This post (and the changes behind it) is reminiscent of earlier communication style, and I mean that in a good way.
I definitely appreciate the transparency, background and how quickly you guys are looking to get these fixes in place.
On a related note, any info you could share with us builder-pro users about the hipfire/ADS cancel-fire bug?
Edit: just noticed that it was added to the Trello board with a status of "Fixed in Future Release". Never mind on my question then, that's good enough (though, I do hope that's more of a near-future release).
Just want to thank you for bringing this to our attention. I've reported it to our QA team and we're looking into these reports.
UPDATE: We're still investigating this but don't worry, it's just a visual bug that happens at endgame for some players. All of your experience is still granted but your tier may sometimes appear as 0 even though you are a different level. Continue to follow the issue on Trello here.
Update: We've added this issue to our Issue Tracker, we'll update this card and thread once we've discovered a fix. Thanks again everyone for all the helpful details and making us aware of this problem!
Hey there, thanks for the report!
We're looking into this now. Please let us know which platform you're playing on below as well as any other helpful information you may have in the comments.
Sorry about that. This is a bug but will take a client patch to address; it will be fixed in a future build.
Mouse+keyboard users can work around it by left-clicking on the X and then right-clicking twice on something else, but I'm not aware of a similar workaround for controller users.
tl;dw - no real info, if you follow this subreddit you don't need to watch.
Service interruption on APR 12 - they're sorry. They'll explain more later.
Weapon swapping. They'll keep an eye on feedback and will be working on weapon equip animations.
Ongoing improvements. Tracking more QoL (Quality of Life) issues, as can be seen on their Trello board. Examples of QoL improvemnts: Builder Pro controls, peeking concerns, friendly trap colours. Post to follow "soon" with more fixes.
Boogie down contest. More here (I updated link to a Youtube video of the winner)
Thanks for the video! If this every happens to you again please report it as a bug by going into the menu, selecting the Feedback button, and labeling it as a bug.
Please title it as "Invisible Wall" and then include where you were when it happened. You can also find information on this on our [Community Issues Board](https://trello.com/c/YmdgKLWY/216-bullets-blocked-by-invisible-collision-and-not-doing-damage-to-enemies-in-certain-areas](https://trello.com/c/YmdgKLWY/216-bullets-blocked-by-invisible-collision-and-not-doing-damage-to-enemies-in-certain-areas).
Free game no bitchin'. ^/s
>floating gun glitch
Fixed in next patch
>which in large basically hands you the W in end game.
Really strong in squads, and even a bit in duo, but in solo it's not as strong at all and you know it.
> So if you get 3 kills in Retail you stand a solid chance of getting a Scar out of a vending machine for 400 wood!
No you don't. It's full random about both the item and the component, so saying "solid chance" is a huge overstatement.
> an item that you claim builds a base for you
~~One item slot for a 1x1 base, aka 50 woods. Yeah... So strong nobody will ever pick it up after a couple days. Especially on PC.~~
EDIT : Ok this is a big ass base. Maybe it's too much, we'll see !
> to just help 12 year olds win
And I'm sorry but even tho I agree with some of your points, being rude about it and talking to people like you are makes you look like a dick. Not saying you are one, but putting a front of rage and hatred isn't really helping your cause imo.
The only thing I am missing is more combos/fighting moves. Reapeating the same 5 moves over and over gets repetitive. I would like to have more options to master.
Did they say anything about if they planned something like that?
EDIT: I found something on their trello: https://trello.com/c/wz03sRhF/70-weapon-and-combat-variety yeah they plan opn doing that. Now i am hyped
> Epic has a problem communicating to their community (This is Obvious in Fortnite/Paragon)
They have a trello page that you can view all the current items they're working on. For a company handling the biggest game in the world right now, they are pretty responsive to this forum of almost half a million users.
> They will always push cosmetics and game features over extremely necessary fixes (Especially when it comes to matchmaking)
Cosmetics and Game Features are not the same as in-game fixes. Not every person they hire is a coder who can scrub the huge amounts of code a team wrote and jump right in and fix an issue. It's like finding a needle in a shit-hay stack. One fix here can cause another 10 problems.
> They will only make changes when the community is 100% fed up with their BS, and have made tons of rant posts/protests on their forums, videos, and any of their social media.
The loudest people are often the smallest in numbers. Just because there is an issue to a small percentage, it doesn't signify that it's a game breaking issue. The largest population of players are playing this game just fine.
You are going to get a lot of people complaining about the game because they are bad, and choosing to rant over it than practice and get better. That's how gaming is that's how it'll always be.
Yes, I've created a public to-do list you can read here. That does include game modes, achievements, beefing up the singleplayer Arcade mode, server options.
My biggest wish list items would be Steam Workshop, a level editor, and local multiplayer. They're also the most technically challenging to add, but I also know how much of an impact they could have on the community. So I'm trying to find a balance between these big-ticket items and smaller updates that keep things fresh in the meantime.
Would love to check out a console port once the game is a bit more stable. I actually never liked console FPS games (since Goldeneye 64), but this game actually works really well with a controller given that it's not so twitchy, and I think it would make an awesome couch multiplayer game.
The issue is that storm chests weren't suppose to have schematics in them. They just snuck in there so when you get one from a storm chest it isn't registering anything. Nothing is overridden or anything like that. We have the Trello card for it here.
