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Alpha Tester
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IvanGrozniy's Achievements

  1. This game was supposed to be about building civilization... not an update to Landmark.
  2. Remove emission from rocks. Remove that nebula. Leave space alone. Give @Eternal his landscaping business back. I worry about his commute.
  3. Nice post overall, some of us were talking about removing planet voxels / digging altogether 6 months / a year ago. Believe it or not we have lost a lot of really impressive devs from this community due to .... stuff... some of them are way more qualified than NQ. DB iops are super expensive for what NQ was trying to go for. Additionally they scaled way too early (who needed that many planets at start of beta?). They are dealing with scaling / cost problems while trying to develop new features, which throws the development cycle into a loop of late-come optimization on a lot of the backend code. The main kicker is... atmo pvp combat was removed from the roadmap.. it simply does not exist. Will it ever be added again? Who knows. I think not. Mind you, this game was supposed to have avatar vs avatar pvp first, JC (the starter of this project) said exactly this in one of his development videos. The focus shifted completely somewhere else (Landmark playerbase, building building building). AVA is now only a pipe dream, and sad to say, atmo pvp as well.
  4. According to DU lore, Noveans don't breed
  5. Well... I actually agree with this... Not streamable. Not ergonomic. Most importantly, not fun.
  6. I love this man, please keep going you!!! Also how was your commute?
  7. It could be that they are not using gpu acceleration, but we also know that they are not using databinding, which means the whole DOM tree gets refreshed and stored in memory on every frame.... smh....
  8. "... HTML/CSS/Javascript is a group that forms a UI technology. For reasons beyond the scope of this topic we do not allow the use of Javascript inside the screen units. When you remove Javascript, the group effectively becomes a not so efficient vector image drawing technology which we have very little control over in terms of rendering. " - NQ Meanwhile Coherent ui: Coherent GT incorporates the proprietary Renoir graphics library and performs all rendering on the GPU. Renoir backends are provided for all major graphics APIs and multi-threaded rendering engines. Users can also customize the low-level rendering code and even write their own backend that uses the application engine. - https://coherent-labs.com/Documentation/cpp-gt/db/d12/rendering_guide.html
  9. This... although there are ways to offload the whole thing to the gpu, not really sure how they do it under the hood but you can do some powerful magic on a gpu... but there are plenty of reports of people maxing out their gpus with no one around and no constructs... and in space. Sounds like a lot more problems happening than just voxels getting in the way of better performance. The other issue is the shear amount of data being requested to load all those voxels in. SB also has these problems so they deal with it by staggering viewing distance. it's not working great at the moment but they're working on it. Lol, I'd be happy to do away with voxel systems entirely and just "build" with prefab components that are designed for sci-fi immersion instead of trying to accouunt for every single voxel.... say, you need a corridor in your ship, well, there can be prefab designs you can place that look really good... but that requires lots of artwork on NQ's part...speaking of which... they did have a fancy corridor thing in early alpha videos but it just disappeared...
  10. In both my examples of games you can achieve 500v500 I think... and Infinity Battlescape can do 1000v1000 I believe.. it's been a while so I may be wrong on exact numbers. Nonetheless both of the games I talked about achieve "massive" battles with projectile based, fps combat. I do think NQ is in for a ride with their voxel system though, the lack of optimization is staggering in pvp with all the crazy voxel update requests and such. It's a huge problem. Like @XKentX said, even lock and fire 5v5 right now is impossible in DU, and what's worse is when it starts lagging it also affects players from across the system with pending ops... I mean.. there's loads and loads of problems, you can crash the server by warping 20 or so docked constructs at the same time... or was it 16?.... been a while . I believe @XKentX is right in saying that NQ devs will need to rewrite the whole system in order to even support good sized pvp battles with lock and fire... NQ does advertise massive pvp battles, which is false... not only because we don't have enough players to actually "enjoy" this pvp lock and fire system, but also because well... servers can't even handle a 5v5. We can also talk about lock and fire and how to improve this system instead on focusing on something NQ will be very unlikely to even consider, as seen here: They will VERY LIKELY stick to lock and fire due to server constraints (talent constraints imho ). They will very likely stick to long distance combat, otherwise they will have to solve the slow server ticks at distances where you can see the opposing construct. It's just hard to even talk about lock and fire in a positive way when there are so many massive problems with it right now.
  11. It's a game where people do stuff, just keep this in mind.
  12. I know what you mean and I don't ignore it, I simply don't want to add caveat after caveat, too much rambling on) Yes that is the mmo standard. Time is the ultimate pace halting mechanic in mmos. I did say that the "it's about the car, not the player" approach favors players who have been playing longer. For sure that is NQ's reason for not having fps combat. That doesn't mean it is not doable. Starbase will have fps combat mechanics for both ships and robots despite the mmo nature of their game. I know of at least 1 indie space combat project that has some amazing netcoding that allows me to fight someone from across the world in ship fps combat with almost no disagreeable latency for projectiles (some fancy prediction is used there and it works without a hitch). NQ is a new company, they have never made a game, let alone an mmo, which, in terms of netcode, is an entirely different beast. This is why we have been having some insane netcode issues in DU, for example massive amounts of data being downloaded during pvp where the mesh requests have absolutely insane rates. FPS combat can be done in an mmo with some tradeoffs, and in the hands of talent it can be done very very well. NQ does not have that kind of talent, even the current lock and fire system is very much scotchtaped together, it simply does not scale. You can check out an open alpha (free) called Hunternet for multiplayer space fps combat. You can also check out Infinity Battlescape for relatively ok netcode and massive space battles (they do have a bunch of bots but they have them replaced by players when they join servers). To be honest I would not trust NQ to make a good fps combat experience in space. It takes someone who actually understands how these things work in game context. and as far as I'm aware, they don't have such a person. Even Star Wars Squadrons failed in that regard.
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