Shams. I've been having issues mining the last few days. Missing parameters and tbe ore unable to be mined. It was suggested to me that if i used my flattening tool when i encounter this it may help. I tryed it and so far i have 100% success rate. If any of your viewers are experiencing a similar issue. I hope this tip helps them as well.
Shams, another great video. I would say on the markets that what they did will not fix the issue but just added another. Personally, they need to add a parking fee for Ships at the landing pads. This could be implemented in various ways. No charges for anything under an hour and then increasing from that point on per hour. This would limit sales constructs that do not make a lot from sales. Also maybe the ship just gets boxed back up and put into your inventory after 24 hours. A lot of the small ships are just the starter hovers from individuals that are not playing. Packing into inventory would not leave anyone stranded and they could just respond their ship.
Hi Muntzter, I believe they had the compactification at some point, and it did help, but yes, it was mostly the giant show ships and, 'shop stalls,' that caused the issues it seems. A parking fee may be difficult to implement, but, say, removing any construct after 3 days or so being parked may be a good idea. Impound them and make the player pay to get their construct and its contents back out based on how much was parked perhaps. Or, maybe the community as a whole will voice their concerns with market pad shop and the players trying to place those shops will voluntarily move them out of the way.
@@ShamsTales I like the impound idea for repeat offenders. I believe either can be implemented and would be less stressful on the server than the current situation. I have been thinking of making a suggestion on the boards, but I do not know how well it will be received. Unfortunately, a lot of the individuals involved and vote are the major offenders, and I believe any attempt to implement temporary parking would be downvoted. If you think about it, every sci-fi space movie has parking fees at a spaceport from Star Wars to the Expanse. Space is limited, and it is a cost that should be expected. Other games implement parking as well, such as EVE and Emperion.
@shams I would not worry about the inbalance between single players and big orgs with more means in terms of lua. If NQ intends to take away the ability it means they will not expose the parameters to LUA code so you will not be able to change the speed of descent. so while now they ask to remove it from the script, it could very well be that in an update next week these existing huds still lingering on older ships will start to fail because the script is trying to access something that does not work anymore. So it does not matter then if you have the Orbital Hud or an ORG hud, both won't be able to access the parameters or write to it.
Hi Sander! I hope you're right. My main concern was the time and effort wasted by the people running OSIN, and my secondary concern was the uneven nature of this nerf. If it's indeed universally removed from all players, rather than being simply removed from the group of players supporting OSIN's script, then, that makes the nerf at least well implemented.
haven't progressed quite enough to have AGG on anything yet, but this decision by NG does leave me scratching my head a bit.. the monstrosities you have to build in order to get any kind of weight up and off an atmo planet is ridiculous atm; so lets hide the 50 wings with voxelmancy lol.. so yeah I really hope they make changes to the mechanics of flying in general. maybe eventually give us some different options on what the elements look like. thanks for the videos, very well done! and despite this i am very excited for the future of DU :)
Heh, yes I had a bit of a head scratch moment too, but, I'm used to flying my heavy hauler, I only used AGGs for a little bit before they removed it. At last count, the heavy hauler didn't have 50 wings though, it was 280! I'm going to place them on the underside of my pyramid ships from now until they fix wing obstructions. The mechanics of flight here do need work, but, I still think they're a lot of fun, especially considering we're so early in beta.
@@ShamsTales haha no doubt.. I've managed to get my box out of atmosphere well enough, the reentry and landings can be a bit hairy tho lol the vertical lifters, and the wings as well..just seems like there's a really bad transition point..the lifters won't kick in until your way too low and the wings seem to really under produce lift.. according to the build helper and the HUD Lua I shouldn't have any problem with about 2KT..but I really struggle with anything over 600T..but ya, its fun to always be improving and tweaking and testing lol
My linked container cure-all is; ensure linked is not active, reset linked container, re-link container, activate it. It seems to bug out if I try to create a new linked container when I have an old linked container which is active at the time. As long as I deactivate the linked container, when I create a new linked container, all is well. I have also found that on login to the game it will sometimes have a ghost of a linked container, not visible, not functioning, but still "there" in some sense which causes the next attempt to link to fail - so my first link on login is as you described, link, reset, link again.
Sure, you can also have a blueprint of it soon! All my ships are freely available to the community. Oh, I think the vod of me building that is still up on Twitch somewhere, but I'll make a RUclips guide too soon.
