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Bazzy_505

Alpha Tester
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Everything posted by Bazzy_505

  1. what you're suggesting is just another alias of how data, on fundamental level is already partitioned with current core system, benefits of this are questionable at best, it just brings in more problems. What you're suggesting has been done in second life 20 years ago. And they've been paying the price for it to this very day. If we actually had proper way to do blueprint alignment, (snap to grid style) there would have been zero point to even talk to about this.
  2. Numbers wise, i would say the population has been rather flat. I've been bumping into new players quite frequently in the last 2 months. But most of them tend to go silent after first 2 or 3 weeks. I have feeling that once they build their first base/factory, get the first workable S and M core ( which we often give them for free because we treat them as unicorns) they tend to run out of things to do, unless they have the Landmark bug. Can't really blame them, there isn't much to do beyond that. After demeter i've noticed quite a few pre 0.23 players peeking their heads back in, mostly to come back to check on their old stuff and see if anyone from their old orgs is still playing. But like new players i would say only about 1/3 of them stick around beyond the move my stuff from surface to space/sact tile. All in all i'd say DU doesn't bleed any more than it gains back, but it's certainly not growing, and quite frankly why would it? Even if we get wrecks and salvage in next major pach it isn't quite some novel or excitiong new game loop. Builders will build, rest will loiter around for a while than shake their heads and move on. It's the way it was, and apparently that's way it will be for forseeable future. happy voxeling and trolling general lads and lasses
  3. I wouldn't say economy any weaker or stronger as before. What you seeing right now is the effect of us gorging on meganodes at insane pace in the last 3 weeks before demeter. I will take a while for the estabilished players to burn through their hoards of ore/modules. In pure numerical values, prices buy/sell sit roughly at levels they were around patch 0.23. Having said that it is real bummer to new players who aspire to get into production, as schematics have effectively become 3 times as expensive as they had been just a few weeks ago.
  4. To be honest in this day and age 12 GB of cached data is rather insignificant , considering an installation of a single contemporary game can take anywhere from 30-120 GB. It is no excessive, it is simply a dense data structure even with compression. And all this data needs to be streamed to client as all meshes (with exception of elements) are generated from voxel data on the client side, At current prices you can buy a reasonably performing 1TB SSD for as little as 100 bucks, and cache folder doesn't even need to be on a system volume.
  5. It is normal on internet connection as slow as yours is. Even with the compression NQ implemented a while back the data stream can easily exceed 5x what your maximum downstream is. Since all world data is streamed, there is no way around this. Even on VDSL connection, with the type of game such as DU, is not a pleasant experience unless you're either on cable or fiber. For that same reason DU aslo needs NVME SSD for optimal experience. It not even a question of how good or bad NQ implementation is, the data structures are too dense for that type of connection. Another aspect affecting this is your CPUs AVX2 performance. Running DU on anything older than skylake (or equivalent) is a fool's errand that will be source of frustration, rather than joy.
  6. Yeah, to this day, it's one of the more glaring problems. Those trailers as well as website content is really not representative of what Dual Universe is. It wouldn't be a far stretch to consider most of it false advertising. I do remember learning of Dual Universe existence through one of those pre-alpha videos back in the day. Based on that i bought into paid alpha. It was quite a shock when the next alpha 2 day test started and i finally go the chance to login. I thought it was a scam and i unistalled the client in about 40 minutes in a fit of righteous wrath. When i did eventually calm down, I reinstalled it again thinking for the money spent i may just as well have some fun with this piece of shovelware. It eventually grew on me, mainly because landmark servers were down for years at that point. I still play now, but what i have installed is certainly not a game i see in trailers, not even now.
  7. You and me both. If there's any way NQ comes back from years of mismanagment, they need to address this. Technical foundation is finally mature enough, but now would be a good time to hire a few writers to fleshout basic lore, factions etc. Even PVP needs to have "ideological" background in order to be fun enough to participate in. I would also agree that besides playing landmark and factorio, there is little to do in game for the time being. To be frank, as of now DU is hardly a game at all. Space flight&combat needs awful lot of work become even remotely player skill dependent, be it pvp or god forbid pve. DU is not a even remotely a good game, but for the first time in years, i feel there is hope that one day it may become just that. Whatever decade that may be, i cannot say for sure ?
