Jump to content

Inasyah

Alpha Tester
  • Posts

    74
  • Joined

  • Last visited

Everything posted by Inasyah

  1. There are Shield Generators in the game. So just breaking down walls won't happen generally.
  2. I guess being more solo nomadic is my choice, too. The smaller the Nomadic Group (Solo as being the smallest), the easier it will be being nomadic I would predict.
  3. I guess it should be possible without too much struggle. But if you want to be really productive as a nomadic Organization you should look into big constructs and engines as fast as possible I guess. And Shield Generators. Regarding respawning. I remember JC saying that they want there to be portable Respawn Pods you can put in your Construct. But they will be expensive (Resources).
  4. I remember JC saying that currently they have the Stars (he said this about the Sun of the current Solar System we start in) only as a Skybox for the Day and Night Cycle. But the Engine should allow for an actual Star moving / Planets circling around the Sun and stuff like this. (Beyond Good and Evil 2 shows how this is done correctly though they use their own Tech). I am optimistic that NQ will get this working, too.
  5. Pretty neat. It reminds me of the interactive Star-Map that NQ has on their 'About Us' Page in the Background.
  6. I like the Idea. Exporting your own made construct as a fbx file or something should be achievable for them - but maybe not on launch. I guess this doesn't make sense on launch since for good looking and 'final' Creations we need some time anyways. But if they do something like this, there have to be guidlines on what is printable and stable afterwards (I would guess you can make stuff ingame that would break instantly after printing it or during printing - for example really thin walls or pillars something).
  7. I guess he really wanted to make a comment on every single Item that comes with the Pledges. Regardless of the questions making sense or not lol
  8. I don't think we can actually let the legs move asynchronous since there is no mechanical hinge that we know of that would be needed to have parts of a construct have their own movement direction and velocity which would be independent from the rest of the construct. But making something look like a giant mech and letting it hover over the ground (as one construct) - sure that we know of being possible.
  9. Great job with these Videos. Especially with the first one - it had much information that most people missed.
  10. I guess at that Point we either should discuss this further in PMs or just plainly call a stop to this. Because you seem to have a lot of half true beliefs about the whole System and there is a lot to explain. Us spamming this thread wont do anybody good.
  11. Just to be clear. There is a difference between Tab Targeting (This is something the User does by using his Keyboard ) - what OP wrote - and the game mechanic of not being a FPS but being a 'lock on' game. To give a famous (at least in Germany) quote: "It's like comparing an apple and a Pear . The one thing is a mechanical Part of the User giving Input to the game and the other thing is a gameplay Part of the Game being 'lock on' and not FPS. I was just stating the OP's mistake in making clear what he meant. That a 'lock on' System (Also known as Ray Tracing) is less stress on the Server than an actual '(FPS) - Projectile - Collision' - System is given. Btw: your description of less server updates and less precision is just plainly wrong #(2) in your Reply. The server just does not have to make as much calculations in the 'lock on' System (because it does not have to calculate Projectiles and their Collision but only one line (a Ray Trace) - the constant Collision calculation of a moving Object is the costly part on the other System). They both are precise and accurate (The 'lock on' System just has a given Target, the 'Projectile' System has no target but a direction and just happens to maybe hit something on its way through space). I mostly feel like people here talk about stuff they have no clue about (I mean there is no problem with that - the thing I have a Problem is if those people make it seem like their wrong statements where facts. Because then other People who don't know about such stuff believe you and have the wrong Idea too without even realising it). What you talked about was something about networking and Server side Interpolation of Client input. What you stated in #1 is mostly correct though.
  12. Yeah, similar to the guy above me: I don't know where you got the Idea of the Tab Targeting and then on top of it concluding it creates less server load. The actual Targeting Method (You choosing your Target) is Client sided. It has nothing to do with the Server. To the rest of your article: I got the feeling that you are basing most of your Ideas on speculation and somewhat incomplete knowledge about the topic regarding UI-Design. I don't want to offend you, but thats what it seems to me. Also: I would not worry too much about this right now. You can see that they are treating the whole User Interface Experience serious (they show that in a lot of the Dev-Diarys) and without actually playing the game I don't think we will really know what a good UI should be like for this MMO. Since there is none out there that you really can compare it to.
  13. I would love to see this implemented. Being able to communicate with near players better adds soo much to a sandbox MMO. Though there should be easy UI options to Block specific Players that abuse that system to Harass and Stuff - But I don't think thats gonna be a huge problem since this is a subscription game and most times this limits the Trolls.
×
×
  • Create New...