#Voxel - Feedback
1 messages · Page 1 of 1 (latest)
I think blocks are a little too easy to destroy. More resistance to explosions and maybe a very short progress bar for destroying them would make it better?
Other than that it’s just pretty fun, but we should get some actual textures on the blocks. Just making them look like rock or something would be an improvement.
Also, vehicles are completely stumped by them, not sure how this could be addressed however
Fun mode
But theres this interaction where a dropped item , magazines etc, will prevent you from building on a block even when the item is not on the said block
You can rebind your build controls, I’d really recommend it for this mode
I have them bound to side mouse buttons, very convenient here especially
Maybe tweak the destruction to be more like Ace of Spades?
In Ace of Spades, if you knock down the foundation of a tower, it will destroy the entire tower aswell.
Whereas now, the blocks will float, just like Minecraft.
Half-meter voxel size! Or sloped voxels. Or make destroyed voxels smooth their sides.
maybe heavy vehicles could crush voxels into slopes to drive over them if they aren't too steep
This is a question I'd like to propose to everyone here.
Would you guys prefer if building and unbuilding voxels stay as it is (with just button prompts), or make it more akin to Ace of Spades, where it'll require a tool to dig (shovel) and have blocks in hand to build?
I prefer the latter, but maybe it could be more like free placement of single voxels, but the special tool can place 2x2x2 or 3x3x3 or make it something similar to Effortless Building Minecraft mod for more substantial constructions
IMO the voxels being so big that you always need to vault/jump to rise up is a pain point
the shovel in Ace of Spades basically has two functions
left click is single block but really fast
right click is to dig in chunks but slower
Yeah ik I played ace of spades too
man if only it wasnt ruined by jagex...
theres openspades at least but i havent touched that in years
the destruction physics though
id prefer if i can knock down sniper towers by just blowing up the foundation
the current implementation acts like minecraft physics
blocks just float
If destruction physics are implemented please add heavy voxels with increased health and build cost first 🙏
build cost?
If it were implemented, resources. But time can work as well. Repeatedly build the voxel to upgrade it, that sort of thing. Just so people can't build the tough ones instantly
As it is you can just RPG a sniper and they'll run out of bandages eventually
id prefer time
resources just adds a level of complexity that i think this gamemode doesnt need
imo it should be as straightforward as possible
make it so that if, say you want to upgrade the block to a more durable variant, then you have to keep holding down that build button until its finished
but im not sure if we need variants of durable blocks since we have infinite blocks and can make fortresses ad infinitum
maybe make it so we can repair blocks i guess 
but that can be easily done by just replacing the block, so probably not
I want more durable variants so I can make a skeleton foundation that will persist longer through combat. It'll be nice to have higher anchor points for walls rather than having to rebuild them from scratch
Hmm what about placing a voxel starts them in low health, then you can repair it to full health. No need for a variant
Ehh, not sure what to feel about that
sounds like itll be a giant hassle to build
with the amount of blocks you can place down in a short amount of time, needing to repair every single one to full will be extremely tedious
The low health could be the health current voxels start out with. Not too durable. The extra ones are just for those who want to put the time to have a stronger structure
Because, honestly, I got pretty pissed back then on that one map that was just one giant bridge and people keep cutting the bottommost layer and toppling the bridge and making the map unplayable 
so, base health block is the same one as the current implementation, but can be made slightly more durable?
Yeah. Idk how much more durable the max should be, and how explosives would work with it
So you can instantly place voxels that would protect you from some light amount of small arms fire, but to make a bunker that doesn't instantly fall apart to rockets and tank shells you gotta put some time on it
make it less similar to fortnite
And so it can be a more permanent piece of the map until the round ends
how about this? building has two options.
