Entropia Universe Unreal - Bunker concepts and early render

Looks not bad but huge as most said, It remember me on Star Wars… and seems teleporter is in the middle sure why not i like the places with teleport not ouside far away

https://s3.amazonaws.com/gs-waymarking-images/49466997-373c-46fd-9a9a-339e60d835de_d.jpg

But i bet MA make 2 or 3 Levels and place shops inside a new income for hundret / thousand new shops for sale

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Looks good, teleporter inside and its 10 of 10 points :slight_smile:

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Looks sci-fi enough to me.

Can it take auction module L and storage module L please? Crafting from home… luxury!

how much will those NFTs retail, ballpark?

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I like the building, but what setting is it in? Is it just a lone building outside somewhere? Is it a building amongst more buildings? etc.?

If it is a lone building, please keep in mind the TP should be inside, maybe in the middle? If you put a TP outside and have to walk into that building each time the waste of travel time will drive most of us insane.
If it’s a building amongst other buildings, then it’s a bit big, how many cities or towns or the like would you see this similar building in on earth? With a building like this you would have smaller buildings around it…

My best advice would be to hire a Civil Engineer or Bachelor of Economics and get their input on how buildings or cities or towns etc. would or should be. But if you don’t want to do that then just copy current cities on earth and change them a bit to add that Sci-Fi twist to them.

Cities on Earth are developed like they are due to functionality and useability etc. and this makes them realistic. The current Entropia towns or cities or whatever they are are very very un-realistic. I’m sure we would all like the new Entropia under Unreal to more real?!

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Take old PE as a role model and go from there through the later additions, which were accepted and which not so much. At least a superficial sense of realism would be nice, as an example that waterfall out of nowhere after the Corinth area change to all desert makes no sense.

Big question: Will we get actual spherical planets, or are square maps forever? I realize that scaling the size to our current world would be a headache, but everything else…

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You are not a “flat earth” believer??? :smiley:

But on a serious note, I TOTALY agree with having a spherical map not this square flat map layout we have now…

Seems that we all want buildings functional…
as per settlements.. i dont have an opinion not interested in estates but as we saw for LIVA housing slot were an epic fail… no development at all

all in all… we are asking Developer team to FIX all the errors made in 15 years…

we are so desperate and have so LOW expectations that we ask for collision detection, readable chat (i hate transparency on the AH in am looking for an item, i donrt care the wall behind it= we ask fpr monster with a sufficient AI to not be stucl in foliage (a player even psoted how the AI must be programmed once)
we ask for denser spawns and not be forced to run around to look for a mosnter, to put a note on a DECENT map and not for a joke with a resolution that is like having it from space station…

the only interesting thing we have is the remaining shot count… and it is not on the UI

the good part is that devs are FINALLY interacting with us, to understand that player are now average 35…40 years, have not “overwatch” reflexes, love the relax to mash F key and see if the loot we look for arrives.

we want to track returns in TT terma, it is a counter… just use the routine that accounts for the bullets and conversion…

I am sure that the result will be amazing just because now there is communication and it will lead to deliver what people want and not what some “BOD panel” thinks that people want.

BTW… 5.1 UE5 arrived… and Lumen is even better and faster… allow us to see in the night… also in a “night vision mode” and not jsut an outline in the dark (or remove day cycle)

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It’s been mentioned a bit already and more posts are moving in the direction of what we actually want - functionality!
This includes time spent, and we’ve seen an attempt to calculate how much current MA layouts waste potential turnover time.

An element of pathways is good for feeling ‘at home’ in an environment, but speed of actions is what most people want I think. Please incorporate this much more closely in your designs please. If there is a good reason to go deeper into a bunker for a daily mission or so, then fine, but add visuals to remind us which bunker has what and where, for example. (could be as simple as a number coding sign on the outside - 110 - tp, terminals, but no mission npcs, 112 has 2 npcs to look out for, whatever)

MS layouts have a good balance of repair points somewhat separated, requiring time to get to, whilst the privateers have two sections next to each other. Please don’t waste our time in the future, literally ;). Make time a necessity where it should be a necessity, and even then keep it linked to functionality, thanks!

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Question (and I apologzie in advance if it was asked and answered before): will the geography/topography change? The reason I’m asking is I like certain places - I sometimes just hang around there doing nothing, watching “the grass grow”. Thank you.

Again.. Trinagles everywhere

Am I going mad here? Why all these triangle shapes/pointy edges???

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I like it. It seems the sort of thing you might see on Calypso. The folks who critique it looking too clean, presumably there’s stuff that can be done in UE5 to adjust the age/feel of a building. Adding elements of disrepair or rust or even broken/missing sections would do that job. Guessing there is something similar to how CE2 could add frost/snow etc to buildings.

