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UNIVERSAL CONCEPT


Retired_samurai38

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The concept of a universe with billions of planets in a game is absolutely genius; the experience could be limitless. I think that this is what Dual Universe is turning out to be. If they make one huge server with millions of planets, how could anybody find or see each other? I call this pulling-a-no-mans-sky. Yes, organizations do spawn together, so teamed up players don't go on scavenger hunts looking for other org members. This is smart. But, it's dumb that the entire universe is huge. I remember hearing that DU was supposedly one enormous server. About half of the gaming experience is typically players interacting. This is an MMO. But, how do organizations find other organizations? Will something like this ever happen? If DU does take a no mans sky universe approach, then the chances of orgs meeting other orgs are extremely slim.

 

To prevent this issue, there should be many servers consisting of 10-20 planets. This way, there can be more player interaction. There would probably need to be quite a few servers. And every server could be different depending on how the players make it.

I

Players cannot be able to choose servers, though. If you have one server that is apocalyptic and another that is peaceful, and most players enjoy war; the apocalyptic server will be clustered with players. To prevent the problem, players should be equally divided into many servers. If these servers get too crowded, it should be necessary to make more servers.

 

Please do not pull a no mans sky, DU. This game has so much potential. I think it could be that one game that punches Minecraft in the balls (and No Mans Sky too!). Servers is something that this game would need for player interaction.

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  • 3 weeks later...

Procedural generation of a universe doesn't mean that NQ will allow its players to visit every planet.

 

NQ can restrict travel with technology.

 

1.  Players will be planet bound until escape velocity engines are given to the players by NQ.

2.  Initial travel would be to the moons surrounding the planet.

2.  Non FTL engines  will keep players within a handful of planets.

3.  FTL engines will keep everyone within a star system.  (light takes 5.3 hours to travel from the Sun to Pluto & 4.3 YEARS from Alpha Centauri to Earth) 

4.  Finally, Stargate's and Stargate Probes

 

NQ can delay technological advancement according to THEIR timeline.  They can also delay Stargate Probe arrival (even indefinitely).  This allows them to limit player expansion to a rate that will keep player interaction and conflict at the forefront of gameplay.

 

I personally see FTL travel limited to about 10*C, which would allow you to get from the Sun to Pluto in a half hour.  At that same speed, Stargate Probes could get to the closest star system in 6 months from launch.  I guess its feasible for a player to do that with a ship at 10*C, but I'd rather do something with the game, than spend 6 months traveling between stars.

 

I honestly don't want ships traveling faster than that.

 

IF NQ ever decides to populate planets with NPCs, is when I could see a much quicker expansion.  Otherwise, you have NMS.

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Procedural generation of a universe doesn't mean that NQ will allow its players to visit every planet.

 

NQ can restrict travel with technology.

 

1.  Players will be planet bound until escape velocity engines are given to the players by NQ.

2.  Initial travel would be to the moons surrounding the planet.

2.  Non FTL engines  will keep players within a handful of planets.

3.  FTL engines will keep everyone within a star system.  (light takes 5.3 hours to travel from the Sun to Pluto & 4.3 YEARS from Alpha Centauri to Earth) 

4.  Finally, Stargate's and Stargate Probes

 

NQ can delay technological advancement according to THEIR timeline.  They can also delay Stargate Probe arrival (even indefinitely).  This allows them to limit player expansion to a rate that will keep player interaction and conflict at the forefront of gameplay.

 

I personally see FTL travel limited to about 10*C, which would allow you to get from the Sun to Pluto in a half hour.  At that same speed, Stargate Probes could get to the closest star system in 6 months from launch.  I guess its feasible for a player to do that with a ship at 10*C, but I'd rather do something with the game, than spend 6 months traveling between stars.

 

I honestly don't want ships traveling faster than that.

 

IF NQ ever decides to populate planets with NPCs, is when I could see a much quicker expansion.  Otherwise, you have NMS.

No, you will be locked on the planet until people unlock the tech for escape velocity. And since skill training takes actual real world time (depending on other factors possibly, like attributes) players will take from half a month to a months to unlock the skills needed for making the basic engines able to function in space. You know, a jet engines turbine and a thrsuter are not the same thing.

