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Anaximander

Alpha Tester
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Everything posted by Anaximander

  1. Yes. but that's how EVE calculates the damage done. Yoou should referr to the link I provided for more info. Essentially, 0% means "miss", but 10%, means "you deal 10% damage" It's not exactly like that -nor it's the proper forum to explain this. If you want a fully detailed explanation, the wiki link for UniWiki is in my post earlier.
  2. Depends. Can you read math?| https://wiki.eveuniversity.org/Turret_damage This is the system NQ wants to work towards. This is the EVE hit model. It's a part of math called Set Theory - it's how programmers determine data and cross-referrencing them. The above entry (which is of the PLAYER RAN UNIVERSITY in EVE Online) shows you all the info on the subject. In other words : This is the hit formula. This means that if yo ugto 100% tracking to enemy angualr, you get a 50% weapon damage on them. The gun has stats, like : 1) tracking (radians/s) 2)Optimal/Falloff Range (Optimal the range witih nyou deal 100% of your weapon's damage before mitigation and Falloff if the range within your weapon loses damage down to 50% at the end of falloff range, past that, if your hit manages to connect, it deals 50% damge, we'll get to the infamous "Wrecking Shot" later on). 3) Rate of Fire, how fast the weapon fires. 4) HP on the weapon itself (yes, weapons in EVE got HP, is for when you voerheat the mfor more Rate of Fire). 5) Weight (the bigger the weapon, the heavier it is, thus adding more pain to oyur movement). Tracking, Optimal/Falloff and Rate of Fire, can be directly improved with Gunnery skills, like.. Gunnery, each levle giving you bonus dmg with turrets, as wel las each one of its 5 ranks unlocking the use of more in-depth gunnery related skills. Projectile Projections, gives you mroe tracking (you do do math for shots when space is involved after all) and thingsl ike specialisation, give yo uaccess to even MORE damage on your weappon of choice. A fully trained gunner in Medium Railguns, will have a 50% total bonus damge on his weapon + Tracking + Optimal Range, compared to a person who's not traiend in that. In EVE, that comes down to one person. In DU, that whole skill training is spread across an entire crew. Also, Sig = Signature == the ship's crossection. The smellrer the ship and the faster it mvoes and the range of it from you, the harder it is to hit it. That's why Destroyers in eVE can be really powerful against ships that can't track them but are bigger. Get Math'd.
  3. Your logic is flaud to the point you sound more and more absurd. Ships have levels of quality, eiter in scripts, or materials used. DU has no EXP bars nor REP bars. You'll have to earn the fact your ship is strong by actualyl recruiting smart people. If NQ was to add Killboards , it would only make the game a hellhole and a Mad Max Universe - which is what EVE is . Not to mention, your idea is poked full of exploits, by people farming 1 Core Unit "shios" to increase their ships level. Congrats, you hit Trash MMO Terrible Design Trifecta. Grind + Grind for Power + Toxicity Inducing PVP. PVPers are already rewarded with loot if they win.
  4. And LEVELING by grinding other people is OKAY? This is a whole new level of sociopathy. I seen less sociopathy by EVE Mercs, and even EVE Mercs don't enact your level of "Dehumanise the oppoenent". You disgust me, you do just that, dehumanise other people by viewing them as "grind for XP". And EVE's problem is not in its core loop, which is that EVE is a PvP game, but the KILLBOARDS, which forces people to grind other people of any ship size or even capability to fight back, so they can have "nice stats" and look "better". You are advocating for the same thing. You are that thing you said is the problem in EVE, you are a grizzly carebear. Congrats, not many tilt me so much to put them in my blacklist. You are KoS now, cause I KNOW you will attack the moment I don't watch. Bravo, I seen your kind many times in EVE, people who say "I R A POOR FARMER/MINER/TRADER" and when you are told "hey, hop onto a fleet, let's go 50vs1" you immediately jump to the misery bandwagon. You and your type of players are the reason EVE is a misery machine.
  5. OR turn them down by leaving after they accept you. LIKE A BAWSS.
  6. No. This is terrible. You have zero idea on how progreI don First, DU uses Timers for training, that's from EVE. You don't grind XP like a gullag inmate grinding rocks, that's what Korean MMOs do, DU is not a grindfest - nor a gullag, duh. Second, a ship has a level - it's the average Skillpoints of its Crew (earned via the timers, even when offline). Also, their LITERAL EXPEREINCE IN COMBAT, makes them better than green crews. A ship is just a ship, nothing more, nothing less. it's a piece of machinery - crew included. Thus a ship is just as good as the sumfo its parts. DU is about LEGITIMATE experience in the game, not "magical snowflakes". Please, do look up the kickstarter video - since I am 101% certain you are not the kind of person to bother with DevBlogs after reading this. I do recall you saying things like "I am here for the RP" and other PVE related topics. This only reinforces my idea of "carebears go grizzly real fast". You thought the progression system was based on causing pure misery... holy molly.
