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Ingame Improvements


Hirnsausen

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01.
Make all ingame windows moveable and minimizable to a small rectangle at the lower screen border.

02.
Allow different types of smileys inside all chat channels with exception of HELP and LUA.  Example:    : - ) would give a smiling smiley.

03.
As players want to play at each day and time of the week, so should GMs available at all times.

04.
Text size (game, chat window) needs to be scalable so some players (like me) can stop using a zoom lens.

05.

Du Inventory / Marketss should allow search phrase with the asterisk placeholder.
 

06.
Colorizing of element areas should be possible (NQ-predefined textures, or player-made texture files).

07.

Water in shower and sink, interactable sink. More household machines, like microwave, oven, etc....


08.
No more game changes that add more hardness and frustration to players, for now. Instead, any changes should add to the fun and pleasure of all players as DU needs again more playing persons and less bad feedback with wide outreach.
 

09.
Add an option for players, to make the frame around selected (marked) voxels more (and less) visible, especially during bright daylight on light-colored honecombs, and also to make the grid of a core more or less visible.

10.
Notification that someone talks to you or wants to add you to a contact list needs to be more visible, maybe flashy until acknowledged.

11.
Heck, please use a better soundtrack for the loading screen than just the lonely, sad weeping trumpet we get now - get inspired by Vangelis and Jean-Michel Jare and Ennio Moricone.. Offer various soundtracks or allow players to paste their own soundtracks into soundtrack subfolders ("Attavked", "Achived", "Flying", "Building", "Market", etc.).


12.
LUA Editor - as the selected slot is highlighted with a vertical yellow line, so should be the selected filter.

13.

Asteroid Tracker - sounds and movement must be endable.

14.
Make the existing hovers working on the seafloor, too. Example: hovering above water, then reduce hover thrust, but when reaching 0%, instead it then starts with 100% underwater hover thrust.. You can further reduce thrust until you are landed on the seafloor. To rise again, increase hover thrust to get maximum altitude above seafloor at 100%, but then when increasing further the hover starts with the above-water/land thrust values and starts hovering above water (or if you move your ship, above land). This switch between underwater and above works only when the ship is above water bodies, like lakes and oceans.


If I remember more things, I will add them to this list.

Edited by Hirnsausen
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