 

Also, procedural generation DOES mean people cna visit every planet. That's the whole point of their tech. Some times, it's like you are not even on the same community as us man :P If it's there, you can go to it, that's the whole shtick with their server tech and texture baking technology and GAME ENGINE of their choice. You know, the whole point people backed this game. They didn't back DU cause it's anything different in what it offers than Empyrion or Space Engineers gameplay wise. You mine, you craft, you trade and pretend to be a gangsta or a space capitalist. The tech is what people who know what they are talking about are here for. You know, the server tech Space Engineers and Empyrion lack. That's why the P2P model is there as well. So yeah, people CAN go to a planet. 

 

The only thing NQ will add LATER down the line (that is confirmed) are the Stargates, which are a Content Expansion. NQ is not holding tech back. If you are solo, you won't build a spaceship on your own AND be able to handle heavy machineguns within the first 6 motnhs (not in a competitive fashipon that is). It takes skill training. That's not NQ holding you back, that's you not playing an MMO as an MMO.

 

Cheers.

 

 

 

 

 

The concept of a universe with billions of planets in a game is absolutely genius; the experience could be limitless. I think that this is what Dual Universe is turning out to be. If they make one huge server with millions of planets, how could anybody find or see each other? I call this pulling-a-no-mans-sky. Yes, organizations do spawn together, so teamed up players don't go on scavenger hunts looking for other org members. This is smart. But, it's dumb that the entire universe is huge. I remember hearing that DU was supposedly one enormous server. About half of the gaming experience is typically players interacting. This is an MMO. But, how do organizations find other organizations? Will something like this ever happen? If DU does take a no mans sky universe approach, then the chances of orgs meeting other orgs are extremely slim.

 

To prevent this issue, there should be many servers consisting of 10-20 planets. This way, there can be more player interaction. There would probably need to be quite a few servers. And every server could be different depending on how the players make it.

I

Players cannot be able to choose servers, though. If you have one server that is apocalyptic and another that is peaceful, and most players enjoy war; the apocalyptic server will be clustered with players. To prevent the problem, players should be equally divided into many servers. If these servers get too crowded, it should be necessary to make more servers.

 

Please do not pull a no mans sky, DU. This game has so much potential. I think it could be that one game that punches Minecraft in the balls (and No Mans Sky too!). Servers is something that this game would need for player interaction.

There are no "many servers". There's one server. Anything in it, are microservices. Solar Systems, are micro-services. Planets on them, are microservices inside a microservice.

 

The server tech, is more or less like going into a folder on your PC. The main index, is the server, you navigating in it start from Folder A (starting system) and on Sub-folder A (Allioth Planet, starting planet). You can leave that Sub-folder and go into Folder A's index and then scour for Sub-Folder B (another planet) or Sub-folder A2 (Allioth's moon).

 

When a sub-folder has too many people in it, NQ will allocate MORE serving power (CPU-wise) to it, by recruiting processing power via the Cloud.

 

Now, the game has a Passive Skill Training system. That means, it takes ACTUAL real world time (even when you are offline) that your character "downloads" knowledge on diffierent things - think The Matrix. Start learning Kung Fu and eventaully, you'll be able to say "I know kung fu" .

 

That also means unlocked tech takes time to be unlocked (in the game lore, the Cryo Sleep causes amnesia on the person, so rehabilitation is needed(. That menas, So, let's say you want to be a sniper kind of class, but you hate crafting ,but love bounty hunting. You need to stay withi na planet to be able to have access to markets, contracts (players quests) andthe such ,to generate revenue. Just because many planets exist, it doens't mean you 'll be bable to travel on your own. Notice, if yo uare a small group of friends, it's wise to have a role call. I.e. one person trains into being the engineer, the person that builds the engines to leave a planet, one person is trained as the pilot, one is the gunner, etcetera. The unlock is NOT for all players, just the one who bothered to train for it.