  7. Hi there. Let's go through the logistics of spawned projectiles. Any, and all projectiles, spawned in any and all video games, have a "lifespan" as you put it, i nthe form of "render distance". From Gallaga, to Space Invaders, to MEcha Unicorn XL, all these games spawn projectiles, that despawn once they reach out of the screen (usually, the rule of thumb is 50% screen excess is where the bullet despawns). Every - and all - bullet spawns, are tracked by the server, they are ,for all itnents and purposes, termporay "characters" the server spawns and flies in one motion, given speed and "figurative" bullet weight, as well as the G of the engien it's coded in. That means, for every and each bullet spawn, the server has to "fly" the bullet. You may say "but only x gun uses them", thatr's irrelevant, 100 people ,firting 5 rounds a second, means the serfver has to spawn 500 bullet entities and fly them to a target and then some more, since it has to verify the bullet collided. That's called a resource hog and it's why Battlefield as a series is bottlenecked to 33 updateqs per second fro mthe server and up to 64 people at once. But let's no discuss Netcode just yet, that can come in later. As for the cobmat system, it's not 1:1 EVE's model. It is lock-on as Lock-on Elder Scrolls Online is. EVE is built as such, cause it was coded in 1999-2001. They already explaien yo ulock the "mining bubbles" to do damge with weapons - or at least, that's their vision for AvA combat. EVE Online has Blasters (plasma rapid fire railguns),. And it also has ships going around a target so fast, they can't be hit - which is why those ships have rapid fire railguns that work only in close range, since they don't have enoguh projectile speed to reach long range targets in time. Now, as for NQ';s ways of netcoding. Their model is essentially ,action prediction. Your gun has a set of quantified data, For example, the "muzzle velocity" is expressed as "Optimal Range",m aka, the range in within your bullet will deal maximum damage (before enemy mitigation). That value can be increased by skill training (pasisive clock on upgrades, you sequence on your own). So, a top-level Gunner, has 5/5 Gunnery, and 5/5 Projectile Projections, giving them a net bonus of +50% optimal range (number is placeholder not finite value, nothign has been announced ass of the raw numbers). Further more, Certain weapon expertise can provide bonus to your damage itself. After that, AMMUNINIOT type can increase your optimal range, by making the bulelt lighter. What does lighter bullet mean for railguns? Less damage but you can fire fro ma range the enemy can't even hit you. See, ship combat is not about "PRO MLG NO SCOPE" IRL, it's about baiting the enemy, int oa maneuver they can't veer out of and then you pepper them with superioror firepower. That involves math. In EVE, there is a cardinal rule "never Approach directly", meaning ,enver go i na straight line to oyur target, always approach with an angle. Why? Cause if yo uare going in a B-line towards the enmy, they can just blow you to bits, sicne yo udon't move left or right to them, you can be zero'd in and destroyed easily. Same idea apples in DU's model. A turret on a ship, takes time to turn, and that's how EVE quantifies "tracking", aka, "how much your guns can keep up with the target". Again, training can icnrease the tracking of a gun, hence a trained in Gunnery player will be favoured for a gunner position over a non-gunner. And now, how do you quantify defenses? If a ship was to move at a certain accelration, ti has a certain momentum. That momentum, means that if a bullet was to hit you, the ship will push it away ,as the bulelt connects (depending on the bullet's angle). That is quantified in EVE (and probably DU) by comparing Angular Velocity of a target, to your guns' Tracking - your angles of trackin ,versus their angles of traversing space. Depending on the percante of V-Angular/Tracking you get a certain percentage of damage out of your turets. Notice, the further your guns can easily hit, the less tracking you need to track a target. I.e. if you see a jet plane in the sky, you can easily point at it with your finger and keep track of it, but if the jet plane was flying low and at full speed, - well, you'd be deaf - you'd not be able to jeep yup with the plane's speed to point at it. This kind of model is favourable for DU's netcode, cause it takes advantage of te concurrent calculations he server does. I.e. you may be seeing our target at 1 second dealy cause of how the server partition works, but the SERVER sees you and the other person at the same time. So, you taking a shot at them, is exactly as if you were takin a shot at them at real-time, using the above mathematical means of expressing hit chance and other things. This will also produce the effect of "bulelt travelling unti lti hits" by taking a moment before the hit confirmation comes back visually, but that's just something I'd like them to a least try and work at if it's not already how their rendering works. And that's where your request lays. You CAN fly around a target at high speeds in EVE (and obviously, since it's a similar model of math emulated combat), so much so that their guns can't even keep up with you to hit you, while you pepper them with pew pew, but also, you got to understand that if you attack a bigger ship, they will probably have far more shield strength than you - and they got more fuel than you, so they can outlast you. This is not Star Citzien ,where Super Hornets are able to solo bigger ships, cause "I paid 400 dollarunions for that Super Hornet, I should be able to wreck anything less than 400 Dollarunions, and even above 400 Dollarunions". Physics based combat is fun and all but it can be emulated just fine with mathematics and lock-on, it doesn't need to be simulated. And for the scope DU goes for, it's a good and validated compromise. I'd like an ESO-style lock-on system with 100 times the numbers of people on the screen that ESO can pull off, than 1/3 of the numbers ESO can pull off and fancy bullet spawns. P.S: Turrets in DU demand players to use them ,that's something NQ has made explicitely clear mayn times.