I respect Tripwire, I'm a huge fan of the Killing Floor and Red Orchestra/Rising Storm series; in fact RO2 is my most played game (I seriously love hardcore shooters). On the downside, they often release games in a 'nearly finished' state, and Killing Floor has paid cosmetics/weapons/loot crates which I'm really not a fan of. That said, they fix up their games post-release with free updates and content, and their sound design/weapon animations are second to none, the attention to detail is admirable. If you want to see what's next for RS2 they've got a public trello where they list their roadmap.
But, I thought the market wasn't there. I thought Linux people wouldn't buy the Unity because the ones that would buy it are already using it with dual boot. I thought Unity wouldn't be able to make any money on that so there wouldn't be a point.
Competition is a wonderful thing I guess. Nice to see the passive aggressive Unity devs against Linux bite it ;)
It still does, but you have to be logged in. (Link to the page for those wondering)
(/pinkieooh) Not shown in the gif is that it redirects you to one of two minigames after the last click.
I've said it before, and I'll say it again: in my eyes, what Unknown Worlds is doing with Subnautica sets the bar for how transparent, disciplined, early access game development should be handled.
The scope was well-defined right from the very beginning, and the team has done an exemplary job of adhering to their vision.
Content updates are well-organized, themed, and released on a regular basis. Almost every update brings something new to enjoy.
Communication with fans has been regular, professional, and relatively free of bullshit. The devs have publicly shared their task tracker, as well as the their roadmap to launch and beyond. At any point, fans can see what's recently been done, what's currently being worked on, and what's waiting to be done. This not only shows how well organized they are, it also shows how confident they are in their team's abilities to get things done when they say they will.
I bought the early access game about 2 years ago, and even back then I felt like the game was fun enough to justify the money I spent. And it's only gotten better since. I've restarted the game 4 times thus far, and each of my playthroughs have been between 40-60 hours. I'm currently sitting at a little under 200 hours played, we aren't even at v1.0 yet.
I fully expect Subnautica to be a game I enjoy for years and years. I also expect to be a fan of Unknown Worlds for a while.
Hey there! Just wanted to drop in and mention that we're looking into this and you can follow it's status on our Issues Tracker here.
As a temporary workaround just avoid searching for a game while in the "home" screen while playing.
I'm glad Subnautica is on that list. That project is my personal go-to example of how a game with "transparent development" should be handled. I.E. They don't promise the the earth and sky; they seem to have had the scope under control from the beginning; and their roadmap to launch is organized, easy-to-understand, and reasonable.
Despite the fact that it's still in early access, I've already gotten close to 100 hours of enjoyment out of it. I got a solid 20+ hours of enjoyment when I first downloaded the game almost a year ago. It's a complete game now, as far as I'm concerned, and each new content update adds something interesting and substantial to the experience.
Thanks for raising this concern.
We want to make sure all players and fans have the means to share their feedback with each other and with us. This subreddit is going to be a particularly good resource for that.
That's also why we have a public road map (https://trello.com/b/swzuqjxq/the-culling-early-access-development-roadmap) and Known Issues list (https://trello.com/b/sRUt8hNj/the-culling-known-issues).
The Streamer audience has a couple of other perks but as you said is by no means sufficient by themselves. In my personal opinion, the additional value is mainly the real-time "see what they saw" kind of feedback (clearly articulating your intended feedback purely in writing is challenging) and also to see how people watching perceive the same issue (a very quick "yeah that's bad" or "that's not really fair" or "that happened to me too" etc.). And while it's often rowdy, unfiltered does have its own merits in the right dose. :)
If y'all have more ideas on how/where we should look for feedback, please share them!
Our road map is here: https://trello.com/b/UoZgKrd3/astroneer-road-map-planning
I'd say its still accurate for what our teams goals are. We've released a number of patches to the initial release of the game (focusing mostly on performance and stability, while also including small bits of content here and there) between then and now. We're currently focused on a more substantial gameplay/content update we aim to release in the near future. We'll start to tease some of it on our Twitter soon, too, I am sure.
Patch notes: https://forum.systemera.net/forum/8-patch-notes/
We're currently investigating this one. Can follow along with our Trello card here.
FRIENDS: there's so much amazing feedback and bug reports, but it's hard to reply to everyone and keep track of it all; we made a trello board so we can keep it organized and everyone can see/upvote things:
(please upvote this comment, but leave replies empty!)
That's a possibility if there is enough demand for it.
If this went it, it would more than likely be put into the ini (config) file so it doesn't have to be localized and what not.
Update: Issue has been added to Trello board - https://trello.com/b/ZOwMRlcW/killing-floor-2-community-issue-roadmap
Hey guys. Work on the New Vegas map had slowed down a bit due to finals and other obligations, but now that they're over we can start working at full speed again. I'm also happy to say that for the past couple of weeks I have been working with the wasteland overhaul team to get some awesome new assets into the map.
If you want to see how the project is progressing you can head over to our and trello page .
If you would like to see about joining the team check out our discord.
You say Valve doesn't know what to do with CS as if it needs some sort of new gimmick to bring in new players. That is really not priority imo. Historically the CS community prefers consistency which makes sense for a competitive game. CS really contrasts dota in the sense that it doesn't revolve around complex ever-changing metas but is instead built on a few fundamental skills. It's like beauty in it's simplicity if that doesn't sound too corny. Aim, movement, teamwork, map knowledge, opponent knowledge. Give the game consistency and let the skill of the players create the enjoyment.