tapping will build normally, holding for 0.5 seconds or smth will build a more durable variant
if we're following ace of spades, then there shouldnt be any resemblance to fortnite
weren't you the one who said keep it simple 
the moment we suggest durability for blocks its already not simple 
Well, durability and repairing is already in-game so
i want to clarify by making it simple, the core aspect and gameplay loop should be as simple as possible
adding mechanics such as farming or resources etc. will either slow down the pace or alter the gameplay loop into something more complex
And repeat build already had precedent in the regular game mode buildable. But you can also pick from a list of stuff for buildables, so yeah that but for voxels aren't that far yeah
i mean if we want to expand upon the existing core mechanics, i.e. durability, id prefer to see more suggestions (maybe we'll get more interesting ideas)
Yeah, if there'll be a build palette to choose from, add slopes/stairs first!
no plans on palettes
suppose to be close to AoS
Well, then at least let us step up one tile high, because AoS got that
yeah i agree
Let me resupply the tank!
The ability to add durability to blocks would be the best addition
fortify should remove vehicles besides the ATV and humvee (no gunner)
You can place/destroy blocks way to fast, add maybe a tool like in AoS to destroy blocks and tone down the block placing pace
please either remove tanks from the mode OR add the following would be nice.
- armored blocks that we can use to properly fortify against the tanks, rather than spending lots of time building with squad just to have it blown to bits instantly by a tank, maybe make sure explosions dont splash through them?
- armored blocks would not be mineable by enemy
- maybe a feature for some form of doors that are locked to team to be used to secure the area within, but allowing team in and out.
- enemies can break the door with explosives? like the metal walls that take a few c4 to break
- triangular blocks with rotation +1/2 height
- again, for bunker usage can be used to make little windows within to shoot from at base, maybe convincing more people to defend
- increase pre round timer by around 3 minutes to encourage players to work together to build proper structures to fight from, rather than a big tower of 2-3 people at the start and the 3 or 4 people per round who try to build cool defense
just personal thoughts
just got fixed, vehicles now destroy player made sctructes 😄
since when?
check server news
nothing new
"Vehicles now can damage built Hesco walls & destroy barbed wires by crashing into them" thats it no?
Not applicable in voxel
1: map is waaaaaaay too big for the number of players
2: big map and open sightlines means tanks dominate. either introduce a handful of indestructible obstacles and shrink the map or remove tanks.
3: take a lesson from turf wars from minecraft and maybe intruduce a combat phases and build phase that cycle on and off throughout the match. this mode is so incredibly snowbally with how you can get pushed back to spawn and have no cover or safety to try and push back and you end up trapped there.
4: blocks are too fragile, this ties into tanks with how they can completely delete any defense or cover you even think to build allowing them to run rampant with no way for infantry to really threaten them
127v127 is fine
But if it’s 20 players on the server i agree way too big
And REMOVE VEHICLES PLEASE
thinking on it, vehicles would be fine if they didnt just flat out delete so much cover on an already empty map. it isnt like on other modes where if you see sandbags they could be from a fight previously or if you see a building it could just as well be empty so why waste your ammo on every window and sandbag you see.
in this mode however, you see any cover then chances are it has been built and is being used by someone. it is too easy to get kills just by process of elimination and blowing up every random set of blocks you see
so if what was built were much more durable, or the vehicles did less damage to them, or something to stop a tank from just flowing through 4-5 layers of blocks then they would probably be alright
It would be better
But what’s the point when you can’t even restock your tank when it’s out
Just hop out blow it up and run back to spawn until a new one comes in
Well good thing the respawn timer for the tanks is stupid fast on the map 
Imo transports would be fine since people already ditch those to go far
And I wonder if it’s based off the old timer
Barely anyone plays this 
I really really like Voxel fortify. I switched the build and destroy keys to my scroll wheel and was able to build much faster. Building faster allowed me to overcome some of the destruction caused by vehicles. However weapons with a very high blast radius, like c4 or HE tank rounds, can be used to destroy giant structures instantly. I would enjoy features like lower blast radius on explosives, and ways to place more blocks at once. This game is AWESOME! Thank you so much.
its probably because once the server got below 10 people it became impossible to play, kind of bummed the map doesn't load anyway
i can just imagine players surrounding tanks with armour blobks and noone can kill the tank any more tho
Tank bunkers would probably be less oppressive as it would limit their mobility
No one plays this which is disappointing
SEA
In eu there’s one good server for voxel
Really like this mode, wish it had more players
Suggestion for Voxel: Add A water-World version of the fortify with one Large boat on each side and the rest jet ski's and call it Voxel - Islands.
