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Alpha

Found 9 results

  1. Due to numerous reports of this happening, including pictures, lets talk about end of warp obstacles and ramming in general. Here is an example of a net placed exactly in front of a warp exit. You have about 10-15 seconds to change direction right after end of warp, but most people won't pay attention and ram into whatever is in front of them. This has been a thing for a while now, but we now have some reports of ship destruction due to warp destination constructs being purposefully placed in the way. One way to get around it is of course to pay attention and maneuver the ship immediately after warp destination is reached. However, there is a lot of discussion to be had about warp obstruction and ramming in general. For example: 1) disabling collisions between cores: this has already been done with trees so I imagine it can be disabled for static / dynamic cores, probably will increase server performance too, but also an effective way of getting rid of warp traps. 2) disable damage on collision with constructs: an alternative of the above, except collision will cause velocity changes as expected between collisions. We don't have bumper car physics, could be a bit strange, but this also gets rid of warp traps. My personal favorite and very biased option: 3) reverse ramming logic (THE RIGHT LOGIC): it's really strange to consider that an L core going at 30,000km/h can be obliterated by a stationary xs core. It just doesn't make any sense from a logic perspective, although the reason for this implementation probably has roots in server performance considerations. I think collision damage should be shared between constructs and distributed according to mass and voxel logic. Added benefits are: COMPLETELY LAG FREE MARKETS... because naturally people will start ramming, hence a necessity for garages / safe parking facilities, opportunities for business, etc. I would go so far as to say that static cores should be rammable as well. This has huge ramifications for space stations... there will be a need for space mine fields or wreckage around stations to prevent people from completely destroying stations with ramming dynamic cores. Space stations will need engagement rules such as: if dynamic construct is going faster than X amount inside a certain radius around space station, fire all weapons at dynamic core. There are all sorts of interesting ramifications for this gameplay. There is something important here I think: it is not ok to simply add a rule to the EULA saying warp traps are illegal. This is a sandbox, emergent gameplay will always happen, and a bunch of players can give a hell of beans about what the rules are. It's in poor taste when a game cannot / will not implement systems to prevent certain actions from happening but simply adds a "RULE" of conduct. In some cases it is certainly appropriate (abuse, discrimination, etc) but in this case, this is emergent gameplay and adding a RULE will not solve this issue. In this situation NQ actually has an opportunity to capitalize on the situation and create game mechanics to either solve this issue or enable ramming AND add mechanics in order to counter ramming. On the other hand, warp traps such as these can be cancerous. This is a tactic used extensively in Eve, see here: Do you think warp traps are an acceptable emergent gameplay mechanic? What are your issues with it? What can be done to solve it? Again, to reiterate, simply adding a rule of conduct doesn't work here in my opinion. NQ should really capitalize on this opportunity... I think they failed in the district 15 drama, they could have done some epic stuff there... problems can be turned into opportunities, lets contribute to the discussion and find opportunities Edit: After writing this post, I have received confirmation that players are "netted" both when: 1) player finishes warp, comes to a complete stop, then accelerates/or planet gravity pulls the player, and they end up in a strategically placed net 2) player finishes warp and gets damaged in net BEFORE coming to a complete stop from the warp
  2. I'm just curious. I don't play EVE, and 90% of conversations here seem to be "we will / are / should do what EVE does". I'm not actually sure if I want to play an EVE "clone". I think we should focus on being the disruptive tech and making DU truly unique. But - it might just be that since I've never played it, that I'm missing the point that it's the best thing since sliced bread? Anyway - not so much as discussion as just a question. Anon.
  3. Greetings and well met! Just signed up for the pre-alpha, and am very intrigued to check out DU and get in on it around the ground floor! I'm an avid gamer who spends far too much time of late playing EVE Online (after a hiatus from that game). I am of an era that played MUDDs, the predecessors to MMORPs. Being a gaming addict, I also have the "distinction" of buying my first upgraded computer to be able to play the original Everquest! Some other memorable MMORPs that I've enjoyed include Dark Age of Camelot and Lord of the Rings Online. I'm also a player of board games and tabletop miniature games, and have been in the same Friday night gaming gang for around two decades! In EVE I'm a proud member of the kind and gentle Signal Cartel, which is pacifistic and aids capsuleers (players) stranded in wormspace-- a place where you're doomed to remain unless you have the ability to find an exit out! See you all around at some point!