So when you say fix the bugs that really is priority. We as a community have no confidence that issues with the game will be fixed because we get almost nothing to go off of until an update full of shit from out of nowhere.
I've been met with downvotes when I mention EpicGames and UT4 but imagine having this level of detail about the future of the game. Having a communication channel goes a long way to instill a sense of confidence in your community. Right now when I click a /u/wickedplayer494 update thread I pretty much have no idea what to expect.
Knowing about wtf is happening is a good first step. I think as toxic or w/e you want to call the community are if Valve opened a discussion through some structured issue/enhancement tracker we might even be able to make some headway on other stuff like jumping accuracy or first bullet inaccuracy. I'm sure there's some benefit to letting more than the 8 CSGO devs tackle problems like these.
For people out of the loop: Nebulous has expressed funding issues recently. Since Sia isn't an ICO and they've only sold a few SiaFund's (and the renting of storage is as of yet too low for this to result in meaningful revenue for Nebulous) to stay above water last year, they have encountered problems with lack of revenue to fund new developers they're looking to hire.
Sia has come a great long way on the small team it has (the product is usable today and there's >3PB of storage available), but the project is really in need of some more manpower. The usability of the client is not perfect (albeit much better than it was a few months ago), and there's some very important features on the roadmap to add to the core platform; E.g. streaming, file sharing and small file support (40MB is the lowest space a file will require today).
The roadmap can be found here for the interested.
From Unreal Engine Wiki:
>Epic now considers Linux UE4 Editor "done" and ready for Early Access. Therefore, please use it, break it, and report about it. Know that there are still bugs in the Editor, so ymmv.
>Present state of Unreal Engine 4 on Linux
>You can compile and run UE Server, Game, Client and the Editor natively in Linux. You can also cross-compile content for Linux on Windows ie. cook and package your projects for Linux platform. Presently there's no way to cross-compile content for Windows on Linux.
From UE4 Roadmap:
>Jun 2, 2015
>Linux native editor (DONE: 4.8) *
>Full editor support in Linux (making Linux a full desktop platform with all features).
That's not true though is it? All the bugs that everyone is complaining about is getting fixed in this weeks patch, you can keep track of them here...
The only reason they didn't get fixed last week is because patches are every 2 weeks now.
I'd like to start off by acknowledging a couple of things: You're right, this has been a persistent problem for a long time. But while it may not have been readily apparent, we've actually taken a LOT of action in regards to this. Just off hand: We've completely rewritten voice chat, we've added an automatic curation system that identifies servers that are struggling and moves seamlessly to a new one, we've fixed numerous bugs that were causing audio drops outs and are even in the middle of testing out some more upgrades to the voice servers, right now.
However, it hasn't fixed this issue. We know and all I can really say is I'm sorry. We've tried to fix it, we want to fix but without being able to reproduce it all of our fixes are guesses at best.
To this end, I instituted a program called "Bug Bounties" where users can earn real world rewards for providing us with Consistent Repro Steps for hard to reproduce bugs, so that we are able to reproduce it in-house. The program runs out of the testers server (discord.gg/discord-testers) and the public ticket for it can be found here.
Now, I totally understand your frustration and you even have a lot of valid points. But what I'm hoping you'll understand is that we've never stopped trying and won't until we get this damn bug.
> nano fees and integration
So some interesting basic math:
It is also interesting that they have not withdrawn the money for the actual partnership yet given how volatile markets are. A rational person would cash out upon the goal being met so as to guarantee the fiscal value would not be devalued to something below what the partner is asking because of said volatility. Or you know, not being able to cash out because because your coin is so insecure someone found an exploit to mine a block a second and cause deposits of XVG to be frozen on the exchanges.
It has a strong active core community and now the development started again with full speed. This is the first big community developed patch after a good 6 months downtime where we had to setup the infrastructure and all that. Many more patches are scheduled with several of their features ready. You can track the development over here:
I'm the one-man dev studio behind Tales Of Glory.
First thanks to ImmersiveGamer83 for the pre-release review.
Feel free to ask all the questions you want. I'll be pleased to give all informations on Tales Of Glory.
As for the first question, yes damages, like many other things use physic, and are calculated with weapon mass, swing speed, displacement speed, and hit location.
EDIT : The public features roadmap for Tales Of Glory is accessible on Trello. you will be able to follow each improvement and vote for features.
EDIT 2 :
I've been updating the game with new features.
- refined animations with better blending
- Full haptic feedback based on physic
- Ability to push foes with your shield
- Update for the order system with the ability to select your whole army or all units of a class (light infantry, heavy, lancers, archers) in one click. U can still select units one by one
- Ability to spawn distinct class of enemy in the tutorial
- Foes fighting against you dynamically follow your weapon with their gaze
- The lag system have been updated with new parameters and is more realistic
- I've managed to create a quick reaction system for combat based on IK and move detection. Foes are now able to parry your swing with a quick move of shield or weapon. It's not easy see it in game but combat are a bit more dynamic. I really like the result
Everything have been fully tested (i've lost my hand in the process due to a full speed impact on my office door during testing... ouch)....
