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CptLoRes

Alpha Tester
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Everything posted by CptLoRes

  1. Completely agree, but that is the type of functionality that has to been planned for ahead of time and implemented at the core of the game. Key word here being "planned for ahead of time"... sigh.. It is frustrating how old many aspects of this so called next gen mmo is.
  2. This makes me return to one of my old grievances with this game. From a logical and logistical perspective the flying technology in DU does not justify a society where everything flies. Meaning the would have to be something much more efficient for that to make sense.
  3. O man I had forgotten, we have have triangles now! But a release stamp on it, this game is ready! And if I understood the 0.25 release notes correctly, there has been no compression on voxel data until now?!? Well, that explains A LOT..
  4. The only way this extended delay would make any sense, would be if they decided to include some of the more advanced mission types like NPC missions etc. But knowing NQ and despite the long delay. This will probably be some 'early' version of the mission planner with hauling missions only. And the 'early' part of the mission system, like with PvP will remain a long, long time.
  5. Yeah I am gonna necro a bit also, since this thread is a nice window back in time. Looking back at the discussions we had then and what NQ said, the only conclusion I can make is that NQ will say one ting, and do/not do another. Another thing that is striking, is that we can jump years back in time and the discussion is pretty much for the same state of early game that we have today.
  6. Been there, struggled with that. Gave up waiting for a fix and added it to the long list of reasons why I stopped playing DU..
  7. NQ community managers and dev's aren't toddlers, and should be able to separate good from bad ideas. And many of the suggestions has been for glaringly obvious problems. So the main point here is that NQ does hardly ever listened to any feedback, or give any in return for that matter.
  8. Or put in other words. If DU is using GPU for voxels, then why the heck is the game maxing out client CPUs?
  9. Another core feature for most modern voxel engines is GPU acceleration (the voxel matrix math is almost a perfect match), and again this is something NQ does not have. It is amazing how much more powerful a GPU is compared to CPU, provided the problem is a good fit for the GPU architecture. And using modern GPU's the only practical restriction on the amount of voxels shown in a mmo, should be the streaming bandwidth. And using GPU's there should not be a need to meshify constructs for performance (other then bandwidth) reasons. And in my book this is just another one of those "let's just make it work using the quickest and easiest to develop method first, and make it better later" features in DU becoming the permanent solution. And it is disturbing how little actual progress NQ is showing, even using quick and dirty methods. And while NQ is fumbling around, a single person made the tear down game from scratch including the physics based voxel engine in a 2-3 years time frame. Imagine if NQ (68 employees at the moment) had 20-30 people working at that pace.
  10. The list of impressive voxel games/engines is getting longer each day. And all I can conclude is that for a game studio being 100% focused on making a voxel game, NQ is really bad at voxels..
  11. Great idea Gottchar. Only problem is the community has been suggesting variations of that solution for a long, long time, and NQ is completely ignoring it. And they can't even be bothered to tell us why they don't want to implement an effective solution to the district spam that would require minimum dev time.
  12. All you have to do is fly higher then 4km, get a de-sync and fall off. Or if there are other people onboard, the ship will continue for much more then 4km, especially in sub-orbital. Also, any game bug leading to you dying and re spawning away from the ship. Those are just the ones I have experienced, I am sure there are many more.
  13. As long as fetch is needed (why that is, is a whole other discussion), it should at least cover the common scenarios where people need to recover ship due to de-syncs and a slew of other game breaking bugs. And the 4 km limit does not do this, plain and simple.
  14. And more importantly surrogates was a features reusing existing functionality so they could make it with almost no effort, and still give the impression of progress.
  15. Yes, long loading times is 'normal', especially if you don't have SSD and/or internet connection is marginal. Also go into settings and change to window mode, if you want to alt-tab, resize etc.
  16. Nope, never was. But I have heard from people who where, that the group was mostly composed of YES people and even then NQ didn't particularly listen very well to that group either, especially if the feedback was negative.
  17. That's the job of professional community managers, filter the forum posts into a manageable list and present to the devs. And then write back with comments from the devs so that there is some two-way communication, and the community feels that they are being listened to. But that never happened. Not even when this used to be a pre-alpha forum with the specific intent of providing feedback for the devs. And on top of that, one of their big selling points during the Kiskstarter was the promise of a totally transparent dev process that would engage the community along the way. And you don't have to look very far for this. There is now a pretense of engaging the community with the blog specific feedback forum threads being done lately. But it is still very much a one way street, with no real engagement from NQ.
  18. The performance issues in DU are fundamental software problems., that no amount of client side tinkering is going to solve.
  19. So why do they then keep doing the same type of mistakes? Learning from past mistakes and improving is a fundamental skill that any dev team should be very aware off. Here is the typical pattern on how NQ 'interacts' with the community. --- NQ: We are going to do A. Community: That will cause problems with B, and C and D, NQ: No response.. Community: Lots of speculations and frustration because there is no response. NQ: Releases original feature patch with no regard to community feedback Community: Generates lots of feedback, mostly about the predicted problems that are now turned into reality NQ: Silence... Community: Problems are now so bad that people are starting to riot. NQ: "Don't worry guys, we know there is a problem and we are looking into this." NQ: Long silence, while community continues to riot and point out ways to avoid said problems NQ: Release some quick and dirty patch that half solves the problem, and causes unplanned collateral damage Community: Continues to point out problems with patch and quick-fix, and how they could have been avoided NQ: Very long silence before announcing next feature, and everything starts over again.. --- So if people are wondering about the current state of the game and the bad mood in forums, it is because this release cycle accumulates lots of bugs and fundamental game issues over time and at the same time manages to alienate the community.
  20. NQ has a long history of saying one thing, and doing another..
  21. Calling the patch 0.24.2 or 0.25 is totally irrelevant. The discussion is about why NQ is taking so long. And saying it is because they waiting for other features to be complete in 0.25, is just highlighting how NQ is unable to make sensible priorities. 0.23 did A LOT of damage (again because of bad priorities), and the mission planner should have been part of that patch. Edit: Or even better they would have released the mission planner first to get feedback, to ensure they had a working alternative before destroying the industry (only about 1/3 of the entire game-loop).
  22. Problem is they have been saying things like this, and still ending up under-delivering since the beginning (2016). So if they suddenly had loads of features ready now, it would be the first time NQ managed to pull a stunt like that, ever. Only time NQ showed real progress in a timely manner, was the do-or-die crunch they did for the 'beta' release. But then they went straight back into the same old afterwards.
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