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gyurka66

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Posts posted by gyurka66

  1. I think i can safely assume you neither know what you are talking about because you should be talking about the mechanic that has been suggested in this topic. You know you could easily send essays about how retarded is the other person in email. That would be great for everybody.

     

    it's perfectly useless to dicuss highschool physics in a video game forum because it's a video game forum. And to video games physics don't apply.

     

  2. 14 minutes ago, NanoDot said:

    It's an interesting idea, but I don't think it will fit the kind of game play that DU is aiming for...

     

    DU is all about doing things in a "realistically plausible" way. Inanimate objects like ships can't "learn" skills or become tougher to kill simply because they survived combat.

    In DU that ship only becomes tougher to kill when the owner decides to upgrade the armour. The players themselves are the only ones who can learn new "skills" to improve their combat proficiency.

    That's what i was trying to combat in my suggestion. People should learn the ship.:)

  3. I don't see a reason why it shouldn't be added.

     

    I'm not sure about voice chat but i think we can assume there will be at least text chat in the game.

    with that already done it's like one or two afternoons to code radio stations.

     

    As for newspapers it's pretty easy too but i'm not sure if it's necessary to add. I don't know how extensive lua scripting is but it's perfectly possible that it's possible to make a news terminal by players.

     

    But i don't think military orgs ever use these exploitable radios instead of teamspeak or discord.

  4. umm...

    On 2017. 11. 02. at 10:50 PM, namco said:

    funny, I couldn't see the link, I had to put my face directly against my monitor to see it.... you're still a cunt like lethys. tiny little brains that cannot comprehend anything more than their basic understanding of nothing. and i don't even car if im banned for saying it. its dbags like you that ruin gaming because of your know it all attitude and negativity. "it can't be done" bullshit. ill happily fuck off.

    For some degree i agree with what you are saying in that the "it can't be done" attitude is not productive

     

    BUT this is no place for personal insults and those won't help in making the other person believe what you are saying.

     

    I don't agree with Lethys either but i respect his opnion.

  5. We want cargo freighters to be in game right? If the things stay as they are now they won't be a thing as players have huge inventories and they can store materials there, why would they need cargo space?

     

    Well, of course i'm not saying that inventory space should be realistic in size but i think the player shouldn't be able to carry more than around 300-400 m3. The excess should be stored in crates that would still compress the material and things.

     

    Crates should be only moved one by one or two by two.

    Yes i know it sounds stupid and boring but i know a few people that like taking things from A to B in games.

     

    As i said earlier there wouldn't be any need for starship size if there wouldn't be a need for cargo.

     

    It would be a minor annoyance to builders of course but i don't think it would make it unplayably hard.

  6. 5 hours ago, Lethys said:

    I just love the fact that NQ already does groundbreaking stuff with their technology which was never used before.....and still some people are like "yo dawg, you could do that too, but I'm no programmer, I ain't know shit".

     

    Hilarious

    Do you mean we shouldn't write down our suggestions? And what makes you think that the only programmers in the whole DU community are the developers? I for one never worked on a project so big but i learnt programming, networking and some shit about hardware. And even if i'm not as qualified as the developers of the game my ideas can give them ideas even if it might seem that they are unable to implement it for some reason let them worry about it if they don't like and idea or think it's not possible they won't care about it.

     

    And the other thing is that Zero-G physcis and voxel based damage are not groundbreaking at all as they have been used in numerous other games already. You always cry about how the server can't handle this kind of calculations but as you already said NQ already made a server tech just to maximise the effectiveness of these calculations.

     

    Very Sad.

  7. On 2017. 10. 28. at 2:19 AM, DragonShadow said:

    I'd be content with simply being able to create your own private voice channels for your org or squad. But then imagine if enemies could hack it and listen in? That'd be a bit simpler while still performing the core functions, hehe.

     

    Or public ones too. They could be the news radio (I know I already saw an Alioth Media org somewhere on here).

    I'm like 100% percent sure that everything you wrote will be in the game in at least a text form but i'm not sure about hacking because if that's a thing organizations or teams will abuse the hell out of third party programs like Discord and Skype.

  8. 37 minutes ago, Lethys said:

    Yeah but ppl should know the facts too and not jump onto a hypetrain which doesn't exist

    The point of this idea box is to suggest changes and additions and not sitting in silence and nodding to every decision and comment of the developers.

  9. 1 hour ago, Vellnn said:

    Well “collision” as in checking “are these two things touching? If they are, make them bounce off of eachother based on mass” is already done, as you can see in some of their videos with ships.

