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Iron Wolf Saber
Den of Swords
19334
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Posted - 2015.04.19 18:00:00 -
[1] - Quote
Just because you disagree with it doesn't suddenly make you the 'entire' community.
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Iron Wolf Saber
Den of Swords
19335
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Posted - 2015.04.19 19:26:00 -
[2] - Quote
Also note that we likely don't have the tank art assests finished nor the time to rig up their physics if we make them too unique which would barely change the accusation of a 'reskin' one can easily argue the two tanks we have now are 'reskins' of each other.
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Iron Wolf Saber
Den of Swords
19339
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Posted - 2015.04.20 18:37:00 -
[3] - Quote
I would also like to remind players that Dust 514's database is structured entirely differently from so many games.
Borderlands may have bajillion guns.
You can only have 100 or so stored at any given time.
Dust 514 has currently no upper limit known yet. We're likely to hit eve limits though when it comes time but we're far from that atm.
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Iron Wolf Saber
Den of Swords
19339
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Posted - 2015.04.20 18:50:00 -
[4] - Quote
Georgia Xavier wrote:Iron Wolf Saber wrote:I would also like to remind players that Dust 514's database is structured entirely differently from so many games.
Borderlands may have bajillion guns.
You can only have 100 or so stored at any given time.
Dust 514 has currently no upper limit known yet. We're likely to hit eve limits though when it comes time but we're far from that atm. I'd rather have 100 different guns than 700 variants of the same guns
Depends on how you stack your database; some games don't have more than one gun and just have variations on the model and stats but all stemming from the same family. Older games are not likely to have this kind of db family stacking though and have individual pages for each weapon. Newer games however do the family stacking so that it becomes easier to define not only a whole group but modify the entire tree or branches of that tree at a time; IE nerf all semi-auto rifles the same would be simply going into the semi-auto rifle branch and changing the attribute there. Then you check the end 'leaves' of the branch to make sure you didn't break anything.
Eve's database (and to an extent ours) is very similar on this concept; An entry for a Thorax includes; The Blueprint, Blueprint original, produced item when packaged, produced item when unpacked, and all tech 2 and pilot variations and their blueprints and the likes on one page. Instead of 30 or so. This can cause some problems because every item in the game is treated in this manner. Random space rock? Blueprint for that too. Missile fired from your launcher? Blueprint for that specific instance of that time as well. (this has been seemingly fixed I cannot target missiles anymore and it caused immense amount of lag) but say you want to nerf all Gallente Cruisers; you cant do it in one go on a single attribute you have to tune each one individually. Dust 514 has consistently expressed this problem over and over again as some of you found out.
Either way Dust and Eve has things going for it (immense storage space) and bad things going for it (the very strict dependency of items being in a 'physical' location) which has had made player trading extremely hard pursuit because the eve wide inventory doesn't have a 'teleporter' for items to simply go from your inventory into x players inventory 30 jumps away.
Other games DB has things going for it as well but they also have limits; Namely their items have extreme number of properties allowing for massive amounts of variety at acceptable memory costs. You can easily via attachments and doohickeys give the apperance of 50 different guns while its still technically 1 gun base model. CoD AW expresses this rather strongly if you're playing with a really shoddy connection the content doesn't stream that well and you can see that even guns that are supposed to be more unique looking have a base 'grey' model shared between all variants of the gun or its modifications.
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