 

No Man's Sky has no real application in DU, as No Man's Sky was built as a single-player game, which is why oyu are a one man factory of your own. You can craft fuel, ugrades, etcetera. in DU? You need other people for that tihng - or 10 real life years to master all the skills to be self-autonomous. Yes,, it takes that logn to "master" everything. Same goes for Minecraft, it was built as a singleplayer Lego in Java game.

 

So, as of your concern on "player interactivity", it's pretty much simple. It's like real life.

 

You COULD go out and sow and reap tomatoes and wheat, then go and breed, choke, butcher and cook a chicken, you COULD then go milk a cow, and turn the milk into cheese, only to make a sandwich. But you'll just go to a local Subway and be done with it. Same goes for DU.

 

You COULD train to make a sniper rifle. You COULD train to make armor piercing .50 Cal  Depleted Uranium rounds. You COULD train into making  Uranium into Depleted Uranium. You COULD train into mining Uranium - which also means training for finding it easier amd then going out there to find it  But instead, you'll stick around a populated planet (which are huge, in fact, 1 million times more expansive in surface area), so you'll be able to have access to your bullets, cause you are lazy and don't want to mine, but you love shooting people or animals or both.

 

You'll also need to stick around for spaceship fuel. Yeah, exploration is not as easy as No Man's Sky. At maximum Warp of 8 times the speed of light, it would take 1 week to get to a new star system. Problem with that, you need fuel tanks foir the ship, and the bigger the ship the more Warp fuel it needs to travel, which means more tanks. Which brings in the challenge of building ships that are meant for the task at hand and a realistic economy centered around workign with other people.

 

That's why the game is pretty much referred to as a "social experiment". 

 

Also, the number of planets for the starting system, is hanging around 10 or 20 (depending on how many people NQ sees coming into the game at launch, they don't use traditional server tech, so they don't got to worry on "server overloading" Cloud Tech is proven to be able to handle DDoS attacks, as the Cloud is nothing more than a Botnet used for something legit... as far as we know, I'm still wiating on Alex Jones to come forth with groundbreaking revelations of how Amazon is actually illuminati conspiracy lizard people AI that tries to turn the frigging frogs gray). 

 

The number of the starting system does not and SHOULD NOT be the indication of how many planets exist on every system on average. A system may be 1 planet, that has all the rarerest minerals in the galaxy, while others may be 20 planets packed and have the same mineral wealth as our solar system - and we are the ghetto of the local constellation by the way here on Sol :P .

 

 

As far as your concern of "in-game culture". That's up for circle-jerking debate, we can sit here and speculate for days on how it can go. Thing is, we can't. If EVE Online is any indication of what happens when you give people a sandbox and put Russians and Australians in the same region of space, I'd say the cutlure of some systems will resemble "My Little Pony X The Burning Man" as of its culture. While the uncivilised regions of space will resemble more the Mad Max culture of roaming bands of pirates that kill each other and anything in-between for kicks.

 

Trade-centric regions will be wealthy, with in-game real estate having worth for businesses, as the traders of the region will be able to afford an organised player-ran police.

 

 

 

So no, you don't have to worry, society solved your concers a long time ago. :P The Skill Training system ensures that in-game.

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I think we we start with basic skills and equipment to get us away from the ark and off the planet right from the start, from a game play perspective there is no reason to limit people from basic tech/skill and it will be a good idea to get people away from start fast so there are not 100's of player on the same spot.

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I think we we start with basic skills and equipment to get us away from the ark and off the planet right from the start, from a game play perspective there is no reason to limit people from basic tech/skill and it will be a good idea to get people away from start fast so there are not 100's of player on the same spot.

Hi. The realistic in-game economy called. It said you know nothing. 

 

You are not an engineer, marksman, pilot, gunsmith, chemist scientist IRL, you won't be either in the game. Not from the get-go. It takes time to become those things. This is NOT a power fantasy game. Your character is NOT an uberman. 

 

This is not Empyrion or Space Engineers. You are not meant to do everything on your own. And even better, resources are not regenerating, so even if you unlock those skills you may not be able to have the materials to craft those things, so the lack of easily accessible tech is tied to many professions and jobs at once and from the get-go reinforces the MMO part of the game and the fact it's meant to be played in groups.

