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Megaddd

Alpha Team Vanguard
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Everything posted by Megaddd

  1. 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.
  2. Probably gonna port a flash game or two, depending on whether they give us GL access or not.
  3. That depends. Short answer: Either it will be impractical, or you don't. Longer answer: Moons have so much mass that every sci-fi trope of turning rocks into spaceships is complete science fiction, because of just how much mass they have compared to something purpose-built. It also depends on what kind of voxels the asteroids will be made of. The static planet type, or the movable player construct type. If it is the former, then asteroids will be completely static.
  4. The pre-alpha features look already more compelling than Space Engineers for me personally. Provided there are no gamebreaking bugs, this is not even a fair comparison.
  5. There are currently no mechanics revealed on joining two constructs, for any sort exchange. A great question!
  6. Hm.. I fully expect mine to look more or less like this..
  7. I'm happy to see they've improved the video quality, makes for a more pleasant viewing experience.
  8. We saw nothing in regards to a 3D world map UI. I would be very interested by any new information from NQ in this topic.
  9. It means that on a 1:1 engagement, a 50-man crewed ship would beat a 1-man crewed ship.
  10. I believe the logoff location will be inherited by the highest level of grid (read: attached to). If you logged off on a moving ship, your logoff location will be saved as an offset from your ship's position. I am sure of this, because they have shown that they aim to preserve a frame of reference. So at present that would be: Player-made construct grids > Planet/Moon/Asteroid voxel grids > Global Universe position. The real question is what happens to logoff locations when a grid is destroyed? I suppose it is up to NQ whether they are killed or transferred to the lower level grid, i.e. everyone logs back on in the location their ship was destroyed.
  11. You're right, I was being excessively dramatic for the sake of presenting how I feel about the situation. I appreciate the insightful reply, It's exactly what I was hoping for, when I was voicing my skepticism. As for my questions, I will most likely have to make a powerpoint slideshow or a video to properly express them, at least without a wall of text.
  12. Disclaimer: I'm not a professional games critic or industry expert by any means. Honestly, the current state of Eve Online, and why it had even worked out so far, is because CCP had about 3-4 absolutely brilliant game-play designers to whom the continued success of the MMO and the 300-ish person staff can bet attributed to. It's somewhat of a fluke that some of their game mechanics have turned into the brilliant core game-play loop that Eve is today. From NovaQuark thus far we've seen that they have a great idea for an MMO, and what looks like the server technology to make it work, what concerns me the most currently is their core game-play loop and some of their attitude towards it. We've been shown bits and parts of game-play mechanics, such as how ore scanning will work or that engines will provide linear force as well as torque from their placement location, etc. But I feel that we're not told the overarching game-play 'plot', and instead we're piecing the core game-play loop together in our heads based on our individual gaming experiences, and what we've been shown so far. As for my personal concerns - the biggest one would be the evidently poor graphical performance in the 'dev diary' videos they have been releasing recently. I'm aware this is "pre-alpha footage", but entire scenes dipping below 20 FPS, or horrible stuttering on cinematic camera panning is hinting to me one of two things: Either they are, for some reason, not using a high-end system for the recording of these videos and doing it incorrectly (eg. using a highly performance taxing method of recording the desktop), or there's still major underlying rendering problems to be solved. I hope it's the former, rather than the latter. Currently Dual Universe is showing great potential, and rapid progress in some areas. However I still reserve my doubts about the core game-play loop, and have a bunch of detailed game-play related questions I doubt NovaQuark would be willing to answer. Edit: I'm aware that 'optimizations' come later in the development cycle, however if they already have culling and occlusion, there's only so much to be done to slash up the voxel rendering. My best example would be Space Engineers: At the time I got it, I had a then-top-tier graphics card and processor, and would average around 50 FPS on max settings. After two years of 'performance improvements' I now get an average of 60 FPS. Hooray optimization.
  13. Galactic Units is straight cheese. You can rest assured much thought will be put into the naming of the most commonly used assets. For instance, in Eve, ISK stands for InterStellar Kredits. Makes sense, and rolls off the tongue nicely. Coming up with equally strong names and acronyms is not as easy as it may first seem.
  14. NQ have not stated anything on this topic. However I've speculated many times that certain types of materials will be affected by daily erosion. For example: for every day passed, all dirt and gravel on the planet would have a certain degree of voxel smoothing applied to it, to slowly revert it towards the initial voxel configuration of the planet based on its seed. I have yet to get anyone from NQ to comment on this.
  15. Safe zones will be far and few in-between. The only safe zone at launch will be the area around the Arkship. There are plans to add more safe-zones into the game later in the form of activate-able tokens or some other method.
  16. Your respawn will be bound to the last powered pod you set it at. The one on the Arkship will be defaulted to should the others fail (which would potentially be very, very bad).
  17. Yes, this is going to have a paid monthly subscription fee.
  18. Max limit? In a 64bit system, more than you could be bothered to reach in reasonable timeā„¢. Having to physically move the materials, you would not be capable of building any planet-sized object constrained by practical limitations long before any system limitations come into play. And I'm certain the system allows a construct to be much larger than any planet, since planets themselves are no different*. *outside of having gravity as a product of mass, which I'm sure player constructs will not have as it would be negligible, for most constructs.
  19. Huzzah! (to be fair that was never really a community-oriented question for the forum)
  20. Shooting anyone you come across outside of a safe-zone at your own discretion is considered a use of game mechanics and, if anything, is encouraged.
  21. NQ Have mentioned in a dev-blog that they will use hover-craft-like engines for ground-based moving constructs, as actual tire physics on constructs would be too much for the single-shard design to handle.
  22. We can only guess at the requirements at Alpha or Beta, but if Space Engineers (another game with similar features in early access) is anything to go by, the requirements will be higher before official release, because of lack of optimization. Although, apparently they used GTX 970's for all of their recorded footage. I believe they have said that initially they will only support Windows and maybe Linux in the future.
  23. Megaddd

    Prefabs

    You'll find that blueprints will be the primary method used to distribute large builds for other people to build, and has been talked about almost from the inception of Dual Universe by NovaQuark.
  24. Currently NQ are setting up an online money collection system, where you will be able to buy supporter packs akin to the ones that were on kickstarter, except for the kickstarter-exclusive ones (such as early bird discounts, outfits, pets etc.). You will be able to claim founder packs up until Jan 2017.
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