  8. about bloody time that cleanup happened, but on the other side there is clearly an appetite for the turkish bazaar of constructs and dispensers. It might not be a bad idea to consider setting off a few tiles outside the green zone, implement parcelling and rent out the space to those who wish to pilfer their shady wares dispenser style.
  9. schematics are perfectly fine. Even if the initial roll-out was an utter disaster. And no i did not manage to grab any of the 1 quanta schematics.
  10. i suspect a lot of frustration comes from JC setting lofty fanboyish goals without much prior planning or oversight what those promises would technically mean to deliver on. On the other side, many folks logged in day in and day into experience marred with technical issues, with the original pitch becomming ever so distant with each update. Schematics were perfectly legitimate and i would argue much needed mechanic to make markets/currency work at last. And in the end it did. The problem was the absolutely disastrous way they initially seeded on day one. I suspect for more than a few, including myself it were the anecdotal last straw that broke the camel's back. With the backlog of frustrations that i carried all the way from alpha i could not be bothered redo my character SP, rewire 500+ industry units, play atmospheric slideshow or loiter around in empty space for an off chance to meet fellow cube to fly in straight line after and shoot at. The game at the time felt like it's at the end and its time to move on to greener pastures. Sure i never missed a chance to kick a dead horse here on forums, and was perfectly content with the idea of deriving perverse satisfaction in watching the NQ ship sinking as JC spins his usual nonsense to the moment waters close over his head. But other than forum bashing, would not even log into game in months. Than on one of those days , i see a very eloquent announcement of JC being kicked to the curb and being replaced the person who was bankrolling NQ for much of its existence. To me it read like consolidation of assets before liquidation or going into receivership, so i did no put much stock on the "change".; certainly not enough for me to want to give DU any more of my time or money. About another 6 months have passed, and i started to see a slow but steady string of updates. In unrelated event, I had to buy a new computer at the time to replace my 6 year old machine that had started to die slowly by thousand cuts of old age. Once the new PC was in and setup and started to reinstall all my usual work related packages, i had a perverse passing though "lets see how BAD that piece of crap runs on my fancy pc". I did install the client but i didn't bother to fire it up until a week later when my beer buddy bailed on me and was facing a slow boring night at home. To my surprise, the client actually run quite well, markets were looking decent, if ever filled with garbage. ( ye looking at you M6) Shields just cam in game roids were released about week later and i found myself playing again. There were actually more people in game than i would have expected and i found myself enjoying the game maybe for the first time since i bought into DU alpha. Been playing for 3 weeks now, the game still just a stub of what it should have been in many respects, but for the first time i feel like the development is heading in the right direction and i can see myself playing it for months to come. It's just a pitty leadership hasn't changed earlier. Had that happened 8 months earlier, the soft "beta" release might have gone down much better than it did.
  11. This may look awesome in theory, but also adds immense complexity to backend, which quite frankly is the last thing NQ needs atm. I've seen exactly this kind of system implemented in another french online game from 2003 and let me tell you, browsing maket terminals with so much junk is no fun at all. In order to work properly, market has to deal in commodities. As for use in ships, tokenized ships already inherit placement bonuses of their builders. Augmenting that side would have technically accomplished just what you are proposing, and sometime much later down the road introduce something like custom tuning mechanic on constructs in some form. I would rather seen limited run schematics with very exotic properities seeded in word that would have could be aquired through research of missions, rather than buying them on market. In terms of production specialization, one route to consider that would not have costed all that much developer time would have been efficiency bonuses based on use. For example efficiency of your assembler would not only be determined by SP investment in a given area but also by how many final products that given industry units has produced continuously. I would promote more specialization among producers, say after producing 100 engines on a given unit, that unit would accumulate passive bonus of 1%
  12. I would very much like to believe that, but the circumstances of Hello Games and Novaquark were quite different. By the time Hello Games started working on NMS, they had already shipped 3 games, so it's not too much of stretch to say they have had a small, but fairly experienced team to work with. Most of the launch troubles of NMS were due to not having experience working on project of that magnitude, consequently falling behind the production schedule, which led to having to choose between releasing what they had at the time or go bust. In Novaquark's case it's a team that has never realeased a commercial title, led by someone who had no experience making any game indie, hobbyst or commercial. To make things even more complicated, they decided to license a rather obscure game engine with no proven track record, besides a few simulations and couple of obscure games that have not even been released at the time. Add a rather play it by the ear approach to design, NQ setup really has Sisyphean quality to it. If you think about it, with the way they stacked their own deck, it's quite a miracle NQ managed to release anything at all. Like quite a few of you i did enjoy DU for a while but at some point i realized DU really is as wide as an ocean and as shallow as a pond. And it's hard for me to see it changing with NQ's unique talent of spending incomprehensible large share of their time digging themselves out of countless holes, instead of spending a little extra time on avoiding jumping into those very holes in the first place.
