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Skihids
Bullet Cluster
1923
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Posted - 2013.08.21 20:31:00 -
[1] - Quote
I can see EVR being integrated with DUST before EVE due to the underlying mechanics.
Both EVR and DUST are FP running in real time while EVE is turn based (fast turns until you get to TD, but turns nonetheless).
I found myself thinking that Star Citizen would be a better game to integrate with DUST than EVE for that reason. Of course the lore is in conflict, but the mechanics would mesh perfectly.
Maybe EVR will be a way to merge EVE ships and DUST mercs in the future. |
Skihids
Bullet Cluster
1923
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Posted - 2013.08.21 20:43:00 -
[2] - Quote
The Robot Devil wrote: Real time? Do you mean it isn't a first person view? It is 100% real time until about 2300 people are in the same system. What does real time mean?
It's more that it's turn based rather than not being real time. The poling runs a a far lower rate than in a FPS where you need to know what your opponent is doing thirty times a second. EVE Spaceship combat doesn't need split second response time so CCP can accommodate several hundred ships one server with no lag.
You would notice immediately if DUST were running with the update frequency of EVE. Now build a FP dogfight game and you will need the same update frequency and response time of DUST.
You can't just throw EVR on TQ and expect it to work. That's why DUST has a bunch of battle servers. |
Skihids
Bullet Cluster
1923
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Posted - 2013.08.21 20:53:00 -
[3] - Quote
R'adeh Hunt wrote:Skihids wrote:The Robot Devil wrote: Real time? Do you mean it isn't a first person view? It is 100% real time until about 2300 people are in the same system. What does real time mean?
It's more that it's turn based rather than not being real time. The poling runs a a far lower rate than in a FPS where you need to know what your opponent is doing thirty times a second. EVE Spaceship combat doesn't need split second response time so CCP can accommodate several hundred ships one server with no lag. You would notice immediately if DUST were running with the update frequency of EVE. Now build a FP dogfight game and you will need the same update frequency and response time of DUST. You can't just throw EVR on TQ and expect it to work. That's why DUST has a bunch of battle servers. Clearly you never had any good interceptor fights ;)
No, I haven't. I admit to not being an EVE player so my knowledge comes from reading, interpretation, and my computer science training. I would love nothing more than if CCP were able to seamlessly integrate Valkyrie and EVE combat as I would jump from DUST to Valkyrie in a heartbeat. I'm a private pilot and loved the Wing Commander games.
I just don't see how CCP could support a hundred Valkyrie ships flying among a thousand EVE ships on TQ and maintain a decent frame rate. |
Skihids
Bullet Cluster
1924
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Posted - 2013.08.21 20:58:00 -
[4] - Quote
Promethius Franklin wrote:Skihids wrote:The Robot Devil wrote: Real time? Do you mean it isn't a first person view? It is 100% real time until about 2300 people are in the same system. What does real time mean?
It's more that it's turn based rather than not being real time. The poling runs a a far lower rate than in a FPS where you need to know what your opponent is doing thirty times a second. EVE Spaceship combat doesn't need split second response time so CCP can accommodate several hundred ships one server with no lag. You would notice immediately if DUST were running with the update frequency of EVE. Now build a FP dogfight game and you will need the same update frequency and response time of DUST. You can't just throw EVR on TQ and expect it to work. That's why DUST has a bunch of battle servers. "Turn based" is wholly incorrect, but you are correct about the lowered communications speed. You are still free to act and react as fast as the server and client are configured to allow, and this is completely independent of any action you opponent is taking.
You are correct. Turn based implies everyone waits while orders are compiled for a specific turn. I was thinking of it in terms of having perhaps five turns per second* and you miss one if you don't give an order. That works fine for point and click combat and even allows for TD when the server can't process five turns per second.
*five is just a wildass guess. |
Skihids
Bullet Cluster
1925
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Posted - 2013.08.21 21:07:00 -
[5] - Quote
The Robot Devil wrote:Skihids wrote:The Robot Devil wrote: Real time? Do you mean it isn't a first person view? It is 100% real time until about 2300 people are in the same system. What does real time mean?
It's more that it's turn based rather than not being real time. The poling runs a a far lower rate than in a FPS where you need to know what your opponent is doing thirty times a second. EVE Spaceship combat doesn't need split second response time so CCP can accommodate several hundred ships one server with no lag. You would notice immediately if DUST were running with the update frequency of EVE. Now build a FP dogfight game and you will need the same update frequency and response time of DUST. You can't just throw EVR on TQ and expect it to work. That's why DUST has a bunch of battle servers. Then yes I can see that being more real time. The concept of time should work closer to eve than to dust because of the high speeds involved. That fighter can't instantaneously change directions at high speed so combat against other pilots will be more turned based like you are talking about because of speeds and distances.
You are right to a point. Valkyrie ships most likely wouldn't change velocity radically like a dancing merc, but would still have much tighter timing requirements than EVE combat. Imagine two ships flying toward each other and how important it would be to start firing at a precise instant. |
Skihids
Bullet Cluster
1926
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Posted - 2013.08.21 21:09:00 -
[6] - Quote
And to address the OP:
EVE players complained about DUST diverting resources from EVE, so you are using the same argument others would use to terminate DUST. |
Skihids
Bullet Cluster
1926
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Posted - 2013.08.21 21:11:00 -
[7] - Quote
And just imagine DUST getting VR support some time in the future!
No more having to spin your whole body around to look behind you. |
Skihids
Bullet Cluster
1926
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Posted - 2013.08.21 22:06:00 -
[8] - Quote
Arx Ardashir wrote:What the f*** is this thread? If the forums let me, I'd have around 5 people quoted, but there's a limit, so consider yourself lucky.
As someone already pointed out, OP is ignorant. Ignorant of the fact that Valkyrie was developed to a playable demo before DUST 514 was even released in May, so it already existed as a game before DUST "became a failure."
All this "spreadsheet" nonsense is also entirely ignorant because you only work with spreadsheets when dealing with the industrial/economic side of EVE. If you're going to say that pvp in EVE is spreadsheet based, then so is CoD or Counter Strike or any other game where you can choose what offense and defense to equip.
I was going to yell at the "turn based" guy as well but then he clarified and so now he just gets more counter points. Combat in EVE is slower because the whole game is basically vehicle combat, which little of in any game is "twitch." Tanks don't strafe dance in any game and most have enough armor to take a few hits and big guns take longer to fire which slows down combat Spaceships are really no different.The best one can hope for is either strafing runs or orbiting, in either vehicle's case, which is what you do in EVE. You can also manually fly your ship in space by clicking in space, which I hear is more important in smaller ship size fights, but I'm sh*t at frigate 1v1s.
In response to Star Citizen's cockpit views, you're only going to want that for the smaller ship sizes, for if it's realistic at all then the larger ships will be just as cumbersome as they're supposed to be and then you'll want EVE's flight mechanics so that you can focus on the fun stuff instead of trying to turn your space truck.
Also, for Valkyrie to be integrated with EVE would mean that your fighter drones, which used to be wholly under your command, might now become "special snowflakes" that do their own thing and might not shoot at what you want them to shoot at which could cost dearly. They'd have to figure out how to balance that out.
Now before I get labled a "fanboy" for "defending" EVE, it's just that I hate ignorance. I do play EVE but only because some of my friends do but lately they've been playing a lot of Minecraft and I couldn't be happier. :)
Would you classify EVE as an RTS game? You control elements more detailed than typical in an RTS game, but I think it would fit that description better than it would a twitch shooter.
The difficultly I imagined would arise from mixing RTS and twitch, and I think that's a better description than turn based. |
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