ahead of other people before it gets added to the game. I would also like to see a fluff shop you can buy things like skins, glowing tron like pigments for avatars, different tools, pets, etc.

 

 

And better performance as a qol

 

 

 

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1 hour ago, Dyab0lix said:

Can I add "Update the tutorials"... it tells me to pick up rocks and sell them... i hope thats not the whole game.

 

Yes, that's the whole game now. We went from "rebuild civilization, explore space, join millions of players" to a mining/money simulator to make money for the sake of making money or build things no one will ever visit because they have no use or purpose behind.

Now go gather rocks! And when you can afford the AM don't forget to babysit it every day, so you can buy more AMs, in order to be able to buy more AMs, in order to be able to buy more AMs. 

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Most of the points raised realy focus on something I agree really need to get a lot of attention over the next few months as we move towards a "release" and that is the UI/UX needs a massive overhaul, if not a rewrite as it is hopelessly non intuitive, inconsistent and very much of the last decade.

 

Frankly, the UI/UX has not changed much, if at all, since pre alpha and varies a lot depending on who built it. It also feels like much of the UI/UX is designed by the coders which in itself is really not a good idea.. You need to have someone who understand what users need to know/see to design the UI/UX, not a dev who assumes certain things should be obvious since it is to them.

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3 hours ago, sHuRuLuNi said:

 

Yes, that's the whole game now. We went from "rebuild civilization, explore space, join millions of players" to a mining/money simulator to make money for the sake of making money or build things no one will ever visit because they have no use or purpose behind.

Now go gather rocks! And when you can afford the AM don't forget to babysit it every day, so you can buy more AMs, in order to be able to buy more AMs, in order to be able to buy more AMs. 

It honestly does feel a lot like a 3D idle clicker mobile game. Just watch the machine do its thing, then sell it/buy more to watch it count up slightly faster.

 

Im not sure thats what it said on the brochure.

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Good points, ideally though the M screen will be overhauled and we will have a separate menu for construct management and a 3D interactable map on another screen, because currently clicking M freezes your game anywhere from 2-10 seconds at a time (during that time your ship doesn't move btw)

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22 hours ago, Leniver said:

Hello,

 

I am not here to talk about Demeter the pro/cons.

This is a personal list of improvement I see that could be added to the game and would change player life quality.
Some of the improvement are more for new players, the goal is to make the game less confusing for them.

Some of the improvement can be complex to develop, some others are easy.

Blueprints / Tokens

  • Blueprint should update while the elements in container change.
    When you are preparing all the element to deploy your blueprint, you inspect the blueprint to see how many of each elements you need. While you are filling the needs, the blueprint should update.
     
  • We should be able to deploy compacted construct without having to select the nanopack.
    As we can have only 1 compacted construct and that the compacted construct can be only in the nanopack, there is no reason to have to select a specific container to deploy it.
     
  • Add a shortcut to deploy the compacted construct
    We could use the same shortcut (Alt+B), if the player has a compacted construct in his nanopack it deploy else it tries to compact the targeted construct
     
  • The error message displayed when you try to deploy a blueprint from the wrong container should be more explicit.
    If the blueprint you try to deploy is in the other container (not your current selected one) it should display a message like "Select your 'nanopack' to deploy this blueprint" and not "Invalid element".
     
  • Allow blueprint to be deployed with element having less life.
    The player should be able to use element having less life to deploy a blueprint. By default, if there is enough full-life element in the container it would take those, but if not and there is less-life element it should take them.
     
  • Show the construct as an hologram when deploying
    When deploying a blueprint, the player should be able to see an hologram of the construct to help him for placement. (more useful for static and space construct). This option could be deactivated via settings for performance improvement.
     
  • We should be able to use a token without having to select the container it is in.
    Currently we get a very confusing error message when trying to use a token from a container that is not the one selected. Many player don't understand what's happening.

 


Surrogate

  • Add a filter "show owned only"
    Display surrogate owner by the player
     
  • Add a filter "show company only"
    Display surrogate owned by companies the player is in.
     
  • Allow multiple filter to be checked in same time
     
  • Save selected filters
    Player should not have to select filter every time he opens a surrogate, they should be saved client-side.
     
  • Save station sorting selection 
    By default every time, surrogate are sorted by "most used". If the player want to have them sorted alphabetical he has to do it on every search.
     
  • Add possibility to save a search as bookmarks
    For people that use a lot VR, they search for the same names/filters all the time. It would be great to be able to save the search as a bookmark. The player could simply click on it and it would load his saved search. (search, filters and sorting)
     
  • We should be able to use "Surrogate VR Station" in VR to switch station.
    A player in VR could be able to use a surrogate station while being in VR. It would prevent to have to exit and enter again when we want to switch Station. Of course the initial station will always be the point of origin.

