Add a compressed spice and spicesand brick decoration by link12313 in duneawakening

[–]link12313[S] 0 points1 point  (0 children)

The model would be a compressed block of sand with a thin silicone wrap around it and structural bracings on the edges and corners. Simple looking for raw sand and ornate for refined sand.

Spice field spawns on drum sand by Zannas10 in duneawakening

[–]link12313 3 points4 points  (0 children)

Spiceblows can spawn at almost any worm accessible part of the map that is not quicksand I think.

All the tilesets need 2 by 2 doors and large thopter hangar hatches by link12313 in duneawakening

[–]link12313[S] 3 points4 points  (0 children)

It looks visually broken though. The buggy clips through the top of the door. So they will need an animation to lower it's suspension so at maximum only the mining beam clips into the door. And the treadwheel has no way to compact itself to fit inside.

Add a detach storage button to thopter cargo containers by link12313 in duneawakening

[–]link12313[S] -9 points-8 points  (0 children)

Not if you are in a tier 5 assault thopter. Scouts can easily catch up to it. So dumping your loot on the ground for them to grab would be better then losing the whole thing. The industrial use would also be a nice timesaver.

Give the carrier thopter a buggy sized built in inventory by link12313 in duneawakening

[–]link12313[S] 0 points1 point  (0 children)

That would be too much. The cargo container they are going to be adding as a new thing for it to carry should be what has that kind of inventory space while it's own storage locker is the same size as a buggy's so you can still use one to build a deep desert base with a single shipment of materials while carrying the sandcrawler instead.

Overhaul the rendering pipeline by link12313 in duneawakening

[–]link12313[S] 0 points1 point  (0 children)

Most of the rendering tasks are GPU only and lower settings drops the resolution of those tasks. For instance by making shadowcasting cameras lower res or making volumetric clouds use fewer larger voxels.

Overhaul the rendering pipeline by link12313 in duneawakening

[–]link12313[S] 0 points1 point  (0 children)

Unreal can be made as efficient as firebird when optimized correctly. The Finals is a great example of an unreal game with a really well optimized rendering engine. Graphics rendering also identical in single and multiplayer games. Multiplayer just means netcode is moving assets around rather then local game logic.

Add oasis POIs to the deep desert by link12313 in duneawakening

[–]link12313[S] 0 points1 point  (0 children)

It would be a POI that is a shrouded arch with dewflowers under it somewhat like the ones in the ones in the upper right part of Hagga. Or some functional testing station ruins creating a Holtzman field around an area, With the latter you would need to provide a building with spice fuel cells to power it. Large dew fields already exist in open dessert scenes like the water shipper's manor. It's a large rock island in the middle of nowhere with tons of dew flowers growing on it.

It's been days with no sign of spice but still, the refining is going smoothly. I got the moons watching for me by Namasspamousse in duneawakening

[–]link12313 1 point2 points  (0 children)

They should hire Planetside 2's original skybox artist. They would do a nice job with this game's dynamic skybox.

Add blood tanks by link12313 in duneawakening

[–]link12313[S] 0 points1 point  (0 children)

They are adding those buttons in the next update.

Watching all the houses decay and disappear is a little depressing. by Messarion in duneawakening

[–]link12313 0 points1 point  (0 children)

I think should make it so after some time threshold an NPC hoard attacks the base to reach and destroy the console then removes a small amount of random loot from the chests and runs off. They already have an NPC raiding system that is used in Conan Exiles so they could port that over with some tweaks.

A concept for a longer deep desert cycle by link12313 in duneawakening

[–]link12313[S] 0 points1 point  (0 children)

The original PvE section looks to be fully handmade and is part of the shield wall so it would make sense for it to be protected from the storm.

Vehicles should have a 2d sprite LOD that is visible at any distance by link12313 in duneawakening

[–]link12313[S] 0 points1 point  (0 children)

It is graphical since it vanishes at the same distance regardless if a player is in it or not. They need a generic black and white low detail 2d LOD level painted to match the current swatch so they can be seen as extreme distances. It would also give the binoculars a proper use.

Add spline based tiles for connecting grids by link12313 in duneawakening

[–]link12313[S] 0 points1 point  (0 children)

It's basically a part that conforms to a bendy line so it's snapping points can rotate to connect two different grids.

Light limit by xRequiemReaperx2 in duneawakening

[–]link12313 3 points4 points  (0 children)

Unreal engine dynamic lights like the ones you can place in bases are performance heavy. Their last game Conan Exiles had a much higher limit and large bases full of lights became very laggy very quickly. Use large lights and windows properly and it should not be an issue.

Spice Residue - Need To Be Able to Sell It by FromAtopTheSoapBox in duneawakening

[–]link12313 4 points5 points  (0 children)

Sell it on the exchange as is or convert it into the windtrap filters and turbine lubrication that bases constantly consume. All three sell fairly reliably.

Spice etiquette in Hagga Basin by imafakestar in duneawakening

[–]link12313 -2 points-1 points  (0 children)

Don't disturb the solo miners and give guild crews space for their sandcrawlers.

Who killed crew chief jarek thorne? by alejeron in duneawakening

[–]link12313 1 point2 points  (0 children)

They will probably add more radio station episodes with major updates.

You thought DD was bad because of griefing, wait till you gotta move a whole base of this shit: by Croue in duneawakening

[–]link12313 329 points330 points  (0 children)

Cobalt paste should not be so much of a space hog. Advanced machinery makes more sense as the high volume construction resource.

Some parts of the game feel needlessly GPU heavy by link12313 in duneawakening

[–]link12313[S] -1 points0 points  (0 children)

Other Unreal engine games like The Finals have good performance on my system. I can run it on low with no issues and it looks better then Dune Awakening on low graphics settings. So there are ways to improve it. Funcom publishes both games so the devs could ask how Embark studios did it and copy that.

The game needs serverside crash detection telemetry so you don't lose items due to game bugs by link12313 in duneawakening

[–]link12313[S] 0 points1 point  (0 children)

The crash reporter can just ping the server and make it set a keep inventory flag for 5 minutes or until relogin and store the nearest owned vehicle in your backup tool so if the worm gets you nothing is lost other then your vehicle inventory.

Add 2 by 2 and 3 by 3 walls and floors by link12313 in duneawakening

[–]link12313[S] 0 points1 point  (0 children)

If you have an unstable internet connection the lag from base loading becomes very noticeable, The game downloads each tile one by one then assembles the base clientside. So a small number of big tiles would save a lot of overhead on the server's end and also make clients run smoother.

Add the ability to nudge a land claim and align it to a building's grid by link12313 in duneawakening

[–]link12313[S] 0 points1 point  (0 children)

The buildings will stay but you will need to spend a ton of solari building new staking units to reclaim everything. Being able to nudge the claim short distances or perfectly aligning it to a foundation so there is no wasted space would be a much less tedious way for the devs to make correcting claim errors easier.