I still have to update the tutorial with new texts and i'll be pushing everything on the main branch before launch.
Vertcoin has lately been tipped as the people's coin. Meanwhile, the community has been discussing rebrands and other methods to get word out about Vertcoin.
The devs have not been as keen about what is admittedly a more shallow use of their time, and expressed their preference of sticking to the roadmap (lightning network, atomic swaps, iOS Wallet, and re-introducing stealth addresses, all seen here).
This here is the devs publicly saying that the community's voices have been heard. Another reminder of the integrity of the developers and why support has grown so much for what some onlookers see as just another humble something-coin.
Thanks for letting us know! I'll get some people spun up to take a look at this.
UPDATE: We've created a Trello card on the issue. We are working to get this resolved. If you happen to have a mouse.. try plugging it in and see if you can get past that. We've seen reports that this temporarily solves it.
This is amazing so fast too! They have got various standard libraries, and you can vote here for new libraries. I don't see wxWidgets in the list :(. But practically I'm always connected to the internet and the speed is pretty decent to just use google. The off chance the internet goes down I will probably forget this. It would be better as a standalone downloadable instead of caching inside webbrowser which could be deleted automatically which defeats the purpose of offline.
Whelp, I guess the cat is out of the bag ;) Thanks for the early feedback, guys!
We have a Trello board going in case you'd like to report a bug or leave a suggestion: https://trello.com/b/XMhyqciA/chessable-open-beta
Much more to come in the future. Hope everyone enjoys the site!
Quick TipJar update:
In about a week, changes will be pushed live to allow users to tip in popular fiat currencies (e.g. USD, euro, GBP,..) as well as values like "a coffee" or "a beer". Ultimately these values will be converted to, and sent as, ether.
Shouldn't be more than a couple weeks after that to support all the popular ERC20 tokens.
Are there any features that you guys are really eager to have after that? I have a roadmap, but no strong preferences on what is implemented next.
EDIT: Thank you for the gold!! <3
Our team is actually working on a project that'll bring all olde' weapons, consumables, armors, clothes, plants, critters, vehicles and much more to make Fallout 4 feel more like the older ones.
Our trello: https://trello.com/b/f7uQCmk6/wasteland-overhaul
Our discord: https://discord.gg/VnDQB8X
We're currently working on a mod that'll add all weapons from previous games and more to Fallout 4.
Check out our trello :> https://trello.com/b/f7uQCmk6/wasteland-overhaul
Also if you have more questions feel free to join our discord: https://discord.gg/VnDQB8X
I would love to see a Trello page for PUBG. God I love that website so much!
Keeping your players informed is never a bad thing, and the more feedback that you get about ideas, the better!
Thanks for bringing this to our attention. We threw it on our Trello board so you can follow the progress on it HERE.
We're aware that the event store is missing items. We're working on this one!
You can follow the status of this on our Community Trello Board
Besides knowing the basics of how combat works, how ability scores and modifiers work, and stuff like that, you don't need to memorize all the minor rules. If something comes up in your game and you don't know the exact ruling, it's perfectly fine to make it up on the fly and look it up in the book later so you don't slow things down. I've been DMing for 6 months now and I still find things in the DMG that I didn't know about.
Here's an online DM screen with a lot of quick info that's useful. Again, you have the freedom to just make stuff up. https://trello.com/b/D4PCtl95/dm-screen-5e-public
As far as things you may have to help your characters with, definitely understand the concept of Spell Slots for spellcasters, and what constitutes an Action in combat. Everything else is pretty straightforward.
About her team : I'm slowly compiling this here. It's a WIP yet, and will be in English.
And here's also a list of the current opponents. Also WIP for now.
Being a remote worker helps - no commute. At the end of the workday, I will do one of the following
Switch to my hobby project
Go for a run
with no break. Having no kids or social life is also a boon, so if you're serious about your hobby projects you should try to get rid of those.
I find that I really work the most on weekends, though. I keep a Trello board and it absolutely saves my sanity and productivity. Even if all I do during the week is prioritize the board, it helps me when I do have a chunk of time for code.
Is your project released? I had a hard time finding motivation once I got over the honeymoon phase, but when I finally released it the community feedback was more than enough motivation to fix and expand my app.
If it's not released, just focus on that. Decide what needs to be in v1.0 and make plans for v1.1 and beyond, then focus only on making v1.0 as perfect and bugfree as possible. You only launch once, but you do need to launch and not just slog. Defining the finish line is crucial.
That's my two cents. I only have one app released and only for just over a month, so it would be nice to hear from some more ~~jaded~~ experienced hobbists.
edit: Should also mention that my day job is also as an Android dev, so keeping abreast of the latest and greatest is something I can do during work hours. This also is motivating; my side project is where I get to play with all the toys that I'm not allowed to play with on Corporate Project #19942.
I think this is the best answer. For most people, DayZ should be avoided for now, and probably until it hits Beta at the end of the year, or until final release. There is still so much that needs to be done. It has taken a long time, and being in the public eye during these growing pains has got it some bad reactions from players (mostly those that don't understand what they got themselves into).
I really appreciate how much info and media the DayZ team is trickling out now between updates too. There are lots of posts on their Trello board, weekly detailed Status Reports, and lots of direct interaction with the community in the Developer Discussions section of the forums. Its pretty clear to me they are very engaged with the community and what to show as much as possible what they are working on.
