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ostris

Alpha Tester
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  1. Like
    ostris got a reaction from Kurosawa in New PLEX System in EVE, and What DACs can learn from it.   
    Sigh, shouldn't have bothered. Still no sources, guess links were just to hard. Once again doesn't need to be a debate just post links supporting your original posts statements(not the moving the goal post arguments you put forward later) of:
     
    -"Not really, the paint job is just a visual detection hinderance....."
    -"And surprsie, Stealth Bombers only work on "Approach""
    -"If the radar beams hit them on the side, they are going to be visible"
    -"Stealth Bombers "stealth" comes from the fact they are able to "glide" their way to a target on approach"
     
    That's all i asked for originally, does not matter if I'm wrong or right in anything I said, and all this debating you still have yet to put forward anything of actually proof or source information of any kind to the above statements you made.
  2. Like
    ostris reacted to Pang_Dread in Suggestions for release day experience   
    oh shit its become self aware!!!!
  3. Like
    ostris reacted to Kurosawa in Suggestions for release day experience   
    @ostris, it's a cloud solution clearly it has transcended all hard and software limits
  4. Like
    ostris got a reaction from CyberCrunch in Different start systems   
    Player count matters because you will eventually hit a point where the amount of players just becomes noise and adds no net value. if its no 200k its 500k or 1 million. Eventually you will hit a point where having a certain amount of players in a 20km safe zone to start the game will just look and feel like a complete mess.
     
    Just because the servers can handles the dynamic space splitting mentioned in dev diaries and what not doesn't mean they should force it for no reason. There is overhead with the server architecture and spinning up new vms/containers w/e it is they are doing. If there is a purpose for doing it, like some epic giant space battle between two large groups, then its great they can do it. But there is very little reason to force 200k on to a single planet and force thousands of new vms or changing the region for thousands of vms for very little reason. Simple example if a vm can handle 50k players and there are 50k player on a planet they can all move around and cluster up on that planet with no work needed to be done. If you put 100k on that planet you now have to split which vm is handling what space depending on where the players group. Putting an insane amount of load like 200k players in a small area on a release of a game(releases are always very difficult) just seems needless and will put a huge amount of extra work on the server.
     
    Lets say the servers can handle all the load no problem. You still have the issue of forcing huge player density on players computers. Some computers may have trouble handling this, in fact most will. Once again if there is a purpose to it like some giant fight, people can lower settings to compensate or w/e but forcing this on everyone all the time on the start planet safe zone for no reason is just a bad way to handle the situation.
     
    With the devs saying it wont be THAT long(couple weeks to a month) to get non ftl space travel going there really isn't a dividing of the community as these will be moons and very close to each other.
     
    Ultimately no matter how its looked at there is a player count this will simple add way to much work to servers/local machines and be an overall negative impact on player experience. Maybe its 100k maybe its 200k maybe its a million. I'm not sure how much but I hope they have a plan for it.
  5. Like
    ostris reacted to yamamushi in Questions about possible DU problems   
    - Your territories are protected by your TCU (territorial claim unit) and the permissions you set up. It won't mean you are invincible in your territory, but it's still a layer of protection (aside from other security measures that you could put in place, and unannounced offline protection features).
    - Your ships floating out in space will be vulnerable, as your items don't just disappear when you log off. So you should be smart about where you leave your investments, if you're leaving an expensive ship out in the open without anyone around to protect it, you're going to have a bad time.
     
     
    - LUA runs client-side, so we won't have those abilities. We'll only have access to exported functions that are provided to us. 
     
     
    - No server wipes when the game goes live.
    - The server architecture is designed in such way to handle large things like cities without causing a performance impact that will be seen on the client side. I recommend watching the server tech video if you want a better understanding of why this isn't a major issue in DU. tl;dr - no there won't be "memory crashes" when players build cities.
    - As for what the system requirements for playing are, we've (I have in person) seen them play it remotely off of a laptop, so I can't imagine they are so high that they are prohibitive to most PC gamers. 
    - I recommend reading the dev blogs and watching the tech videos, as there are good reasons why some of these concerns aren't really applicable in their architecture. 
     
     
    - No regional servers. The main feature of the game is having one continuous single shard cluster. 
    - Again, watch the server tech video, the server holding large amounts of players (potentially millions) is exactly what the game is designed for.
     