     

    What Nyz was talking about was “where exactly are these two things touching down to the voxel, and having every voxel have it’s own health, and dynamically breaking the voxels off when their health hits 0, modifying the physical shape of the construct”, which would take up a lot more reaources, and probably wouldn’t be realistic to implement by the time the game releases.

    Actually physical calculations take much more resources than subtracting from a variable until it's zero and then deleting it.

     

    and i don't think there will be too much ramming ever, because space is big even now and i heard they are making planets much bigger than they are in the prototype. The chances of eve encountering anyone point blank is pretty slim and i think collisions will only happen in either atmospheric fights(where a collision is almost certain death) or between fighters and their carriers.

     

    The only complication i see in collision damage is that it would look really lame between two bigger ships and totally not look like some star wars collision between star destroyers. But fighters scracthing the surface of a destroyer are way more cooler.

     

    So in the end i think collision warfare would limit itself but if it turns out to be  a problem they can still limit the damage of one collision forcefully. I don't see a problem with implementing collision damage.

  10. On 2017. 10. 01. at 9:04 AM, Warden said:

    Given that I do not constantly follow every statement, I'm currently not sure what the official (and then internal) stance on such voice communications is:

     

    People in the community so far would like to have it (for obvious and helpful reasons) but not just few stated they'd rather have NQ work on core mechanics, server tech and other pressing matters first before they should start seriously pondering the implementation of that.

     

    In addition I'm not development nor tech expert in that regard, but at the very least it adds some additional server strain and calculations. How that can be mitigated or compensated or made in such a fashion that it doesn't interfere with stability, I'm not sure. But the more extensive you want it to be (beyond local transmission), the more work you have to put into it.

     

    For example, your spaceport idea requires you to be able to transmit an audio signal to a specific recipient while many others try the same. Obviously just having all people in that area transmit it locally will distort and overload everyone's perception if you were able to hear it all at once, whether actually local or transmitted locally as radio signal. And then, you maybe have to add an appropriate GUI and accompanying mechanics to allow more detailed target selection if there are many players in the area, and so on.

     

    As you can see, your specific scenario already raises at least a few questions about implementation or execution.

     

    I'm all for it. Whether it can be done until or after release, all I hope for that it is technically possible and, if so, that NQ is later willing to implement this. At least a basic local voice comms system that you can scale (set distance within max radius dynamically). This could, if post-release, be paid through the money generated by subs. If nothing else helps, make some sort of "kickstarter thing" for it where people can fund this.

    Well, I agree with you in almost everything but i'm pretty sure if they implement local voice chat that creates almost as much server strain as radio voice chat.

    But it's unclear if the idea is talking about text chat radio because if that's the case then it's only like 1-2 man-hours to implement if they already have a text chat system in place.

  11. 19 hours ago, namco said:

    Physics is a gpu load, not a cpu. Running psychics on cpu is literally the wrong way to run physics. Most companies who run physics calculations have a similar setup to bit coin mining rigs with multiple gpu's to actually pound out said physics code, because gpu's are better at it.

    I guarantee they don't have a set server farm setup yet. They probably have a few test servers and that's it. Add 1-8 gpu's per server rig and the physics issue load is solved in one fell swoop. If they can code a new algorithm for handling server load itself to where 1000's of players can hang out in the same spot and even fight each tother, than coding their game to use gpu's for physics calculations would significantly improve performance, which would mean we could even see actual wheels and such instead of "hover/flying" tech only, and we would also see water. "but water would be too much calculations" well, from other thing they said is that scripting only works when someone is present, I thought they meant your scripts only run when YOU are present, they haven't clarified, but if they can basically "turn off" unused sectors and then "turn them on" when a player is actually there to interact with them, then everything people are claiming can't be done, can be done. Server technology isn't how it was years ago. Not to mention, if you pay attention to how games are run server side, its all code, no game. Its not like running the game on your pc. However, look at the servers today. 80% are single core servers. That means you could have an 8 core server and its only using 1 core to run said game. 15% are dual core games that run on 2 cores, 4% run on 4 cores, and 1% run on 6 cores or more. We have 32 core/64 thread cpus, and none of that is properly getting utilized. If the devs here making DU decided to use all the horsepower that they can, anything is possible....

    Thanks for clarifying.

  12. I don't want to hurt anyone's feelings but taking ramming out just for the sake of performance is plain nonsense.

    The physics will take much more server resources than voxel states and the game will still need to calculate movement vectors after the collision. or are you trying to suggest that ships should go through each other without any interaction?