Keep all of your code on Github or Bitbucket. Either keep all of your non-code there too, otherwise use a shared Dropbox or Google Doc. It's not just about backing up, it's about being able to track down when bugs were introduced and roll your code back as well.
Keep a giant list of small chunks of work still left to do. Features, issues,
bugs, system components you still need, etc. I like to use GitHub's built in issue tracker for that. I've also heard great things about Trello. Tracking issues useful because (a) you can work in small chunks at a time, just load up the list when you have 20 free minutes and choose a small task, (b) it's great to feel done with something after a coding session, and (c) it reduces the chance that someone will spend time working on something that's already done.
Start off by shooting a tracer bullet through your entire technology stack. If you know you're going to have a menu, sprites, music, multiplayer, start off by writing skeleton code that touches all of those components. It seems silly, because you'll be left with a very bare-bones looking game that is nothing like your final product, but it's a good time investment because you'll end up with a well-organized skeleton around which to make your game great. Having components separated out early will also make working at the same time as other team members easier -- fewer collisions.
And good call thinking about doing multiplayer early. Multiplayer is much more time consuming and messy when done as a last minute addition.
Share progress and ask questions here, too, and have fun!
The Dayz map looks much better than this trailer and aside from the bushes on every car I don't see what's better.
As you said overgrown is coming, bases too https://trello.com/c/4QopquMU/134-basebuilding-watchtowers so I'm not sure of what is your complain aside from "It's not in the game yet"
We corrected this with the release of v.4.3 and you shouldn't see BR loading screens when loading directly into StW. However, players that play both modes will still see a BR loading screen when switching from BR to STW. This is being worked on and is tracked on our Fortnite Trello Board.
PC AND CONSOLE USE THE SAME SERVER TYPES, IT'S ACTUALLY BECAUSE OF A HDD LOAD ORDER ISSUE THAT WE'RE PUSHING A FIX FOR WITH 3.5.
I'M REALLY SORRY IT HAPPENED BUT HOPEFULLY WE MAKE IT BETTER THIS WEEK.
I also don't think that a lot of people realize that about half the dev team has been working on framework/engine stuff, while the other half has been working on modelling/sounds/features. The later being stuff that can't be realistically implemented until the former is finished. Once we have the new scripting engine and player controllers in and functional, we will see a multitude of patches coming in really quickly filled with all the backlogged stuff.
Are the Swat and Martial Artist Perks still planned to be completed before release? If not, have they shifted to after release or are they no longer being added entirely?
EDIT I found a link on the forum pointing from here to here that points out that a new perk is in the works. Will still be interesting for them to go over any specifics if possible.
If you want to help us get them in unixstickers.com.
We don’t have them for sale, but if you send us your address we will ship you out a few.
We can’t do it for everyone, which is part of the reason they are not for sale: we don’t have time to be in the shipping business. The rest of our swag is all handled via a third party but they don’t offer stickers yet.
I highly recommend people to join the slack channel prior to passing judgement on the activity of this community. Also, when joining, realize that this is purely and indication of the public development activities and not the private ones. You can also reference our Trello.
Note: The Trello only references 'some' of the CoZ(only) initiatives:
This whole ASIC mining business feels like the devs are putting the cart before the horse though. When your actual application needs so much work that even people that really want to use it can't, and flaws in the renter/ hoster agreements are being exposed including a hoster being able to charge extortionate hidden amounts for bandwidth that the renter cannot see until they've already signed the contract and watching coins disappear, people using hacks to report more available space than they actually have, renters still needing local copies of the files for recovery - well, like I said there's a lot of work to be done. Take a look at the public road map:
I think Siacoin is an ok but still risky long term buy. It is very immature at this point. Just download the Sia UI and check it out. Contrary to all the hype, it isn't even close to a Dropbox competitor at the moment and IMO it is currently overvalued due to them getting a spotlight shined on them when they weren't ready (no fault of the devs).
The biggest thing this project has going for it is that it has an actual product, and the devs are active both in development and communication.
The coin is about 1.8c now and I'd guess if the devs work really hard and the project doesn't hit any big bumps, it could be 5-8c by end of year.
It's difficult to guess what impact the ASIC will have on price.
Also, there's a lot of coins and the inflation control doesn't work unless the actual file hosting service is actively being used (they burn coins when people host on the network).
Still, 300 odd percent by end of year is a pretty good return.
I will keenly follow the project's progress to see how it all plays out. The decentralised file hosting concept has huge potential if executed well, I think.
Edit: Reading back this could be construed as FUD, but it really isn't. I would prefer the project to have steady growth rather than hype and pump and dump.
UEE Tactical Communications Interface is a tool and fan project for tactical planning in Star Citizen.
U-TEC 2.0.Beta1 brings new features and content:
Watch the progress board at: https://trello.com/b/yriIKmf7/u-tec-progress-board
If you like the tool, please upvote my submission on Citizen Spotlight: https://robertsspaceindustries.com/community/citizen-spotlight/9463-Simulated-Pirate-Attack-In-UEE-Tactical-Communications-Interface-20Beta1
they've confirmed character customization will be coming, but it's current;y only under long-term priorities on their roadmap https://trello.com/c/xmW8EF7N/73-player-customization-system, nothing about pink specifically, but colors would likely be one of the easiest things to add depending on how the player models are implemented.
