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joaocordeiro

Alpha Tester
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Everything posted by joaocordeiro

  1. You know that NPCs would solve this right? A simple extra dumb AI would just fire at all that paper clip rig and all would be dead/stranded.
  2. Nice to see something i suggested to be implemented tnx for reading: 'Add random events, like "an asteroid rich in T5 has entered the system and will exit the system in 10 days"'
  3. According to some white knights ( @DekkarTV) the servers are packing with players.
  4. My sugestion is very simple to implement and solves all your voxel problems: Make copy & paste of voxels to be a text format(yml, json or xml) in windows paste memory. That way you could: Copy your in-game voxels and paste them on a notepad file. With that file you could: save for later use store it in git share it with friends Open in a community made 3d editor.
  5. Its not... The only non standard thing DU added is the "filters" The rest is very intuitive if you have any programing background. Its 1000 times harder to understand how to rotate the direction vector to make the ship turn, than it is to open a door or make a picture on a screen with Lua. But this happens because it involves heavy mathematics. Its not a problem of lua. But you are still required to know how to program to code in Lua...
  6. That would raise the load on the servers and the clients by a order of magnitude. Currently voxels are static, and pre cached and we already have the issues we have on markets. Now imagine all those ships, sitting in the market, sending a new "design" every 20ms. Also, imagine some big org changing a portion of a planets surface based on lua, for all those ppl near the planet to have to render it in real time.
  7. None, never tried GFN. But I know how DU behaves. More like, I know how DU misbehaves. And I have some good experience with most/all hypervisors, been working with virtualization and cloud for 10 years now. If i was in charge of configuring GSN, i would set "infinite loop" detectors and make those trigger instance kills. Because that's what everyone does. Sacrifice the problematic instance before it becomes an issue to all other instances.
  8. Thats 10 times slower than my mine and probably 100 slower than GFN.
  9. I agree with this. But not with it being a problem on the network side. When you get high data streamed to your game, the game translates that compressed data into class instantiation on ram. I think the creation of those classes, being a CPU + RAM only operation, is spamming the memory channels In a virtualized environment, CPUs can be dedicated, RAM space can be dedicated, but RAM channels are shared. If the RAM channels are saturated by DU, this will have an impact on other VMs on the same physical server. If the system is configured properly, channel saturation is identified as a game/vm failure and is killed.
  10. Do you have any way to know how much RAM the game was using when the crash happened? If you move away from all structures and restart the game with "clear cache" will it help? My suspect is that your game is spamming CPU instructions to move stuff from and to RAM. In a regular computer, this translates to a few moments of total game freeze, with the CPU and RAM channels totally overloaded. But GFN does not use desktops to run games. They use massive servers with several GPUs connected. Then they create virtualized computers, with the hypervisor managing each VM's CPU and GPU share. It's quite clear that a CPU lock with CPU and ram channels totally overloaded has a hardware level impact, and will cause issues to the surrounding VMs running on the same server. So your game was probably did not crash. Instead, it was killed by the hypervisor for creating impact on other VMs. This is the same issue of when players complain that their CPU was at 100% for several hours. The same of when ppl complained about heat and CPU damage because of heat. If its this, it cannot be fixed by GFN or by any game configuration. It requires NQ to change the core of the game to manage its own CPU load...
  11. Some ppl think "player-driven" is equal to "player-exclusive" Its not. A "player-driven" economy can have NPC buy and sell orders, as long as those orders dont represent a serious competition to players. In my opinion, the route cause of economic problem is the way ore is distributed on planets. Currently NQ spawns a planet with all the resources it will ever have (non respawing). This forces that planet to be extremely abundant of resources when it spawns. As time passes, that planet will be less and less abundant. This makes having NPC orders to buy rare resources impossible. Because players would initially have so much ore to sell that they would become billionaires very quickly. (as it happened at 1st week of beta) But selling raw ore to NPC orders is a very important mechanic to have a good economy. It forces players go mine in PVP zones. It rewards the winner with a substantial ammount of quanta to compensate for his risks. So whats the solution? Easy.... Just remove this madness of "static" resources and make ore respawn randomly around the planet. And with this, also decrease the ammount of ore to a factor of 100. It would also be nice if caves away from constructs would get smaller and smaller with time and eventualy close up. (this would also remove allot of of load from clients and servers, as terrain changes would revert)
  12. In the beginning of beta, the servers would crash allot and had to be restarted often. This reflected of ppl entering the login queue, but the server not being ready to let them in. We got some good, realistic counts at that time. At that time, there would be 3 or 4 ppl helping in General channel, with 10, 30 questions per minute. How many do you see now? At that time, the last post on this forum would allways be 1 to 10 minutes ago, at any given hour of the day. How idle does this forum get? At any given time we would see 10-50 players moving around any alioth market with 1 or 2 ships doing landing/lift of maneuvers. How many do you see? Do you have any doubt this game has a fraction of the users it had at October? If you do, you are in a dream land, together with JC...