 

Planets are meant to be LIVED on, factories are meant to be built there (automated defenses if any, will only be applicable on ground bases tied toa  territory claim as far as of what NQ has pointed out).

 

They did say Warp speed won't be at max speed from the moment we unlock it either. Fuel? Fuel depletes, you need to find more resources for fuel, it's not forever. Most players won't spend 30 minutes travelling to another planet - a number they did throw around for the first level of Warp Drives with 1 week being on normal speeds if you were to reach 99.9% the speed of light adn in the lore, the tech for near-light-speed thrusters is lost from the databases of the arkship, so, no bueno.

 

The lack of fuel, the training and access to resources dependency, will create an enviroment for people to market themselves as.

 

"Engineer looking for industrial org. Engineering skills trained 90%, Science 85%"

 

That's why the game has no access to all the tech from the get-go. It's an RPG. as well. I hope NQ even adds specialised fields on specialised paths, like Electrical Engineering, Chemical Engineeing, Civic Engineering, just so even those people don't feel like bottlenecked down to one path. I want people to be able to claim (or even get some in-game title) of being a "Universal Engineer", like how physicians IRL can become "Universal Doctors" if they master all aspects of medicine.

 

These are only PART of the list of reasons as of why tech needs to be hidden behind unlocking via skill training. You didn'teven consider the fact that if EVERYONE can go away from each other, the game will die due to lack of content and player interaction.

 

I love the fact you are one of the people who will be thoroughly disappointed from this fact of the game - or hopefully, I'll be wrong and you'll be converted to a teamwork player and not an antisocial lone-wolf who thinks "I see no reason for peopel to interact with each other in an MMO".

 

Cheers.

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Hi. The realistic in-game economy called. It said you know nothing. 

 

You are not an engineer, marksman, pilot, gunsmith, chemist scientist IRL, you won't be either in the game. Not from the get-go. It takes time to become those things. This is NOT a power fantasy game. Your character is NOT an uberman. 

 

Ramblings...

 

 

Hi

 

ecomomy != game play

 

Lets say all backers join, do you seriously think they want 9000 people sitting at spawn for months on end?

Did you notice i said basic skills and equipment?

 

 

I love the fact you are one of the people who will be thoroughly disappointed from this fact of the game - or hopefully, I'll be wrong and you'll be converted to a teamwork player and not an antisocial lone-wolf who thinks "I see no reason for peopel to interact with each other in an MMO".

 

Cheers.

 

Funny, cause i think the same about you., You have seen nothing of the game yet, but are concocting all kinds of parallels to real life, EvE and what ever else strikes your fancy. I am sure you mean well and really want the game to be good, but to me you come of as untrustworthy and rambling.

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Hi

 

ecomomy != game play

 

Lets say all backers join, do you seriously think they want 9000 people sitting at spawn for months on end?

Did you notice i said basic skills and equipment?

 

 

 

Funny, cause i think the same about you., You have seen nothing of the game yet, but are concocting all kinds of parallels to real life, EvE and what ever else strikes your fancy. I am sure you mean well and really want the game to be good, but to me you come of as untrustworthy and rambling.

Nq stated several times that the most basic equipment will be available within some minutes of skill training. But to get you off planet you need more sophisticated techs like engines that can reach escape velocity (last devblog). And they said that this will take about 4 weeks iirc. So players will have to stick to alioth for some time and only spread out there. You can leave the arkzone with a basic hovercraft though and build your base on the other side

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Nq stated several times that the most basic equipment will be available within some minutes of skill training. But to get you off planet you need more sophisticated techs like engines that can reach escape velocity (last devblog). And they said that this will take about 4 weeks iirc. So players will have to stick to alioth for some time and only spread out there. You can leave the arkzone with a basic hovercraft though and build your base on the other side

 

makes sense the initial rush will be tight but over time it will become better. Hope fully Alioth will be big enough, i do wonder how Alioth will chage over 1,3, 6 month time, i must remember to take some SS.

 

is this the blog you are refereeing https://devblog.dualthegame.com/2017/04/07/devdiary-march-2017/

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Im going to disagree with Twerk.

