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Bazzy_505

Alpha Tester
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Posts posted by Bazzy_505

  1. not good at all.

     

    like others pointed before me, the difference between fantasy and science fiction is that fantasy, as genre, is for the most part, free of any constrains ; with author pretty much free to think up whatever plot device he deems necessarity to support the narrative, be it a telekinetic priest, flying elephant or whistling shrimp, it's all a fair game.

    By comparison science fiction, by definition strives to interpolate possible future events, technologies and context based on current knowledge and trends; even if it is acceptable to do so  with ample dose imagination.  In this respect science fiction is very much in line with futurism.

     

    Dual Universe, is very inconsistent and arbitrary its tech. There really no coherent vision of anything. Even on visual side, ( while there should definately be some flash and flair to make things look great) it can't even get the basic engine shape or plumes to resemble anything that makes remote sense. 

     

    DU has this short tired ol , we trashed the planet so we got on the ship to find a new one.  there's really no world building there, no real back story, and quite frankly no context or backstory to build any story on,  science fiction or otherwise.   For all means and purposes DU is just about being a tech demo, very interesting one, but just a demo

  2. 9 hours ago, Jinxed said:

    . I play this game on a GPD Pocket 3 PC with 16Gb ram and integrated graphics when traveling . My potato is slow af but I don’t fall through floors unless something is not rendered. Once it’s rendered it’s fine. Cerg is falling through things that are apparently already rendered. 
     

    what i am seeing, though, that I never saw before, is things completely re-rendering from scratch again after entering/leaving build mode even if I only used buildmode to “fly” across a core and not change anything. 

    it’s like the cache is not remembering things properly. And it takes noticeably longer to enter and leave build mode than it used to. 


     

    collison mesh and mesh you see rasterized on screen are 2 separate assets :)

  3. 4 hours ago, Cergorach said:

    MS has not dropped support for the 5000 series on W10 (EOL Oct 14, 2025), nor has Nvidia dropped driver support for the 900 series of video cards. W11 indeed has no official support for this cpu.

     

     

    you are correct there, MS hasn't dropped support for hashwell-e/ws, because it never officially supported this microarchitecture  in the first place on win10; official support list starts at broadwell and newer.

     

    nvidia officially dropped maxwell driver support ( which gtx 970 is a member of)  in mid 2021, the last game  ready driver for it was released in august 2021, there hasn't been game ready driver update for it since then.

     

     

    and i do get your concern about power usage, my wife and i mostly work from home office and have typically 4 systems running in our home office during standard office hours and another 2 churning away in rack 24/7 ,  and that even not counting in vpn routers, switches all other things typically needed in the setup.

     

    I personally work on 11700KF based pc, which is considered quite a powerhog, and yet typical package power on that hovers around 30W-40W and entire system typically draws little short 130W, and that already with my cintiq factored in. So you shouldn't really belive all the horrow stories you read on internet

     

  4. 1 hour ago, Cergorach said:

    My 8 year old potato is running perfectly fine thank you very much!

    i7-5820k (6 core machine) running a GTX970

    Will be running shortly to Geforce Now as I'm skipping the current PC/GPU powertrip (for now)...

    ms has dropped support for haswell lga2011 platform almost 2 years ago, nvidia dropped driver support of 970 for almost about the same time.  You can expect these issue mount up with increasing number of apss going forward.

     

    as for raw CPU performace even the bottom of the barel 12400F is 50% faster at half the power; selling  for around 140 USD these days.

    the oldest nvidia gpu still in production, 2060 Super is twice as powerful as 970 and can be bought new for under 200 USD even today.

    DDR4 B660 motherboards go as low 90 USD in retail

     

    unlike 2 years prior, it's a actually a very good time to upgrade right now, retail prices are at rock bottom, which is rare moment in time amongst steeply rising cost per waffer for leading edge production for upcomming hardware regardless of vendor.

     

     

  5. 2 hours ago, blundertwink said:

     

    I mean, it's hard to expect robust collision detection from an engine no one really uses for games.....

     

    DU is the most complex game that's used Unigen by far.

     

    Unigen was picked because of inexperience; they believed they needed a 64-bit coordinate system (spoiler alert: they didn't) and that it was therefore the only option. 

     

    Hell, Unigen doesn't even talk about games as a main use case on their homepage...gaming is an afterthought stuffed into their "Community SDK" section, which is either free or $150/month.