  13. Does DU still has 10k players? If not, is that not a problem? If yes, what is the reason for this problem and how to solve it?
  14. So do i. But we, alpha ppl, have seen this movie too many times before... It's like seeing a movie with Jean-Claude Van Damme and expect him to not kick someone in the face.
  15. @DekkarTV Im talking of near zero exploration content + very high stakes + unbalanced game giving exponential advantage to older players that translates into pain with no reward. And why will the mainstream MMO player pay a subscription to experience pain... @Perry666 Ppl like dekkar are part of the problem. During the alpha stage some of us explained in a very detailed way why some parts of JC's vision were flawed. I personally commented, in more than 10 seperate occasions how it was impossible for mmo players to build a civilisation without some basic enforced guidelines, like EVE security zones and NPC missions. But when 1 of us explained a problem, 3 guys like dekkar totally destroyed our threads.. From, 1 of them, counter argument with very unlikely exceptions and the other 2 agreeing with him. Passing by the old: "you dont understand the vision" And sometimes ending in personal accusations or offenses to make sure the topic would be locked. JC, with his huge ego, failed think about the problems we were presenting. For many years, ppl conplained about "pending operations" but in my head, that was never a real problem. Because solving the "pending operations" issue was a technical challenge that was 100% solvable, just needing time. (i even created a major thread about UDP and suggested NQ to buy some already established protocol+api instead of trying to invent it. Coincidently a few weeks later NQ changed the protocol to minecraft proto) The real problem was the hostility of the game to new and lone players. The current model of players do everything allied with the average type of MMO player creates a universe between anarchy and ruthless dictatorship. With the time investment needed to have a ship and the very high chances of total loss when going outside of the pvp free zone, this game is just a massive maker of pain.
  16. I said the game is dead because it does not generate joy compared to the pain it generates. Do you have a counter to this?
  17. No public information has been release about the financial situation. But most players expect it to be very grim. The thing is, the game does not have any long term joy. Sure its very fun to build up ships and take those to space. But can it sustain a subscription based game? Then we have the massive exploits. Players trying to play the game in a legit way often find their gameplay ruined by someone that took the advantage of some exploit. Money exploits PvP meta and exploits Griefing exploits. Lone/new players often find themselves on a situation where they have to face a experienced group of 10 fully geard hunting dedicated ships. Some of us, pre-beta players, have been asking for NPCs to reduce the amount of pain experianced by new/lone players. But NQ keeps insisting in this player created content, AKA "kill on sight"... On my personal opinion, this game is dead. But NQ may be able to sell this technology to some other producer. So its not 100% loss.
  18. We all have noticed the things that you pointed out. Some have suggested the exact same solutions you suggested. So why have things not been fixed? It has several factors. But there is one that appears to stand out. The existance of the "JC's Vision". JC was the CEO of NQ and founder of thr project. The initial kickstarter video and info was about his "vision" of what DU should be. The problem was that in some aspects, his vision was not viable. Here are some examples: Player made content. He assumed players would create the world and their adventures. He also assumed allot of general mechanics without thinking of the details like hiding bases. Now that he has been replaced as the CEO, the new managment does not want to completely trash his vision completely because players invested in that vision and would feel scammed if the vision changed. So we are left with an unviable vision...
  19. Game password is connected with the website. Use the link below to reset: https://www.dualuniverse.game/ If you dont see an email, check spam folder. If anything else fails, try opening a ticket on the support site with another account or via a friend. If everything else fails, email NQ.
  20. A smart man would question himself before questioning others.
  21. To me, it depends if there are several types of shields of just one. It there is only one, it should behave as empyrion. 100% block, but not recharge while taking damage. If there are several models, some models would be like empyrion other models should others would continuously recharge but not be 100% effective.
  22. When ppl have nothing usefull to say, it is better to not say anything at all.
  23. As it is, I agree that EU will fail. We (im also EU) need to move forward with the unification. To have united armed forces instead of relying on NATO. To have a common constitution. To have a common economical approach.
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