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Alan-Ibn-Xuan Al-Alasabe
Planetary Response Organisation Test Friends Please Ignore
155
|
Posted - 2013.03.14 15:25:00 -
[1] - Quote
If you saw yesterday's weekly update you noticed that one of the suggestions they responded to was a "never ending game mode", something similar to Planetside from the sound of it. Frame said he liked the idea, but expressed concern at the "tech limitations".
Now, for me, I'm very interested in an open world style of game, the potential for which is literally the main thing that separates DUST from all the other FPSes, none of which I have any interest in playing. I propose, then, an instanced method of open world play.
First: what is an instance? Some of you may not be familiar with how multiplayer games, especially RPGs, handle this kind of thing. The most common form is in MMORPGs, where one group will enter a dungeon and then another group shortly thereafter will enter the same dungeon but the monsters are still alive and the first group is nowhere to be found. An instance is something like making two copies of the same document. In EVE instances are done by creating deadspace pockets that a player warps to. The interesting thing about instances in EVE is that they exist in the game's overall world, and can be scanned down and entered by anyone.
How does this translate to DUST? Well, there are a couple ways that it could be done, but the way I would do it is by first creating an entry-point to the planets. This might be limited to somewhere under the customs office, or there could be other landing areas. When you arrive on planet you are placed somewhere in that instance. There will be a certain set of known instances you can travel to from there, such as cities, known major mineral deposits, or significant landmarks. Accepting missions, possibly including our "instant battles", would generate an instance you can travel to. Instances can also be found by using scan probes, not unlike in EVE, or you could pick a random place to travel to to make a "safe spot" in a simple empty map.
Now, I said "travel" a lot in that paragraph, and an astute reader would be wondering what I meant by that. This is not a trivial issue. In EVE "travel" between instances is done via warp drives. We could assume that vehicles (perhaps only air vehicles?) have some sort of planetary warp drive, allowing them to travel more-or-less instantly between remote parts of a planet. Alternatively, we could use the warbarge to hand-wave fast travel. Simply pop onto your neocom and say "go to bookmark" and then you orbital drop in there.
You may at this point be asking "what happens if I die in one of these instances?". Well, obviously you'll respawn in a new clone in a CRU. But where? Well, the hand-wave solution mentioned above give us the option of respawning on the warbarge and orbital-dropping in again. If not, the question becomes more complicated. Did you bring a CRU, or mCRU equipped vehicle, with you? You could spawn there. If not, respawn at some town or base or whatever and travel back to your instance. I rather like that idea because it creates the capability to "win" the field by eliminating your opponents' ability to respawn on the field.
So, what does this offer?
- Possibilities for PvE, industry, and even player owned structures/sovereignty.
- Non-consensual PvP. One of the core premises of New Eden, the ability to gank, is essentially non-existent under a match-making PvP system. Fair fights? Feh.
- An open world system that can be implemented using principles of the discrete match system, making the transition significantly easier.
What are the detractors?
- Max occupancy of instances. If the game can't handle more than 32 people in a game at a time, and EVE fights have been known to hit four digits, what happens when me and my several hundred friends all decide to hit the same instance at the same time?
- Implementation is very non-trivial. Even with this being an easier transition than persistent world I doubt we'd see this any time in the next 12 months.
- Spawns on instances could be tricky. "Gate camping" would be even worse than in EVE if they aren't done right.
|
Mobius Wyvern
BetaMax. CRONOS.
