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Posts
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Posts posted by Thasrion
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4 minutes ago, SpaceCowboy said:
Had the same issue. I re-entered my saved credentials in the client and it let me in. Also added 2fa but doubt that was the reason.
I did that already, still no joy.
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I bought game time through Steam because I linked my steam account to my NQ account. I can't login with that either. So it shows my DU account is not authorized and my steam account is incorrect password, which is not the case.
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I set the frame rate limiter on mine and it didn't make any difference. i do however have a AMD system so I'm assuming that is the issue. I opened a ticket and uploaded needed logs.
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Okay, cool. I didn't get a chance to log in Thursday, I was at work.
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13 hours ago, Tordan said:
If you already have the points needed, all skills can be trained instantly. You only need to queue skills your waiting to have enough points for. You should always have something queued though, because you acquire points faster when you do.
Okay, I might be missing something here on how these skill are trained. So the way you're explaining it, we queue skills we want to learn and they cost points to gain those skills. As we do things in the game we accumulate points over time. When we have enough points for the first queued skill we gain that skill and the next skill in the queue is moved up into the first slot? Am I seeing that correct? If that is correct, that is nothing like the Eve skill training. Each skill has a designated time to complete, this is kind of point accrual than time base, kinda.
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22 hours ago, nzwoodturner said:
They covered that. In the dev blog the said that they would somewhat reimburse sp after a reset
I'm not talking about the points. I'm referring to the time spent training the skill.
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I do have one concern about the resets or re-specs of the skill trees. Because this is a timed base skill progression, does that mean we'll have to wait that time all over again to re-spec those skill? If a skill takes a week to complete I really wouldn't want to have to wait that week again just to get the skill back.
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I think it's funny the ones commenting on the video are like " I don't care about this" or " meh". Apparently they cared enough to watch the video and comment. People are stupid. They could have just kept on scrolling.
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I'm going to build what I want. if one day I decide to build a Star Wars ship, I'll build a Star Wars ship. if another day I decide to build a Stargate ship, guess what? I'll build a Stargate ship. I am no way concerned about copy right infringement at all. You think Space Engineers and Empyrion developers are getting sewed everyday because they get workshop submissions of vessels that look like Star Wars and Stargate ships? Nope. This has been discussed ad nauseam in the SE and EGS forums. I don't foresee an issue.
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Ship builder and possibly gate builder. Meaning, sending out probes to investigate unknown reigns of space for new gates. I haven't joined any origination yet, going to wait to see who actually makes it or not. Going to start out with small ship builds and work my way up to frigate and destroyer sizes and so on. I've designed a lot of ships in Space Engineers and Empyrion: Galactic Survival, the components of this game seem to favor EGS. I think i was fairly proficient at building ships in EGS so I'm hoping it translates well to this game. I'm hoping there is a design mode where you can do ship designing with out building anything and create blueprints of that design. That would be pretty cool.
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From what I understand from the last few interviews with JC is that blueprints are going to be an in game item that can be stolen. So lock your stuff up builders or risk it getting into the wrong hands.
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I kinda like the Space Engineers concept of Jumps Drives. Conventional thrusters have limits in speed depending on the DPUs attached to the system and/or power requirements. Jump drives can be for long distance travel obviously but are also limited by power requirements and recharge times as well as how many jump drives you have on your ship and compared to it's mass.
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They also mentioned Stargates or Jump Gates recently. I'm assuming that it's for private use or you could charge players to use it, mmmmmmmm.
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Hi.
I have a quick question about the building process. I play a lot of Space Engineers and in the creative mode where you can free build there is symmetry mode where you can create plains on the grid to mimic what you're doing on one side of the grid on the other side. Is there going to be something like that in game or at least in the, what did you call it, Simulation Mode of the game?
Thanks
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I like you NQ-Nyzaltar, your whole post was just full of awesome.
Ingame screens - Check
Custom Tech - Check
Copy/Paste - Crucial
Flying to planets - Check
Stargates - Significant
One thing i'm wondering now is if we will have the ability to go where ever we please, or if star gates/ jump drive will be mandatory to get out of the solar system ect, or can we just AFK fly straight for 10 hours and leave the solar system that way?..
EDIT:...
SPYING AND TINFOIL HATS!... if i wasn't sold before i sure am now!
I'd like to know this as well. Stargates or jumpgates are fine but a jump drive on a ship is what I would prefer. Gate-camping sucks the ballz.
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Someone should make a faction called 'Space Engineers' or something... ha...
That is a great idea!
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The approach we have developed is based on the idea of subdividing zones according to their population density, in a recursive way. If only 5 people are roaming the surface of a remote lonely planet, it will most likely be handled by one single server. Come thousands of visitors spread on the surface and the initial area will automatically divide itself. Player clients are dynamically reallocated to the new servers in charge of their area. This process can repeat itself up to areas as small as 8 meters large. The interaction between different areas is handled with a complex cluster-wide synchronization mechanism, and an actor-based model that we might talk about in another post.
The other crucial part of this algorithm is that we have designed a method that is efficient to guarantee that the further a player is from another one, the less frequent the updates of position will be between them. When two players are close to each other, they will be updated very frequently and see each other with a great level of fluidity. However, when players are far away, there will be some delay in movement (because interpolation needs several updates to proceed), but they will still see each other in a visually convincing way.
At large gatherings with a high population density, more server computing power is going to be allocated to that region than say, an empty planet like Tattooine, so it should all balance out without much choppiness or slowdowns.
I read and understand the concept, in practice would be the test. Performance issues are always the point of Wow this game is awesome or damnit I'm getting 2FPS with all of these players around, kinda thing. I'm sure it all looks good on paper but it's reality I'm looking at. The main point here is saying it works and it actually working is two different things and it's one of my main concerns and I'm sure the community's as well.
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I main concern is the performance that the game will have during these large gatherings. Either it be a local trading hub or battle in space if FPS is very low and choppy, like Eve Online gets and Space Engineers. I'm guessing this is a concern for the developers and at this stage we don't know yet.
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Hello community! My internet handle is Thasrion. Started in 2003 with SWG. Played all types of MMOs from sci-fi to fantasy. I'm currently playing Space Engineers and have been build ships for the community for the last 5 months. Hopefully looking to make a home here if the game turns out like they say it will. Figure crossed! Looking forward to meeting and participating with the DU community.
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Seems they fixed the sub issue, I'm logged in now.