[24th of May] Schine Q&A Answers

    Discussion in 'Web/Community News' started by DukeofRealms, Jul 2, 2018.

    1. DukeofRealms

      DukeofRealms Count Duku

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      Answers for a previous QA. Some answers may not be clear who they are from, schemaschema has a habit of not signing his answers :P


      A: So far the “designated personnel only” is realized by the faction ranks. It may be possible to add faction permission modules for every rank in the faction, so it could be easier to have multiple tiers of access on the same entity. - AndyPAndyP


      Mobile undeathinators may be a thing for the future. It works and is tested for now with the saving of the logout position on a multiplayer server. Reconnecting will spawn you on the same ship, wherever it has been moved to. For mobile undeathinators, it would need to have a list of at least one fallback undeathinator, in case the ship gets destroyed. - schemaschema



      A:


      The variables inside display modules are replaced via a subscriber based display channel. The actual content of the display is not updated, nor saved with any value. So its impossible to allow comparing to actual values without quite some overhead on the required processing. - AndyPAndyP






      A:

      Chances to roll back parts of starmade are very low, almost impossible. As older code parts would not work together with the newer added parts, so it would have to be completely rewritten and reviewed anyway to work. It would also not really help to step back from progress.


      Random generated recipes are a big problem for economy approaches. There may be room for variations of recipes, but the old fully random generated recipes were kind of cheating, you just had to re-roll the recipe until you get something super cheap to produce. - AndyPAndyP



      A:

      About Integrity: There is no solid indicator that low-density systems are no longer a problem. We will see how the weapon damage model performs in the public. Integrity influence may be adjusted then to catch the few near cheat corner-cases players will find. - AndyPAndyP


      Power 2.0:

      In my opinion, it is mostly because players want to achieve the old recharge numbers and feel like they have become unreachable. While the past was about recharge and capacity to fire large weapons, those demands have been decreased to the “recharge speed of a weapon” being a direct result of the generated energy per second. So building weapons slightly larger than the reactor could support for continuous fire, Only results in a lower rate of fire, not complete failure of the weapon to fire. The numbers of the old weapons are also not fully adjusted to the new power system. The energy consumption of them has been adjusted but not rebalanced, so many weapons have some unusual dynamics in their power consumptions that will (most likely) cease to exist with the weapons update. So weapons and systems do not work as smooth as before, but only because they are not all updated to Power 2.0. And yeah, this causes players to dislike it. - AndyPAndyP



      A: Since the sound libraries we are using always caused all sorts of problems, sound is going to be completely overhauled and implemented in the universe update. This is the main reason why we aren’t adding new sounds at the moment. - schemaschema



      A: Player interaction with the world will be one of the main focuses of the universe update. There will be several layers of NPC interaction down to the micro level (talking to an NPC). Not all NPCs will be equal, some of them will be more detailed, but the general NPC behavior will probably go more towards the collective they belong to (faction, etc) - schemaschema



      A: We will actively do advertisement as well as trailers and steam visibility rounds when the universe update comes out. In the best case scenario this would be when we hit beta (might need a few bugfix rounds before universe update and beta still, but that is the rough plan).

      We will try to keep the current version as stable as possible with additional bugfixes as needed, while we work on the universe update. - schemaschema



      A: with the new combat mechanic for integrity, it should already be less of a problem. We are also thinking about removing integrity from salvagers alltogether, since it can’t really be abused in combat. - schemaschema



      A: We’ll look into that. Should not be too much of a problem. - schemaschema
       
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    2. Fays

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      Interesting. Thanks :D
       
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    3. Edymnion

      Edymnion Carebear Extraordinaire!

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      Wait a minute, did he just say... BETA?!?
       
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    4. Briaireous

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      The word has been sighted! A possible light at the end of the tunnel dectected!
      --- Updated post (merge), Jul 2, 2018, Original Post Date: Jul 2, 2018 ---
      Ya, I think the mobile undeathanator would be hard to program cuz u need to first confirm that the entity had selected that undeathanator as a possible respawn, then you have to make it so that the undeathanator would constantly update the location of respawn. And then there is also the trouble of confirming if the undeathanator is still in existence.