 

10,000 players...

Billions of star systems...

 

Thats a recipe for NMS player density, which is the key concern of the OP.

 

 

I'm certain NovaQuark WILL limit expansion via a variety of methods.

 

Procedural generation is just a mathematical formula to populate space. It could also be used to create every blade of grass on Alioth. That doesnt mean every blade of grass will actually seen by players, even though its possible . YES its possible to visit every planet, but only after NovaQuark has made it accessible.

 

The key concern is to encourage player interaction and player conflict. And I believe NQ has a plan for that.

 

The area I agree with Twerk is the player community. You will need to make friends and start an Org to be successful. This will also promote slower expansion. There's safety in numbers. And economic interaction between Orgs will keep them relatively close to each other.

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makes sense the initial rush will be tight but over time it will become better. Hope fully Alioth will be big enough, i do wonder how Alioth will chage over 1,3, 6 month time, i must remember to take some SS.

 

is this the blog you are refereeing https://devblog.dualthegame.com/2017/04/07/devdiary-march-2017/

Yes that's the one. I can't remember where they said the thing with "some weeks until space" though.

 

It will change drastically, but I think it will be nice to watch a city grow around it. Imagine you come back after a year somewhere far away and everything changed completely

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"The only thing NovaQuark will add later is Stargates"

 

Really?

 

No active development after launch?

 

Thats disappointing.. :(

 

Ofcause there will be more stuff and updates, do not take CaptainTwerkmotor serious

 
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listed to that vid a few times but did not hear they mentioned 4 weeks of anything.

I meant that more in a way of "there will be more sophisticated techs (like the engines in the video) which will take more time to skill"

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listed to that vid a few times but did not hear they mentioned 4 weeks of anything.

Might have been another video but they have for sure said that leaving the planet would be a month/months worth of work to get to.

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Im going to disagree with Twerk.

 

10,000 players...

Billions of star systems...

 

Thats a recipe for NMS player density, which is the key concern of the OP.

 

 

I'm certain NovaQuark WILL limit expansion via a variety of methods.

 

Procedural generation is just a mathematical formula to populate space. It could also be used to create every blade of grass on Alioth. That doesnt mean every blade of grass will actually seen by players, even though its possible . YES its possible to visit every planet, but only after NovaQuark has made it accessible.

 

The key concern is to encourage player interaction and player conflict. And I believe NQ has a plan for that.

 

The area I agree with Twerk is the player community. You will need to make friends and start an Org to be successful. This will also promote slower expansion. There's safety in numbers. And economic interaction between Orgs will keep them relatively close to each other.

Oh, I am not argueing if ALL thep lanets will be dsicovered. But if an org opens up a path to a star system with 20 plantes, of 100km radius each, that's more than enough land ro explore than the whole of Australia combined. Tht means 20 planets to explore. New people joi nyour org? How to earn their loyalty? Give them a patch of land to make their home. Real estate very hardly loses its worth. Well as long as crime ain't involved.

 

Hi

 

ecomomy != game play

 

Lets say all backers join, do you seriously think they want 9000 people sitting at spawn for months on end?

Did you notice i said basic skills and equipment?

 

 

 

Funny, cause i think the same about you., You have seen nothing of the game yet, but are concocting all kinds of parallels to real life, EvE and what ever else strikes your fancy. I am sure you mean well and really want the game to be good, but to me you come of as untrustworthy and rambling.

You should bother reading up on the game's website and listen to some interviews instead of whatever echoechamber you got going standing on your shoulders.

 

The realistic economy is there to ensure that people who specialise are sought after. You won't be able to build anything on your own, not from the start. Miners, have a role to fulfill. This is not Empyrion. You are not meant to play The Hunger Games in Space to be able to unlock every possible tach on your own or within an hour of gameplay. You'll have to wait hours, day or weeks to unlock a very high end "rank 5/5" skill that leads to a very specialised skill. I.E. You'll need to have Science 5/5 to unlock Subspace Physics and train it up to 4/5 to get access to warp drivers and then need engineering 5/5 to be able to build it. That maay take MONTHS. And since NQ wants to same type of skill training timers as EVE ( and for a good reason ) I can see people getting to the moon within a month, and on another planet maybe within two months post launch.