I don't get it, they add an AGG then tell us not to use it? You still have to get 10KT to lift to 1000m.. Is it just the speed it ascends? I now have 4.77 on a USB up my rectum ;) They should just make them have a max height of 3500m on say Alioth and maybe cant move horizontally while activated. Shame though because it made hauling iron a little easier. Still an 1 hour trip in atmos only.
Ooof, I'm sorry to hear that. You can still regularly fly up over 5k and travel around the planet in space to cut the trip down by a whole bunch, but yeah, that carries risk now.
I'm sure they will in time. They had a post a while back discussing what's being removed from the game in time and is permissible for the moment. We're still in early beta for now, I'm sure they're discovering a whole bunch of stuff they need to make decisions on right now. Can't be easy.
Shams, help! I build a ship on a medium core, had 14L atmos on it but it couldnt get out of orbit even with only 80T payload. When checking the ship stats i saw the overall weight was 1.06kt, 2500m2 of honeycombe It wasnt over the top big though. I see your pyrimid is pretty large and you can get it to space without using antigrav so i wanted to ask if you had any tips on how to get very large heavy ships to atmo?
I was wondering about the AGG usage in some videos i saw. In my opinion its a weird decision to implement antigravity technology into the game mechanics, because the efford to build a ship around atmo-engines and bring it up to orbit is such an important part of the gameplay. I see the point if people develop these scripts have a set back, but it's NQ right to say how the game should actually work. It's weird that a team of game developers have to deal with exploits of players scripts. Could it become a cyberwar in the end? xD Maybe the whole lua script thingy is way to powerfull?
Yes, it's absolutely NQ's right to do that, I only hope that the implementation is universal and not advantaging those with private lua scripts that have not yet been nerfed. The LUA scripting, information piracy, trade, cyber war, espionage and theft of data, all of these things excite me about the future of this game!
@@ShamsTales I agree, it has to be the same rule for everyone! And I'm excited too about when it comes to what you mentioned. But what I meant was a coding war between gamers and game developers. But I'm to less into coding to have a proper opinion about that ;)
I believe from the dev interview that they intend for them to be floating bases and not ships, they are aiming to enforce this as the script made them flyable.
That sounds kinda boring. I don't have an interest in a floating base when I have a space core. I'd rather just have a way of lifting a ship into space that doesn't have to be shaped like a needle with 50 wings stacked and engines everywhere.
I dont understand the logic nerfing agg. It was the only thing that made hauling bearable. No to mention it fails from time to time randomly, making a floating base not an option.
The AGG change is really a bad decision on NQ's part at this point. Given it was a voluntary removal on the part of the LUA author, that means the code is still available to use. Players (and large orgs) have been able to utilize that code for some time now and that gives them a TREMENDOUS advantage if you limit and prevent future players from using it as well. How many hundreds of thousands if not millions of tons of high weight goods have been ferried back to Alioth & Sanctuary at this point? Safely via an AGG. And now solo players (or growing orgs) are told "You can't use the AGG like that'. That's going to create a HUGE disparity - particularly until the ability to use the script is removed internally in the game. What's to stop others from using a similar script? Nothing at the moment. What of those who made their own and don't use the Orbital Hud? They don't know "its not allowed" as there has been no public announcement. So it further leaves 'special groups' enjoying the benefit while 'the public' using a public LUA are denied.
Yes, I agree that it causes a disparity of arms. This script was open source, public, and free. It was there to help the community as a whole to benefit, and so, I get that they were worried that something they felt was exploitative of the game's mechanics was being too popularised by this script, but the answer surely is to remove the functionality from the game rather than so severely advantaging large groups with in house coding.
Shams. I've been having issues mining the last few days. Missing parameters and tbe ore unable to be mined. It was suggested to me that if i used my flattening tool when i encounter this it may help. I tryed it and so far i have 100% success rate. If any of your viewers are experiencing a similar issue. I hope this tip helps them as well.
Thanks Pickle!
Shams, another great video. I would say on the markets that what they did will not fix the issue but just added another. Personally, they need to add a parking fee for Ships at the landing pads. This could be implemented in various ways. No charges for anything under an hour and then increasing from that point on per hour. This would limit sales constructs that do not make a lot from sales. Also maybe the ship just gets boxed back up and put into your inventory after 24 hours. A lot of the small ships are just the starter hovers from individuals that are not playing. Packing into inventory would not leave anyone stranded and they could just respond their ship.