     

    This just isn't Unigen's main business at all. 

     

    If you're going to "save time" by picking a game engine, it's common sense to pick an engine people actually use to make games.

     

    It's yet another choice driven from inexperience early on that made DU's development far more difficult long term...it fits their culture of rejecting norms in this industry because they believe they know better. 

     

    rather, after very limited succes unigine1 they started to focus heavily on the visualization niche with unigine2 with the usual game logics backened which we came to acvcosutomed in  SDKs like Unreal being very much an afterthought at that point.

  6. 10 minutes ago, Wyndle said:

    The game performed better with hardware at and slightly below minimum specifications during beta than now with any hardware.  If this is a client issue then it is code related, not hardware. 

    quality of NQ coding aside, processors "slightly" below mininum specs are so old they're not even supported by current windows platform DU runs on ...

     

  7. 2 hours ago, CptLoRes said:

    If that is true then it just means that the client side collision detection is badly implemented.

     

    Proper implemented collision detection should always run 100% before drawing the frame. Meaning that if you have a potato the FPS would drop, but collision detection would always complete 100% for each frame to ensure correct behavior.

     

    Anything else would be stupid and not something anyone with experience in game design would do.. ... So. ..ok...  maybe NQ did implement is that badly.

     

    you are absoultely correct, and you've been around long enough to know whichever way the wind blows. but as a user, all you can do it throw a few potatoes in the basket.

     

  8. 16 minutes ago, le_souriceau said:

     

    Well, its not exactly true.

     

    People looked, discussed, even tried. DU had some chances to interest, chip-off more PvP-oriented space-games fans, like people from EVE, etc. But its miserable and overall loopless PvP perfomance, pre-mature "Beta", all this completely riped any chances. 

     

    the noticing part was was about landmark, as for DU, more than a few EVE players noticed, hoping for the sort of experience with bit more tinkering and creative edge to it,  we tried it, discussed it death for years on forums and discord but most of us just  shugged and moved on.

  9. Sanctuary is for all means and purposes a backer reward, and it is perfectly fine where it is.  Besides the few rocks on surface it is more or less the same deal as Haven. The only issue i would have with haven is that it is needless far from alioth causing new players immediatelly abandon it the moment strap on their first space engine.

     

    In that sense starter planets serve close to no real purpose, it's just a bowl of dust with endless plains of abandoned starter bases. From functional standpoint might as well start on alioth and skip the whole intermezzo of haven FTUE

     

  10. Let's be honest here, DU never really stepped out of Landmark's shadow, with only exception being VPT.  And that shadow wasn't even that long considering that besides voxelmancers, nobody really even took notice it ever existing.

     

    And when it comes so called "web 3.0" it is little more then bunch of irrelevant academics riding the current facebook meta shtick, The reality of it all is that after years of wasting billions Facebook has very little to show for it and in light of falling revenue has been cutting staff and funding left and right, particularly in their metaverve bits.  It did not even manage to match Second Life-s feature set and that was at the time touted as "web 2.0".  Back in 2007-2009 a lot of big corps rushed into SL to build their presence in the "next big thing"  and were mostly gone 2 years later and SL returned to its previous size and scope of catering mostly to creatives and sims online crowd that has found new home ther after EA shut the service down.

     

    Second life really does fair job at what its name says, to many it offers a chance to live an alternative lives unbound from harsh realities of their "real" life circumstances. But it has always come with caveats.  Having a presence in SL can run you into hundreds in monthly fees to own your dream virtual land and hourse and plants;  into thousands when you're a creative building an experience for others to enjoy within its ecosystem.  Moreover it still requires  relative expensive hardware to have a decent experience inworld.

     

    And hence the problem,  web 2.0  never really solved the hight barrier to entry to take part in, nor did it ( for the most part) offer general performance sufficient to really gamify the in world experience enough for mom and pops dropping their plants vs zombies on the phone and dive neck deep into their virtual lives.  As a result it quietly flizzled out and second life/active worlds and few others  returned to player populations they have had in years prior to the whole media frenzy.

     

    So called facebook's web 3.0 doesn't even have that media frenzy behind it, barriers to entry are pretty much the same and user experience  shallower than 15 years prior.  Voxels are not exactly an important part of the equation here.  Voxels are a very old tech first showcased On Siggraph in late 80's. While i find working with them in game an interesting challenge, they do not really make creative process particularly more accessible for Joe Average, they don't scale particularly well and certainly don't offer more immerive user experience. It's just pixel art in 3d.

