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What is the Arc Client?
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  • For reasons beyond me, Creation is also hosting a Star Trek convention in the Seattle area during the same days: http://www.creationent.com/cal/st_seattle.html I know that sending the team to Seattle is probably infeasible given the overlap and key consideration that SF is essentially in Cryptic/PWE's backyard, but 1. What…
  • Fortunately, you are not a server. With the caveat that I am not a game programmer...here's some more quick math: Given that even inexpensive 5-year old computers can do multiple billion floating point operations per second, any halfway decent modern computer should be able to simulate thousands (if not tens of thousands)…
  • Exactly. I'd also like to see our in-game actions affect the STO lore, like if a war was won that would change the next Featured Episode, or if enough exploration missions (RIP...) were done in an area then they'd actually build out content for that area.
  • An orthogonal problem does not constitute a flaw in the idea. Client perf is probably a bigger issue, sure, and should probably be higher on Cryptic's priorities, but that doesn't mean that other things can't happen later -- or even sooner. It's plausible that this is a "systems" and "environment art" proposal versus the…
  • Point taken. However I realized what I'm actually trying to get at is that all of the added work would be on the server side, and should be trivial from a performance standpoint. For clients it's just more of the same; the server says what NPCs are doing just like right now without affecting perf either way, but players…
  • Now I don't know the game's internals so I can't say for sure, but my suggestion is explicitly designed to work within a system that can only handle small-scale instances. We already have battlezone maps that support 15 ships. It's true that they have client performance issues, but I'd bet those are primarily related to…
  • I agree that STO completely abandons many of the things that make Star Trek uniquely Trek, and I am sad for it, however: 1. I'm aiming for something that could have wide player appeal, which even for the STO crowd sounds like combat. 2. Realtime shard-wide persistent state need not be used for just combat -- but combat is…
  • The advantage of multiple instanced queued events is that they can be tiered by level, in the way that there are different Starbase 24 queues for levels 10-19, 20-29, etc. I don't think there's a reasonable way to balance a Lt. Cmdr and VA when there's such a wide power band just at VA. Part of the intended appeal here is…