 

 

Piloting

  • Add an option for player to start in 3rd person view then entering in a piloting seat.
    Most of the player are piloting ship in 3rd person view. This could be done by adding a way to switch the view in Lua or via game settings.

 

 

Mining Units

  • Add Lua API to it
    We need a way to manage the MU in a construct as any other industry unit.
     
  • Available Mining Unit charge should be displayed for player
    Currently if you want to know this information, you have to open a MU. This information could be displayed on the right of the player's quanta.
    Charges  3/8        Balance 1 000 000 h
     
  • Add a possibility to skip mini-game
    Many player just want to apply the default calibration percentage to the mining unit, they don't look for the additional rock.
    It would be great to have an option to apply the default percentage without having to load the mini-game, in that case no rock would pop and no bonus would be applied.

     
  • Notification should contain the MU element name
    It would help to keep a track of which MU has been calibrated in a specific construct when you have to manage multiple MU for an organization.
     
  • Notifications should have a specific filter for MU
    The player should be able to display only notification related to MU.

 

Avatar

  • Keep auto-run enable when opening a window
    All user interface opened while auto-running should not stop the auto-run. Currently I can't check a market price while auto-running.
     
  • All locked screen should be unlock with ESC
    Currently if you are locking the screen with "TAB" you can't unlock it with "ESC". But if you are locking the screen with the chat, then you can't unlock it with "TAB" and you have to press 2x "ESC".
     
  • Allow player to close channels
    Chat interface has too many tabs. We should be able to close them so only 1-3 tabs would be displayed. For every channels we should be able to choose if we want it to display when a new message come in the channel or not.

     

Map

  • Split constructs in 3 sections (dynamic, static, space)
    For people that have access to many constructs the list is sometime very long and hard to find a specific construct.
     
  • Add a way to hide a construct from the list
    Some construct have no interest (multi-core building, showroom ship, ect...). We should be able to hide some constructs from the map drop-down with an option to show hidden construct.
     
  • Keep the previous selected tile filter.
    It's mainly when you are scanning tiles, you want to display your scan results. But every time you open your map, you have to go and select again the scan result filter.

 

  • Add a search
    Most of the time we know exactly which construct we are looking for. Instead of having to go though all the construct list, if we could search for it it would help us a lot. Of course the search should stay if you close the map and open it again.
     
  • Add a RDMS right for organization's constructs to allow member to see constructs in the map
    Currently only legates can see constructs on the construct list. But sometime you give right to an org construct to a member and he has no way to locate it on the map.

 

Building

  • Allow player to switch engines / weapons
    It would be nice to be able to switch engine of same type/size on a ship. Example switching "Basic Atmospheric Engine L" to a "Advanced Military Atmospheric Engine L".
    It would make the life easier so we don't have to deal with the placement, links and tags. Of course the applied talents would not be saved.

     
  • Add a shortcut to start a new link from previous element
    This is more when you are setting up factory, but can be also the case when you are linking your engine or containers. It would be nice to be able to have a shortcut that will start a new link from the previous element.
    Example: I want to link 10 engines to the same fuel tank, I start a link from the fuel tank and then go on the back of my ship. Link first engine, hit the shortcut, link the second one, ect...
    Same if I have to setup 5 Metalwork Line for a specific production.

     
  • Add a shortcut to swap link direction
    This is more for the factory but could be also used for button with PB. Would be nice to be able to change the link from "OUT" to "IN" or vice-versa.
     
  • Increase the jetpack speed
    When you have to go through all you L core to make a link or something else it takes a long time. Would be nice to be able to fly very fast with a modifier key. This speed could be configured in the settings.
     

Effects and Sounds

  • Add possibility to remove certain effects
    For some people effect in the factory are not needed or glowing rocks are glowing too much. Would be nice to be able to choose which effect we want or not. 
    In some area there is too many effects, it's lower the game immersion.

     
  • Add more sound channels
    It would be nice to be able to reduce the "industry sound" or other noises while maintaining the sound level of other sources.
     
  • Add color filters for color blind people
    Some colors are very difficult to see in the game. Also the Nvidia filters are not supported so we can't use them to help us.

 

Miscellaneous

  • Load elevators at first
    The elements in a construct are loaded sequentially based on their type. Elevators are loaded at the end.
    On big construct (like factory), elevators can take 20-60 seconds to load. Would make more sens to load first the elevator than an assembly line because you need the elevator to go to your assembly line.

