-
Posts
630 -
Joined
-
Last visited
Reputation Activity
-
Ripper got a reaction from IronEntropy in Single Shard MMO
So, in addition to allowing "empty space" between star systems, NQ is responsible for populating LIGHT YEARS worth of "interesting things" between each star system?
As a developer, I would do the opposite.
You want to fly into empty space? OK... Have at it. Here's the coordinate system. BTW. We will gladly take your DAC while you stare at an empty screen. In a year or two, you might think about turning your ship around. Its a LONG trip back to Alioth.
You don't want limits on the game. Fine.. But don't whine to us, when your expectations don't match with reality.
Reality..
Take a look at the billions of stars in the night sky. Alpha Centari is the closest at 4 light years, but the vast majority are MUCH farther away. But you decide to fly to Alpha Centauri...
Now, let's break E=MC^2, so that its possible to exceed the speed of light.
It's over 4 light years to Alpha Centauri.Which means a trip traveling at:
1C will take over 4 years
2C 2 years
4C 1 year
40C about a month
1200C about 24 hours... of staring at a black screen... to get to the closest possible star.... using a drive that is 1200 times faster than the laws of physics allow.... with BILLIONS of kilometers between you and the closest player. Even if they were making the same trip to Alpha Centauri, because at these distances, being off by 1 radian will separate you by billions of kilometers...
Which you wouldn't know where they are, because of the vastness of space...
So, there would be absolutely ZERO possibility of player interaction...
-
Ripper got a reaction from CrazySpaceX in Drilling platform
Isn't it funny how PvPers want automated mining.
I thought "Hardcore PvPers" liked permadeath.
Now they can't even handle a few hours of digging or construction to get back into the fight.
-
Ripper got a reaction from Knight-Sevy in Drilling platform
Isn't it funny how PvPers want automated mining.
I thought "Hardcore PvPers" liked permadeath.
Now they can't even handle a few hours of digging or construction to get back into the fight.
-
Ripper got a reaction from yamamushi in Drilling platform
Isn't it funny how PvPers want automated mining.
I thought "Hardcore PvPers" liked permadeath.
Now they can't even handle a few hours of digging or construction to get back into the fight.
-
Ripper got a reaction from Dhara in Are we absolutely sure about a pay by subscription model?
I vote Anopheles should pay for server upkeep and developer salaries...
?
-
Ripper got a reaction from Aaron Cain in Are we absolutely sure about a pay by subscription model?
I vote Anopheles should pay for server upkeep and developer salaries...
?
-
Ripper got a reaction from blazemonger in Are we absolutely sure about a pay by subscription model?
I vote Anopheles should pay for server upkeep and developer salaries...
?
-
Ripper got a reaction from Queejon in FPS Combat?
A hybrid "reticle lock", where you have to aim at a player to keep the lock has been proposed. This would simulate FPS and Starfighter mechanics without the FPS overhead.
-
Ripper got a reaction from ADIdge in Flightmode with HOTAS-Support
Provide digital and analog inputs in the control unit that can be mapped to the HOTAS. Let the players program it from there.
-
Ripper got a reaction from Mazillus in Newest DevDiary
If they can get 1000 alpha testers in one world, building and flying ships from one planet to another, they will absolutely KILL Star Citizen.
Can't wait
-
Ripper got a reaction from Sir_Rat in LAG free battles
My understanding is there are two main reasons for lag.
1. Graphics rendering of everything on screen.
2. User bandwidth bottleneck, for transmitting data.
I'm not a graphics guy, and I couldn't say how NQ plans to keep rendering under control.
However, NQ has indicated that player positional coordinates will be updated on the game client by proximity to the player. This will allow for larger battles. I would ALSO recommend to NQ that if they are already prioritizing players by proximity, then they could also set the highest priority to players who have damaged you, or you have damaged in the past 30 seconds. Possibly prioritizing the player that is also in your cross hairs.
A second aspect of network bandwidth that concerns me is all of the uniquely created models. If players are cranking out thousands of models a day, then those models will need to be downloaded to each client PC. We know we don't have to download the models until we get within range of them, but consider flying into a new city on a planet you haven't visited recently. There would be a HUGE amount of models that need to be updated. I can't speak for the file size of each model, but I would guess it could impact performance.
We will just have to wait and see.
-
Ripper got a reaction from Lord_Fierce_XIII in What rules will be implemented into the game?
#1 Rule - You only "own" what you can successfully defend.