  4. So, I'm MinisterPhobia. To my knowledge, I'm the only one out there. I've been using this name for what feels like decades now (gods I feel old). I've been an active gamer almost all of my life, and have been an MMO player since the UIltima Online beta way back in late '96. Maybe '97, it's going back a ways. If any of you played on the Sonoma server (post-launch), I spent a good 4 years or so milling around on there. Since then, I've played a wide variety of online and offline games, both MMO and otherwise. I spent a full decade with EVE Online, and 5 years or so on Dark Age of Camelot. For the last 2-3 years, it's Survival games like Ark and Empyrion that have held my attention the longest. Right now, I'm hooked on Rimworld and wishing there was a way to multiplayer it (everyone on the same map, but not on the same tile). I've backed some rather big names over the last few years, well, games that became big or have lots of controversy around them. Mechwarrior Online, Star Citizen (triple concierge, for those who know what that means), Kingdom Come Deliverance, and now, Dual Universe. DU isn't as big as I'd like to see it be, but, I'm sure it'll pick up as it gets closer to launch. Professionally, I've done a great deal of work in Data Centers setting up, maintaining, and wanting to go postal on, servers, in racks. These days, I've got lots of time and not much to fill it with other than gaming. I'm not really looking for an organization or anything, just friends for now. That's all for now! (I type too much!)
  5. I originally submitted this post to /r/DualUniverse (which you should totally check out if you frequent reddit) but considering this forum gets more attention I figured it would be best to post it here as well. So if you're a fan of MMOs or Sci-Fi games in general you probably noticed a post on /r/gaming about a possible $1,000,000 battle that was gonna go down in EVE Online. It blew up and even made national news in Canada. https://www.reddit.com/r/gaming/comments/7sa25p/after_15_years_eve_online_is_having_its_first/ Now for those who followed the event (or if you were like me you were there personally), while it was intriguing to watch and talk about it was clear that overall it was a pretty big bust. Granted, the reddit post in question somewhat predicted this, what couldn't be predicted was all of the server issues that would plague this battle. Being that EVE is a big influencer of DU and another sandbox Sci-Fi game, I want to address some of the mechanical and server-side issues that came up and what they mean for DU. There's more reasons then just the server as to why not a whole lot happened but I really won't go into detail about them since they aren't important. This battle broke the previous record of pilots in one single system with a peak of somewhere around 6,100. That's HUGE, it may not seem like many but when you consider most modern MMO's aren't single-shard and that many games in general can't support more than 64 dudes in one instance, it's really quite impressive. Over 6,000 people in one place and as a result the server node, which was heavily reinforced by CCP, shit the the bed. So generally when a server node is under a lot of stress the game will automatically start to slow down so the server can keep up with all the calculations. This is referred to as Time Dilation, or TiDi for short. Tidi can slow down the action down to less than 10% real time which means actions can easily take 10 times longer. Once the server gets past 10% tidi it begins prioritizing certain commands over others and that's when shit starts breaking, client crashes are frequent and modules break resorting you to spamming them hoping they turn on or off accordingly. The reason the fight ended prematurely is because carriers couldn't replace lost fighters due to server lag. Needless to say, even on lowest graphics settings (which is necessary in these fights), your framerate will be awful. Still, the fact 6,000 people were in one place and the sever had to calculate all of the actions of those players and their drones/fighters and the node didn't crash is somewhat impressive. Before Tidi the server would simply crash under too much load. So I wanna raise a similar question regarding Dual Universe. Now I know the technology EVE was built on is outdated, and even tho server hardware has been upgraded over the years, the game still runs on a single core rather than multi-threading. Switching over to multi-threading would mean having to rebuild the game from the ground up. Dual Universe has the privilege of being developed today where the tech is better rather than 2003. Hell, Novaquark have even released videos displaying stress tests of how well the game handles a lot of people in one place. While impressive, it doesn't necessarily put all my doubts to rest. Calculating 1,000 people walking around in a small area isn't quite the same as 6,000 people shooting at each other among other things. It could be argued that due to EVE's focus on PvP that those sort of fights are more prone to happen in EVE than in a less PvP focused game like DU. However being that it's a sandbox title, by nature anything can happen. Players generally like to work together to forge massive empires and alliances full of thousands of people. And naturally, wars will break out because let's face it video game wars are fun. It's not unreasonable to think that a fight like this could happen in DU if the pieces fall into place. What I'm wondering is if the game can handle it, obviously we don't really know as of yet, but I think it's worth being discussed.
