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Alpha Tester
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  1. Except for added crazy amount of tedium and nonsensical mechanics for "gameplay" reasons. If you had a hard limit on factories per account it would amount to the same thing you were alluding to: people would create manufacturing lines dedicated to only specific parts or very small production chains, actually forcing them to interact with other people and buy/share their production lines. The benefit there is any new person can come into the game without having to be burdened with the schematic system and its high costs for building anything worthwhile. Instead the player would have to make connections with people in order to buy the parts needed due to their dedicated production chains. In some respects limiting production units per account is also a nonsensical mechanic for "gameplay" reasons, but arguably a more elegant and much simpler solution than a system that does not value your time at all.
  2. If all you want is specialization from players, the actual simple solution to the problem is limiting the amount of factory units a player can own. You can also limit the amount of factory units an org can own. And there you have it, the net effect is that organizations are now forced to specialize as well. I realize this is heavy handed and ultimately you'll need to undo so many things you've already done, but that seems simple enough. One may say that this gives power to people who have a bunch of alts. Well... we're already there, have been since before beta started. The whole talent system encourages that so there's more to be concerned about here. Simple solution but effective, and there's so little to do in order to implement it (other than... undoing what has already been done of course). Proposed numbers: Each account has a max limit of 20 or 25 factory units. This is not a lot of factory units. It will force specialization just like you want it to without cumbersome and awfully tedious mechanics. If an account is in an org, that account adds 8-10 factory units to the org limit. An account can create factory units under the org or under their own account and share their units with the org. The idea here is to have a push and pull between accounts contributing to the org pool but not excessively, they still will likely sacrifice their own account unit limit for the org. This will prevent orgs being bloated with big factory unit pools and it will also force orgs to specialize. All in all, schematics don't make sense, They break immersion quite heavily (why would you buy them when it would be more practical to clone them... why is there only one schem for one production unit, etc...). They add immense tedium. They just don't make much sense on so many levels. You'd be better off with just limiting factory units per account.
  3. This game was supposed to be about building civilization... not an update to Landmark.
  4. Remove emission from rocks. Remove that nebula. Leave space alone. Give @Eternal his landscaping business back. I worry about his commute.
  5. 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.
  6. According to DU lore, Noveans don't breed
  7. Well... I actually agree with this... Not streamable. Not ergonomic. Most importantly, not fun.
  8. I love this man, please keep going you!!! Also how was your commute?
  9. 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....
  10. "... 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
  11. 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...
  12. 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.
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