1240
|
Posted - 2013.03.14 15:32:00 -
[2] - Quote
Alan-Ibn-Xuan Al-Alasabe wrote:If you saw yesterday's weekly update you noticed that one of the suggestions they responded to was a "never ending game mode", something similar to Planetside from the sound of it. Frame said he liked the idea, but expressed concern at the "tech limitations". Now, for me, I'm very interested in an open world style of game, the potential for which is literally the main thing that separates DUST from all the other FPSes, none of which I have any interest in playing. I propose, then, an instanced method of open world play. First: what is an instance? Some of you may not be familiar with how multiplayer games, especially RPGs, handle this kind of thing. The most common form is in MMORPGs, where one group will enter a dungeon and then another group shortly thereafter will enter the same dungeon but the monsters are still alive and the first group is nowhere to be found. An instance is something like making two copies of the same document. In EVE instances are done by creating deadspace pockets that a player warps to. The interesting thing about instances in EVE is that they exist in the game's overall world, and can be scanned down and entered by anyone. How does this translate to DUST? Well, there are a couple ways that it could be done, but the way I would do it is by first creating an entry-point to the planets. This might be limited to somewhere under the customs office, or there could be other landing areas. When you arrive on planet you are placed somewhere in that instance. There will be a certain set of known instances you can travel to from there, such as cities, known major mineral deposits, or significant landmarks. Accepting missions, possibly including our "instant battles", would generate an instance you can travel to. Instances can also be found by using scan probes, not unlike in EVE, or you could pick a random place to travel to to make a "safe spot" in a simple empty map. Now, I said "travel" a lot in that paragraph, and an astute reader would be wondering what I meant by that. This is not a trivial issue. In EVE "travel" between instances is done via warp drives. We could assume that vehicles (perhaps only air vehicles?) have some sort of planetary warp drive, allowing them to travel more-or-less instantly between remote parts of a planet. Alternatively, we could use the warbarge to hand-wave fast travel. Simply pop onto your neocom and say "go to bookmark" and then you orbital drop in there. You may at this point be asking "what happens if I die in one of these instances?". Well, obviously you'll respawn in a new clone in a CRU. But where? Well, the hand-wave solution mentioned above give us the option of respawning on the warbarge and orbital-dropping in again. If not, the question becomes more complicated. Did you bring a CRU, or mCRU equipped vehicle, with you? You could spawn there. If not, respawn at some town or base or whatever and travel back to your instance. I rather like that idea because it creates the capability to "win" the field by eliminating your opponents' ability to respawn on the field. So, what does this offer?
- Possibilities for PvE, industry, and even player owned structures/sovereignty.
- Non-consensual PvP. One of the core premises of New Eden, the ability to gank, is essentially non-existent under a match-making PvP system. Fair fights? Feh.
- An open world system that can be implemented using principles of the discrete match system, making the transition significantly easier.
What are the detractors?
- Max occupancy of instances. If the game can't handle more than 32 people in a game at a time, and EVE fights have been known to hit four digits, what happens when me and my several hundred friends all decide to hit the same instance at the same time?
- Implementation is very non-trivial. Even with this being an easier transition than persistent world I doubt we'd see this any time in the next 12 months.
- Spawns on instances could be tricky. "Gate camping" would be even worse than in EVE if they aren't done right.
+1 from me, and take a look at this: https://forums.dust514.com/default.aspx?g=posts&m=559125#post559125 |
YourDeadAgain76
Red Star.
138
|
Posted - 2013.03.14 19:59:00 -
[3] - Quote
Alan-Ibn-Xuan Al-Alasabe wrote:If you saw yesterday's weekly update you noticed that one of the suggestions they responded to was a "never ending game mode", something similar to Planetside from the sound of it. Frame said he liked the idea, but expressed concern at the "tech limitations". Now, for me, I'm very interested in an open world style of game, the potential for which is literally the main thing that separates DUST from all the other FPSes, none of which I have any interest in playing. I propose, then, an instanced method of open world play. First: what is an instance? Some of you may not be familiar with how multiplayer games, especially RPGs, handle this kind of thing. The most common form is in MMORPGs, where one group will enter a dungeon and then another group shortly thereafter will enter the same dungeon but the monsters are still alive and the first group is nowhere to be found. An instance is something like making two copies of the same document. In EVE instances are done by creating deadspace pockets that a player warps to. The interesting thing about instances in EVE is that they exist in the game's overall world, and can be scanned down and entered by anyone. How does this translate to DUST? Well, there are a couple ways that it could be done, but the way I would do it is by first creating an entry-point to the planets. This might be limited to somewhere under the customs office, or there could be other landing areas. When you arrive on planet you are placed somewhere in that instance. There will be a certain set of known instances you can travel to from there, such as cities, known major mineral deposits, or significant landmarks. Accepting missions, possibly including our "instant battles", would generate an instance you can travel to. Instances can also be found by using scan probes, not unlike in EVE, or you could pick a random place to travel to to make a "safe spot" in a simple empty map. Now, I said "travel" a lot in that paragraph, and an astute reader would be wondering what I meant by that. This is not a trivial issue. In EVE "travel" between instances is done via warp drives. We could assume that vehicles (perhaps only air vehicles?) have some sort of planetary warp drive, allowing them to travel more-or-less instantly between remote parts of a planet. Alternatively, we could use the warbarge to hand-wave fast travel. Simply pop onto your neocom and say "go to bookmark" and then you orbital drop in there. You may at this point be asking "what happens if I die in one of these instances?". Well, obviously you'll respawn in a new clone in a CRU. But where? Well, the hand-wave solution mentioned above give us the option of respawning on the warbarge and orbital-dropping in again. If not, the question becomes more complicated. Did you bring a CRU, or mCRU equipped vehicle, with you? You could spawn there. If not, respawn at some town or base or whatever and travel back to your instance. I rather like that idea because it creates the capability to "win" the field by eliminating your opponents' ability to respawn on the field. So, what does this offer?