  6. Introduction: Oh where to start... My name is Falcor Rowlinson, yes like the luck dragon I've kept the handle and organization name from back in EVE at its pinnacle TDN was still a small corp of around 30 - 40 people typically dealing in logistics for local pirate groups and contract work. As of now 7 or so years later we're still a small community that primarily plays Arma 3 as a semi - sci fi private military. Operation Conquistador, 7/21/2035 Plans for DU: While only myself and one other from the community are taking part in the alpha others will be following in whenever the game is ready, Our goal is to form a PMC with an integrated weapons company as well as establish a 'neutral ground' location (eg. Night Club, Bar, or Casino) that exists outside of any groups sphere of influence to be a safe haven for the less than ideal citizens of the local space to handle their business whatever it may be while still having the sense of safety provided by a local security force. Contact Us: Teamspeak: ts01-nyc.nitrado.net:10050 Email: Todan.Corporation@gmail.com
  7. Hi all, I've been a long time lurker here and decided to finally register to ask a question that's been bothering me. I understand that there's a lot, if not most of this game that isn't quite set in stone. There's a lot of questions I want to ask but I know most of then can't really be answered yet. What I do want to ask is about the so called "persistent universe". Now in the F.A.Q. it's a little vague about how it describes the way the universe functions. It is implied that it is infinite but it never directly says it either so I'm left unsure about how that will all work. I'm pretty interested in the political concepts that are being looked at. It seems to be possibly derivitve of EVE Politics which is to me a good thing, politics in EVE are probably the most interesting part about that game. However it should be know that often times what drives political conflicts and wars in EVE and even in our own history is landgrabs, there's always some peice of land or territory that somebody else wants to get their hands on. My question is that if there is no limit to how much territory there can be, what value does it even really have? I've read plenty already and I see it being said that it will take a long time to even claim territory and try to spread out amongst the stars which is all well and good but let's be real here nobody outside the dev team really has anyway to measure that. In EVE territory is limited, and with low supply comes high demand and spectacular conflicts ensue as a result. If it's easy to just explore some more and get more land why would anybody fight over it? Obviously the idea of a never ending MMO universe sounds cool but is it really the best thing to do? Or will politics not really matter as much in this game. If this question has already been answered then I apologize, I searched but didn't find anything anywhere. Tl;Dr basically what the title says
  8. I remember a while back reading about the Bloodbath of B-R5RB, which was the biggest battle ever fought in EVE Online, occuring in early 2014 and consisting of thousands and thousands of ships from two opposing alliances fighting over a single system. Upon looking up these factions recently, I was intrigued to find that some of them apparently no longer exist. I then watched some related EVE videos, surfing comments, and found a really neat story of a guy who randomly met a pretty big faction leader and got invited to join that faction; someone else commented asking about the faction, but the guy responded that the faction had long since disbanded. This stuff really got me interested in the mechanics of long-term organizations in Dual Universe. Why do factions rise and fall in EVE; what causes large forces to disband, and might those same causes affect organizations in DU? What is the main cause? Is it players getting bored, or traitors, or crap leadership, or people just wanting something new, that results in once fearsome coalitions falling apart into nothing? The current numbers in DU orgs have been pretty steady; the largest orgs have stayed the largest, biggest names always on top. Nothing really changes, but that's because we don't have the game. Can we expect to see the Terran Union even in existence six months after launch? Or could it still be the largest ten years later; and regardless of whatever happens to it, what lead to it's lifespan being as long as it was? TL;DR: What causes huge factions in EVE to fall, and how are those forces relatable to Dual Universe? What forces could cause DU empires to crumble away?
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