 

Each planet is 100 km in radius. That may sound small, but that's 1 million times the size of an Empyrion planet and since you can't be a pilot, marklsman, cook, architect, metalurgist like Empyrion, you'd bet people will stick around a planet to mine and / or help their org mates that mine by protecting them

 

Oh yeah, outside the Safezone it's an "everything goes" world. But I guess you'll find nothing to do. Antisocial people don't find interesting things in group games. 

 

"The only thing NovaQuark will add later is Stargates"

 

Really?

 

No active development after launch?

 

Thats disappointing.. :(

"Content Expansion" I called it matey. There will be plenty of that. Stargates are as far as travelling goes. The only logical extreme to that after stargates, are FTL Jump Drives for ships to travel from system to system without using Stargates - at the cost of fuel. The discussion is not "what NQ may add later on for ground combat" or "what will NQ add later on for ship combat". That's up for debate forever and it's highly speculatory. I'm talking here what they have said aalready. Nobody said there won't be any post launch developement :P

 

 

 

 

Ofcause there will be more stuff and updates, do not take CaptainTwerkmotor serious

 

 

Let the hate flow through you. Embrace the hater inside.

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Might have been another video but they have for sure said that leaving the planet would be a month/months worth of work to get to.

That's for no FTL drives, with newtonian engines. The number they throw around is a week, I think the number was mentioend either on the DM21 interview or the MarkieDragon interview on Youtube that JC Baillie gave.

 

I think NQ follwos a pattern, cause they did say at max FTL it would take a month to get to another star system with warp drives at max speed in the Dm21 interview, so it would make sense for them to keep the numbers / distances cosntant in the algorithm as far as tehe universe goes, so the players have a frame of reference on "how long it iwll take for a person to come to us" if they were to scan a person heading towards them in Warp, depending on the person's mass / size.

 

Oh yeah, there's a reason bigger ships in EVE take more time to warp (and why Star Wars is not  sci-fi but space fantasy ) and their warp speed is slower, they follwo the Alcubierre Drive model of warp, that states that as mass dictates inertia in newtonian physics, size does the same for Warp. The warp "bubble" rotates around the ship at a specific speed. The bigger the ship, the less the rate of rotation ( standard inverse square root math ). So yeah, the trip between planets may take quite a frigging while if you fly on a freighter once a week to carry products from factories to markets.

 

But I guess according to Kurosawa no players would play Truck Simulator in Space. I mean, what would happen if all of the german playerbase vanished overnight? We would be left without space-truckers in EVE - who do travel from null-sec to high-sec systems once a week, taking hours upon hours to get to the trade centers and load on cargo for the coalition due to the vast distances involved.

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I think FTL drives up to a maximum of 15-20C would be great.

 

Given the scale of a star system, and distances between star systems, this would allow players to travel between planets in minutes, and possibly a month to travel to another star system.

 

IF NovaQuark decides to keep distances between stars realistic.

 

If FTL drives are much faster than that, they allow the player to jump between planets almost instantly.

 

If they are slower, it will take too long to get to another star.

 

Gravity wells should force players into subluminal speeds, and this is the sweet spot for ship interdiction. So, at a certain distance, ships should be forced out of FTL speeds.

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I think FTL drives up to a maximum of 15-20C would be great.

 

Given the scale of a star system, and distances between star systems, this would allow players to travel between planets in minutes, and possibly a month to travel to another star system.

 

IF NovaQuark decides to keep distances between stars realistic.

 

If FTL drives are much faster than that, they allow the player to jump between planets almost instantly.

 

If they are slower, it will take too long to get to another star.

 

Gravity wells should force players into subluminal speeds, and this is the sweet spot for ship interdiction.

  Youtube link to the interview JC discussed the dsitances and warp travel times at the projected MAXIMUM warp speed. I know so, I asked the question for that specific topic.