  8. Context - like quoting people - is important to maintain cohesion. What is this a referrence to? O.o
  9. Ah,. I see. Still, NQ can't do real-time combat, lasers or bullets, the update rate from the NQ mainframe will not be the 33hz that most shooters update with. That's why they went with the actor model for their netcode. They utilise variables to make their combat happen. It's not a matter of "the distances limit range in combat". They doj't. They will juts increase how long it will take to get the floating number of your damage done - even though NQ can indeed limit for w/e reason gamepaly associated. Theoretically, if you can load a person in your POV, yo ucan raycast them and shoot them. Problme is, the asynchronous nature of the aforementioned actor model netcode, makes it so that "the target movig" means you will miss. Example. You have a gun that has a muzzle velcity varaible oof 1000 m/s - let's call it a super coilgun sniper rifle. The server partitions its microservices on the planet at 100m3 itnervals. Every microsercice updates its adjacent microservices every 0.5 second. This means, that f1 km away, you will take 5 seconds to get an update if the target was hit or not, but the calcualtion for the hit chance is concurrent, meaning the server measures the hit-chnace on real-time. if the target you shoot at 1 km away is moving - even to the slightest - the shot is missed. But if they are AFK? Shot hits. The numbers I provided are just placeholders, I am not involved in the game's developement, I just wanted to shed some light on this. This model also makes orbital strikes a thing, since a planet rotates at a constant rate ,hence, an orbital strike can be landed on ap recise point, especially if the ship orbits the planet in higher altitude,s essentailly translating its position in regards to the planet, thus being at "rest" with the target the orbital strikes are aimed at. Again, this is just conjecture, an educated conjecture, but a conjecture none the less. AvA can happen at ranges ships fight, like kilometers long, you just need a medium of rendering the enemy player you snipe at, case in point, POV projection, ala any shooter that has a "fade in" scope method. You don't need bullet-spawns for skilled sniping at 1km distance. You just need to know math and know when to fire, lioke an actual sniper. Cheers.
  10. No weapon uses twitch-skills in DU. All of them are based on a hit-chance algorithm that gets better or worse, depending on palyer actions.