Great, this contains little to none new information about the game and it has only been 266 days since the last dev blog.
Taleworlds information policy is extremely frustrating, there is no info whatsoever on when to even expect the game and i guess the next piece of information from the devs will be during the next E3.
It's just annoying when compared to other titles with an extremely transparent development like Star Citizen or the dev-porn (SFW) named subnautica. SC is still miles away from being completed, but at least we know that progress is being made.
Yes, I'm trying to be active ^^
There's indeed still a lot of things to implement/improve/polish, you can check what is coming up in the public roadmap: https://trello.com/b/qHp84eWA/gladiabots-public-roadmap ;)
check their vlog channel, this is the only game I bought during early access stage that didn't fucked me over. there's a bunch of people and a real studio working on the game constantly. we see new bug made and old bugs fixed constantly as the game moves forward. they are quite transparent as well, https://trello.com/b/UoZgKrd3/astroneer-development-roadmap.
Not one mention on the AFK / Leach / Toxic players.
Yes I know they said they are working on it.
I would think it would be on the road map. They do not even have it as an issue on Trello: https://trello.com/b/Bs7hgkma/fortnite-community-issues
They need to do a dev post on the goals / plans / possible ETA on this.
At the bottom of the page it shows everything someone from epic has commented on.
Known bugs and their status.
As a product manager for a software company that has a public forum and suggestion board, I'll say from experience that customer feedback is critical and we should absolutely continue to bring up our needs/wants/issues to EPIC. I'll also say that doing it positively and constructively goes a long way. Remember, there are human beings on the other end of that conversation that determine dev priorities. Personally, I am much more willing to help customers who approach feedback in a positive manner. On the other hand, if a customer screams at me like a child throwing a tantrum, the last thing I want to do is solve their problem (even though we should, and probably will). The suggestion to "keep ranting on this reddit" should read "keep providing useful feedback."
I absolutely disagree with the comment of "EPIC has a problem communicating to their community." It's been mentioned quite a bit, but these guys have a fucking Trello board telling us exactly what they are focussing on. Maybe there are other developers out there that do this too, but I am unaware of them. That level of insight into their dev plans is phenomenal.
Pasting the developer reply from that thread:
LumpN [developer] Dec 30, 2016 @ 12:27am
Originally posted by BoredJedi:
>I painstakingly went through each files in the CellCache and CompiledOctreesCache by deleting, running the game and restoring the deleted files. Seems there is just one file that's in the center of this lag and crash issue. If you don't want to reset the terrain and resources, just delete this file....
>baked-batch-cells-14-18-15.bin In the CellsCache. In the SavedGames directory.
Thanks for the tip, we'll investigate. By the way, even though we hardly ever reply, we do read the forums all the time and hints like this one are very helpful to us. Please keep in mind that it might take a very long time to find and fix the underlying issue though.
In the meantime I can provide a little background information about these files.
The CellsCache folder contains data about all the entities (plants, creatures, loot, etc.) in batches the player has seen. If a player never visits batch 14-18-15 then there won't be a file about it in that saved game.
The CompiledOctreesCache contains terrain data only. Terrain data almost never causes issues unless one of the files gets corrupted while writing which may result in missing terrain.
If a saved game runs slow at certain coordinates while a new game runs fine at the same coordinates then there is a fair chance that there is an issue with the CellsCache. The other potential culprits being the batch, global, or scene objects. You don't want to mess with the latter two though, because they contain all your built subs, bases, and items.
By the way the warp command to go to that batch is "batch 14 18 15". Batch numbers are always positive. The dashes are added to the filename for readability only.
So as I said, thanks, we'll add this to our long list of issues to investigate, which you can find on our Trello board. https://trello.com/b/eLEWpq3P/subnautica-playtesting
Things that helped me:
Check the Sia public roadmap:
For Q1, according to public roadmap
Simple file sharing - share files with other Sia users
Ability to recover your files using only your wallet seed
Form file contracts in 5 minutes instead of 60 minutes
Support for partial downloads - download only a fragment of a file, and download fragments in any user-chosen order
Ability to recover files from an outdated backup of the renter directory
User experience improvements to allowance
Extend API to include additional metadata
Ongoing bug fixes, testing upgrades, and overall stability improvements
Medium Term (no date specified)
Proper support for tiny files (reduce minimum file size from 40 MB to ~100 KB)
Automatic host pricing
Ability to set price vs. performance preferences, including ability to blacklist or whitelist hosts
Scale the renter to support >10 TB of files at a time
Ability to see host uptime
Add proof-of-burn mechanism to hosts
Add bandwidth limiter
Long Term (no date specified)
File sharing - share files with users who are not on Sia
Support for mobile wallets and other lite clients
Hope this helps!
Credits to Temmie ^_^
Shitposts aside, I am actually making a SCP-3008 game.
Trello board (progress, roadmap, downloads)
Patreon if you want to support me
> If you folks playing on PC are unhappy with its performance you really need to check the console version and be thankful.
Unnecessary. Poor console graphics/performance is why most of us have gaming PCs in the first place. :)
> I'm not sure if there's enough optimisation in the world to save the xbone version.
Neither is the dev team: https://trello.com/c/QoGalvUb/3001-%5Bxbox%5D-seamoth-speed-outpaces-draw-speed-of-terrain.
