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Agfot

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Everything posted by Agfot

  1. Do people even use their secondary weapon skill? Maybe i should take a look at the DB to see how many actually have them. To me those skills always seemed to be completely useless. They only go up to lvl 8, which means no meaningful damage whatsoever and you have to spend a lot of SP on things that would be better spent on a more useful skill. Imho they might as well not be there at all (no, I'm not planning to remove them). A better solution would have been to make them go to 9 but make the really good equipment race restricted (no, I'm also not saying that we are going to change it)
  2. If only you knew ... It's also one of my major gripes with the code base. One of the many things to be fixed after the network connectivity issues have been fixed.
  3. Don i get to participate in this too?  :ph34r: 
  4. I'm not sure i understand the complete idea behind this. All the consequences you mentioned can also be achieved without having the roid split up immediately: Cherry picking: We can -- and i'm not sure if we are -- de-spawn the roid once it has been opened and stuff removed from it after a certain time, so the trash despawns after a while and is replaced We can turn every roid into a potential poprock. Actually they are, but if you are asking us to also remove the visual cues, well people might get angry a bit and rightfully so There are however a bunch of issues/questions related to this: Like Arthur already mentioned, the proliferation of objects in space -- especially movable ones -- is not a good thing and would increase our network and server load significantly. Also the client is not very efficient with many objects it would seem. There are unfortunately a bunch of algorithms whose complexity is increasing with the second power of the number of visible objects --> bad How do we assign XP in this model. Does the guy destroying the asteroid get it --> people will just pop the roids and leave everything floating for XP --> see problem 1. Do we give it to the guy picking up the ore --> power leveling This is less of a problem, because it already is a slight issue now, but it would be made worse by this: If there is a nice device in the roid, it is now floating in space and whoever put it there spent time and energy to remove it. Anyone can swoop in and pick it up though, putting the original miner at a disadvantage.  Imho this would cause more harm than good, but like i said, maybe i'm missing something.   Regarding mission items: I guess technically we could put mission items into roids that are only visible and collectible by the guy on the mission, similar to how WOW and other games are doing it. Problem is that this would mean a significant re-write of the inventory subsystem. I'm also not sure i this is really wanted. Quite often i read that people here enjoy the aspect that not everything is handed to them for free. Maybe we could code in a hardcore mode with permadeath and everything that players can chose :)   Btw, typing out a post like this takes me between 30 and 45 mins. I'm doing it now, because i'm on vacation and need some distraction from coding. In general this would be shortened to "won't work" or no answer at all, because that time is better spent working on the code. Also it unfortunately sounds quite rude sometimes, because of the brevity, but is not meant that way. We really do think about your suggestions and take them into consideration. It's just that very often they are either unfeasible like this, or are asking for things that are throwing off the balance of the game (whatever that means) with the hint that it could be made very very rare sometimes.   Hope that explains a few things.
  5. Since you have control over both ends of the network connection between player computer and the server through the proxy, wouldn't it be possible to establish two streams between the server and proxy? One of them is udp and transmitts al the 'realtime' data like movements, turning, shield status updates, etc and the other one is tcp and sends all the 'static' and reliable information, like chat, inventory management, player ship configuration and all the other stuff that crashes the client if it comes out of order or things are missing. You can splice the two streams together in the proxy before handing them to the client again and even give priority to realtime packets to keep the response latency low. From what i've seen by looking at the udp packet stream, you are already mimicing the nagle algorithm and you also have in-order delivery by numbering your packets. Just need acks now and congestion window control and you are essentially there. If you use TCP you get all of this for free and can probably offload a lot of the tcp like features you are doing in your server process right now onto your server's network card. If you want i can help you with that even.
  6. I'm having the same problems on NV, also Inverness planet seems to be affected. If you want i can get you a Wireshark packet capture of the process later. There seems to be a desynchronisation between the client and the server. Even though you can move, your position on the server does not seem to change. I.e. you can move as far away from the gate as you want, but you can still gate out no matter the apparent distance. Normally,  and despite the occasional fragmentation, i'd assume that one of the controll comand packets reaches the server eventually, but it doesn't seem to be the case here. We seem to be running solely on the cache that Net7 proxy provides to us.
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