  11. Here's the issue with any laser weaponry. Lasers are REALLY POWERFUL flashlights if they are lamp-based (relaly powerful surge going through a coil, reflected via n inverted dome). Alternatively, it's an X-RAY Laser or a "guided explosion". So, lasers, the FURTHER your project them, the L:ESS effective they become. "Small arms" laser can happen, but they would be limtied via the laws of entropy on how high thier firerate is, since unlesss you carry portable uranium and exploding it and LIVING through it, the portable laser handgun is a lamplight laser, fed with energy via your own armor's power supply in-game. Also, via the ivnerse square law, we know the aforementioend "the further a wave function goes (laser or light or sound) the less potent it becomes, as its itnensity is pspread over a larger surface Area". The opposite can apply with "angled" inverted mirrors, to get a "pinpoint, laser effect, or "focusing like a magnifiying glass" on a certai nrange. Problkem with that, like the guided explosion laser, you need a certain maximum effective range, and the focused beam, havs a minimum effective ange. So, for the sake of simplicity, we can take the EVE Online applciation of math over lasers. Lasers in EVE Online need no reload (for Tier 1 focusing crystals), they consume a moderate amount of energy and they got h ifggh tracking "no "bullet travel" to compensate via math) , so lasers in EVE Online, have "short Optimal; Range" and an exapnsive falloff range (to the point the gun won't hit at all, cause missed shots)". Lasers also have an innate effect. They are not projectiles, so they can't do much against armors that are made for toelrating a lot of heat. Yeah, fire a laser on a ceramic plate, it won't do much to it. But fire a bullt to a ceramic plate? Now you're talking. In general, the EVE Online model can ap;ly in DU's case, each type of weapon technolgoy, from laser to railgun to good old fashioend bullets, have their place. You may say "but laz0rs > bull3ts". No, they don't. Bullets need no pwoer supply, so the user can focus energy directly onto shields or other uses. Bulelts also acan adapt. Enemy armored? Get some ArPen rounds on, now you can fight them. Enemy uses shields? Use some Disrutpro(EMP) round. Now yo ucan fight them. Eneym uses heavy armor with a lot of kinetic AND thermal resistance? Use some Explosive Rounds. Enemy uses Flak Heavy armor? Incendiary is your buddy. What does Laser have? Only EM and Thermal. LAsers are bottlencked to one damage type, whic h can vary, depending on the focusing crystal used, sure, but they are always EM and Thermal. Railguns are the same, but for Kinetic + Thermal. They also need reload and take a lot of power to fire (hybrid btween bulelts and lasers). The bonus tpo Railguns/ Blasters? Holy Canolly Damage. The person yoou hit WILL feel the pain. Oh, targets too far away for lasers to hit and too far away for bulelts to have stopping power to even apply their fancy rounds? Railguns can hit that thing at that range. Problem with Railguns, well, aside the reload and energy cost... uranium shells cost...a lot. So, the arguement "it's a laser, it needs no calculations" is false, even for classical physics. Both the Railgun, Rifle and Laser, all use the same alggorithm for hit calculations. It's just their datasets (things like Accuracy, Tracking, Optimal Range,Rate of Fire() are dictated by variables expressed as approximations of other, neighbouring attributes. So, while Laser does indeed have no bullet that takes tiem to fly, it is STILL limited by the speed of light, so its POTENTIALLY EFFECT range is set to 1/1 as a value (100%) within the tracking function's algorithm, which means, if you were to trackign a person, they will be hit 100% of the times, but given laser's damage depends on range, the enemy might not even take any serious damage, but a midly solarium. Hope this sheds some light.
  12. man, that vid and Durr Hurr Durr always get me laughing xD
  13. In either case, the baseline code for the Cobmat is in the game already, as they have sohwcased on the videos. You raycast a person, and depending on your weapon stats (like how fast you can track targets with it, an appproximation of the weapon's mass and size on its dataset of "tracking), modified by your skill training (like X-Weapon-Type Training 4/5 giving 205 more trtracking with said weapon) + gear (muscle enhancement on the armor to withstand recoil? I don't know) and depending on the enemy's movement and angle, you either miss or deal reudueced dmage or hity them really hard, depending on if NQ will utilise inverse moduli for the sniper gameplay ala EVE Online, where you hit people in ranges you'd "miss", but due to the stat based system ,yo uhit the m REALLYY hard, but your accuracy is crap if the target mvoes too fast at said range, so it's only good for ambushing people with a LOT of alpha damage. Regardless, NQ indeed has to test construction, before moving to deconstruction. I mean, tihn kabout it, isn't the average game of Rainbow Six : siege, just Extreme Home Makeover? And the same thing will apply in DU, walls can be blown off in combat - since they are made out of voxels- , angles can be exploited by people with vertical motion (like jetpacks) and - hopefully - like EVE online, if you don't react, you die in seconds. So, everyone will end up being happy eventually. What I personally hope, is for NQ to add to the weapon's dataset of "optimal range" thingsl ike enviromental factoers, like "atmoshperic desnity" increasing the range of Ballistic weapons + Hybrid (railguns, blasters) and also reducing the dmage falloff of laser weapons, while also ALTITUDE (Yes, how high you are) making Ballistic + Hybrid weaponry able to hit further, since they utilise the planet's gravity in their fgavor - something that Lasers can't get an advantage off, the bonus on Lasers being they are VERY good at tracking ragets, since laserrs, got no recoil to contribute to the "tracking loss", netting Lasers an innate tracking bonus. But that is just wishful thinking. NQ is the final word on such things -b but they are totally possible, given their model of programming being heavily dependent on datasets as the ones I explained.