     

     
     
    p.s. - Hop on discord and there are plenty of people who are willing to answer these questions more in-depth
  6. Like
    ostris got a reaction from SegaPhoenix in New PLEX System in EVE, and What DACs can learn from it.   
    Sigh, shouldn't have bothered. Still no sources, guess links were just to hard. Once again doesn't need to be a debate just post links supporting your original posts statements(not the moving the goal post arguments you put forward later) of:
     
    -"Not really, the paint job is just a visual detection hinderance....."
    -"And surprsie, Stealth Bombers only work on "Approach""
    -"If the radar beams hit them on the side, they are going to be visible"
    -"Stealth Bombers "stealth" comes from the fact they are able to "glide" their way to a target on approach"
     
    That's all i asked for originally, does not matter if I'm wrong or right in anything I said, and all this debating you still have yet to put forward anything of actually proof or source information of any kind to the above statements you made.
  7. Like
    ostris got a reaction from Kurosawa in New PLEX System in EVE, and What DACs can learn from it.   
    Look i really didn't want to get into a debate i just wanted some source about your info.
     
    But ill bite:
    Your original statement: "Not really, the paint job is just a visual detection hinderance...."
     
    http://science.howstuffworks.com/stealth-bomber4.htm
     
    The B-2 has two major defenses against radar detection. The first element is the plane's radar-absorbent surface. The radio waves used in radar are electromagnetic energy, just like light waves. In the same way that certain materials absorb light very well (black paint, for example), some materials are particularly good at absorbing radio waves. The B-2's body is mainly composed of composite material -- combinations of various lightweight substances. The composite material used in the B-2 bomber is specifically designed to absorb radio energy with optimum efficiency. Parts of the B-2, such as the leading edge, are also covered in advanced radio-absorbent paint and tape. These materials are very expensive, and the Air Force has to reapply them regularly. After every flight, repair crews have to spend many hours examining the B-2 to make sure it's fit for stealth missions
     
    https://en.wikipedia.org/wiki/Stealth_technology#Materials
    Radar-absorbing material
    Main article: Radar-absorbent material Radar-absorbent material (RAM), often as paints, are used especially on the edges of metal surfaces. While the material and thickness of RAM coatings can vary, the way they work is the same: absorb radiated energy from a ground or air based radar station into the coating and convert it to heat rather than reflect it back.[33] Current technologies include dielectric composites and metal fibers containing ferrite isotopes. Paint comprises depositing pyramid like colonies on the reflecting superficies with the gaps filled with ferrite-based RAM. The pyramidal structure deflects the incident radar energy in the maze of RAM. A commonly used material is known as "Iron Ball Paint‟.[34] Iron ball paint contains microscopic iron spheres that resonate in tune with incoming radio waves and dissipate the majority of their energy as heat, leaving little to bounce back to detectors. FSS are planar periodic structures that behave like filters to electromagnetic energy. The considered frequency selective surfaces are composed of conducting patch elements pasted on the ferrite layer. FSS are used for filtration and microwave absorption.
     
    Im not sure what your heat sink comment is about, i would assume the amount of heat generated by this approach is not easily detectable as it is probably dissipated into the air.  The B-2 is capable of all-altitude attack missions up to 50,000 feet. Air temp at 50k is -70F (http://www.engineeringtoolbox.com/standard-atmosphere-d_604.html)
     
    Its not the primary source of radar reduction but it is relevant and important enough that they spend a lot of money developing RAM paints and maintaining them on these plans.
     
     
    As far as this statement: "If the radar beams hit them on the side, they are going to be visible. It's science, not magic after all"
     
    http://science.howstuffworks.com/stealth-bomber4.htm
     
    The stealth bomber's peculiar shape deflects radio beams in both ways. The large flat areas on the top and bottom of the plane are just like tilted mirrors. These flat areas will deflect most radio beams away from the station, presuming the station isn't directly beneath the plane.
    The plane itself also works like a curved mirror, particularly in the front section. The entire plane has no sharp, angled edges -- every surface is curved in order to deflect radio waves. The curves are designed to bounce almost all radio waves away at an angle.
     
    All in all i just asked for where you got this info cause I was mostly curious about it. Maybe my googling is all wrong just asked for source about where you go your info. Doesn't need to turn into a whole debate, just post some links.
  8. Like
    ostris got a reaction from SegaPhoenix in New PLEX System in EVE, and What DACs can learn from it.   
    Kinda off topic but do you have any source on the info about stealth bombers....
  9. Like
    ostris got a reaction from SegaPhoenix in New PLEX System in EVE, and What DACs can learn from it.   
    Well google doesn't agree with anything you say...so that's why i asked for a source
  10. Like
    ostris reacted to FD3242 in Need some clarification about the alpha.   
    So what I have gotten from all of this is that we don't know.
  11. Like
    ostris reacted to MinerMax555 in Shields   
    They are a planned part of the game at release but we know nothing in detail.
  12. Like
    ostris reacted to FD3242 in Shields   
    I have not heard anything about shields from the devs, but It seems to be the assumption that they will be a thing.
  13. Like
    ostris got a reaction from Anaximander in Pay-2-Win: Does it have a definition at all?   
    Correct.
  14. Like
    ostris reacted to Kurock in Pay-2-Win: Does it have a definition at all?   
    Slight miscommunication here. Ostris means DAC are not required for DU to be financially viable and therefore, according to his definition of p2w, does not constitute as p2w. (Ostris can correct me if I assume incorrectly)
     