     

    I think there should be collision damage but only minimal(like a man sized hole) Because this way c damage would only help against cheese tactics. While missiles would be ineffective it would kill fighters who ram into ships for any reason.


    And on the other hand it would make boarding ships easier while not being a valid ship destroying tactic.

  13. In real life space warfare, almost all weapons tend to be nuclear, kinetic weapons of 2 varieties.

    -Guns. They include the machine guns of the Salyute stations and the Gyro-Jets. 

    -Missile-type weapons, such as Rod from Gods and ASAT weapons. 

     

    Also in real life space warfare, ramming isn't that big of an issue because

    -Getting things to space takes a lot of energy by the Rocket Equation.

    -Perhaps because of the first issue, most warfare isn't in space(yet).

     

    The ramming may have some interesting tactical applications such as creating debree clouds to block off spacecraft or large voxel guns.

     

    The simplest way can be to have a max survivable velocity and make the voxels disappear above that. This tends to be abuseable

     

    I suspect taking actual physics into account will have too much strain on the servers since they have to much more calculations. So, it come down to server-strain vs. abuseablity.

    https://en.wikipedia.org/wiki/Outer_Space_Treaty

     

    There is no Space Warfare yet.

    Thankfully.

     

    It would not be fun to be sniped out from space with a laser.

     

    ---------------------------------------------------------------------------------

     

    Well perhaps there are space travelling nuclear missiles but certainly not space vs space warfare.

  14. Thing is, in apper this sounds logical, but the game engine doesn't disambiguate between constuct and planet, not at least as far as I can tell and what JC Baillie has said (lead creative director and CEO of NQ) .

     

    It would be easy to say "Yeah, make the damage only for space staions" but it just can't be coded in that way. It has to be a construct to constrct collision.

     

    I threw in my two cents for the mechanism to work, based on what NQ has already as of code and emulated physics in the game.Many others did as well pitched in ideas. If NQ decides to follow one of them after testing, cool. If not, well, tough luck I guess.

     

     

    But at the very least, we DO need players taking fall damage when hit by a vehicle.

    But it can disambiguate between the size of the constructs.

  15. From mining and transport to battle and information, robots are huge parts of sci-fi and futuristic television shows and movies, so why not bring them into Dual Universe? Being a solo player can seem nearly impossible if faced against larger pirate groups, or even managing larger ships, but if you had a hard working team of steel companions with you, it would be an even match! Host an industrial company and don't want to fork out thousands of your hard earned credits to pay for defense? Worry not! For you may manufacture hundreds of honest and loyal machines to keep your business in running order! C'mon, who hasn't wanted their own private army of battle droids?

     

    Robotics can be a fantastic and unique addition to the universe that Novaquark is creating. Just like other technological skill trees, robotics can have it's own, unlocking you different components to make robots that are elite in fighting, mining, transporting goods, repairing, or other utilities. There are many possibilities for this addition, if you care to, feel free to add on any ideas to this post

    Well... I'm okay with Battling and simple labor but i think everything with brains involved from engineering to genetics should be done by players. And robots should be nerfed so they can't compete with real guys.

  16. Well.. i have an idea.

    What if there would be specific rewards for mining with hand.

    like you could get a large quantity of iron using a huge drilling ship but Dilithium crystals would likely be destroyed in the process. and that's where miners with sci-fi pickaxes come in.

  17. If you have a 

     

    That line has the same internal logic as :

     

    "I walk and I can run and Usain Bolt can walk and run, thus Usain Bolt is Christopher Walken".

     

     

    In EVE, if you talk over the mic when a fleet commander is speaking, you are told to shut up. IF you don't cooperate, you get kicked, blown to bits, banned from coalition's territory.

     

    What you described is a Call of Duty lobby, not a crew that will ever fly in the same ship.

     

    Dialogue systems don't work in MMOs. It's not a pseudo turn-based singleplayer game or Mass Effect. There are plenty of gaming communities that have strict rules when playing a multiplayer game together, and some of them have rules of "do not talk when the captain talks".

     

    If you can't project a command scheme and make people follow it, you are not the captain.

     

    At this point, if you can't issue rules and enforce them, you shouldn't join the Terran Union, you should join BOO, we achieve cohesive motion while being in (supposed) complete anarchy. Yeah, we are in (supposed) complete anarchy and understand that thing called "chain of command" whne in a group. You should look into that, not Singleplayer mechanics in an MMORPG.

     

     

    Cheers.

    A chain of command voice chat wouldn't hurt. so you could assign people to divisions and only speak to divison leaders.

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