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Inasyah

Alpha Tester
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Posts posted by Inasyah

  1. [...]

    Collision damage is currently not planned for Dual Universe, not due to technical constraints but as an choice.  There are other threads that cover this in more detail and an Ask Me Anything that answers this exact question.
    [...]

    As far as I know Collision Damage is something that also isn't there because of the Stress it will take on the Server.

    I thought JC said they wanted to have it, but for now it's only a Bumping Effect because of that (and because there are some Balance Problems).

  2. [...]

     

    Everyone should choose for themselves if they want to have a nomadic lifestyle. (I personally like it, but it's not doable with my org. I will have my own, mostly independent, exploration ship tho.)

     

    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. 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).

  6. I think it would be possible to create something that looks like a mech by using Lua to have a ship fly at a certain height and then use force fields to create and move the legs even though they actually don't do anything.

     

    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.

  7.  

     

    So what i said in 2 is correct. Its not just a technical issue, its a game play issue. The server does not need a higher update rate to know what was happening in many cases but the player will hate the game if you have a classic fps "projectile system" with low update rates.

     

    As an example in a true fps if each players sends 1 update per second(for the sake of argument assume 0 ms response time). The shooter is always behind in time compared to the person being shot. The shooter sees your last update(or in some cases 2 or 3 updates behind) to the server which is sent to the shooter. If my last update shows me in a door,  the shooter sees me in a door, takes a shot and hits me. On my screen i was far past the door(i am 1 second in the future compared to the shooter) and should not be able to be hit, but i wont get the info that i was shot until 1 second later(this assumes favor the shooter mechanics). This creates a very bad feeling in my eyes that i was "shot behind a wall" the more updates to the server the less time delay between action and result the better the combat feels. in an active lock/tab target on this type of mechanic is less troublesome because the assumption is oh the shooter locked me in the door and fired then the bullet simply traveled through the wall. He did lock me at some point and that's all that matters

     

    As far as precision: update 1 is A the next update is B. how does the server know what i did between A and B. Normally it doesn't, it knows i was at A and went to B so it renders my character going from A to B on the shooters screen, this is server interpolation. The server knows where i was and knows where i will be so it can assume i move from A to B probably at w/e speed i was going at A. If you are doing high update rates for the most part this is fine. there isn't much variation in movement between A and B when dealing with 1/60th of a second. however in a situation where you only update 1 time a second. lets say A I'm on one side of a thin poll, one second later at B I'm on the other side of the poll. My body was never fully covered by the poll but at the time of the shot my head was. Did i run behind or in front of that poll? I know i ran behind it but the server cant know. In a true fps if i ran in front of it and someone shot at me i die to a headshot, behind it and the bullet hits the poll. In a tab target or lock on system I'm never fully covered by the poll, line of sight isn't lost so in this example the poll isn't relevant. In short people expect far less precise aiming in a tab target system(seeing as how you cant aim) so devs can be far more liberal with the use of server interpolation without a negative impact on game play experience because precise aiming is not core to that game play experience.

     

    What this means is to have a satisfying "projectile system" you MUST update far more frequently then a tab target system. Which causes far more server load. Tab targeting, since precise aiming is not required, has much more forgiveness from the players gameplay experience and server interpolation techniques can be used with larger blocks of time, 5-10 updates per second(maybe even less) instead of 60.

     

    Edit: im not saying any game would ever use 1 tick systems just using it as an example. All the same stuff i say here still applies between 5 ticks or 20 or 60 just to a lesser extent.

     

    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.

  8. So just to add some clarification to server load. I'm not sure exactly what OP is referring to but tab targeting/active lock on systems are considered much less server intensive then your standard FPS style. I believe start citizen is trying for a more standard fps style of combat.

     

    The 2 primary reasons:

     

    1)In a standard fps the projectiles from your gun/ship must exist in the world as objects on the server. This allows the handling of things like collision with something other then the intended target. In a tab target system the projectiles are simply graphics in many cases rendered purely on the client. If someone passes in front of them the projectile will go through them since the target is the targeted/locked enemy.

     

    2)In a tab target/active lock on system high levels of precision are not necessary. This allows devs to use far less frequent server updates. If a standard fps has low update rates to the server you will see a lot of dying behind walls, missed shots that look like they hit and the game will feel very poorly done. In tab target systems since you dont need to have the hyper accurate position of the projectile and the target you can use less frequent updates and interpolation techniques to still create a good combat feel. To put numbers to this in most fps games you will update the server with your position 60 times a second. Many games the server will update you 20-60 times a second. With DU's proposed targeting and combat system you could probably get away with as little as 10 (maybe even less) on close targets and less then 1 if the target is far enough away.

     

    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.

  9. 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.

  10. Just a thought, but this whole aspect of 'scanning' opens up a whole lot of ways to cheat in this game.

    If the Information of the Planet underground is also available client-sided (for rendering maybe) - then someone can just read the local memory of his machine and extract all the information he needs (maybe just by flying over areas that are then loaded into memory from the server) without scanning at all in seconds.

    There are probably some more ways to exploit this if you think long enough about this. (You can keep coming up with ways to prevent this, but will they be implemented?)

  11. 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. 

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