     
  • Allow possibility to move a talent to top/bottom
    Some player have a lot of talents queued, if you want to promote a talent you have to drap it to the top. We should be able to push it to the top or the bottom of the list. Of course depending on the pre-requirement.
     
  • Add drop down for the recipients to the wallet
    We are transferring most of the time money from our avatar to one of our org or the opposite. Instead of having to search for every time, a drop down with some preset recipient would help us.
     
  • Allow elements with same life count to be stacked together
    When you do a bit of PvP you get soon a lot of part that have 1-2 life less. When you have them in a container, they are not stacked, which makes it very difficult to know how much of each item you have.

 

 

This is a first post, I've certainly forgotten a few points which I will add later. (I'll put the date to make it more readable)

I hope NQ will read this. A reply would be appreciated for the time I spent writing this.

Kind regards
Leniver

A very good read and some nice ideas.  I definitely think having more specific error messaging in the game is a must and would also work towards the FTUE in Juno. 

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7 hours ago, Jake Arver said:

Most of the points raised realy focus on something I agree really need to get a lot of attention over the next few months as we move towards a "release" and that is the UI/UX needs a massive overhaul, if not a rewrite as it is hopelessly non intuitive, inconsistent and very much of the last decade.

This has been a topic since.. well.. always. And there are many, many small UX improvements (requiring almost no dev time) that have been suggested ad infinitum, that when combined would have greatly improved the overall experience.

 

But NQ has been doing the classic mistake of only focusing on the big picture (waterfall), and not fixing the small stuff one by one (agile). But that just means the small stuff accumulates and becomes something huge and messy that requires an monumental ordeal to fix later.. And this is common problem that should be well known by any dev.

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21 hours ago, Aaron Cain said:

Or better yet, remove them complete and bring mining back, maybe add mining elements that can be added to ships and just accept the holes in the planets as people will start drilling them anyway. for the list, nice list with good ideas.!!!

Don't drill to much or their DB will get full and they will need to wipe again to save some monies

Edited by XKentX
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6 hours ago, Jake Arver said:

Most of the points raised realy focus on something I agree really need to get a lot of attention over the next few months as we move towards a "release" and that is the UI/UX needs a massive overhaul, if not a rewrite as it is hopelessly non intuitive, inconsistent and very much of the last decade.

 

Frankly, the UI/UX has not changed much, if at all, since pre alpha and varies a lot depending on who built it. It also feels like much of the UI/UX is designed by the coders which in itself is really not a good idea.. You need to have someone who understand what users need to know/see to design the UI/UX, not a dev who assumes certain things should be obvious since it is to them.

 

Agree 100%

 

I dont know how NQ managed to fill the screen with so much stuff and still somehow make it half useable or that mods for ships like gyros, radar, etc dont work half as well as it should. Personally if given the choice ill fly in 3rd person over 1st person and half the data they have in the cockpit does not transfer over to 3rd person like it should.

 

or that:

  • Inventory is in a massive window instead a rescalable pop up window you can move around even if its 1 single row thick that does not occupy so much space on screen.
  • Opacity or choosing the background color of things like the mini map or waypoint or the color of the waypoint. Or having waypoint chains or other things you want displayed at the same time like a group of players, ships, or POIs that are color coded.
  • Adding/Removing parts of the hud/UI, scaling the size, and moving every bit of it around to where you actually need it.
  • Having all the general data from the cockpit instuments transfer to 3rd person with things like the gyro, altimiter, terminator, etc without limiting how many can be added to a ship in terms of parts that have functional use to flight standard in ships built into some kind of combo units that are displayed on screan without needing 3rd party scipts.
  • Building in an auto pilot system into the UI standard.

 

 

8 hours ago, Dyab0lix said:

Can I add "Update the tutorials"... it tells me to pick up rocks and sell them... i hope thats not the whole game.

 

The tutorial is the same thing as the academy and yet it forces you to do it twice for some reason to start the game. Think of any other game that you have player that throw this much of information overload immediatly onto the player and then forces them to fly to another planet to finally actually start the game. Its pointless and it should be streamlined that has all the same functionality of learning on the fly in some kind of active mission that takes you directly to the starting point.

 

It would be a lot better if NQ has some kind of 1 hour mission that is heading to sanctuary directly and dropped you off on an open tile on sanctuary.