  13. By this definition you can even get banned for flying with engine that reports being 90% obstructed while effectivelly working as normal. Sad, but quite amusing at the same time. Pretty much all you can safely do going forwards is buy chair, place it down and watch the stars travel accross the skies ( and occasional DCed ship burning down in the atmosphere ) ? "Stargazer - where dreams to come die" comming out on PC and Mac in spring 2025
  14. It's because Ammarian transport with lazors got ganked by matari ducktape lovers near Jita ?
  15. It because NQ, just like many developers that came before, and doubtlessly many that will come after fail to undestand "tv space opera realism" that start trek episodes don't translate into fun gameplay for most involved. Galaxy Quest puts it quite well: [Gwen and Jason encounter the chompers] Gwen DeMarco : What is this thing? I mean, it serves no useful purpose for there to be a bunch of chompy, crushy things in the middle of a hallway. No, I mean we shouldn't have to do this, it makes no logical sense, why is it here? Jason Nesmith : 'Cause it's on the television show. Gwen DeMarco : Well forget it! I'm not doing it! This episode was badly written!
  16. At this point, removing schematics would have been contraproductive. Schematics are, on fundamental level, the right call. The problem was its shallow implementation and outright disastrous rollout ingame. NQ seems to go to EVE for ideas quite often, which is fine, but when taking a page out CCP's workbook, it would have been wise to read that page first, and read it with comprehension before slapping it on sticky note in the office. Having said that, i belive it doesn't really matter anymore. Those who left past 0.23 are not comming back, 0.23 wasn't a cataclysmic event, to many it was just the last straw that broke the camel's back. I suspect many of the very same people still lurk around the forums from time to time, but it's more out of curiosity how the final act plays out , than of a desire to buy a ticket to the movie to watch it again. NQs best bet is to cater to the white unicorn crowd ( regardless of the size it is ) that came after, who discovered DU in the state it is now and are not burdened by dissapointment with the end product of grand promises and lofty goals JC sold to original backers. I keep warning you. Doors and corners, kid. That's where they get you.
  17. Well fine, have it your way, endless parking lot filled with meat-trucks, which would be slowly eroded by sun, wind, and rain into eery valley of menhirs that turist would visit for the religious experience, not knowing what it really was originally. I would watch them from above and snicker as all those silly notions of what the site's original purpose was. Call me weird, by when you look all those photos of bronze age menhirs, u can't tell me it wasn't originally a schlong, before weather and time did their polishing on it.
  18. i think giving us the power to build stuff out of dirt would not have been a particularly smart move on NQ's part. Just imagine how many more phallic towers would have been built if we didn't actually need honeycomb to build them, I don't know about you, but i would not trust myself with such power. Sooner or later i would succumb to tempation and build an entire valley of p*nises. Hell i probably give even Mr. Garrison's obsession a fair run for its money ?
