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xexorian

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Everything posted by xexorian

  1. I played a bit on Tree Cafe official recently and saw a ton of random fighters just lost to the winds around major player sectors, it seemed odd so many extra drones (more than I have ever seen before) would be lost like that, now i know why. 2.0 really is riddled with bugs.
  2. Yeah and all the browns are way too white/bright on glow and tint blocks, they really need to add more colors like an RGB wheel and let me use FF00FF style hex color codes. I really hate not having a complete pallette, and some of the color choices are so similar like who cares about 50 shades of bright fucking orange damnit. sigh
  3. I have been playing awhile and see this constantly, it's like the stations are not calculating the docks properly and 'recalculate' them but get stuck at the 'recalculate' part until you nudge the entire station and then set your ship to dock in N sector overview mode. When you do that it will force the station in question to re generate it's docks and give you a valid dock properly. After that, I just Backspace out of the autopilot command and dock normally or just wait and let the autopilot do its thing. Can confirm this is happening to about 10-15% of the stations in both single and multiplayer I've tried to use. Once I get it to go away it doesn't seem to have happened again. Really strange that it's acting like these stations lost all their docks and have to generate new docks like this.. 2.0 has been really buggy.
  4. I would think a giant shield icon with some text above or under it reading "GUARDED" in bold text like so "defeat minions" centered and smaller but still readable font underneath ______________ [ Guard Icon ] just use a medieval shield shape to show it's guarded, [ Guard Icon ] we don't need to see an icon of a ship with shields around it -- \ Still Just / as that as a concept is just confusing. and/or ppl can't relate \ A Guar / as it would essentially be a dot with a circle around it which is \ D icn/ to similar to a targeting icon or many other icons in various games.. BOSS SWOKS XXVII ]\__ ]̅=̅=̅|-,__,-''-,__,-''-,__/ \___.. ]/ ]\_/ = /__/ = \__.'YY'.__/ ]]] \_·__/ ]]] \_· ] =]==|-< : : : > ---|-|--- >==|::- >==|: ascii spaceship cuz why not ]\ ]/‾‾\= \‾‾‾\ = /‾‾·,YY,·‾‾‾\ ]]] /‾·‾‾‾\ ]]] /‾· ]̅=̅=̅|-'‾‾‾'-,,-'‾‾‾'-,,-'‾‾\____/‾‾‾‾·· ]/̅‾‾̅‾ ..with a medium-sized shield icon clearly visible floating above the ship relative to the camera (and in strategy mode it can just be above it relative to the plane/axis) -- it would also be nice to be able to mouse-over guarded targets and see what minions are guarding it so you can kill them by highlighting them similar to how hovering over a turret highlights your turret's position in the ship menu's.
  5. I'd just like to highlight the.. uh couple of .. er a few of major things I'm asking for before 2.0 SHIP PREVIEW FEATURE - a simple ui for previewing your ship in different lighting environments, scalable window, toggleable color wheel and lighting / background environments would be sweet. Also, I hope this makes it's way into the ship building editor in game; outside of just being it's own 'screenshot maker' as I suggest. SHOW MANUFACTURING COST ON MOUSE-OVER GUI WINDOW POPUP IN TURRET FACTORIES. PLEASE. SWAP THE R-SALVAGING TURRET LOCATION AT YELLOW QUALITY, IT DOESN'T MATCH BLUE AND GREEN LOCATIONS OF IT AND IS SWAPPED WITH IT'S COUNTERPART SALVAGING TURRET IN THE YELLOW CATEGORY, THE REST ALL LINE UP AND THIS IS JUST LIKE A KIND OF WHY THING, SEEMS EASY TO FIX. edit: idc just fix turret factories to show MFC 4k UI / SCALING UI ELEMENTS / ANY OF THE OTHER QOL STUFF I MENTIONED LIKE SAY... checking the show all stats should be the default option when using the build mode. and/or checking the box should keep that choice next time i enter the build mode, period. forever. do not randomly toggle off, it should toggle off next time I tell it to turn off gosh darnit. oh and again any of the QOL changes I mentioned above in the op, thanks! (Truthfully, this is so hard to choose, but if I had to choose one.. I would say, "please keep my show all stats checkbox setting forever, that ... just... not seeing my ship stats really is annoying please make it remember my choice.")