      So basically the biggest probable hurdle is to make a code that constantly refreshes the location of the mobile undeathanators without it wipeing out the information of players who selected it as a respawn and without lagging the server. Could possibilty poke ship (or mobile) undeathanators a separate block entity, and rename the original undeathanators to be station (or stationary) undeathanators. That way there would be a separate respawn in the case that the mobile one is destoryed.
       
      #4 Briaireous, Jul 2, 2018
      Last edited: Jul 2, 2018
    5. OmegaGame

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      I wonder if we can expect to be in beta by or before 2019?
       
      #5 OmegaGame, Jul 2, 2018
      Last edited: Jul 2, 2018
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    6. JinM

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      It's like he said that Half Life 3 would be confirmed.
       
    7. MacThule

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      Good to hear - thank you!

      So, without asking for an answer that I know cannot be given, I am going to go ahead and say it looks like I was correct in perceiving that the run-up to Galaxy 2.0 is roughly parallel to a run-up to going beta. It seemed the only sensible explanation for the flow of development over the past year. Exciting!

      The new weapon versions are looking pretty great, by the way, as are the UI & texture improvements. Thanks for all the hard work. Keep it up!
      --- Updated post (merge), Jul 2, 2018, Original Post Date: Jul 2, 2018 ---
      I get the impression that going Beta in the last quarter of 2018 is their soft goal, and first quarter of 2019 is probably their hard goal, but it will almost certainly depend upon how stable the game is once Universe 2 (I guess we should be calling this Universe Beta, not Universe 2? So... Weapons Beta & Power Beta?) goes release. That can be hard to predict. They will probably still want to expose the new universe on the dev build for a while before it even pushes to release, and even once it hits release there are still going to be a few major bugs to work out.
       
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    8. Edymnion

      Edymnion Carebear Extraordinaire!

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      I kinda doubt we're going to see Universe 2.0 this year. From the sound of it this is going to be a HUGE revamp of damned near everything else in the game. We all know how long it was between Power 2.0 and Weapons 3.0 (we're technically still waiting for Weapons), so its highly unlikely the Universe patch is going to come out any faster than Weapons did.

      And even then, unless they are wrapping it into Universe 2.0, we are still going to need some substantial AI reworks.
       
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    9. MacThule

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      I'm not entirely sure about it myself. I get the impression that many of the Beta Galaxy features are already somewhat developed though and will only need brief integration periods in dev. Things like planets don't directly rely on new systems, and they may still be fine-tuning them, but they've obviously had these in some form for a long time now.

      AI and fleets... those are going to take the longest of any system to make stable and fully functional. I am guessing these will go to release with substantial amounts of debugging left to do during beta. Many very profitable commercial releases ship with sub-par AI, unfortunately. It's not something I think they should wait to "perfect" before sending Universe 2 to release and moving ahead with beta. Unless they've secretly secured assistance from one of Musk's AI teams to finish our AI...
       
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    10. Nosajimiki

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      Not really. It is just a saved value that you look up when needed. When you die, the game just need to check once to match you to the id of the entity from the world DB that has your undeathinator, then finds the the actual block from there. If it can't find the id of the ship that has your undeathantor (or said block), then it defaults to the last base you tagged, if that also does not still exist, then it sends you to the server default spawn point. I believe Duke's response was meant to communicate that all the pieces are already there to do it, they just need to add that little piece of data giving the system a fall-back spawn point for should your mobile point be destroyed. Otherwise ppl will always be getting sent back to the server spawns point when their ship gets taken out.
       
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    11. Jeryia

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      Excellent News. I confess I've mostly been sitting on my hands watching the news posts/forum waiting to see when I should return to this game. With everything I'm seeing that this universe update is suppose to include, it looks like that time will be the release of the universe update. I'm really looking forward to it! :D

      It sounds (pun intended) like this update is basically filling in everything that StarMade is missing at present. It from what I've read this update is to include a sound system overhaul, a reworked AI system, significant npc faction/individual enhancement, and new generation universe(did I miss anything?). That's a lot of stuff.
       
