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Team:
Rank: Main: Nurokourri Level: 5049 Joined: Sat Aug 21, 2004 6:48 pm Posts: 1056 |
Bugs
Mission Issues
UI Comments
Gameplay Comments
_________________ Fucking loot... Last edited by Nuromishi on Wed Sep 14, 2011 11:11 pm, edited 53 times in total. |
Sun Sep 11, 2011 10:03 pm |
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Team:
Rank: Councilor Main: Trevor Level: 5369 Joined: Wed Jul 12, 2006 10:01 pm Posts: 4162 Location: Alabama |
Nice!
_________________ Stay strong, live long, and walk humbly. |
Sun Sep 11, 2011 10:31 pm |
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Team:
Rank: Officer Main: Schuldiner Level: 3912 Joined: Wed Jul 18, 2007 6:05 am Posts: 342 |
-Massive lag (around 8 FPS) for me on any quality setting below Very High. Specs: Nvidia Quadro FX 570M, 4 GB of RAM, T9300 Core 2 Duo 2.5GHz
specially in SOL,Nexus..the last time ended 6.7k away ![]() and nice Bug compilation lol! ![]() |
Sun Sep 11, 2011 10:39 pm |
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Team:
Rank: Main: Nurokourri Level: 5049 Joined: Sat Aug 21, 2004 6:48 pm Posts: 1056 |
Dispatched wrote: and nice Bug compilation lol! :twisted: It was just some stuff I wrote down from about 4 hours of gameplay during my free time this weekend. _________________ Fucking loot... |
Sun Sep 11, 2011 10:46 pm |
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Dev Team ![]()
Main: Xipe Totec
Level: 2 Joined: Sat Aug 29, 2009 11:10 am Posts: 400 |
<3
_________________ "You have graciously arrived, you have known pain, you have known weariness, now come on earth, take your rest, enter into your palace, rest your limbs; may our lords come on earth." |
Mon Sep 12, 2011 12:16 pm |
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over 9000! ![]()
Team:
Rank: Councilor Main: Churchill Level: 5620 Joined: Sat Dec 09, 2006 10:36 pm Posts: 11706 |
Nuromishi wrote: Dispatched wrote: and nice Bug compilation lol! ![]() It was just some stuff I wrote down from about 4 hours of gameplay during my free time this weekend. So if you played for more than 4 hours...? ![]() _________________ Salt Assault drew this conclusion from the latest devblog. [img]http://oi62.tinypic.com/33208ex.jpg[/img] |
Mon Sep 12, 2011 12:24 pm |
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Team:
Rank: Main: Nurokourri Level: 5049 Joined: Sat Aug 21, 2004 6:48 pm Posts: 1056 |
Battlecruiser23 wrote: So if you played for more than 4 hours...? :shock: Obvious bugs that always occur can be easily identified in a few minutes. As you cut through the obvious things, however, it begins to take longer. Especially when you have to start dealing with bugs that only occur under a specific environment that is encountered very rarely. _________________ Fucking loot... |
Mon Sep 12, 2011 1:26 pm |
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Moderator ![]()
Team:
Rank: Director Main: Calypso Level: 1800 Joined: Sat Apr 17, 2004 7:00 pm Posts: 757 Location: Scranton, PA, USA, Earth, Sol, Orion Spur, Milky Way, Local Group, Universe, Multiverse |
Content issues!
I have another shield I'll toss on the Engineers so they're easier to kill. Also, I might toss on a specialty item to nerf their shield regen into the ground even more. The embryos seem to be a problem so I'm considering un-aggroing them. Paximinus have been nerfed hardcore. With their super item they were nearly impossible to kill. Maggot Master (and Flylet Master) -- I was thinking I should give him a parasite gun that slows you down? Calypso _________________ "My name isn't Slick. It's Zoidberg! John f***ing Zoidberg!" Some people want to love their god. Others want to "love" their god. Mmmmm.... adum..... << OMG It's my head in a jar!!! |
Mon Sep 12, 2011 2:21 pm |
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Team:
Rank: Main: Nurokourri Level: 5049 Joined: Sat Aug 21, 2004 6:48 pm Posts: 1056 |
Calypso wrote: Paximinus have been nerfed hardcore. With their super item they were nearly impossible to kill. Yeah; it was taking so long I eventually decided to just leave the Nexus and go to Sol for some missions. Calypso wrote: Maggot Master (and Flylet Master) -- I was thinking I should give him a parasite gun that slows you down? That could be one option to make the enemy an actual threat. Try it out a see how well it works? :3 I also posted some bugs involving missions, by the way. Not sure if you looked at those. _________________ Fucking loot... |
Mon Sep 12, 2011 3:25 pm |
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Team:
Rank: Main: Nurokourri Level: 5049 Joined: Sat Aug 21, 2004 6:48 pm Posts: 1056 |
I'm going to keep adding things as I see them.
_________________ Fucking loot... |
Mon Sep 12, 2011 9:10 pm |
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Dev Team ![]()
Main: Xipe Totec
Level: 2 Joined: Sat Aug 29, 2009 11:10 am Posts: 400 |
If you could split your mission bugs and general bugs as you find them that would help to break things down.
