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Megaddd

Alpha Team Vanguard
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Posts posted by Megaddd

  1. What you suggest here will not work because they have already enough people as it is to stress test their server architecture, and now that they have a concrete number of the maximum amount of people that could load their servers, throwing it up into the ether again would be a bad move.

     

    However, what would be interesting to me personally, is a single-player version of the game for messing around with (a client+server bundle), however considering their server tech is (extremely likely) proprietary, they probably don't want to distribute it freely. Would be pretty cool, not happening, unfortunately..

  2. The information regarding Construct v. Construct combat is very limited, as we won't have it until the Beta next year, or the year after. We can, however, speculate from the existence of a cross-hair on multiple screenshots - GrHTqyQ.png , that we can expect some form of aiming required to lock onto a target, rather than just pressing "tab" like in WoW or other character-based MMOs.

    I do remember reading a dev-blog or staff forum response, where they stated that they would like to have static defenses have some form of autonomous capabilities, to curb "Timezone warriors". 

     

    Dual-Universe-5.jpg

  3. LUA is AMAZING for user-friendliness. Anyone with the slightest knack for coding can get the hang of it very quickly. (See: Unending list of GMOD scripted contraptions)

     

    Javascript is a backwards language for front-end development, why would you want to create flight control systems and other robust systems with it, like PID controllers? Madness.

  4. Beneficial to the player? Maybe. Beneficial to the developer? Heck no. @Kirtis

     

    Servers have an hourly cost, regardless of whether there's any processing being done on them or not. So you being offline and not paying loses them money.

     

    We've had these "I'm living on my parents giving me pocket money, and I can't afford a subscription" threads time and time again, well, newsflash: You're not the target audience.

     

    I seriously hope we get an "exhausted topic" rule here sooner than later, if just for threads aboue 'payment model' alone.

  5. On 9/16/2017 at 1:03 PM, NanoDot said:

    Perhaps the wipe before beta will give us a chance at a "dress rehearsal" for launch day.

     

    It will be interesting to see how fast all the resources get vacuumed-up near the starter area.

    I imagine everything in the immediate area will become Swiss cheese within a matter of minutes. After an hour you'll be hard-pressed to find any surface materials within a kilometer of the ark-ship. I imagine by the end of the day the entire safe zone will look like a carpet-bombed beach-head from World War 2.

     image.png.04d25419c6012c89e19b91a587611c2a.png 

     

    As for me? The first thing I'll do is familiarize with the ore scanning tools and try to become proficient to a useful degree, and go for the deeper materials right at spawn, wasting no time on travel, as they will be largely undisturbed by everyone head-set on a gold-rush above. Whilst everyone will be stripping away topsoil and hauling away from spawn to look for materials elsewhere, I'll be patiently gathering rare deeper materials right at spawn, having wasted no time exploring for a safe alcove to set up in the wilderness. That is, if the "rare" materials found at spawn are sufficient to advance and manufacture a craft capable of leaving the planet.

  6. 11 minutes ago, devu said:

    Wait for skills, tools that will directly correspond to mining capabilities. It's a perfect opportunity and make sense for this to happen if we really want this to be valuable profession as well.

    If digging will be too easy and like that for everyone one? Balance of the game, performance of the servers etc.. I simply can't comprehend why you guys assuming otherwise.

     

    Sure it's boring, and hell yeah! make it slower, invest into equipment, create variety of it! Stimulate the market! But if you feel is too boring for you, probably you should not be a miner! ;) 

    This.

     

    I have lost track of how much time I've spent digging long, pointless shafts in Space Engineers just for the sake of setting up a small outpost at the bottom of a colossal silo.

    Or just making tunnels through a mountain for mildly quicker passage around it. Highly impractical in terms of time saved/gained. Satisfying? Oh yes.

     

    Barreling down a long, pitch black tunnel, where your stopping distance is about ten times greater than what you can see ahead of you, even though you know there's nothing to crash into ahead (or is there..?), is a very unique sandbox experience.