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    12. Crimson-Artist

      Crimson-Artist Wiki Administrator

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    13. MrGrey1

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      Yes please. Likely wouldn't make much difference to game play but it would certainly pacify my OCD to have those negative numbers go away. Itches you can't scratch and all that.
       
    14. Edymnion

      Edymnion Carebear Extraordinaire!

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      The problem I see with mobile undeathinators is them getting used as infinite range teleporters.

      Currently, ships unload during fleet command flights. You can command a fleet of a single ship to fly to the next galaxy, log out, and by tomorrow you can log back in and safely be there. Because as soon as you log out and it leaves the previously loaded sectors, the ship unloads and is basically ghosting its way to the target. Doesn't become "real" again until you log back in, so there's no real threat.

      The only downside is that its slow (no jump drives) so you have to log out and not play for a while. Mobile undeathinator? Go click the undeathinator, give fleet command to go to another galaxy, leave ship. Keep working on your normal stuff until it gets there. Suicide and instantly appear on the ship in the other galaxy. Then you can start setting up base there while you send the ship back home to repeat the process.
       
      #14 Edymnion, Jul 3, 2018
      Last edited: Jul 3, 2018
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    15. DrTarDIS

      DrTarDIS Eldrich Timelord

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      Death-taxi sn't a problem per-se, it's used even now as a quick way "home" if you used a cheap jumpship to go visit someone. You can get the same(and better) effect you describe above currently just by dual accaout / dualboxing.
       
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    16. MrGrey1

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      Abuse of the mobile spawner could be somewhat mitigated by increasing death penalties and making it more costly to die. Dying should not be 'free' IMO. What's the point of 'death' in a game if it doesn't cost anything? I remember Terraria with drop everything on death being one of my most remembered and exciting games because dying became something you really did not want to happen. The more serious the threat of loss the more exciting risking that loss becomes.
       
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    17. MacThule

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      Agreed. This is exactly why I feel that homebase invulnerability as the vanilla default actually works against this game's popularity, rather than protecting it the way a lot of people seem to imagine it does.

      Risk = fun. No risk = might as well just run a Basic program that tells your computer to printscreen "YOU RULE" repeatedly so that 'yay'?

      One thing that would add risk to death in Starmade would be some kind of player progression, but that doesn't really fit. Another thing would be dropping everything if we eventually get rare equipment. Monetary penalties are OK, but mostly affect new players, since experienced players know how to bank their credits to mules or shops.
       
    18. jacabo136

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      I think I'm actually getting excited for the game again! It's nice for it to finally seem feasible that the game may get finished, though I doubt it's going to be any time before 2020. That universe update sounds like a heck of a lot of big systems to implement (though I'm no game dev).

      On the note of people abusing mobile undeathanators, I don't think it will be a problem. It makes sense for a player to be able to travel anywhere aboard a vessel with time. This would only get really gamebreaking if players use this method to overcome travel obstacles, such as asteroid fields, nebulae, and other factions, though this could be avoided by having such obstacles apply to AI ships whether the player travelling with it is online or not.

      As far as chambers are concerned, I really would like to have clarification on how the Devs intend for them to be used in terms of how often one would switch one chamber on and another off, if ever. I feel like that question was not adequately answered in the Q&A response. If they don't know yet, that's fine, but the answer still would be nice to know even if it's "uncertain".
      --- Updated post (merge), Jul 4, 2018, Original Post Date: Jul 4, 2018 ---
      I would like the devs to know, that for me personally (and many others) the problem with Power 2.0 is not just with system balance, but mainly with the fact that creating empty space within ships is does not seem to do much and that requiring ships to become larger to have more power does not seem to carry with it any benefits. Power streams and the inconvenience they cause for building (especially with interiors) have not helped the desirability of the Power 2.0 update.

      I have a huge post here
      https://starmadedock.net/threads/starmade-weapons-update-prebuild.30730/page-6
      under the Weapon Pre-Build post detailing why I disagree with creating empty space within a vessel.
       
    19. God mode

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      This is incredible.
       
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