     

    I'm sure there are few people of the sort listed in that NQ post who will make a nice buck "consulting" and land a few gigs speaking on dev panels, but that is far as it goes.  You can certainly make a career of spinning that water in the bucket but it's certainly not the next digital revolution, not unless it will work on joe's 250 buck laptop and using it is not as simple as playing with a lump of clay.

  11. AFK Flying for hours from planet A to planet B, where actual flying part is is condensed into few minutes for take off and to landing,

     

    I can certainly use warp cells ( disregaring the fact i cannot use them flying npc missions, which are slowly becomming the only source of new quanta), the materials for which i need to afk fly hours to gather in bite sized servings, esentially meaning wasting hours doing nothing again, the only difference being me able to choose either when to release that accumulated wasted time  or sell my wasted time others.

     

    But but there's so many other things you can do ...

     

    Sure, i can build ships that are a nice sleeve to look at while flying afk, which matters little as i will probably spend most of the time tabbed to a different screen binge watching yet another tv show.  Yes i can play screen unit games while flying, but than i might just a well launch a random other game in much better quality outside of DU with much better controls.

     

    But it's going to be so awesome when you reach a new planet ..

    Yup, the planet B might have different terrain map, and a different texture pack but is just as empty as planet A where other than market terminals there nothing to interact with, nothing to explore besides endless scanning ( more binge watching, or calibrating MU's while binge watching even more)

     

    But you can measure you skills against other players in PVP..

    Yup i can finish half a season of Bosch Legacy till i get there, for an off chance there is someone out there shoot at, and finish the other half of season while flying around for materials to restock ammo after. Wonderful design, might as well skip the flying part, load up SC or EVE and do the pew pew in minutes while DU heats up my room in the background flying yet another NPC mission.

     

    Well if you hate flying so much you can do industries,

    Yup i sure can do a bit of waiting simulator there in between rewatching couple of seasons for TNG while afk  flying for schematics quanta.

     

    DU has the most detailed voxel engine out there by fairly wide margin, but once the voxels placed and core bluprints are done, there's nothing 15buck one time purchase survival game from steam sale cannot do, and do it better. When you're "playing" DU you've gotta realize you're playing just more advanced version of Landmark and everything around that single loop is just a static noise in the background.

  12. waste of development resoruces, it has been done in other MMOs and was universally panned by players each time, even back in days when voice comms like vent or TS cost actual money to run. 

     

    Closer integration with discord may have benefits eventually, but there's so many essential aspects of game , that are either stubs or absent completely  that reiventing this wheel is a fool's errand.

     

    To pick a low hanging fruit, fixing friendlists' "see me everywhere i go" , and absolute lack of any grouping features other than common chat and total absence of standard FoF indentification are more pressing matters. Heck you can't even form flight wing, much less fleet in DU.

     

  13. To put it bluntly, current VR adoption sits around 3% according to steam charts. Steam certaily isn't the whole PC games' industry, but it arguably largest chunk of it all, thus providing pretty decent sample of what the rest of it looks like.  Even if actual DU sub numbers were sitting at 50.000, which would have been a major success for something as niche as DU is.

    (never mind it took years even for eve to surpass that number). You basically askin for feature relevant to 1500 people out of the enitre population.  It's  simply not worth the dev time, especially for du, which has gaping holes in just about every aspect of its core functionality.

     

    While there was quite a bit of excitement at beginning of this VR cycle ( it comes and goes about once in 10-15 years), that interest has already fizzled out.  While VR is having some success in business application/visualization fields, consumer market has been stagnant at best in past 18 months.  A number of AAA studios dove right into VR expecting customers to come later, but they never did, at least not in  numbers where it would have matterd, and canned their future VR efforts on hold till there is actually seizable market for it. And on consumer end, there are notable games built from ground up for VR, but  very of them are a must have, hence Index or Vive is are a hard sell.  Interestingly a lot of people who bought Index for Alyx dumped it on secondary market after finishing the game

     

  14. quite frankly, i can't be bothered to watch yet another of those videos. It doesn't answer the most important question that sits  above all other questions and  unless that is taken off the checkerboard all other topics, to be blunt, are inconsequential. NQ should not have opened that can of worms until they had a clear idea what to do with it. But than again NQ has seldom had a clear idea about anything related to Dual Universe. Episode 9 was yet another clear example of a proverbial monkey throwing random items at the wall to see what sticks to it, i have no reason to consume more of those "community engagement [filtered]-bits"

     

    I have much better things to do with my time , and i'm well beyond any attempt to provide feedback back to NQ, they may hear everything, but they seldom, if ever truly understand the words being said.