  19. i guess it's about right time to lighten the mood and take out popcorn XD
  20. ED's problems both are old and new should not come as big surprise. Most of the core problems of elite as whole are deeply rooted in its design. If you strip ED to its core it's literaly the same game as it was in 1993. Dave Braben, as a designer, peaked in early 90's and everything he's done since than is redoing exactly the same thing but with better graphics, If you would fire up ED with all textures removed, reduced poly count by factor of 10 and fire up Elite Frontier (Not suggesting 1995's First Encounters, due insanely buggy release that not even worth trying in dosbox) next to it, you'd see it's the same game, all the way down to ship designs, loadouts, turrets even job market. Even space stations are of same basic layout. As far as Oddysey expansion goes, in 37 years D.Braben he's been in the business, he's never done action game ( or shown much inclination to such), much less as a FPS, asides from one verticall scroller for sega almost 30 years ago. It could not have ended any other way, Oddysey can pretty much shake hands with it's equally out of touch brother froma different mother called dust 514.
  21. Impling that macOS X is related to linux is quite amusing. It's like saying AIX is related to RHEL. MacOS X kernel is based on MachOS (a fork of BSD UNIX) kernel and pretty much most of intial userspace programs were liberally borrowed from netBSD. I cannot help but to react to some things that have been said about Valve. It is true to Valve has commited to a number of things in recent years, they've pretty much abandoned most of them: steam controller is dead, steam machines are dead, steamLink and steamOS is pretty much in maintenace mode. Index was one few bright exceptions but i wouldn't hold my breath on Vave sticking to it in long term. Now gaben is hinting steamOS based console, which will either never see the light of the day or end up like another steam machines failure. They track record is spotty at best of times. As for joaocordeiro's posts in this thread go, i can't really tell if he's shamelessly trolling or really believes what what he's saying. I tend to believe it to be the former as the latter would imply a complete lack of understanding of the subject matter. And while i may not have agreed with many things he has posted in the past, it always thought he's generally a fairly sharp lad and this just doesn't fit the bill.
  22. I don't think community is as you call it "anti-linux" in any particular way. Most of us spare very little time thinking about Linux ,if at all, at least not in a context of a viable desktop OS, much less a gaming one. Its market share has remained literally static for the past 20 years and very few except for a few diehard wine/cedega enthusiasts really care. From a developers perspective, adding support for Linux makes as little business sense as developing commercial software for QNX. It's a hard case to push even with macOS X, that has 5x the market share (consumer OS). But as to your original question, DU doesn't run on linux, the anticheat is installed as a system service.
  23. You are actually quite wrong in your assumptions, there are examples of full blown democracy based political systems that worked very well. One of the earliest examples of such would be Goonzu, a Korean mmo from 2005. Just because most developers don't bother laying down any framework to support political systems in-game doesn't mean it doesn't work, it's just that the complexities involved in doing it the right way are generally deemed not worth the developer time. As far DU goes, it a vacuum in true sense, there aren't even tools enough to do proper corporate structures within organizations akin to eve. But we're starting to drift quite far from the original topic of this thread i think.
  24. Oh i long since stopped thinking about those absurdities, they only make brain go like ....
  25. we'll that's not entirely true. You see the road from voxel grid to raster output is quite straightforward when working with plain cube primitive voxels, but that pretty much always results in that lego like midcraft-esque output. Now with marching cubes algorythms things can get much prettier but also much more complicated very fast. Especially if you need the end result to have reasonable number of verts and workable topology. Even otherwise straightfward things like texture stitching can easily become a sourse of great headache. That's why you seldom see it in indie tech demos. Now that doesn't mean it can't be done right and done efficiently. There are quite a few examples of games that succeeded to the point that you may not even realize their terrain data is based on voxels. And as the saying goes, there's always more than one way to skin a cat. One thing i could never undestand about DU in particular is why do the whole planet in voxels. I mean it was fun digging X km down for the fun of it, but there's no ore to dig beyond certain depth so why bother. It just makes the dataset insanely large. I don't think anyone would compain if max depth to dig was let's say 1,5 km. The rest of the way down could have been a huge spherical cube, a simple efficient and easy to map to primitive. Planets could have been same size as now but the data density would have been orders of magnitude smaller. You could even partition entire voxel grid arrays onto its topology. It's usually the hybrid solutions that win in the end.
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