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Ninja2dan

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    Ninja2dan got a reaction from OzzY_MG in Feedback on current state of base building   
    I have to agree that I have noticed these problems since I started playing Epoch, just before the 3.0.1 update (which I guess was 2.5.2). Initially, I thought the problems were on my end, maybe I just wasn't experienced enough and was building wrong or something. Over time as I became more experienced, I continued to notice the problems persist across multiple servers regardless of any mods being used.
     
     
    Regarding the misalignment of components after server restarts, this is a concern but I can't seem to figure out what's causing it. I'll spend an hour making sure every little wall, floor, etc is perfectly aligned. Yet after a restart or two I can see gaps forming between sections that I am certain were not there before. Floor shift a few inches, and eventually you end up with gaps in the floor sections that cause your character to "get stuck" in between them, almost like you're about to fall through the crack. Walls that were perfectly aligned with no gaps end up shifting slightly, and you eventually notice gaps between wall sections that are several inches wide and enough to not only shoot through, but one time I was even able to access a shelf from outside the building.
     
     
    I definitely agree with the suggestion that when moving components that have already been placed, they should be reverted back to "ghost mode" while moving them, or else they just bounce into other objects and are difficult to place correctly. There is also a high chance of being killed by bouncing/shifting components because they aren't in ghost mode. Generally, I always have to remove a piece and rebuild it instead of moving it, as moving rarely works well.
     
     
    And we really do need a way to cancel building. There have been times when I was getting ready to place a wall or set of stairs, and while moving around the ghost version I had a drone overhead or a sapper running at me. Because you can't cancel the build, you have to just quickly place the item wherever and engage those drones or sappers, then remove and rebuild the item again in the proper place. This wastes building materials and creates headaches. There are also times when you simply realize that a component won't work at the time, or that you prefer a different component, where being able to cancel the build would be useful.
     
     
    I will add that some components are lacking proper options for snap rotation. The stairs for example can only be rotated to snap to 2 opposing directions, not all 4. So it's very difficult at times to place a set of stairs facing the direction you need them to, and you must stand at a 90-degree facing from before in order to get the proper snap position. For example, when placing the stairs in snap mode, they'll initially snap to a 0-degree heading. Pressing the "snap type" (3) key, the stairs rotate from 0 to 180, then 180 to 0, and repeats the cycle. It should be rotating between 0/90/180/270 instead.
     
     
    I am also having issues building components outside of snap mode. If I want to place a wall section next to the edge of a floor but not aligned with the floor, the wall keeps snapping to the floor edge no matter which option I use. For example, because we don't have low cinder walls, I have had to rely on placing a standard cinder wall lowered about half-way in order to be able to deploy your weapon on top of it. But if I get too close to the edge of a floor, it snaps right to the edge at default height, and I end up having to place the lowered wall a few feet from the edge of the floor in order to prevent it from getting snapped into place. Trying to use free mode isn't working, and I can't recall it ever working.
  2. Like
    Ninja2dan got a reaction from NuFaN in [Suggestion] Lower cinder walls   
    I'm not sure if this has already been suggested or not.
     
     
    As most already know, the current cinder walls (1st stage) are too high to effectively fire over even from a standing position, as they come up to about the top of your shoulders and you can't aim or fire over them under normal circumstances. There have been many times when I wanted to place low cinder walls atop a roof in order to have some protection to fire from, but I'm currently unable to do so.
     
    I was wondering if you might be able to add another option to the crafting of cinder walls, to allow building one that is about half the current height, and will allow you to fire over it while resting your weapon on it. If I remember correctly, current cinder walls require 4 cinder blocks and 2 buckets of mortar, so maybe have the lower walls require half those materials, while building a wall that is half the height. Players can use those low walls for a variety of uses, but mostly they would allow people to fire over them with some support.
     
    As an additional option, you can allow those new low walls to be upgraded, where the upgraded version is the same height as a full cinder wall, but has an open window in the middle. For example, regular cinder walls can be upgraded to a full wall, and then upgraded again to be a garage door. The new low cinder walls can be upgraded to a full cinder wall with a window, and maybe the final upgrade level would add a functioning hatch over the window similar to the working hatches on the larger military towers.
     
     
     
    I don't know how difficult it would be to add the new wall, but if it's possible and doesn't require too much work, I'm sure many of us would love to use them in our bases.
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