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About Takao

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  1. The concept is really, really great for planning, but the editor on the website has one huge issue: It is not possible to easily move icons around, because you have several selection boxes on each icon, so you can't just hover over it, but you have to hit it's very narrow border. Also: How do I color an icon while leaving it's border black?
  2. @Bolliz You can click the mouse wheel, instead of holding the left mouse button, in order to use the mine tool (also works with with both scanning tools of course)
  3. That depends what your definition of "small" is. We can track relative small pieces of space debris with radar from the Earth's surface already. The warmer something is in space the easier it is to track. If you fire up an engine in space, you can notice that from accros the solar system (with a huge delay of course). In other words: There is practically no stealth in space.
  4. Isn't there a public video about the crafting system? If yes, then those suggestions wouldn't fall under the NDA.
  5. Why? Does the Lumberyard user licence explicitly forbiddes the use of SpartialOS? CIG now has their container streaming, which could potentially increase the amount of players in the world, because they could run each container on one server, or be calculated by one. Also this helps with performance for players, because if there are players inside a ship, then their information only needs to be replicated to players who are also inside that ship. They still will have the problem with a lot of players in one location (container).
  6. @blazemonger I wasn't responding to you, but to DaphneJones.
  7. A single persisent universe run on a server mesh is not the same as a server mesh. Single persistent universe means that EVERY player is in the same universe and can potentially be at the same location. So no player limits or instancing at locations. Server mesh only means that you have more than one physical server.
  8. No. When you only simulate a bullet on the client, then you ALWAYS make it easy to cheat and you ALWAYS have the problem, that you don't have lag compensation. That is nothing that you can solve away. You still lack the list of "unsolveable problems" that Roberts resolved. Also, what lets you think, that they can solve the bandwith and hardware problem for a single shard universe that Novaquark couldn't? Roberts picket incompetently a game engine that was in on way suitable for a MMO (but is shiny so...), while NQ picket the only game engine that is suitable for such large scales without any modification (it's the only 64 bit engine). NQ first developed the server tech before even starting the Kickstarter campaign.
  9. For example? What he has is a history of beeing extremly greedy ($27,000 package) and not delivering what he promised. So that everyone can cheat without any problems? Also how do you compensate for high pings? When bullets from player A only exists on his game intance and he has a high ping, then other people will get shot behind cover from him.
  10. And they will fail with that. SC has a significant higher hardware requirement as DU, so simply rendering all the ships will be not possible. Also they don't use the 'lock and fire' mechanic, meaning that they calculate every bullet. How do they wan't to do that when like 1000 are shooting at the same time?
  11. Single shard only in terms of economics, but nothing else. There is no way that you can play SC with 1000 or more players at the same time (or even 100).
  12. Making such many "uniuqe" planets doesn't that much space, No Man Sky has also a whole galaxy... All you need is a algorithm that procedurally generates those systems and planets and takes in one or more numbers as a seed. Of course "unique" is here a very empty word here, because the differences won't be noticable in many cases. I highly doubt that they use a n-body sollution for their physics interaction because that system is simply unstable and therefore not-usable. A 2-body sollution is fine in most cases and if you don't exactly know how orbital bodies behave in the real world you won't notice anything "strange", especialy when there is no time warp (orbits move slightly in reality, which is only visible if you speed up time). It is also not required to simulate every object against every other object. Gravity is infinite, but at a certain distance it's effectivly 0. So in inter-system scale a whole solar system is just one body. If your world is proceduraly generated and the content is basically completly player created, then achieving good graphics is not a no-no. You need propper 3D models, yes of course, but for the planets you only need good textures and knowledge about how to create a basic shader (not that hart) and how to implement a distance blend for the texture, to avoid tiling at long distances. If you use a good game engine (e.g. UE4), then making your game look bad is much more work then to let it look good, because you have so much free materials and content to work with.
  13. When you sell a blueprint you can specifiy if that blueprint can be edited or not. The problem you describe does not exist in DU.
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