- Possibilities for PvE, industry, and even player owned structures/sovereignty.
- Non-consensual PvP. One of the core premises of New Eden, the ability to gank, is essentially non-existent under a match-making PvP system. Fair fights? Feh.
- An open world system that can be implemented using principles of the discrete match system, making the transition significantly easier.
What are the detractors?
- Max occupancy of instances. If the game can't handle more than 32 people in a game at a time, and EVE fights have been known to hit four digits, what happens when me and my several hundred friends all decide to hit the same instance at the same time?
- Implementation is very non-trivial. Even with this being an easier transition than persistent world I doubt we'd see this any time in the next 12 months.
- Spawns on instances could be tricky. "Gate camping" would be even worse than in EVE if they aren't done right.
I like these ideas +1 |
The Goram Batman
Forgotten Militia
13
|
Posted - 2013.03.14 23:30:00 -
[4] - Quote
You sir have my support, I really dig your ideas. But I have a little input.
Security: In EVE, you have high sec, low sec and null. I'd like to see some kind of system such as this, where the sec status determines ground CONCORD forces [in high sec planets] reactivity to unlawful actions within major city borders, as well as anywhere where CONCORD forces might be stationed [using your example, a well known mineral deposit might be somewhat defended] and possibly their strength [i.e. equipment, force skill etc]. People rampaging and ganking throughout a major city isn't exactly the best, and bad for business. |
Alan-Ibn-Xuan Al-Alasabe
Planetary Response Organisation Test Friends Please Ignore
164
|
Posted - 2013.03.15 13:18:00 -
[5] - Quote
I hadn't given a lot of thought to how to handle high-sec vs low sec, but I think the way I'd do it is to treat towns/cities/whatever like stations, where you're forced to be civil. Then have CONCORD orbital facilities around high-sec planets to immediately strike down anyone who commits an unprovoked act of aggression. |
The Goram Batman
Forgotten Militia
13
|
Posted - 2013.03.15 21:48:00 -
[6] - Quote
Lol, I considered that too, but it removes any possibility of fighting these wicked NPC's that are "unkillable" as in EVE, which as we all know are fun to fight if you can take the damage they dish out.
But I have to admit, although a quick and dirty way to ensure people follow the law, something like that might work better for the time being, as coding a good NPC force on top of everything that needs to be done would just add extra stress to the team. But instead of orbitals in major cities [which could be exploited by dozens of people all at once to cause major lag/crashes], why not gun-cameras on almost every corner that snipe you for absurd amounts of damage? An orbital just seems way too messy to use around the general populace/costly buildings; however, it makes perfect sense when you're outside of city borders and such.
In terms of High Sec vs. Low Sec, I figured that High Sec Planets [HSP] would be the only ones being protected by CONCORD since they have such a big presence there in EVE; the major cities there would be larger, cleaner, more civilized and business friendly, and the pub won't be full of outlaws, but rather normal citizens and the like. The smaller cities would be more like 'tourist spots', where you go to stock up, chat with others and what-have-you. So basically, using the gun turret example, these things would be everywhere. There'd be hardly anywhere you could go to do any dirty deeds you might have in mind.