  14. It's in the kickstarter video. They will have weapons, it just won't be based on bullet spawned physics ala Battlefield, just lock-and-fire, with elaborate algorithms for hit chance (project update 21 on kickstarter). It's a requirement for such gameplay route, due to the game's programming model, based on action prediction and its massive numbers of player concentration.
  15. You can project POV and stream it. So can you do that on HTML viewports. It's not like the game engine they chose has said function built-in... oh wait. Yeah, WOW in 2004 could do that. I think we can do much more with today's engine plus cloudtech.
  16. FYI they have said the game is not a shooter. So the closest example of said combat model, would be ESO locked in first person.
  17. And some people in this community have called me "the worst person, even worse than Stalin and Hitler combined". Yeah, apparently,: forum trogledite > 2(Mass_Murderer). So yeah, kind of an overkill at some points with people's random shape tolerance or overreactions. If anything, I'd say the emblem chosened has another problem than Nazi Germany connections. I'd say its main issue is being cliche.
  18. Hope you guys didn't translate General with Google translate. xD That'd be silly now, if your top-ranking officer is just a Marshal. xD
  19. Or, you know, have a sleeve patch that streams the decal out of the Community Portal. Or as I like to call it "Common sense". Some of you guys are making simple things sound overly complicated. The reason Second Life's developers rely on Blender and C# to add things in-game - like some Space Geniuses that do it as well to an extend -, is cause they are terrible developers who work on the fly, without a plan, without a vision and certainly, without a care on framerates. JC Baillie, is an engineer first, game developer second. Keyword, Engineer. He built this game with a plan. Engineering is about stream-lining a key process, in DU, that's creatitivity. So, no, you don't need elaborate hoops to add a single decal on a piece of armor (or spray-painting it), you just need a 2D texture that streams off of the community portal, and a rudimentary 512x512 bitmap editor so people can make their own custom logos, and sicne it's bitmap, it can be easily post-processed by a script to either be turned to an SVG (for infinite scalin). It's not - nor it has to be - rocket science to add a simple decal. Leave the rocket science part to actual ship building.
  20. This is not WoW, there are no good and bad guys,. your ideas of morality are not finite truths, everything is allowed. My side's heroes, are your side's villains. A mercenary is griefer for hire, so they get rewarded by people who drink the Haterade and now want some revenge on someone. Like the real world, people who win wars, control resources. Not reputation.
  21. DAY-O! ...DAY-AY-AY-O, DAYLIGHT COME AN' HE WAN' GO HOME! DAY, HE SAY DAY, HE SAY DAY, HE SAY DAY, HE SAY DAY, HE SAY DAY-AY-AY-O DAYLIGHT COME AN' HE WAN' GO HOME...
  22. Coffins can be custom designed and look pretty as well. It's about function over form, always keep that in mind.
  23. To be honest, EVE is not popular cause it's a point-and-click adventure in space - and the Incarna fiasco with the introduction of pointless Avatars made it abundantly clear those who paly EVE and pay for it don't wnat Avatars. It got nothing other than explode or be expldoed as of gameplay - and let's be honest, EVE's main thing is PvP, not gas harvesting . DU - for better or worst- has a far greater appeal and reach. Most seasoned EVE players say the same thing after seeing DU "no more station spinning I guess", which is the mai nreason people leave EVE or leave it and come back later on (as I do often enough, cause stealing loot from escalations can be limitedly exciting when you do it 20 times in one week).
  24. Subscription games are like buying a 60 USD game once every six months and DU's plan of free expansions once every six months or so, means you can take a six months break and - unlike WoW - you won't have to buy the Expansion you never got to play, since each Expansion is ADDING to the game, not the "end game". And if you guys didn't notice, B2P is not even good enough to support EA's games which come out every year or two years. The recent debacle of Lootboxes, had analysts in EA's favor saying "Gamers need to spend 10 USD a month for these companies to sustain the game post-launch". That's 10 USD a month ON TOP of the 60 USD you payed for the game itself. DU has no B2P price due to that. DU is not lying to you with "free to play" and then shoving a paywall and saying "pay or grind forever like a limeston quarry slave". and EVEN the DAC system (you buying subscrtiption for other people and selling it in-game for in-game cash) is built around the notion of subscription as a microtransaction. See, in DU, you don't get in it cause it's F2P, then paying a metric fuckton to be on equal footing with others. You START at an equal footing with others and then end up - literally - playing for free, by buying you subscription for in-game cash - which is not hard at all, if you are business savvym or, you know, pay attention and talk to people.
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