  7. Fully support. Discord integration will certainly not hurt anybody, should be somewhat easy to implement, and the benefits speak for themselves! (Tying your discord friends list to in-game contacts and vice-versa. Using a discord server as a contact pool. Showing your in-game status and username on discord, etc. etc.)

  8. I believe this is going to be a non-issue, as I have a gut feeling that the player storage space will only be convenient for setting up basic processing and production capabilities to pave way for "the real deal" in material storage and transport. You will then be accompanied in your mine-shafts by an ore elevator and transport for hauling it back (eg.: the sphere drone thing that followed the player automatically -Latest dev diary).

     

    As an Example from the EVE universe, if we take an exploration frigate image.png.b5788aa49170694abcb8af2c757a3956.png as the biggest 'player' storage, with a cargo capacity of about 400m³, then our cargo freighter image.png.2af62e094780b06d6fad4ed5abebadb2.png    as the 'transport ship' with a cargo capacity of 750'000m³ requires 1875 'player' storages to match the hauling ability. Not to mention mules are incapable of storing larger monolithic items which simply do not fit in player's inventories altogether.

     

    The only conceivable use I see for "mules" at present, is (if they introduce cloaking) intel bots, to watch and notify other players of possible threats.

  9. 8 minutes ago, TheBuilder747 said:

    so how are the stargates going to work? would it be profitable building a giant mobile stargate factory and charging for use of my network?

    If Eve Online is anything to go by: Yes, extremely so. However since all space will be effectively no security space outside of claimed territory on planets, it would also have to be owned by a powerful corporation capable of keeping it secure. A factory on a planet next to a popular stargate makes the most sense currenty. This still requires lots of money to pay off territory bids or large corporation to keep it by force.

  10. *gasp* "The fabled hexa-post!" Circa 2005 forum admin me would have your hide for this!

     

    You may wish to try to condense all of your thoughts into one post, whenever possible, and not post non-contributing posts such as "8)". Getting a high post count with a low rep reflects poorly (screams "this guy's posts are non-content", usually). Don't take it personally, it's just basic forum etiquette. 

     

    That aside, welcome to the forums and good luck with your organisational efforts! :)

  11. This makes sense, taking into account the scales at play, and lack of optimisation.

     

    The most surprising figure is the high RAM and SSD storage requirement, for a procedural game, you'd expect the former, but why the latter? That is indicative to me of some form of caching used to reduce redownloading of already known up-to-date information, such as constructs that have not been modified since last login. Perhaps they might only send the changes to a construct as well, however this is less likely due to more negotiation required.

     

    Pretty interesting assumptions to be gleaned just from the spec requirements!

     

    And that is definitely the mobile 960 version, yes!

  12. 1) I've already asked this and it has been answered on twitter: 

     

     

    2) How realistic will the computation of forces be?

    Currently we know for a fact that the only external forces that are currently in the game are Planetary gravity and, most likely, drag in atmosphere.

    There are no other advanced forces such as radiation pressure, heat dissipation forces or any other sorts of fields.

    As for voxel collisions and damage, those are confirmed, however they will be developed in the future, and as such currently there is no concrete information on voxel mechanics. However it's confirmed that structural forces are not going to be a thing on release, so no shear or load calculations in constructs (black hole or otherwise).

     

    3) Do you consider physics a part of combat mechanics?

    They have stated several times that they aim high-speed collisions to not be a viable mode of combat, as it is difficult to counter and very powerful.

     

    4) Will there be a pressure system for gases and/or liquids?

    They have said that they have a vision for what to do with the water on planets, however currently, they are just there as placeholders/barriers. Ships will not be submersible.

    As for internal pressurization/oxygen systems, there has been no information, however, looking at how they aim to make construct mechanics as MMO-friendly as possible, I doubt they will ever be present.

     

    Some solid questions, which I hope someone from NQ would answer in greater detail.

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