The blocks still need their health raised or a way to upgrade them one by one like with the same key to repair them 'k' or make it where engi can use the repair tool on them to give blocks more health.
i actually like that idea
would be interesting to see how an AoS mode would work with water
would water fill holes fully if theyre submerged under water like real water
or will it be sorta minecrafty?
also would have to think about how much the physics would effect the server
One would assume the water would just be a flat plane that goes through everything.
The game doesn’t have any kind of water physics
And doing so is quite a complex task
So it’d have to be a major priority
I personally don't like how fortify feels less like about building forts and more about protecting these points.. I wish it was more of a TDM or had a single flag to protect for each side and the objective is being: not to be pushed back into spawn..
Double, Triple or quadruple the voxels health, or allow us to do it through the api for official prog voxel. 🐴
A Void world with like two spawning platforms, with like a instant kill zone at the bottom could be useful for generating parkour terrain and maybe a breaking floors death match for a lower player count like 8v8 to 32v32.
A voxel map with a single capture point, in the sky.. like near build height limit it will be like "king of the hill" but you have to bring your own hill.
I would like to have the option to make voxels finite, like destroying them will add them to an inventory of sorts as an option: The squad points menu can be set to where we could add blue prints through the api so players could use the points to place large 1x4x4 walls and maybe spawn a 4x8 tall towers.. This would add a better defense for players being spawn locked and make games like fortify feel less empty.
I don't think the voxel game-mode needs to have shadows, if it can be disabled it'd help performance a lot with large amounts of voxels.
There's some major issues with with being able to see through the voxels when dead.
You can spot people through solid surfaces pretty easily, the voxels health is still way too low with no way to change it through the API or the ability to place down in permanent buildings down as a way to help against spawn locking, and with us having to trim down the amount of voxels due to lag this makes it easy for people to clear them out completely with little trouble with c4,rockets,sledges/picks.. ect.
Makes the building game mode fortify impossible to enjoy to it's full extent, tanks and jeeps are able to nuke everything alone.
I bet few know that there's a repair button for the voxels, which is redundant with how fast they're gone.
There's still no way to pre-load all the voxels without complications like people crashing during map change.
There might be for customs servers, but.. you know I don't see lines of people clammering to play non-prog.

colored blocks (not outlines) are an absolute must for this
ALSO!
More functions PLZ 😄
I can't control what players place or destroy at all and it is sad!
// Whatever functions are currently in the game already but not available in the API for voxel mode
// I believe there was some to set blocks server side, and another to sync server side with client
// Let us set the health of voxels
void SetVoxelHealth(Vector3 position, int hp)
// Let us get the current health of voxels
float GetVoxelHealth(Vector3 position)
// hook for when a voxel was destroyed, by player or not
void OnDestroyVoxelBlock(Player? player, Vector3 voxelPosition, VoxelBlockData voxelData)
// control if a voxel can be destroyed
bool OnAttemptDestroyVoxelBlock(Player? player, Vector3 voxelPosition, VoxelBlockData voxelData)
// hook for when a voxel was placed, by player or not
void OnPlaceVoxelBlock(Player? player, Vector3 voxelPosition, VoxelBlockData voxelData)
// control if a voxel can be placed
bool OnAttemptPlaceVoxelBlock(Player player, Vector3 voxelPosition, VoxelBlockData voxelData)
// check if a voxel exists
VoxelBlockData? GetVoxelBlockData(Vector3 voxelPosition)
// Add a range of voxels (cuboid) but send it over network in a single packet for efficiency.
void VoxelPlaceCuboid(Vector3 minPosition, Vector3 maxPosition)
// Destroy a range of voxels (cuboid) but send it over network in a single packet for efficiency.
void VoxelDestroyCuboid(Vector3 minPosition, Vector3 maxPosition)
Does anyone else feel like RPGs blow blocks away too easily in voxel mode? I'm asking because it seems the only way to remedy the situation in the shoes of a official progression community server is to limit how many people can use the RPG.