Low Sec Planets [LSP] would be more 'Wild West' like, where the major cities are somewhat smaller and sketchier; border LSP's [ones one jump from High-Sec, mostly 0.4] major cities could have a small force of CONCORD to try to help keep things safe within, but ultimately there'll be crime there regardless of what they do, especially as you go further out into the world, where there's no CONCORD establishment. Again, referencing the example, instead of the turrets being everywhere, instead they'll be sparsely placed, so if you're smart about it you can avoid CONCORD and do what you want [kill, sell drugs, whatever]. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3179
|
Posted - 2013.03.15 21:59:00 -
[7] - Quote
+1 |
Eris Ernaga
HAV Deployment Organization
66
|
Posted - 2013.03.16 04:48:00 -
[8] - Quote
great idea |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3471
|
Posted - 2013.04.17 08:30:00 -
[9] - Quote
Still would like |
CrotchGrab 360
Better Hide R Die
22
|
Posted - 2013.04.17 11:55:00 -
[10] - Quote
Another intelligent individual who should honestly be hired as part of CCP's creative team. |
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Alan-Ibn-Xuan Al-Alasabe
Planetary Response Organisation
267
|
Posted - 2013.04.17 12:05:00 -
[11] - Quote
I've actually looked at the job requirements, since I'm a software developer by trade, and they require developers to have more experience with the specific tools of game making than I have (which is 0). So alas, there's not going to be a CCP Repoman (Totally the name I'd pick) any time in the near future. :'( |
Raven Tesio
Liandri Hel-Jumpers Liandri Covenant
39
|
Posted - 2013.04.17 16:06:00 -
[12] - Quote
The limitations for this isn't actually the Technology (i.e. PlayStation 3 Hardware) although working around the quite meagre limitations of memory can often be maddening ... but actually the problem lies more with CCP, as honestly I don't believe they have the technical understanding, talent and well experience to pull it off.
Seriously this isn't even a knock on CCP here, but trying to achieve Open Worlds on the PlayStation 3 itself is difficult even for seasoned developers, such-as Bethesda and Obsidian. To achieve it is also one thing, to get it working in a practical and STABLE way is well another.
What many developers tend to forget when developing for a Console is unlike the PC where having more robust rather than optimised code often is a much better route to go down. This is almost the entirely opposite from the Consoles, as you want to streamline what you put on them specifically to that hardware.
It is actually that optimisation to take advantage of the more specialised hardware design (which the PS3 honestly tried to copy a Desktop PC without having the same Memory Architecture to handle it) ... bit like how the Ford Focus RS is designed to give a sense of a sports car, but isn't overly amazing on a track. You specialise the car for that track, without really swapping out to "better parts" simply tweak the specs for that given track and reduce the weight by taking stuff out of it not needed.
From the outside they'll look identical but performance wise they are simply worlds apart.
Really that is how Developers often should be looking at their Development Cycles. First you make the code robust, then you optimise and cut what isn't needed to make it run.
Seriously almost every console game is like one big magic trick crossed with a Hollywood practical effect to achieve the illusion of something awesome, that really shouldn't be possible on the hardware.
One of the best examples I can think of recently has been Halo 4 ... it looks absolutely amazing, seriously anyone who doesn't think so frankly is either actually blind or blinded by fanboyism for another platform. Yet the way the visuals were achieved in that game were for the most part through smoke and mirrors.
There are scenes that should the camera move more than a few degrees, the illusion is instantly broken. In-fact there are some ViDocs on HaloWaypoint.com where some of the artists actually cover a few of the tricks they used to achieve the unbelievable fidelity in the game.
Uncharted 3 is the same way, there are so many slight-of-hand tricks used to maintain the performance but also are there to make sure the scene isn't calling too much data that can't stay in memory. There are whitepapers from Naughty Dog about some of the incredible stuff they did, just to get the world seem as alive and atmospheric as they did.
As I said with the Windows PC, most of the time these are things you really don't need to think about much of this; perhaps just making the code run a little smoother but no visual trickery that Console games REQUIRE to show similar performance you expect.
Right now, I don't think CCP has the experience to effectively pull of DUST 514 properly with the more condensed vision they currently have; they're still not thinking like a Console development team, they also seem quite unfamiliar still with the Unreal Development Kit. Something I will admit is that UDK (Unreal Engine 3) is well a bit of a ***** to optimise until you learn some tricks with what it is doing. This is actually especially true of Memory optimisation as well, it has a habit of automatically trying to optimise everything to fit into available Memory, so more often than not you HAVE to sort out custom solutions to maintain the illusion that at least everything in a close view of the player is updating when it should to provide high fidelity close with low-fidelity and "spare resources" are spent on long-range stuff, hell even anything medium range.
So yeah I wouldn't push CCP to start working on something that right now they lack the skills, and understanding to really pull off properly. |
slypie11
Planetary Response Organisation
160
|
Posted - 2013.04.17 21:21:00 -
[13] - Quote
The Goram Batman wrote:Lol, I considered that too, but it removes any possibility of fighting these wicked NPC's that are "unkillable" as in EVE, which as we all know are fun to fight if you can take the damage they dish out.
But I have to admit, although a quick and dirty way to ensure people follow the law, something like that might work better for the time being, as coding a good NPC force on top of everything that needs to be done would just add extra stress to the team. But instead of orbitals in major cities [which could be exploited by dozens of people all at once to cause major lag/crashes], why not gun-cameras on almost every corner that snipe you for absurd amounts of damage? An orbital just seems way too messy to use around the general populace/costly buildings; however, it makes perfect sense when you're outside of city borders and such.
