Lackless
ZionTCD Legacy Rising
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Posted - 2012.11.15 21:52:00 -
[1] - Quote
Started playing DUST when beta began, and I've been playing Eve for a little over 2 years with multiple accounts. Some questions about DUST and this fora seems as disorganized as Eve's forum is, so I'm not drilling through hundreds or thousands of posts. I have a life.
1. Is the Universal Voice Transmitter needed for ALL voice comms in DUST? Is it needed in corp, team AND squad chat? If not, which one(s) is it needed for? Where is the help file/instruction on it's need and use? In the same vein, why does comms not work in corp chat when press to talk is enabled? Why does press to talk not work when entering and exiting game matches? When is it going to work?
2. When DUST launches, and a merc/corp accepts a contract on another planet, how is their gear going to get their? In Eve, when you go on deployment to fight any kind of engagement, you need to take your ships and gear with you unless you know you might be able to reship in the vicinity. In DUST, will you have to buy X amount of each item you anticipate using for the contracted battle and it gets shipped to the contract location in some sort of war barge? Will the war barge be NPC or Eve player flown? if the barge gets assploded, does your gear go with it? How massive is the war barge going to be to be able to take a full comliment of gear, tanks, dropships and trucks for an entire team of DUST mercs on an extended contract? In Eve, markets are localized not only to the system, but also to the individual station which you have to physically go to, in order to pick up the item you bought. How is that going to work with DUST gear if nothing is seeded in the closed station, or even the entire system? is the DUST merc going to be lucky and have a "magic" market that follows him anywhere he goes? How does that get rationalized or balanced with the highly regional markets that they will be linked with in Eve without being wide open to abuse?
3. Time dilation. While I understand that the Eve universe is a single, persistent game universe, it is also hosted by a multitude of individual servers in a large server cluster. The Eve universe is constantly being balanced as systems, sites, wormholes, station interiors, etc are being switched from server to server to balance loads. When massive fleets are present in the same system, and especially on the same grid, Eve servers institute time dilation by changing the relationship of real time, server "ticks" (sort of like process cycles) and game time to manage lag. When massive fleet battles take place, instead of something taking 1 tick and 1 second of game time, for example, to handle the huge amounts of information, the server can automatically adjust itself(selves) so that 10 server ticks now equal 1 second of game time. The extra server time allows more processing time to process huge amounts of information without completely locking up the Eve clients.
Now, say there's a huge fleet battle in a system and they are going for control of a particularly desireable planet. A thousand ship battle is going on in space above the planet, and both sides have DUST forces capturing and defending the planet's zones. The Eve players will possible on on server node, and I can see how the console players could be on another node completely. Whether the PC and console players are on the same node or not, if time dilation is needed for the spaceship battle, how is that going to be handled or dealt with by/for the console players? Is the FPS game going to be slowed down by the same process? If not, what happens when a ship trys to bombard the surface, or a DUST bunny calls for a planetary bombardment from an Eve player?
4. If DUST players can join Eve corps and alliances, what is the plan to prevent corp/alliance padding exploits to artificially increase war dec costs?
I have more, but they can wait for now. Also, every time this forum saves a draft, it completely removes all of the formatting. |