-
Ripper got a reaction from Croomar in Where is download client of game
Hey Guru,
Thanks for pledging. I apologize for the confusion. The Iron package gives you the game at its release & 2 DAC.
The current estimated release date is December 2018.
At this point in time nothing has been released. Even to Alpha or Beta backers.
Don't worry though. You can still get in the Alpha or Beta. Novaquark has indicated that if you don't want to wait for the release of the game, you will be able to upgrade your pledge.
They're working on a new payment gateway so you can upgrade your pledge.
-
Ripper got a reaction from Kurosawa in Orbital Mechanics
Im not trolling.
Any rational reader can see that your arguement doesnt hold any weight, so you resort to ad hominem attacks.
-
Ripper got a reaction from Kurosawa in Orbital Mechanics
And SINCE NQ hasnt finalized scale or speeds, they can set acceleration and deceleration at whatever rate they like.
-
Ripper got a reaction from ATMLVE in Orbital Mechanics
I cant help it if you feel dwarfed by my intellect.
I would prefer the devs focus on other aspects of the game.
-
Ripper got a reaction from drainedman in Server tech
As a reminder,
Coordinate update frequency changes depending upon the distance from the player. I'm also betting that it scales to the number of players in the area, and possibly the players internet bandwidth.
What this means is the servers can most likely support those 50,000 players. Even in a small area, but your client will most likely see a fraction of those players. Don't get me wrong. If your org mates are on the other side of the city, you can always meet up with them. But, NQ will design their Networking solution to provide fast updates of other players that you will most likely interact with, while providing slower updates (even non-existant) updates of players that are too far away to interact with.
What I'd like to see is a mechanic that prioritizes coordinates between players in combat. They're already planning to prioritize on proximity. I'd take it one step further to include players who have recently damaged you (within the past minute?), or possibly the current player in your crosshairs. The crosshairs suggestion may be asking too much because its determined client side and then requested of the servers.
-
-
Ripper got a reaction from Kuritho in Scalable elements and stargates
I believe DU will look MUCH more like a Space Engineers with Plex, than an EVE with voxels.
Sorry Twerk
-
Ripper got a reaction from Kurosawa in Robotics/Battle Droid
1. A robot is not an avatar. It's a mobile construct like a ship.
2. WHO gets to classify a construct as anything (robot, fighter, battleship, etc.)
3. How do you know the "intent" of the developers? All we know is that they want to encourage multiplayer ships and gameplay.
-
Ripper got a reaction from Veln in game looks like ∞/10 so far, except..
Im starting to see a pattern with Bleep_Bloop.
The first thread he wrote was blatantly offensive "What are the chances of this game being any good"
And the rest of his posts are about how he doesnt like the payment model.
He's just trolling the forum.
-
Ripper got a reaction from Croomar in UNIVERSAL CONCEPT
Im going to disagree with Twerk.
10,000 players...
Billions of star systems...
Thats a recipe for NMS player density, which is the key concern of the OP.
I'm certain NovaQuark WILL limit expansion via a variety of methods.
Procedural generation is just a mathematical formula to populate space. It could also be used to create every blade of grass on Alioth. That doesnt mean every blade of grass will actually seen by players, even though its possible . YES its possible to visit every planet, but only after NovaQuark has made it accessible.
The key concern is to encourage player interaction and player conflict. And I believe NQ has a plan for that.
The area I agree with Twerk is the player community. You will need to make friends and start an Org to be successful. This will also promote slower expansion. There's safety in numbers. And economic interaction between Orgs will keep them relatively close to each other.
-
Ripper got a reaction from Lord_Void in game looks like ∞/10 so far, except..
Ugh!
Novaquark has told us which payment model they intend to use, and have ALSO said they will NOT be changing it.
This entire discussion has been re-rashed hundreds of times.
And BleepBloop brings NOTHING new to the table.
-
Ripper got a reaction from wizardoftrash in game looks like ∞/10 so far, except..
Ugh!
Novaquark has told us which payment model they intend to use, and have ALSO said they will NOT be changing it.
This entire discussion has been re-rashed hundreds of times.
And BleepBloop brings NOTHING new to the table.
-
Ripper got a reaction from Anaximander in Heatsinks - a concept for preventing large ships from being dense mass
Great post Kurock,
Agreed on the difference between radiators and heat sinks.
But it would be cool if there were both. Radiators to vent heat into space, which would be detectable by other players, and the heat sinks to store heat for a very short time while the player is in "stealth mode"