 

For instance make a tutorial instance that is both active and reactive to different things you will be expected to perform on a hauling run from some planet directly to sanctuary that uses TTS or voice acting with a 10 man crew of 2 pilots, 2 gunners, 2 industrialists, 2 miners, and 2 mechanics along with the player who wakes up from some sleep pod. When the player wakes up they hear the npcs talking on the coms about each aspect of the game as the 2 npc pairs start talking back and forth about mining, industry, PvP, building/ship building, and flying that the player can hear along with NPCs that are just avatars sitting in jump seats, pilot seats, or gunner seats having conversations and have basic scripts to look at the player while they are walking around or at each other when they are talking with some basic emotes so it isnt too static.

 

To where the game automatically spots open tiles on sanctuary and directly puts them onto the pre selected tile with everything they need by the end of the instance as a salvaging experience via a crash site that has everything they need to start the game.

 

The mission should be in a S dynamic core hauler that has enough space for a 10 man crew and the player with 10 jump seats with some filler NPCs that are just player avatars with different color schemes tosignify if they are pilot, miner, industrialist, gunner, or mechanics with a spot for the player to sit but also 1-2 evtra NPCs with one sleeping and the other how says nothing. The NPCs talk to each 2 person pair about aspects of mining, industry, PvP, building/repairs, or flying so that you hear common questions a player wouldhave but also get the chance to hear the answers as well. Each aspect of the game should have a Q&A phase of TTS/voice overs and then have the player do some kind of action.

 

Such as pilots talking about how long the flight is and then they has the player "Hey kid/rookie/etc would you mind going into the cargo hold and grabbing some fuel and taking it to the engine room to refuel the ship?" and so when the player goes into the engine room the builders talk about the mechanics of linking to a container like "Right click the container and link to it and then hit I and click the paperclip idon" and when the player goes to head to the engine room they are linked to the container and the door is broken and the builders say "yeah we have been having problems with the door hit the 9 key and target the door and you should be able to fix it pretty quick" to enter the engine room. When you get there the pilot say "hit the 5 key for me kid and you should be able to fill the tanks".

 

At which point a player should have refueling and repairs understood and then should be tasked with needing to put something down like a rez pad, and activating it, as well as putting down some kind of element like a switch or sensor to the door to make it open automatically. Or tasked with reloading ammo containers from the regular containers.

 

There should be some kind of dialogue from the pilots during the whole time about shipson radar and eventually it becomes clear the hauler is being targeted leading to needed the ammo being loaded which triggers the fighter to target the hauler and the lights in the ship start flashing red. Then some part of the ship gets hit by a missle and the gunner starts firing back at it but cant take it out before the next missle takes out the second turret and the player is asked to jump in having loaded it and the other gunner that is left talks the player though shooting it down as different parts of the ship is hit like the sitting area that sucks out someof the unnecessary npcs. After the player blows up the fighter they are then tasked with repairing what they can as it has destructive elements and shows the damage PvP can do to other ships with destructive elements for parts the player shouldnt have starting out and setting expectations from the start.

 

To where after the fighter is destroyed gravity takes the ship down and starts a crash landing since there is no longer enough engine power to sustain lift and it begins a crash landing sequence and after the crash the player is the only person left from the crew. At which point there is a fully destroyed ship and the player can choose what to salvage off the ship by harvesting rocks and turning it into scrap and taking parts off the ship or repurposing the voxels and gaining entry to the containers that have parts to make a ship and some industry, MUs etc for starting a base right on sanctuary in an unclaimed tile that the crash site is the starting location randomly selected from unclaimbed sanctuary tiles that is enguaging and more interesting than the tutorial now.

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I like the sound of that, would be a pretty imersive way to start off, but issues with the tutorials are what you do after you pick up rocks, fly, and setup 1 assembler... theres 0 info on what else to do after that.. doesnt mention space flight, missions, asteroids, etc.  Literally nothing about anything outside of sanctuary. If i hadnt searched for answers on reddit/youtube, that would look like it was the whole game, which is a really bad look for building the player base.

 

Theres a serious wall of "just work it out" after you place that first schematic... which is a huge gap from early to mid game.

 

e.g. Im a designer by trade and really like building ships, which is obviously a huge part of the game, but i still have no idea how to sell them... from what ive managed to find i need to tell people about them on discord or du-creators, and then meet people in game and hand trade. Surely with ship building this much of a feature, someone should be thinking "what are players likely want to do once they build a ship, and how can we foster/encourage that?". Instead its no info, and no mechanics to empower players. Blows my mind how anyone would think that would be successful.

 

They seriously need a UX person to help focus on the human side of this game and empower the community to make it "player driven" like intended.. can tell its made by coders focusing on optimising complex systems and forgetting about their target audience.

Edited by Dyab0lix
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