I like the modular element. It feels like the sort of thing you’d have for colonising a planet, i.e. build a bunch of key building parts and have them reconfigurable in a variety of ways. The original game had that element where I could imagine the SC’s and Delux SC (but especially the SCs) had been dropped there by some large flying ship. i.e. you find a new area, if it’s far away enough from everything else, you fly in a shop container and leave it there - job’s a good’un.

You could work in an idea of functionality from the start i.e. that each settlement needs some sort of antenna somewhere near by for the transporter network, and maybe this could even be attacked or go offline from time to time. Would give us all something to do :wink:

Guessing with the modular walls you could add extra sections that allow for essentially corners or semi circles with stuff in between, So it doesn’t always have to be a circle.

The key thing with buildings in the future, is that it would be nice if MA take an outlook from the start of “everything has to be there for a reason”. No more closed doors. If you want to put in a closed door, implement a way to open it. You only have to do it once and then you can reuse that functionality when ever you feel like it. Getting access to a building could be a nice soft/free reward for an exploration or story mission for example, i.e. when you are not wanting to give away free money because the mission doesn’t involve expensive grinding.

Probably one of the key issues with the game is that there isn’t much notion of progression except numerically. It would be nice if doing stuff had a reward that got you into another part of the world for example. Just ideas but now is the time to get them on the table for consideration.

Anyhow bit off piste there with my response to an RFC on a building design :smiley: Yeh looks nice. I kinda want to have a stab at building one myself!

Cheers for sharing, especially the nice high res pictures so we can get a decent look at what you are thinking of

Wistrel

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Currently the buildings with the 2 entrances and exits are awful - there should be exit signs or some other design since you can’t really feel your presence and position like you do in real life. Perhaps a little map above each door indicating north? That would work. It’s one thing to run around inside and outside buildings and a real annoyance when you get lost every time. Why would the radar not work inside? Here is another solution JUST make the radar work INSIDE LOL.

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dont care anymore

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Looks really good!
The number 1 thing I wish for (and probably won’t be the case but just to be said) - I see a lot of edges, hopefully where won’t be any traps there, hopefully we won’t get stuck on the edges, like we are getting stuck now on a gazillion of wall corners, trees, shores etc etc. I really hope the collision issues we currently have will be gone forever in next engine.

As others, I too hope teleporters will be in the middle of these buildings to be very close to facilities like craft machine, storage, repair, TT, auction…

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Put one of those instant teleport thingies like on the Caly plot system , that takes you to a platform on top so we can hang glider to the TP.

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Legend of Zelda style free gliding would be awesome. As well as smaller vehicles like a jet pack.

I like the design.

What would be cool is if the lower sections could be moved up and down. It could be a bit tent like with access from all sides and then when under attack the sections could automatically close and players could defend the structure from the crenelles and porticullis.

Even if you leave it as is I think it looks good with maybe two points of egress instead of one.

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Question: why fix what is not broken? I mean, the design is not bad, but the current one is OK as well, IMHO. Someone likes it, someone doesn’t, but I don’t beleive this is the biggest issue for the players. Besides, (question number 2), does it mean that MA is just going to change EVERYTHING in the game? No familiar posts on wheels, etc? Entirely new look and design?

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Respectfully actual design is not so good, at least in soem ways

  1. Caly: the shelters have a wrong perspective inside, the PC POV is wrong and lead to be the like the roof is oppressing your head, walls are not consistent and need at least different prospective and size (i dont really want to comment on collision detection of edges, read above other people post i reiterate we are so desperate that ask to check if collision is active, this is how bad is the actual situation
  2. Next Island: the encampments let you stuck in the walls walking this is expecially annoying because either you waste 20 pec teleport for bad programming or waste 1 minute to press T. the solution that was reported in PCF (Mash M while jumping or walking) is a clown statement that admit the bad programming too
  3. DSEC9 useless circular maze like entrance that force a 20 second walk just to find terminals. and adding the distance from teleporter it is a 30 second time just to reach a storage or repair

a good example of functionality to me is the Shatterrock teleporter (apart the tent on the roof that let you slalom each time you enter):
central teleport and just outside the repair/tt/storage/auction/crafting stations.

an highly optimized structure is The Megavolt on caly (center teleport again) that has all the facilities in 3 second move

big fancy building are nice to see but sometimes we just need to deposit loot, repair and exit to kill again and having a 1 minute maze walk to reach a repair terminal probably makes us think “why they have hidden it in this strange place? did any dev actually play the game ?”

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