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Takao

Alpha Tester
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Posts posted by Takao

  1. Given the restrictions around the warp drive, it looks to me that the usage is intended to be only as a necessary "fast travel" and nothing more.

     

    Tavel distances are a problem in all multiplayer space games (in single player you could just accelerate time), so having a fast travel option is absolutely necessary, but I also understand why they would want to keep to to be only fast travel and not an escape option.

  2. I baked Dual Universe because I looked for a building game where you can actually build good looking things (so not blocky like in Space Engineers) and do something with them.

    I played in Alpha for a little bit, but stopped playing after I was unable to load the game for several month.

    After the Beta launch, where NQ again expertly showcased their lack of communication skills, I started playing again, this time with a friend, for several weeks.

     

    We stopped playing DU a few weeks ago, because the need to constantly mine in order to get resources and the total lack of enjoyment in that process combined with my realisation that we couldn't do anything with our L-size ship. 

     

    I'm still angry that NQ dared to call this a beta. It's an alpha! Beta means the software is feature complete. 1: NQ is not feature complete. 2: "Feature complete" does not mean a given feature (e.g. CvC) just exists. It means that it's in a working state, where bugs needs to be fixed and the feature might need some adjustments. Not a total rework!

     

    Regarding the feedback from NQ for our suggestions:

    NQ can't respond to everything. This does of course not excuse the lack of communication for some of the serious issues.

    I would suggest to overhaul and improve the suggestion page:

    1. Clear all votes casted on the page
    2. In order to post and vote you have to log in with your NQ account
    3. (For NQ internal use) Make an overview of who upvoted what suggestions: What is their playtime? Are they still playing? Alpha/beta backer? etc. 
    4. Make it easy to comment on the suggestions, e.g. by being able to link the suggestion to a forum thread
    5. NQ need to respond to highly upvoted suggestions and talk with the community if their responds is not "We will implement this exactly as suggested" or "We will not because (very good explanation here)"

     

    Some comments/opinions from myself about some game mechanics:

    1. Industry: While the concept is fine (see existence and success of Factorio and Satisfactory), the implementation is terrible. The linking system simply does not work with such many items. I would suggest introducing (covered) conveyer belts (see Space Engineers) which can transport solid items and pipes for gases and fluids. In both cases they just create a network, like in Space Engineers, which just transport everything connected. Throughput and max size per item are of course parameters.
    2. PvP: I haven't done it and I will not in the current stage.
      1. It must be possible to have a competitive ship that actually looks like a ship and not a cube. Otherwise every trailer where non-cube ships fight are just deceiving and a lie. Several people already posted 
      2. Please remove the ugly missile launchers and replace them with realistic missile launch bays. What you now have are RAMS and NOT anti ship missiles!
      3. Make everyone involved in space CnC decision making watch at least the first session of The Expanse. Thanks.
      4. I'm not an expert in physics but why are your railgun rounds exploding on contact? You use railings to make holes in things. And no. using anti-matter ammunition is not an answer, because using that is just so incredibly stupid. Matter will explode when colliding with other matter when traveling at high enough speeds, but I'm not sure at what velocities (are they achievable with such small railguns?)
    3. Mining: I hope I don't have to add anything here...
  3. @Michael Using Unigen was likely the best choice for the game, because it's the only game engine that uses 64 bit precision for positions (and no, UE4 multiplayer origin rebasing is not a solution here).

    The only other option would have been a custom game engine (takes a long time) or make an existing engine (e.g. UE4) work, which also is not simple.

     

    But I'm also wandering why they need, or rather why they thought it would be neccessary during (open) alpha, to implement 3rd party visual plugins instead of using build in ones when you can't change any graphics settings without a full game restart (!!!)...

  4. 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?

  5. Just now, klobber said:

    [...]but I think that it is not easy to detect smaller things in space , and therefore I should better study this prior being able to detect

    vessels in space.

    [...]

    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.

  6. 5 hours ago, Borb_1 said:

    But looking at the above, then wondering if EITHER solution could be used by CIG for SC? I cannot see it being at all possible. SC in CryEngine/Lumberyard can't use API of SpatialOS.

    Why?

    5 hours ago, Borb_1 said:

    They can't use SpatialOS as Lumberyard has a deal with AWS, SpatialOS with Google. Besides NQ, is working full time on developing their CSSU solution practically via DU.

    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).

  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. 39 minutes ago, DaphneJones said:

    Like they say, that's why it's called game development and not game construction.

    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.

    39 minutes ago, DaphneJones said:

    Sure, it's not as easy to build as DU, but they keep solving these problems. I don't see any logic in thinking the next problem will stump them when the last 1000 problems haven't.

    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. 3 minutes ago, DaphneJones said:

    Chris Roberts has a pretty long history of doing things in PC games that "weren't possible" at the time. *shrug*

    For example?

    What he has is a history of beeing extremly greedy ($27,000 package) and not delivering what he promised.

     

    3 minutes ago, DaphneJones said:

    I suspect bullet calculations happen client side. How they'll do that is they'll have 1000 clients working on it when there are 1000 ships shooting.

    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. Just now, DaphneJones said:

    Yet that is the plan.

    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. 9 hours ago, DaphneJones said:

    The plan is for Star Citizen to be single shard just like DU. AKAIK, they haven't started work on server meshing yet.

    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. On 8/26/2018 at 11:33 PM, Kuritho said:

    Having a trillion planets, with each being unique and being generated from a 64-bit string would take 64 trillion bits... would take 8 terabytes just for those strings.

    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.

    On 8/26/2018 at 11:33 PM, Kuritho said:

    True orbital physics for everything interacting with each other would be 1T+^2 for interactions in between each body (but of course you'd add a max limit)

    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.

    On 8/26/2018 at 11:33 PM, Kuritho said:

    AAA-graphics made by 1 person is what we call a "no-no" unless you're a graphics artist not making a huge-ass world.

    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. Voxel engines can convert meshes into voxels and vice verca, because they are rendering them as meshes and not voxels.

     

    So creating a model in any CAD or direct modeller (CAD systems doesn't work with edges and vertices like direct modellers do) and importing the mesh into the game would be possible, however NQ has sad, that you won't be able to do that.

     

     

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