If that is literally the entire purpose of the website, why not just use an existing platform like trello to handle project statuses?
If you really want to make it yourself you can store the data using a simple service like myjson. Then just use jquery to make ajax requests to request/update the statuses for the projects.
Grenades are confirmed to be part of 0.4.5/0.5.0 on the roadmap so that might be them.
The spikes might be bolts? Maybe it is a hint at a crossbow or something like it.
I think a little bit more on the query end would be useful. Even primitive project/issue trackers have more than Trello labels. Once a team grows, those boards and lists really get out of control and "saved searches" doesn't take the place of good db filtering. Similarly, some metrics (like em or not) are difficult to obtain. For example, yesterday I was curious to see how many cards I'd created. Because I don't add myself as a Member to all the cards I create, it was a challenge to find the right API.
This is just a visual bug with the "Start Up" tooltip. We corrected the values on the perk but the values displayed are incorrect. I've highlighted this on the Community Trello Board.
If you haven't hard of Subnautica, it's an Early Access survival exploration game set on an ocean planet (most of the game takes place under water). There isn't much focus on combat, and the devs have stated that they want to keep it that way.
Currently you can explore the map which is pretty large and detailed, and you can build bases. You can also construct submarines to explore certain areas.
Story content is lacking (there is maybe 30 minutes of content in the game so far), but they recently hired Tom Jubert to help develop a story line (his credits include The Talos Principle, FTL, The Swapper, Penumbra and Driver: San Francisco).
Devs seem to release a big content update every 4-6 weeks. They also have a public Trello board where you can follow their progress: https://trello.com/b/yxoJrFgP/subnautica
Please look at this for god sake. Just because those changes aren't flashy, it doesn't mean they're not getting done.
Biggest reasons to invest in Sia are all right here.
/// Edit: Wrong source apparently. Check post of creator below
Just noticed that the Fire walk with me SAP skin uses a generic flame image from Google. Stuff like this shouldn't get accepted. It's among the first results when you image search Flame. I understand that every artist relies on assets sometimes, but in this case the flame is the main feature of the skin.
The current roadmap has release slated for May, but it's been pushed back quite a bit so I'd take that with a grain of salt.
I'd definitely suggest picking it up, though. Easily one of my favorite games of all time. The atmosphere is incredible, and the world feels like it was made with a great amount of love and attention to detail. With all the polish and narrative that's being added in upcoming months, I think the end product will be even more amazing.
Rebble contributor here - we have lives, and we're busy with other stuff, we cannot dedicate 100% of our time.
There is a todo list for each major project (android app, firmware, backend services, website...), here is the Android app store trello board with tasks.
Hop in the Discord and you'll see Rebble is alive and kicking, and if some of you want to help DM me.
Seen some people asking about low market cap coins. Check out RAIN, its under $10million market cap.
Forum with graphics explaining: https://bitcointalk.org/index.php?topic=1895018.0
Trello board showing work planned: https://trello.com/b/K3AyM3v0/rain
It aims to help organisations that help the environment by setting up donation wallets and then having the community select which company to donate to, gives a way of environmental whistle blowers to anonymously report issues through their encrypted messages and also "created RAIN Meters that allow the tracking of important water metrics to ensure environmental friendliness and compliance."
As for the actual coin it gives out coins to people staking any amount of coins in their wallet.
Full whitepaper is listed to released soon, so that could be interesting. Very unique project and seemingly trying to do something good for the environment which I like.
According to the Subnautica Trello they've been intentionally toning down the PDA for some time now.
Aparrently, they'd recieved complaints about the unserious lines from... someone. Who? I have no idea. I never heard any complaints.
The only reason those lines lasted as long as they did was because the devs were having trouble finding what triggered them. Whenever they did, the line was removed, causing their slow disappearence from the game.
we are always watching and listening to community feedback :) Please be sure to visit our Trello board for current and future plans, updates etc.
While we may not be able to respond each and every topic, rest assured, we are reading :)
I think the Koosh>Bulb change was because of a copyright issue with Hasbro.
Trello on this subject
Just check this,
It's more open than everything you mentioned. they have also have trellos for design, the stuff that is already done, playtesting, bugfixing, you name it. All there, in the open, for you to see.
I think you'll be happy to know a very large extent of what you mentioned here we're either currently working on, or is planned for the coming months. Either way, great ideas all around. This reinforces that the plans we have for the game are headed in the right direction. Check out the public Roadmap here: https://trello.com/b/KbugnSRJ/subnautica-roadmap
I am a developer... and I really want this feature. Spotify does have an apps api, and I'm going to look into creating a spotify caster app later tonight. I've created a Trello board where you can review my progress and make feature suggestions. https://trello.com/b/bz9D0gvG/spotify-caster
EDIT/UPDATE: The Preview program has ended and developers with access to the SDK (which I submitted app and was accepted to 2 weeks ago), can now publish their apps to the marketplace. This will also make it easier to get a few test users for the development/beta of MY app, so if you're interested, reach out to me on the Trello board above, or hit me up with PM. For developers or GH mems leave your feature requests or contribute at: https://github.com/LongLiveCHIEF/Track-Caster
If you had taken the time it took you to post this and put it towards researching sia coin you might have noticed that it is still in development, has a roadmap, and continued updates from the development team. Please do your research.
