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Inasyah

Alpha Tester
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Posts posted by Inasyah

  1. 17 hours ago, Lord_Void said:

     

    The thing is that all systems are "reachable" in the sense that you could fly to them. It may take months or years but you *could* do it. 

     

     

    Systems that haven't been visited yet don't take any data to store since they haven't yet been generated on disk but hey do *exist* in the sense they are already defined by the math. Also, the devs have stated that they want people to be able to reach systems even without stargates (though it would be very very difficult) so having that as a possibility doesn't violate their plans. 

     

    If it's by design to reach those Systems already on launch then I agree with you.

     

    But then I have to also revice my assumtion about the value of territory. If the Universe is that big from the beginning than that would counteract my prediction.

  2. 44 minutes ago, Lord_Void said:

    The universe is technically infinite but we will only be able to access some of it because it takes time to discover and connect new systems. The planet's and systems are completely procedurally generated. The artists do not touch them since that would take way to much time. The systems don't get added in expansions because they already exist from day one

    It would make sense for them to not include the Systems you can't reach yet into the Game already. Since unused Data is just a waste of Money to store on a Server - also it is always good to not give People even the smallest chance of breaking out of Game Mechanics (People always manage to do things Developers thought would be impossible).

    I looked up a Video from JC about the Procedural Generation and I believe you are right with the correction that everything is procedural (I probably got it confused with Star Citizen - there they use Artists to make the Procedural Stuff look more natural).

    As to a finite or infinite Universe: I know you said technically infinite, but I want to press the matter again: Infinite is not possible.

    But to go more into depth, I remember JC saying that they store the base of the Universe in the Procedural Algorith, (Mathematical Form - Compact and basically no Data Cost). But everything the Players do to derive from that Mathematical Description is Stored on the Servers. And that will accumulate to a lot over the Time. If then the Universe is really big and Players begin to make Crazy stuff it will start getting really costly on the Storage side of Things. So my guess would be that they limit the Size of the Universe so that you would generally speak of a finite Universe and not an infinite (even if you speak in non technical terms where you would call finite sizes infinite (like say No Mans Sky where the Player can not customize every Planet to his liking and generate tons of Data and on top of that DU is a MMO where not 1 Person does this to his own HardDrive but Hundreds of Thousands of Players do it to the Server)).

     

    TDLR

    You are right about the Procedural Generation: It seems DU will generate everything Procedurally.

    I disagree on there being the whole Universe in Place at the Beginning of the Game since that would not make sense in multiple Cases.

    I don't think you can speak of a technically infinite Universe since over time the Players will let the the Universe derive that much from the original Mathematical Description (which is cheap to store) to a Point where it will be really costly to Store that amount of derivation Data and there will be a Size Cap. In comparison to Games that can be technically infinite because they don't have to store Derivation from the Mathematical Description (like NoMansSky).

  3. 46 minutes ago, QuantumTunelling said:

    I don't see complexity being bad for this kind of game... If you really want to see specializations in game, you'll have to make complex models for engines and fuels that would allow someone to be considered as a engine expert...

    otherwise you'll just have builders, commercials and fighters... not really diverse...

     

    Exactly this.

  4. On 7/11/2017 at 10:20 PM, Vellnn said:

    Plz guess the phrase from the following C++ function ty o______o

     

    bool Question( bool _2B )

    {

         return _2B || !_2B;

    }

     

    Something tells me you played Nier Automata.

  5. I thought the Universe in DU will be finite (and at the Start of the Game only 1 Solar-System) and expanded as time goes on.

    Since the Planets are only partly randomly generated (they are algorithmic based, but Artists make them look a little less artificial by Hand) - which takes time.

     

    So there will not be infinite Space and Resources available and if we start running out of stuff and the next Expansion (Stargates where mentioned at some point) is still far off - I would say stuff will get pretty expensive pretty fast. And conflict will raise.

  6. I for my part don't believe that they are artificial friction generators.

    DU is trying to be more on the realistic side of things (the Placement of the Engine has real effect on the Direction of its Thrust - Physically correct).

    Having something that artificially without any explanation generates friction like some have already mentioned as being a 'magic' device doesnt fit in for me.

    I think they really are what you would classify as a RCS and naming them 'Retro Engines' was just done to make them be easier understood by most people.

  7. 43 minutes ago, yamamushi said:

     

    Sorry if it's not the kind of game you're looking for, but the multi-crew ship mechanics are a big part of why many of us backed the game. 

     

    I don't think anyone who pledged is sitting around here hoping that ships don't need crews. 

    I for my Part would like both types of Ships.

    I am a huge Fan of the whole LUA Scripting Idea and I am eager to see if we actually can Implement our own AutoPilot Script.

     

    But if it wasn't there that won't be a Dealbreaker to me. That there are Ships that you can fly Solo we know (DevVideos).

    For the larger ones I expect them to require big crews though.

  8. It would indeed be really stupid (looking) to have a Construct cut in half from combat and still being a single Object that shares all applied forces (acceleration, ...).

     

    But in Shipbuilding itself I like the Idea of having multiple suppliers that each build parts of ships and then they are put together in a seperate Factory.

    Like it is done for Cars and other big and complex stuff.

  9. 14 hours ago, Ben Fargo said:

    Personally, I would not want to see any aliens in DU that are portrayed as intelligent enough to have a civilization, whether that civilization is primitive or advanced.  I am attracted to DU because the game is about interacting with other players instead of NPC's.  The problem with NPC's is they can only react to what the developers foresee players doing.  Even with well designed NPC's, I often feel frustrated by how limiting they make the game feel.

    I agree, real People should always be the Focus of this Game.

    But I personally think NPCs can add more Gameplay Elements to the Game and make it feel more alive and richer.

  10. I think it would make the most sense that the first time we get in touch with Aliens they are primitive (First bigger Update to the Game / half a Year after launch). Since that has a lower cost for NQ than having to build a really deep Alien-Interaction System. Making them a Survival Mechanic on new Planets in other Systems would add something to the Gameplay while being relatively low cost compared.

    Later on (DLC sized Update / maybe 1 Year+ after Launch) I it would be nice ineed to meet Aliens that are technologically and socially advanced far enough to not be only a small Survival Mechanic but even a Diplomatic and a Conflict Mechanic and think and act on a grander Scale of things.

  11. 2 minutes ago, Shockeray said:

    I think I agree with you on this point; regulations from NQ don't seem to be the correct way to deal with this should it become an issue.

    I believe that the Save Zone should be under some regulation from GMs since the Players can't change what is already done (It is a non Destruction non Kill Zone as far as I know).

    So if a Player is first and builds something improper - no other Player can do something about it. This calls for GM Intervention to me.

    But outside of that I agree - the less GM Interference the better.

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