 

They want the max warp to be 8 times the speed of light. At 8 times the speed of light, an Astronomical Unit is cleared within 60 seconds precisely - an AU being the distance between Sun and Earth. So a trip of 30 AUs would take abouta day. But here's the good news - trade routes. A ship doesn't go from Britain to South Africa in an express line. It makes stops along the way, to load cargo to deliver, or deliver cargo it has loaded. So the trip may take five days from Point A to Point B, but you make a lot of stops in between.

 

But still, the Alcubierre Drive model dictates that size slows down a warp bubble's "acceleration" and "maximum speed". I think it's a good way of working out the investment it takes to set up a "trading org" of people who work togetther as a crew and make money by being interstellar Fed Ex.

 

Just because it's FTL, it doesn't mean it's not gonna take time. I hope people understand the game is not some Korean Trash MMO with "fake" space in-between planets and warp being just a loading screen. It's actual space, meant to be actually experienced as you watch a planet gettign bigger and biggger in the distance.

 

Also, warping to other systems is just.... just not worth it. With simple math, even without base values, you'll notice a growing problem. If the Alcubierre model is implemented, bigger volumes, means less warp speed, less arp speed means incremental decrease in fuel to distance ratios, which means more fuel needed, which means more space, which means less warp, which means math are fun if you know how to do them. And even if you hit a sweet spot of "stable fuel to warp distance" due to the nature of inverse square roots on dminishing returns, that means that you have a huge ass spheric ship, that can barely align towards its destination, let alone NAVIGATE to a planet, so it needs more fuel for normal space, and needs more storage for that fuel. And hope you don't overshoot or undershoot your dsitance. 1% of the distance hbetween a star systme and anoter can be months of normal sublight travel if you run out of warp fuel.

 

It's just not something plausible to go to another system without Jump Drives (not to be confused with Warp Drives) as an antlernative way of FTL travel other thna Stargates.. The server tech NQ has does allow for people to go from one system to another via Warp, but I guess it's gonna be a very long while before that is achieved by players, mainly due to the logistics involved.

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Youtube link to the interview JC discussed the dsitances and warp travel times at the projected MAXIMUM warp speed. I know so, I asked the question for that specific topic.

 

They want the max warp to be 8 times the speed of light. At 8 times the speed of light, an Astronomical Unit is cleared within 60 seconds precisely - an AU being the distance between Sun and Earth. So a trip of 30 AUs would take abouta day. But here's the good news - trade routes. A ship doesn't go from Britain to South Africa in an express line. It makes stops along the way, to load cargo to delviuer, or delvioer cargo it has loaded. So the trip may take five days from Point A to Point B, but you make a lot of stops in between.

 

But still, the Alcubierre Drive model dicates that size slows down a warp bubbles "acceleration" and "maximum speed". I think it's a good way of working out the investment it takes to set up a "trading org" of people who work togetther as a crew and make money by being interstellar Fed Ex.

 

Just because it's FTL, it doesn't mean it's not gonna take time. I hope people understand the game is not some Korean Trash MMO with "fake" space in-between planets and warp being just a loading screen. IT's actual space, meant to be actually experienced as you watch a planet gettign bigger and biggger in the distance.

 

Also, warping to other systems is just.... just not worth it. With simple math, even without base values, you'll notice a growing problem. If the Alcubierre model is implemented, bigger volumes, means less warp speed, less arp speed means incremental decrease in fuel to distance ratios, which means more fuel needed, which means more space, which means less warp, which means math are fun if you know how to do them. And even if you hit a sweet spot of "stable fuel to warp distance" due to the nature of inverse square roots on dminishing returns, that means that you have a huge ass spheric ship, that can barely align towards its destination, let alone NAVIGATE to a planet, so it needs more fuel for normal space, and needs more storage for that fuel. And hope you don't overshoot or undershoot your dsitance. 1% of the distance hbetween a star systme and anoter can be months of normal sublight travel if you run out of warp fuel.

 

It's just not something plausible to go to another system without Jump Drives (not to be confused with Warp Drives) as an antlernative way of FTL travel other thna Stargates.. The server tech NQ has does allow for people to go from one system to another via Warp, but I guess it's gonna be a very long while before that is achieved by players, mainly due to the logistics involved.