  6. Ship Preview in "i" menu Suggestions It would be nice if you guys could make it so on the " i " UI you can adjust the default lighting angle (so we can see the bottom of our ships in previews) maybe just put some rotational arrows so you can change the direction of the lighting inside the preview and maybe a color-wheel button so you can change the lighting for QOL and screenshots, also making the ship preview window size adjustable (This is another suggestion) for those of us on 4k (This is another suggestion) can resize it (QOL). Also; it may be a good idea to put a randomize background or black background option since im suggestion updates to the ship preview you see when you press "I" anyway. (QOL/Funsies) Increase visibility of highlighted turrets / brightness when mousing over them in preview window, or automatically adjust preview window to focus on the turret location. Use a method where it adjusts the camera based on distance from center of ship and nearest blocks obstructing view. Basically, just more functionality to the preview window. (QOL) An option where necessary to hide the other ship UI elements so you can look at your ship in this preview window (without turrets and stats overlaying it.) (QOL) Manufacturing Cost hidden by UI elements on mouse-over in Turret Factories / Turret Factory Suggestions Make it so it's easier to see the manufacturing cost of turrets at turret factories by snapping the mouse-over preview to the side of the window, or simply put the MFC inside the mouse-over when you're looking at them specifically in the turret factory. Since manufacturing cost is a hidden multiplier for turret strength it is quite tedious to have to mouse over them to select it, then move the mouse off the turret factory window, then look at the MFC which is hidden by the mouse-over previews which overlap it. Having to do this for every single turret at a turret factory of all quality types because MFC is randomized is super tedious and unnecessary carpel tunnel. (Huge QOL for veteran players) Make it so we can adjust the MFC perhaps, or have an easier method to reroll turret factories RNG modifiers, (QOL / Gameplay change) Make it so you can customize weapons by adding secondary modifiers ourselves (maybe a consumable mod/item drop we can throw into a box when using blueprints?), similar to how other ARPG's allow you to gem or socket equipment it would be nice to throw a range modifier on a nearly perfect weapon to "complete" it for example. You could get these new items from scrapping items with the modifiers you want, for example, scrapping a turret with +18% range has a small chance of giving you that item to be used in blueprint manufacturing, where there would be options to slot in these modifier pieces, or researched pieces, (no idea on what to call this) (Gameplay change) A way to add secondary modifiers such as +%range, +%dmg, +%shooting using blueprints and a new type of items, like a rare legendary mods could add things like seeking on things normally not getting it such as mining turrets, where they bend the laser beam to hit your target, or something like that. I could see some crazy stuff happening with certain combos. This is simply in addition to the other suggestion above about customizing turrets further. (Gameplay change) R-Salvaging Turret incorrect location/another Turret factory suggestion Side note: Make it so the yellow quality R-Salvaging turrets and Salvaging turrets position is swapped to match the blue and green quality versions at Turret Factories. (they're swapped on the yellow quality ones for some reason.) (QOL) Side note: It would be nice to be able to make red quality turrets at allied for turret factories. (eases the whole research station gambling process to produce purples by a factor of 5) (gameplay / difficulty change) Other Important UI stuff / Game engine stuff Make it so we can toggle a checkbox to see hazard zones on map (QOL) Make it so the sell stolen goods option is it's own option outside of finding it through the unbrand stolen goods option at smugglers den, it's confusing that it's not it's own option to noobs. (QOL) Proper 4k support? (QOL/mandatory imho) HDR support? (QOL) RTX/AMD equivalent support? (QOL) DLSS/AMD equivalent? (QOL) Resizing UI elements would be nice (QOL) (add side scroll bars w/ arrows like a web browser to these ui's if neccessary?) Moving a window (and resized windows if you do that) should keep those windows' default position after restarting game and going from menu to game. (QOL) Checking the show all stats should be default when building ships (QOL) An option to reset UI windows positions back to default (QOL/user fix for any mistakes like dragging a window to the edge of the screen so only 1 pixel is visible is hard to see when the ui itself is dark and space is dark.) Xsotan vs Pirate reputation bug? gains? Currently if you hit a pirate you get rep and money for helping defend territory, but if you hit the much more dangerous Xsotan and NPC's help kill it, even if they just hit it ONCE, you gain nothing. I think this is a bug. (BUG/Gameplay fix) Thanks for reading all my thoughts, & That's my suggestions for 2.0 update! -Xexorian
  7. TLDR; My suggestion is for boxel ware to look into adding an open source procedural TTS voice overs for all the NPC dialogue to the game in a future update! Hey guys, so I wanted to talk about something I was curious of and it's a bit long so I put the TLDR at the top! So after doing a bit of research, examples; https://github.com/coqui-ai/TTS https://github.com/TensorSpeech/TensorflowTTS https://github.com/DeepHorizons/tts etc.. I wanted to hear some of the jokes the NPC's talk about. Or hear when my ships can't find anything to mine. I thought "What about a Procedural TTS Voice Generator" so that when we encounter NPC's and see their chatter we can turn on this option to hear randomized voices for each of the NPC's we encounter? We could also hear feedback from our ships like "Commander, we can't find any asteroids in (X:Y)" -- you guys could setup a few simple rules, where it wouldn't try to pronounce the ( : ) characters obviously, it would just say the name of the sector on voice like "Frontier of Destiny Gamma" so there would be a difference between the error/dialogue.. and the text feedback so maybe a few small updates to be done there. But, overall, I think an implementation for TTS using something procedural on one of these open source github projects might actually work and fit nicely into how the rest of the game is procedural. Although I didn't dive into these personally, as I don't have the time to sort through and find ones that can be randomized or have support for such a thing, I'm sure one exists, or someone could make a feature request on one of the current github projects! A positive is we'd get to hear all your teams jokes that the NPC's chit chat about in the background -- and of course, all of this should just be an option so people can turn it on or off, or even randomized their own captain's voices perhaps. Another positive is how much more immersion or personality to the game it could add if your team checks into this and likes what you find I'm sure we would too! Also, if your team took the time to tweak how the TTS is randomized you could set it up for masculine and feminine voices, and then just like tap a button somewhere to open a window where a player can randomized their voice patterns and have them play some sample chat speech on playback, then like a save button to save the voice you got (with a seed and stuff too, like how we can customized our ships! -- I think it would be cool if we could share seeds of our favorite procedural voices!!) Just a thought, I was searching the forums to see if any Text to Speech things were mentioned and then I saw people talking about having voiceovers for the NPC's and thought hey we could do both of those with some of the latest advancements in AI voice software it should be relatively straight forward to figure out and implement, and also, I think those TTS programs are really light weight for how powerful they are. Maybe a few hundred megabytes, but that's about the extent of what I know about them. ..thanks for reading my thoughts! X
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