Hi Muntzter, I believe they had the compactification at some point, and it did help, but yes, it was mostly the giant show ships and, 'shop stalls,' that caused the issues it seems. A parking fee may be difficult to implement, but, say, removing any construct after 3 days or so being parked may be a good idea. Impound them and make the player pay to get their construct and its contents back out based on how much was parked perhaps. Or, maybe the community as a whole will voice their concerns with market pad shop and the players trying to place those shops will voluntarily move them out of the way.
@@ShamsTales I like the impound idea for repeat offenders. I believe either can be implemented and would be less stressful on the server than the current situation. I have been thinking of making a suggestion on the boards, but I do not know how well it will be received. Unfortunately, a lot of the individuals involved and vote are the major offenders, and I believe any attempt to implement temporary parking would be downvoted. If you think about it, every sci-fi space movie has parking fees at a spaceport from Star Wars to the Expanse. Space is limited, and it is a cost that should be expected. Other games implement parking as well, such as EVE and Emperion.
Continue with updates and development.
I plan to, they're enjoyable to make.
I just realized you're my neighbor on Alioth, I always see that bright tipped pyramid
Oh cool! That's awesome
@shams I would not worry about the inbalance between single players and big orgs with more means in terms of lua. If NQ intends to take away the ability it means they will not expose the parameters to LUA code so you will not be able to change the speed of descent.
so while now they ask to remove it from the script, it could very well be that in an update next week these existing huds still lingering on older ships will start to fail because the script is trying to access something that does not work anymore. So it does not matter then if you have the Orbital Hud or an ORG hud, both won't be able to access the parameters or write to it.
Hi Sander! I hope you're right. My main concern was the time and effort wasted by the people running OSIN, and my secondary concern was the uneven nature of this nerf. If it's indeed universally removed from all players, rather than being simply removed from the group of players supporting OSIN's script, then, that makes the nerf at least well implemented.
haven't progressed quite enough to have AGG on anything yet, but this decision by NG does leave me scratching my head a bit.. the monstrosities you have to build in order to get any kind of weight up and off an atmo planet is ridiculous atm; so lets hide the 50 wings with voxelmancy lol.. so yeah I really hope they make changes to the mechanics of flying in general. maybe eventually give us some different options on what the elements look like. thanks for the videos, very well done! and despite this i am very excited for the future of DU :)
Heh, yes I had a bit of a head scratch moment too, but, I'm used to flying my heavy hauler, I only used AGGs for a little bit before they removed it. At last count, the heavy hauler didn't have 50 wings though, it was 280! I'm going to place them on the underside of my pyramid ships from now until they fix wing obstructions. The mechanics of flight here do need work, but, I still think they're a lot of fun, especially considering we're so early in beta.
@@ShamsTales haha no doubt.. I've managed to get my box out of atmosphere well enough, the reentry and landings can be a bit hairy tho lol the vertical lifters, and the wings as well..just seems like there's a really bad transition point..the lifters won't kick in until your way too low and the wings seem to really under produce lift.. according to the build helper and the HUD Lua I shouldn't have any problem with about 2KT..but I really struggle with anything over 600T..but ya, its fun to always be improving and tweaking and testing lol
My linked container cure-all is; ensure linked is not active, reset linked container, re-link container, activate it. It seems to bug out if I try to create a new linked container when I have an old linked container which is active at the time. As long as I deactivate the linked container, when I create a new linked container, all is well. I have also found that on login to the game it will sometimes have a ghost of a linked container, not visible, not functioning, but still "there" in some sense which causes the next attempt to link to fail - so my first link on login is as you described, link, reset, link again.
Thanks, Regan! I hope the container issues are all resolved soon
nice u ever gunna show how to build that pyramid ship?
Sure, you can also have a blueprint of it soon! All my ships are freely available to the community. Oh, I think the vod of me building that is still up on Twitch somewhere, but I'll make a RUclips guide too soon.
@@ShamsTales great tnx been admiring it for days :)
@@roguetrooper4526 me too!
I don't get it, they add an AGG then tell us not to use it? You still have to get 10KT to lift to 1000m.. Is it just the speed it ascends? I now have 4.77 on a USB up my rectum ;)
They should just make them have a max height of 3500m on say Alioth and maybe cant move horizontally while activated. Shame though because it made hauling iron a little easier. Still an 1 hour trip in atmos only.
Ooof, I'm sorry to hear that. You can still regularly fly up over 5k and travel around the planet in space to cut the trip down by a whole bunch, but yeah, that carries risk now.
So novaquark will allow stacking engines but agg is breaking the rules. They need to sort their position as this really bothers me.