This topic was already discussed somewhere I think. And you got a point there.

 

Even if you travel at 8times c, you won't get anywhere near the galaxy center fast. Distances are huge. It's so huge, you can't even describe it very well, yet understand that.

That's why I think they don't go for realistic distances. They'll scale the whole verse down by a factor of 100 or more. And even then it would take months to fly from one end to the other side of the galaxy.

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Let the hate flow through you. Embrace the hater inside.

 

Hate you? i don't even know you.

 

But I guess according to Kurosawa no players would play Truck Simulator in Space. I mean, what would happen if all of the german playerbase vanished overnight? We would be left without space-truckers in EVE - who do travel from null-sec to high-sec systems once a week, taking hours upon hours to get to the trade centers and load on cargo for the coalition due to the vast distances involved.

 

This is what i dislike, you add what ever is on your mind and believe it your self, how and where did logistics even enter the picture ?

 

And while a can agree to EvE being superior in many ways to other MMO's and DU being inspired by EvE the amount of paralles and reference thrown from your side is just stagering :)

 

p.s. notice the :) at the end

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Hate you? i don't even know you.

 

 

This is what i dislike, you add what ever is on your mind and believe it your self, how and where did logistics even enter the picture ?

 

And while a can agree to EvE being superior in many ways to other MMO's and DU being inspired by EvE the amount of paralles and reference thrown from your side is just stagering :)

 

p.s. notice the :) at the end

1) It's "staggering" not "stagering".

 

2) It's a sandbox game. Everything is interconnected. If it's not interconnected, it's just a theme park MMO with a sandbox chip on its shoulder - look at Black Desert Online for more info on the cancer problem with the genre itself. Logistics are part of the list of reasons why I think you don't get what DU is about. If you think "people will stay on a planet doing nothing without spaceboats" you are clearly not even remotely consdiering the fact that people will have to mine stuff and haul it back to a manufacturing center on a planet. And just look at the GDC stream and AMA JC Baillie did. You won't "fly" those resources frm one place to another, as more mass = more fuel needed to move the ship, so enjoy hover-trucks bringing in resources. But hey, logistics has nothing to do with whatever bulslhit you spew, right?

 

3) Smiley or not, you still come out as abnoxious - and that coming from me is speaking volumes.

 

4) EVE is not the "superior" MMO. It's a gem mired in the midst of terrible GUI choices, bad game design and on top of that, a design reinforcing the need for people to be complete and utter garbage of human beings. If we were to judge people by their activities in EVE Online, 90% of the EVE playerbase should be on death row by now, that's how dark the game can be when it's telling you "Rob, steal and be an utter psycopath". Why? Cause EVE's core game loop is "get a murdermachine, hunt down other murdermachines - or go for the traders - , explode the ships or be exploded, get more money by selling the parts of your opponents' wrecks until you got enough money to buy a more expensive murdemachine". That's exactly what DU is not. 

 

And before you even bother, NQ-Nyzaltar has commented on another thread saying the game is not about destruction, like EVE is. You don't have to default to murdering people to enioy the game, so sit on that. The game is not about "get spaceship then murder people". Avatars are the main starting point of the game, not the spaceships.  Spaceships are a commodity in-game. You don't need them.

 

P.S. : Proof I'm not talking out of my rear. Don't believe the hype, I can actually read just a little.

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This is what i dislike, you add what ever is on your mind and believe it your self, how and where did logistics even enter the picture ?

 

And while a can agree to EvE being superior in many ways to other MMO's and DU being inspired by EvE the amount of paralles and reference thrown from your side is just stagering :)

Logistics is a main part of the game. Its what keeps all of the facilities running and its what many people will be doing (the main game revolves around resources and their inevitable journey into being used to make more resources, be that by mining equipment or by bullet). You cannot have a discussion about a game mechanic and not have its effect of logistics and the economy mentioned.

 

Twerk is someone who has seen enough to understand how this kind of game works (the economy based MMORPG that just happens to be in space). Whilst he may come off as rude or aggressive, he is right (most of the time). Making people look like fools is how he gets the point across, and when you start yelling at him for making you look silly, his job is done.

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