But WAIT! THERES MORE! ✋
They have a wiki with a more in depth faq!!!
Regardless of whether your measurements are correct or not, this is really hard to notice. Also, it used to be really off centered, they have recently pushed a fix for it: https://trello.com/c/0P2sF3Mr/
Just to address a few of your points:
Is the slowest setting too fast for you? I can decrease it if you like. I bought a pour spout for research but apparently it was shite haha.
I have not ever been a bartender and basically used recipes straight from Wikipedia so if you have a better recipe for a more "traditional" whiskey sour I'd gladly implement that as well.
"Dark n Stormy" is supposedly trademarked according to Wikipedia
The cool thing is, if you have a better idea for a recipe or would rather use a different glass, you can disable the original recipe in game, create your own drink, and it will then be a part of the game like any other recipe.
There's a lot to do yet, that's why it's in early access. You can check out the content roadmap for what I'll be adding soon. (Shaker, stirrer, etc). Basically there was a lot of comprimise in what is easy to do and what is realistic. I hope I can make this better for you in the future!
Hi everyone, it was been over one month I came here last time with the promise to come back during March for art updates. Well a tad late given my work but it's still on time!
There's more pictures of 2.5D figurine commissions I've crafted since my last commissions. Hum I mean, furry characters commissions, there was some pokemon, animal crossing and even a frog but this shall do!
I came here for some updates for all the waiting orders to come up next in line! First I have created a trello page with a visible queue list to anyone to consult! It's updated everyday but weekends with not just commission progress via percentage but also with pictures of all finished orders! The queue list is in the right order so all waiting orders can be consulted by their names!
There's the link -> https://trello.com/b/DvXibCkq/commission-queue
Another update is buyers can now request tracked shipment! I have a perfect rate of safe shipment but in case you want to learn its trajectory to ease your mind, that can be done now! All buyers will be informed of that update once they'll be contacted!
New commissions orders are permanently open! You can assure your place in the queue by contacting me anytime!
There's my commission sheet with all the information you need! -> http://www.furaffinity.net/view/23026687/
This is for my weights training but it might help you. My problem is remembering my routine splits and the exercises I have chosen for myself, esp when I add new things every now and then.
So putting pictures and exercises in Trello works wonders. See for yourself: https://trello.com/b/4QIM8LGy/fitness
From Trello :
"The iconic Scorpion SMG. Distinctly Czech and fitting perfectly within the atmosphere of Chernarus. An oft-requested item and present in BI games from the time of Operation Flash Point. How could we not add this one? Ours will fire the 380ACP round and will be fed from a 20-round mag."
As always, feel free to discuss whats on your mind with the DayZ developers here: http://forums.dayzgame.com/index.php?/forum/134-developer-discussion-status-reports/
Mark Lambert has been indicted. George Webb said this would happen MONTHS ago. HE'S THE KEY TO UNLOCKING THE Q MAP. Don't let the shills tell you otherwise.
here's the Trello board
WATCH GEORGE WEBB
WATCH GEORGE WEBB
WATCH GEORGE WEBB
> They are showing their internal schedule since Dec of last year for Christ sakes. Who does that.
Off the top of my head, because I've played both games: the dev teams of Subnautica and Rust.
There are many indie game projects that are fully open with their development, as opposed to CIG's sort-of-open, mostly-closed development of both SC & Sq42.
In case you're interested in seeing a few of the color/camo variants for that new jacket, I uploaded some stuff here: http://www.artstation.com/artwork/more-rust-clothing
I'm working on a bunch of other clothing for future updates, including some based on these concepts, so stay tuned! :)
To further touch on u/imariaprime's reply to you, a roadmap would definitely help with settling the users a bit and keeping everything transparent. Maybe you guys can setup a Trello for such purposes.
This is a XRB project tracker I made with a list of all completed and work in progress developments
If Ive missed out on anything let me know!
Ragdoll enemies should only be dealing damage to each other, never the Fictorum. I'll add an extra check to make sure this doesn't happen (should make it into the coming patch): https://trello.com/c/9qLYHTX1
If you check their playtester trello page, apparently it's due to an issue where reapers are only spawning at very close distances (like direct line of sight level of short) which keep them from making those terrifying noises out and about when you're swimming around. At least, that's what I got from it. During our recordings, we had an episode where there were two reaper encounters that they seemed to just come out of nowhere. Coincidentally, it's the same reaper that the playtester was showing off doing just that on the trello.
Episode where this happened: https://www.youtube.com/watch?v=ELHqRg3qtoA&t=1748s
Timestamps at 26:00 & 29:00. Both times there is a slight freeze where you can see the reaper and that direct area's assets loading in followed by us freaking out that there's suddenly a reaper 10 feet from us.
Thanks for the feedback and suggestions! You can take a peek at the public Trello to see what's planned, most has been requested already. The hard part of adding these options is not the coding but keeping the controls and UI easy to understand. We do testing with a 5-year old to see if it'll work for anyone.
No. They're planning to release around the end of September now. It's a good thing, though, because it means we get 3 solid months of just optimization work to ensure that it runs smoothly.
Hoping everyone enjoys the demo! This is just a taste of what we've been working really hard on it. More info to come when I'm not so sleep deprived. :)
To vote on locations or features you'd like to see please click here.
For more screenshots of the app please click here.