  15. I personally don't care much for how many employees XSOLLA has fired under questionable circumstance, that's an issue Cali's LWDA to adress. No reason for me to picket about that, if there's some merit to to the rumors, former emloyees have surely filed a compaint with LWDA and there's nothing more you and I can do about it.

     

    What i do however question is choose a SINGLE payment processor for DU, while others in industry typically have multiple options to choose from, even EVE, which DU would love take part of the cake from has had at least 6 options at any given time throughout the history of service.

     

    And what makes it even more baffling is to choose a payment processor with such obsucre and often questionable business practices (double charging, no automated cancellation procedure, unathorized payment among the most common ones) towards its clients to be the exclusive subscription gateway.

     

     

    Hubris will be NQ's downfall.  And our wallets are the jury to decide what behaviour we are willing to deem acceptable, not the other way around.

  16. 20 hours ago, Gideon77 said:

    Problem:

    The current adjacency bonus for mining units and container linking distance, causes the best mining profit to come from a 19 territory flower arrangement. And since Market 6 is where the ore is sold the most, this means that the best placement of that arrangement is near Market 6. This reduces the number of players that the game can support before degradation.

     

    Solution:

    One's first thought might be to do away with the adjacency bonus, but this still leaves the flower arrangement as ideal because you can still store all the ore in a single container setup without having to transport it there, thus reducing the ore gathering work. So it wouldn't really solve anything.

     

    A more ideal solution would be to allow mining units to be placed on only a limited number of territories per celestial body. This will force the players to spread out in the DU universe. Limiting it to 1 mining territory per celestial body would cause the most spreading out and thus the most traveling, exploring, and having stuff to do. And it would still allow those desiring to remain in the safe zone to get quite a few mining territories going (probably all that they can get). Higher amounts of territories would allow for more convenience at the expense of congestion and reduced player count abilities.

     

    A possible way (but certainly not the only way) to limit the number of minable territories could be to have a new type of territory unit that allows mining, and then limit how many of them can be placed per celestial body. This will also still allow any player or organization that wants to build a big base covering several territories to do so.

     

    adjacency to M6 is of little cosequence. Concentration of occupied tiles on alioth is more of question of practicality than question of uniqueness of resources. Most players build their first base on Alioth/Sanct, because that's where tutorial spits them out and ties them down with early positive endorphins from first ship/base. Alioth is really not that interesting mining wise.  As the need for resources grows with players they venture out and create mining outposts, but very few choose to stay on outer planets because there's simply not enough players total to support both supply and a demand side of industrial base on more than one planet. At its playebase peak in the early beta besides alioth, madis and theoma has small but for the most part quite active local markets.  As the playerbase dwidled those markets withered away.

    As for mining territories themselves, there's plenty good concentrated spots that remain unclaimed, if one bothers enough to fly around a bit with a triscanner or three.  No need to put more limits beyond the hard cap we have with maxed out calibration charge regeneration rate.  Flooring it all to 1 tile per celestial body would have been outright insane, and certaily do nothing for population distribution, simply because there wouldn't be a population left anywhere.

     

    You're trying to address something the root cause of which is someplace else.

     

    I personally do have a few tiles right next to M6, yet i never bothered to build or mine anything of consequence on them. All my mining territories are outside safezone,  and i haven't sold any ore on M6 for at least 8 months.  Yet i come to M6 daily to truck other peoples' junk in and out, while dropping off my factory produce and pickup whatever ores i might be running short on.  Or at least i did till this whole wipe thing blew right back NQ's face.  Broken radar not helping the matters either. 

     

     

  17. 1 hour ago, Endstar said:

    All these posts about what people are doing in game... Most all of it sounds like work, chores, and grind. Anyone playing DU for fun or just out of the fear of loss if you did not play? 

     

    I would, if there were any fun to be had.  For flying and killing stuff, there are much better games out there,  feel no desire to sodomize myself with DU's take on PVP 

  18. Log in. 

     

    Daily

    1.) 15 minutes to check on running status of the factory machines through industry HUD.