In terms of High Sec vs. Low Sec, I figured that High Sec Planets [HSP] would be the only ones being protected by CONCORD since they have such a big presence there in EVE; the major cities there would be larger, cleaner, more civilized and business friendly, and the pub won't be full of outlaws, but rather normal citizens and the like. The smaller cities would be more like 'tourist spots', where you go to stock up, chat with others and what-have-you. So basically, using the gun turret example, these things would be everywhere. There'd be hardly anywhere you could go to do any dirty deeds you might have in mind.
Low Sec Planets [LSP] would be more 'Wild West' like, where the major cities are somewhat smaller and sketchier; border LSP's [ones one jump from High-Sec, mostly 0.4] major cities could have a small force of CONCORD to try to help keep things safe within, but ultimately there'll be crime there regardless of what they do, especially as you go further out into the world, where there's no CONCORD establishment. Again, referencing the example, instead of the turrets being everywhere, instead they'll be sparsely placed, so if you're smart about it you can avoid CONCORD and do what you want [kill, sell drugs, whatever]. I want it to be possible for corps to completely take over towns from CONCORD. Roll in the tanks and massacre the local population, and claim it as the garage. |
slypie11
Planetary Response Organisation
160
|
Posted - 2013.04.17 21:23:00 -
[14] - Quote
It can be done, Defiance is supposed to be able to support hundreds of players on screen at a time. I think we should give CCP some time though, they're still fresh off the PC. Although they are notorious for making games with low hardware requirements. |
Godin Thekiller
KNIGHTZ OF THE ROUND
36
|
Posted - 2013.04.17 21:47:00 -
[15] - Quote
When PS4 comes out, and they dump PS3, the first update that comes out better have this. Also, they should start working on a UR4 version for it.
Peace, Godin |
Silas Swakhammer
GamersForChrist
2
|
Posted - 2013.05.23 23:22:00 -
[16] - Quote
The Goram Batman wrote:Lol, I considered that too, but it removes any possibility of fighting these wicked NPC's that are "unkillable" as in EVE, which as we all know are fun to fight if you can take the damage they dish out.
But I have to admit, although a quick and dirty way to ensure people follow the law, something like that might work better for the time being, as coding a good NPC force on top of everything that needs to be done would just add extra stress to the team. But instead of orbitals in major cities [which could be exploited by dozens of people all at once to cause major lag/crashes], why not gun-cameras on almost every corner that snipe you for absurd amounts of damage? An orbital just seems way too messy to use around the general populace/costly buildings; however, it makes perfect sense when you're outside of city borders and such.
In terms of High Sec vs. Low Sec, I figured that High Sec Planets [HSP] would be the only ones being protected by CONCORD since they have such a big presence there in EVE; the major cities there would be larger, cleaner, more civilized and business friendly, and the pub won't be full of outlaws, but rather normal citizens and the like. The smaller cities would be more like 'tourist spots', where you go to stock up, chat with others and what-have-you. So basically, using the gun turret example, these things would be everywhere. There'd be hardly anywhere you could go to do any dirty deeds you might have in mind.
Low Sec Planets [LSP] would be more 'Wild West' like, where the major cities are somewhat smaller and sketchier; border LSP's [ones one jump from High-Sec, mostly 0.4] major cities could have a small force of CONCORD to try to help keep things safe within, but ultimately there'll be crime there regardless of what they do, especially as you go further out into the world, where there's no CONCORD establishment. Again, referencing the example, instead of the turrets being everywhere, instead they'll be sparsely placed, so if you're smart about it you can avoid CONCORD and do what you want [kill, sell drugs, whatever].
It would be much simpler to just prevent player weapon fire in high sec, though I like the idea of border towns in 0.4 space to have a CONCORD presence. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4621
|
Posted - 2013.06.30 05:01:00 -
[17] - Quote
Still a cool idea |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
441
|
Posted - 2013.06.30 14:05:00 -
[18] - Quote
IDK that I like the idea of CONCORD "Finger of Goding" you if you misbehave in HS. I think something similar to the suspect system should be adapted and that (if anything) CONCORD should shut down access to services in the system. Perhaps they lock you out of high-sec medical facilities, market terminals and gates to facilitate your capture though I don't like the idea of insta-blapping NPCs in Dust. |
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