    Having DAC being required to combat gold farming is a completely separate and unrelated point.
  15. Like
    ostris got a reaction from ForlornFoe in What are the actual chances of this game being any good?   
    I think a healthy level of skepticism is perfectly fine to have. However, i would just say to make sure to educate yourself on the game as well. Saying things like there are tons of these games on steam to me seems misinformed. While there are several space survival games, none of them are mmos, most are single players with multiplayer added later, many run on a traditional server solution at no monthly cost to the player, and many are using the wrong technology/solution because of the reasons listed. Space engineers is a great example of this.
     
    As far as performance goes I know some of the interviews were done with footage from JC's laptop that was also hosting the server as twerk mentioned. When i look at this game i do not have a lot of concerns about the technical plausibility of the game. I know most/all of what they are claiming is possible. My only concern is if its financially a good investment for NQ. That is why i was happy to hear about the monthly fee for this game. if they had said it would be f2p I probably would have called BS on their claims. 
     
    Mostly I think if this game does not do well it will be because of:
    Game play design or loops not feeling fulfilling
    Missing the mark on difficulty to reward or speed(takes 10 years to gather enough to build a ship)
    Lack of pvp balance with the vast amount of freedom of ship building and game world modification
    Or as i mentioned before the game not being financially viable with the tech claims made
  16. Like
    ostris got a reaction from Anaximander in What are the actual chances of this game being any good?   
    I think a healthy level of skepticism is perfectly fine to have. However, i would just say to make sure to educate yourself on the game as well. Saying things like there are tons of these games on steam to me seems misinformed. While there are several space survival games, none of them are mmos, most are single players with multiplayer added later, many run on a traditional server solution at no monthly cost to the player, and many are using the wrong technology/solution because of the reasons listed. Space engineers is a great example of this.
     
    As far as performance goes I know some of the interviews were done with footage from JC's laptop that was also hosting the server as twerk mentioned. When i look at this game i do not have a lot of concerns about the technical plausibility of the game. I know most/all of what they are claiming is possible. My only concern is if its financially a good investment for NQ. That is why i was happy to hear about the monthly fee for this game. if they had said it would be f2p I probably would have called BS on their claims. 
     
    Mostly I think if this game does not do well it will be because of:
    Game play design or loops not feeling fulfilling
    Missing the mark on difficulty to reward or speed(takes 10 years to gather enough to build a ship)
    Lack of pvp balance with the vast amount of freedom of ship building and game world modification
    Or as i mentioned before the game not being financially viable with the tech claims made
  17. Like
    ostris got a reaction from Anaximander in Transported Goods Safety   
    Literally typed this before refreshing and seeing you beat me to it.
  18. Like
    ostris reacted to Anaximander in Transported Goods Safety   
    No worries, EVE Online's contract system has you covered. TL; DR : the hauler puts up a collateral fee for the cargo, that the person issued the cotnract evaluated his cargo as.

    If I wanted to move 10 billions worth of minerals to my factory, I would take into account :

    1) the price of my minerals

    2) the time I would invest on them if I was to refine or manufacture through them.

    3) how much I would actually make in the market.

    Then I set up a collateral of 20 billions on my 10 billion cargo. If the cargo hauler does not deliver the cargo within a certain window, I get the collateral the hauler put up to undertake the contract. If the Hauler delivers the cargo to the cargo container I designated for him to put the cargo in, he gets paid as the contract is fulfilled. 

    And that's how it's done. A simple mechanism of contracts. Contracts in EVE == player quests. Some may ask you to bring the body of a particular person to them to be rewarded. Other contracts may be for minerals, while others use contracts to sell stuff.

    Yes, this can be used to scam noobs that can't tell what contract is a scam, but hey, ce la vie.

    So yeah, cargo should be stealable, but if you put up collateral for it when issueing the contract, you are covered. It's the hauler's problem to make sure they deliver the cargo.
  19. Like
    ostris got a reaction from Kurosawa in Collision Damage: Do we REALLY need it?   
    Nope, never really got that into eve, played it a bit.
     