    2.) 10 minutes Scrape daily market data. Tha place/adjust market buy/sell orders

    3.)  60-120 minutes daily to play around with voxels on my current build in progress 

    4.)  Troll discord in between playing/working the rest of the day.

     

    Every 3-4 days.

    5.) 120 minutes to collect all filled orders and collect ores and deliver cells in my usual 5 stops (troll discord while dropping down from orbit) 

     

    Every 7 days

    6.) about 2-3 hours to calibrate all mining units, collect ore from containers + bonus ore from tile and haul it back to the factory. 3 planet hops total ( troll discord in between calibrations)

     

    Every 21 days

    7.) about 20 minutes to load up tiles with 3 weeks worth of tax quanta.

     

     

  19. 1 hour ago, blazemonger said:

    A simple look at LinkedIN will show you NQ is a massively top heavy company with an insane amount of upper/middle management as well as "leads".. 

    While it's hard to say how much of that LinkedIN clutter is up to date, but at a glance it looks very much like another Turbine Games, which started out as very lean, almost flat org structure and about decade in turned into army of those who watch those who watch.  Where 2/3 of staff was very good at keeping their job, and not good at much anything else; with the remaining 1/3 working on underfunded and understaffed projects.

  20. The only thing these two projects have in common is mismanagement. But unlike DU, SC is reasonably good at keeping it's balance sheets heathy.

    It is important to note the two games are not even in the same genre. SC for all fluff one may see in promotional videos is basically a  rendition of Freelancer with online multiplayer.   Depending on your expectations, this can equal parts exciting and dissapointing, but on the whole the project already achieved what it set out to do. Yes it basically 40 million game that cost in excess to 400 mil to make to date.  It is certainly plenty buggy and probably we never reach "released"  status, but what's on the table now is pretty much what all those Wingcommander boomers wanted all along. 

     

    DU on the other hand is more akin EVE online with voxels.  It certainly did not improve on EVE formula of spreadsheets on space in any measurable way, and whatever systems they might have borrowed from eve, had been implemented without deeper understanding of what makes them work or fail within eve's own ecosystem.  The biggest strenght of DU is its voxel buiding tools. But at the end of the day, what matters most is how much of "game" du really is. After 8 years of development i must say, not really much of game at all.  It's certainly pleases the Landmark crowd, which was never a large crowd (even before its cancellation by SOE Ladmark hardly ever crossed 1000 concurrent logins).

    DU is certainly not the PVP game backers ( with many eve expats among them) asked for, and at the same time it's not even PVE game the peace loving, mindless NPC murdering crowd could get behind. Reasons why the way things are is besides the point, the point is, based on it's ever dwindling population one must ask the question, what is the the actual "niche" DU tried to cater to ?

     

    With SC it's quite obvious what its niche is, with DU, after all these years, i cannot really say.  So in response to OP question i gotta say, no there's no chance DU outliving SC, much less killing it. That would be like asking if DRDOS 6.0 could kill MaOS 7.0

  21. 4 minutes ago, blazemonger said:

    From the way the modifications NQ has made to specifically hte GFX for elements look (they are terrible) it shdoul be clear that the current team working on these has either no experience or is indeed contracted on a very low budget to do this work.. Pretty much all the gfx changes we got with Athena are of lesser quality than what we had and I have no idea why these changes were made as they were a waste of resources and funding.

     Yes the changes in the recent past were mostly limited to changing colormaps on the very same models they have had before, not even touching normal or specular.

    The shader changes on engine exhaust for both space and atmo engines are a complete disaster. Aestetics aside, the goal of science fiction is to interpolate future events/technologies based on contemporary knowledge.  What we have now in Athena, must, to anyone with the slightest hint of understanding of physics, appear comical at best. But i guess it's only fitting, now that flight model itself has shed the last few shreds of its neetonian heritage it had left. 

  22. On 5/17/2022 at 5:45 PM, FatRillos said:

    With all these changes leading to having to have every element exposed,  why not do another pass on elements. 

     

    They are ugly AF. That's why everyone covers them with voxal. 

     

    So the art department must be complaining that no one is using their oversized terrible looking elements. So "let's force them to expose them so everyone is forced to look at my work and I can be validated"

     

    That's the thing, NQ doesn't really have one, they're purchasing all their assets from external contractors. So any changes means $$ NQ doesn't have to spare, cause whatever they had left, they spent on pre-launch ad campaign.  ( whatever good that'll do)

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