I'm sure they will in time. They had a post a while back discussing what's being removed from the game in time and is permissible for the moment. We're still in early beta for now, I'm sure they're discovering a whole bunch of stuff they need to make decisions on right now. Can't be easy.
Another great video 👍
Glad you enjoyed it!
Do you think there will be another wipe before planets go PvP, also do you think skills will reset again?
they've confirmed that there will be no more wipes unless something really major goes wrong and breaks stuff, so, I hopefully not.
Shams, help! I build a ship on a medium core, had 14L atmos on it but it couldnt get out of orbit even with only 80T payload.
When checking the ship stats i saw the overall weight was 1.06kt, 2500m2 of honeycombe
It wasnt over the top big though. I see your pyrimid is pretty large and you can get it to space without using antigrav so i wanted to ask if you had any tips on how to get very large heavy ships to atmo?
Hey Ed! Sure, you simply need to hit the correct benchmarks and fly carefully. I'll demonstrate tonight on stream when we leave for Thades.
What time you on? Could you do a quick once over your ship stats too weight/cross section stats and thrust 😁
@@Edcaseuk1985 absolutely. I'm on in exactly one hour. 19:30 London time, every Monday, Thursday, and Saturday.
Hey mate, didn't see you on the stream and forgot to go over the stats, sorry! I'll post them here tomorrow.
@@ShamsTales hi mate, no i got stuck with work, will you be uploading it to youtube?? And yes great if you could post stats that’d be really helpful
I was wondering about the AGG usage in some videos i saw. In my opinion its a weird decision to implement antigravity technology into the game mechanics, because the efford to build a ship around atmo-engines and bring it up to orbit is such an important part of the gameplay. I see the point if people develop these scripts have a set back, but it's NQ right to say how the game should actually work. It's weird that a team of game developers have to deal with exploits of players scripts. Could it become a cyberwar in the end? xD Maybe the whole lua script thingy is way to powerfull?
Yes, it's absolutely NQ's right to do that, I only hope that the implementation is universal and not advantaging those with private lua scripts that have not yet been nerfed.
The LUA scripting, information piracy, trade, cyber war, espionage and theft of data, all of these things excite me about the future of this game!
@@ShamsTales I agree, it has to be the same rule for everyone! And I'm excited too about when it comes to what you mentioned. But what I meant was a coding war between gamers and game developers. But I'm to less into coding to have a proper opinion about that ;)
@@heliospear Oh, well that's also a cool prospect, provided it's not malicious
How do they want us to use the AGG?
I believe from the dev interview that they intend for them to be floating bases and not ships, they are aiming to enforce this as the script made them flyable.
That sounds kinda boring. I don't have an interest in a floating base when I have a space core. I'd rather just have a way of lifting a ship into space that doesn't have to be shaped like a needle with 50 wings stacked and engines everywhere.
@@muntzterable You want a floating base in atmo, spawn a Static core....In space, a space core... other than that, AGG is useless otherwise
I dont understand the logic nerfing agg. It was the only thing that made hauling bearable. No to mention it fails from time to time randomly, making a floating base not an option.
@@RattlesnakeJ85 it is wrong to nerf it. I agree
The AGG change is really a bad decision on NQ's part at this point. Given it was a voluntary removal on the part of the LUA author, that means the code is still available to use. Players (and large orgs) have been able to utilize that code for some time now and that gives them a TREMENDOUS advantage if you limit and prevent future players from using it as well. How many hundreds of thousands if not millions of tons of high weight goods have been ferried back to Alioth & Sanctuary at this point? Safely via an AGG. And now solo players (or growing orgs) are told "You can't use the AGG like that'. That's going to create a HUGE disparity - particularly until the ability to use the script is removed internally in the game. What's to stop others from using a similar script? Nothing at the moment. What of those who made their own and don't use the Orbital Hud? They don't know "its not allowed" as there has been no public announcement. So it further leaves 'special groups' enjoying the benefit while 'the public' using a public LUA are denied.
Yes, I agree that it causes a disparity of arms. This script was open source, public, and free. It was there to help the community as a whole to benefit, and so, I get that they were worried that something they felt was exploitative of the game's mechanics was being too popularised by this script, but the answer surely is to remove the functionality from the game rather than so severely advantaging large groups with in house coding.
Any idea if I am based out of the safe zone, will I be able to avoid PvP and offline raid if I don't want to go PvP ?
According to JC Baillie in that interview, yes. That may change but it does look like our safe zone assets will be safe from pvp
Aloha
Hello!