If it were possible, I'd make the block damage less from the RPG or increase the health of the blocks, but I believe that isn't possible.
Additionally it could be useful to be able to balance the other guns block damage.
Thoughts?
Kind of wish voxels had vehicle health like the humv-s , small arms being weaker but mildly effective, can survive at least one to two HE rocket and the tandems being most effective with a heavier rocket and a smaller explosion radius but would be the most effective to punch holes into voxel fortifications. It just makes more sense to copy and paste all that onto the voxels.
it feels too effective at what it's supposed to do
for how long it takes to effectively place blocks where you want them, and how clunky it sometimes feels... it takes just 1 guy respawning with an rpg to completely ruin whatever fun you're trying to have with what you're building
a more effective way to place blocks, maybe also exclusive to support/engineer would be nice, say a drag feature like AoS or a tool exclusive to voxel that helps build walls / platforms / etc
a building feature that i really liked from an AoS clone came from Sector's Edge, where you had multiple presets that you could choose from (and edit, but we can make do without that i think), and you could place them down at will just as long as you had the blocks... made making fortifications really easy and nice
Are there even any active Voxel servers? The two I see in the browser never have more that 5-10 people usually 0
Yes. 🐴
i wish. though we'll probably need some goddamned COLORS before it gets more popular
Colors would be great, it's a common complaint we get on the server about the grey and the bright orange being harder to look at for some.
Even a little texture change would be a blessing until we can give each voxels an individual hex id, or what ever.
Yes that's as active as it gets or Yes there are servers besides the ones I see?
Well, yes the maps aren't that big 5-10 players feels pretty good to play against I think the server's performance starts to get get effected around 50+ players so I don't think you'll find many full 127v127 unless oki is playing on it.
It really should be scaled down to 8v8 to 64x64, and added to the community quick matches for those.
When they released it was full lobbies for a week or two. Wish it was just a part of rotation
32 slot voxel, please and thanks you?
When is the Voxel update coming?
🐴
never
voxel was more just a testing template
the community updates it
not oki
Hard for the community to update the API something only oki can do. lol.
Yep
Or give us a mono build…
As a community we hit a road-block for what we can do on official progression and voxel.. im sure if it were just a custom server we wouldn't have as many problems but no one plays customs, none that I know of.. besides for testing things before putting them on the official progression server, lol.
It'd be nice to be able to use Voxel - Fortify with the tanks and stuff, but that's just not possible to have it in rotation even with the 100+ seconds you get to build it's all nuked in less than a second the tank leave the ramp.. so we disabled tanks, then it was humvees have same deal they just erase every block in a fraction of the time it took to make them, we disabled rpgs which we didn't want to do, so that sky forts and towers would last a bit longer on trench.
The patreon block has to be by far the worst thing plaguing voxel right now, piercing glowing orange that gives away your exact location at night if the world isn't generated with some mixed into regular blocks it puts supporters at a disadvantage.
Separate builds for these game-modes would be nice, including for Milsim and Zombies.
🐴
🐴
NGL the whole reason I bought the game was a hope it would replace ace of spades one day
Has spotting been fixed for voxel too?
Because this might cause some interesting issues for us where we will have to disable this attachment from being used. lol.
could you explain the spotting bug on voxel?
You can spot people thru blocks
Well, unlike map geometry or as of recent for trees voxels don't have a hit box so you can spam the spot key in like the basic direction and if the voxel blocks aren't like 5-6 thick you can spot through it pretty easily, It's kind of like spotting a team-mate's or unoccupied vehicle and if there's an enemy on the other side of it, it blocks it only kind of?
this was improved by making the spotting sphere smaller, but it's still very possible.
Voxels are like in a realm of existing and not at the same time, so people who have access to this attachment will probably have a big advantage in voxel.