>>Clicking buy removes highlight on selected item. Would be preferred to keep it highlighted. Not sure if this is a bug or not. This is a feature, it has to do with the dynamic pricing code I believe. >>There doesn't seem to be anything indicating the DF and number of jumps away a selected galaxy is tool tip is on its way in >>No way to close out the target options box I will move target options down so it doesn't cover target info, that box was changed right before beta. No plan on closing it, just not in the way anymore. >>Rather than the ship graphic (or other graphics) for unknown ships (and other objects), have these graphics faded out with a question mark overlayed on them. This would look better aesthetically and be easier to determine what it means I think. my personal preference is to have the specific target type logo come up on fade out in the target box but no logo in the playable area, for ships especially I find this quite unsigthly. >>Target text background in the upper-right should fade out slower and still have a mostly-transparent background behind the text even afterward for readability reasons. Agreed on the slower fade, don't like random boxes of color cluttered about though. >>Don't always confirm that I want to toss something! It's really annoying when I want to toss 1 ration. Should also not white out the background. Confirm will probably stay in. White out I really want gone, its just hasn't been done as it is low priority. >>Floaties having numbers to show the object's distance away. This would be a great improvement on their UI functionality. Can't remember if this was in at some point or there was some issue with this. I'm kind of conflicted on this one. It would be a cool information bit, but it would really clutter things up. Optional if it went in would be my suggestion. >>Easier way to quickly identify player and AI ships on the target selection seems to be necessary (underlined name?). #1 idea so far, soooo much better than that weird green human thing. >>Chatbox background fades out in transparency too quickly at the top, making it difficult to read messages. The partially transparent gradient should run further up. I like the fade, if you don't go into images, open it with photoshop and paste the same image on top of the other and save, you will now have a "darker" text box. If you need me to do it I guess I could. >>Scrolling text on floaties is a bit slow. It'd also look a lot nicer with smooth-scrolling text. Cant be much faster, one thing I do not like is the "Gate to" it sometimes prevents me from actually telling what it is a gate to... >>Trade tabs overlap with the left/right scrolling arrows. It looks a bit ugly and is somewhat annoying to navigate with. This could be fixed, but it means they will be BADLY clipped before the arrows, it looked terrible. >>Would look better not having ships tilt in floaties: only rotate (always an over-top view of the object). Engines and other effects should also not show in this. It should merely be an easy and efficient method of identifying targetable objects. They are going to tilt, its a camera on the ship in the actual scene. I would like for there not to be engine effects though, they don't work really. >>It's too difficult to read text that pops out of your ship (eg: scooped items and mission text). It shouldn't pop up, enlarge to massive proportions, then disappear so quickly for longer lines of text. Reduce the max size, the rate of enlargement, and adjust those and the rate it fades out at to be based on the string length. I think its fine, its just a quick, this happened, I don't want it there forever. Maybe less popping out at you. >>Base backgrounds are too bright. It is often impossible to read text in the spacebase windows due to the cyan-ish text blending with sections of the background. Just darken the backgrounds. This is on the to-do list. _________________ "You have graciously arrived, you have known pain, you have known weariness, now come on earth, take your rest, enter into your palace, rest your limbs; may our lords come on earth." |
Mon Sep 12, 2011 9:51 pm |
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Team:
Rank: Main: Nurokourri Level: 5049 Joined: Sat Aug 21, 2004 6:48 pm Posts: 1056 |
[quote="Feathers"]If you could split your mission bugs and general bugs as you find them that would help to break things down.[/quote]
I'll find some time to do that tomorrow. |
Mon Sep 12, 2011 10:42 pm |
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Team:
Rank: Main: Nurokourri Level: 5049 Joined: Sat Aug 21, 2004 6:48 pm Posts: 1056 |
Feathers wrote: my personal preference is to have the specific target type logo come up on fade out in the target box but no logo in the playable area, for ships especially I find this quite unsigthly. That was my main problem. It looks rather ugly having an abstracted icon replace the ship within the 3D world. Also completely confused me as to what was going on at first. Feathers wrote: I'm kind of conflicted on this one. It would be a cool information bit, but it would really clutter things up. Optional if it went in would be my suggestion. Having it be an option would be nice. The current floaties are great for telling the direction of things, but don't tell you anything about distance without going through them all as targets. Feathers wrote: I like the fade, if you don't go into images, open it with photoshop and paste the same image on top of the other and save, you will now have a "darker" text box. If you need me to do it I guess I could. I plan to do that for myself later on. I don't want to make modifications now, though, just to ensure I'm seeing what any other vanilla player sees. Figured I'd bring it up since it does make it hard to read chat sometimes. Feathers wrote: one thing I do not like is the "Gate to" it sometimes prevents me from actually telling what it is a gate to... That'd be an appreciated change. The "Gate to..." thing is pretty unnecessary when I can see the wormhole graphic already and it merely makes it harder to quickly identify where it goes. Feathers wrote: I think its fine, its just a quick, this happened, I don't want it there forever. Maybe less popping out at you. It works well for numbers, but anything longer (scooped X, player says Y, mission completion) it's impossible to read currently. I sorted out the mission issues and game bugs. By missions I assume you mean the data from the XML files and not bugs related to how the game deals with aspects of missions. _________________ Fucking loot... |
Tue Sep 13, 2011 12:18 pm |
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Team:
Rank: Main: Nurokourri Level: 5049 Joined: Sat Aug 21, 2004 6:48 pm Posts: 1056 |
What's up with this "hide UI" key? I couldn't find it listed in the key options, but when I hold 'u' (I remapped suicide off of that key) it hides the whole UI.
Looks pretty cool, though. _________________ Fucking loot... |
Wed Sep 14, 2011 11:12 pm |
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Dev Team ![]()
Main: Xipe Totec
Level: 2 Joined: Sat Aug 29, 2009 11:10 am Posts: 400 |
It used to be L, and should probably go back to L to avoid confusion with the U key.
_________________ "You have graciously arrived, you have known pain, you have known weariness, now come on earth, take your rest, enter into your palace, rest your limbs; may our lords come on earth." |
Thu Sep 15, 2011 7:22 am |
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