    I don't know what your statements about armor is supposed to mean, not sure what purpose they have. You just stated armor is voxels. My comment has to do with balancing armor and other combat systems with a new form of combat that would be ramming.
     
    I like the topics you bring up but honestly you have such a condescending attitude and never really seem to discuss other peoples points so I guess this just isn't worth trying to discuss.
  20. Like
    ostris reacted to Lord_Void in Please provide read-only game data APIs.   
    The problem with this is it could lead to bots, at least on the market front. 
     
    If the market orders can be updated remotely then it would be simple to write a program to automatically undercut other people, so the developers would have to take time to provide adequate security against that.
     
    I could support the skill updating though, that should really be able to be done remotely.
  21. Like
    ostris got a reaction from nidan007 in Some questions I have   
    1) Alien life has been discussed as a possibility but mostly things like finding ancient aliens structures and what not, not so much an alien nation.
    2)Between players yes. There is little to no npc's or pve combat elements in the game so you will not run in to waring non player factions
    3)Yes it will be possible. As far as survival mechanics most of the time NQ says they want survival mechanics to be easy when you are in civilization but hard when you are away. This make me think it will be more of a fuel for you ship, energy for you ship type system but they have mostly said survival type mechanics will be light at launch
    4) I believe melee weapons have not been confirmed at least for launch
    5) At the moment i believe all planets are 1 Biome. The starter planet is kind of an earth type biome. the other planet/moon we visited is a desert type biome.
    6) Players will be building the cities so they will look as cool as the players make them look.
    7) Space outside of the planets/sun in the system is a skybox so it can look as cool as they want it to.
    8) Animals in general have been stated as a goal for release but i think the quote is "just enough to make the planets seem more alive." so large space creatures is probably a no for the moment.
    9) The game really does need to be sub based to work and this has been discussed many times. I don't think they have taken a strong stance on steam or no steam.
    10) no idea.
     
     
    Edit: Keep in mind the game is still in alpha so a lot of these answers could change or maybe some of my replies are out of date.
  22. Like
    ostris got a reaction from Kurock in If you could prioritize DU features...   
    1) CvC (really glad this is on the top of so many peoples lists)
    2) Doors and hinges
    3) Stargates
  23. Like
    ostris got a reaction from Schoff in Some questions I have   
    1) Alien life has been discussed as a possibility but mostly things like finding ancient aliens structures and what not, not so much an alien nation.
    2)Between players yes. There is little to no npc's or pve combat elements in the game so you will not run in to waring non player factions
    3)Yes it will be possible. As far as survival mechanics most of the time NQ says they want survival mechanics to be easy when you are in civilization but hard when you are away. This make me think it will be more of a fuel for you ship, energy for you ship type system but they have mostly said survival type mechanics will be light at launch
    4) I believe melee weapons have not been confirmed at least for launch
    5) At the moment i believe all planets are 1 Biome. The starter planet is kind of an earth type biome. the other planet/moon we visited is a desert type biome.
    6) Players will be building the cities so they will look as cool as the players make them look.
    7) Space outside of the planets/sun in the system is a skybox so it can look as cool as they want it to.
    8) Animals in general have been stated as a goal for release but i think the quote is "just enough to make the planets seem more alive." so large space creatures is probably a no for the moment.
    9) The game really does need to be sub based to work and this has been discussed many times. I don't think they have taken a strong stance on steam or no steam.
    10) no idea.
     
     
    Edit: Keep in mind the game is still in alpha so a lot of these answers could change or maybe some of my replies are out of date.
  24. Like
    ostris got a reaction from CodeGlitch0 in Wild speculations for fun and science!   
    I don't know if this was mentioned elsewhere in the thread but i believe in the AMA they said there would not be multiple game server clusters. Only a single one active at any given time.
     
     
    EDIT from AMA:
    Quote
     
    We won't have our own datacenter at start, that would be too costly and really not necessary in 2016 when there are so many high quality cloud offers dedicated to high performance gaming. So we will work with third parties to host the datacenter, and we are currently reviewing several offers. Now, due to our single-shard approach, we cannot of have regional servers, there will be one central cluster to connect to. We are considering the possibility to switch from a US based cluster or Europe based cluster depending on the time of day (doing sync in the background or during down times), but this might not be necessary.
  25. Like
    ostris reacted to Hotwingz in Hey guys, new video!   
    Yes but you can see several people on several platforms move on their own plane.
     
    Its an effective demonstration of the multi crew tech. Not very flashy though.
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