If that was implemented in-game, I would hope it was a bug.
Hello everyone...
Anyone seen the 2.4J patch notes yet?
If nothing else, the on-going 2.4 “persistence” update clearly proves what I’ve been saying all along. In that their primary focus is on implementing features which make money. e.g. instead of implementing core game features, they implemented shops and in-game currency; which will turn into RL currency at some point in the short term.
And the 2.4j test update that went live last night, also clearly shows that they’re not building an MMO and that, at some point – if they survive that long – they are going to stick with the instanced session based gameplay style. e.g. they’re now charging in-game currency for re-spawning ships! Not to mention that the nature of the current “missions”, ensures that the game has to remain local instanced. Which means, definitely no MMO of any kind.
As I mentioned in my latest Condition Red blog, there is no way they can build an MMO as pitched, from the current engine architecture. It's simply not possible.
More importantly, five years, $114 million dollars later - and 18 months overdue, the elephant in the room is the ToS v1.2 which has serious ramifications, come June 1st. Sources are telling me that they're going to change it. And how they are planning on doing it, why, and how they intend to push it out, is the focus of a new blog that I'm writing.
If that was implemented in-game, I would hope it was a bug.
Good god the physics are horrible. I wonder when they are going to get around to fixing that, they have been broken since AC released.
Good god the physics are horrible. I wonder when they are going to get around to fixing that, they have been broken since AC released.
Hm? It's working for me.
Hm? It's working for me.
INN Imperial News Network vs Real Life
Reverse the Verse: May Subscriber Edition
May 25, 2016 @ 15:25
INN TLDR Transcript: (no full transcript published at this time)
http://archive.is/nmIJN
They’re still figuring stuff out, when it was originally pitched, it was a bit lofty, but because of the community they’ve wanted to make sure they have that kind of gameplay. It will be a layered system and may not be what they expect right away, but in the very beginning if you’re a co-pilot on a Reliant you’ll be able to capture whatever you’re looking at and be able to do it from a safe place. Long term is laying on more things like info running and who was in what system and when, what things are happening to make that role more exciting. So, someone commits a crime and a reporter saw it, do you kill the evidence? Stuff like that is what they want to work towards in the future.
What was actually said
So we're still figuring out a lot of stuff for the MAKO, um... when that one was originally pitched and I was working on that it was, even to me, "OK this is a little bit LOFTY", but I mean just the community interaction that you guys have brought to us, ah, you know... it's something that we wanna make sure, you know... our STREAMERS and our PLAYERS have... have that kind of HOOK and that kind of OPPORTUNITY for GAMEPLAY, so... ah... it's very much gonna be... like a LAYERED ON system, it WON'T BE THE FULL SCOPE of what everyone's probably hoping for and even I'm kinda hoping for it to be, you know... even FIVE YEARS OUT FROM LAUNCH type of gameplay opportunities... but at least ah, in the very BAREBONES setup of it, we wanna make sure that if you're the co-pilot on a RELIANT... ah... or on a RELIANT MAKO, you're looking through that camera, you have just this great unimpeded VIEW
Summary
INN conveniently missed the "It won't be the full scope even FIVE YEARS OUT FROM LAUNCH" bit
Maybe the physics model is so realistic, it's percieved as being bad?
Hello everyone...
Anyone seen the 2.4J patch notes yet?
If nothing else, the on-going 2.4 “persistence” update clearly proves what I’ve been saying all along. In that their primary focus is on implementing features which make money. e.g. instead of implementing core game features, they implemented shops and in-game currency; which will turn into RL currency at some point in the short term.
And the 2.4j test update that went live last night, also clearly shows that they’re not building an MMO and that, at some point – if they survive that long – they are going to stick with the instanced session based gameplay style. e.g. they’re now charging in-game currency for re-spawning ships! Not to mention that the nature of the current “missions”, ensures that the game has to remain local instanced. Which means, definitely no MMO of any kind.
As I mentioned in my latest Condition Red blog, there is no way they can build an MMO as pitched, from the current engine architecture. It's simply not possible.
More importantly, five years, $114 million dollars later - and 18 months overdue, the elephant in the room is the ToS v1.2 which has serious ramifications, come June 1st. Sources are telling me that they're going to change it. And how they are planning on doing it, why, and how they intend to push it out, is the focus of a new blog that I'm writing.
More importantly, five years, $114 million dollars later - and 18 months overdue, the elephant in the room is the ToS v1.2 which has serious ramifications, come June 1st. Sources are telling me that they're going to change it. And how they are planning on doing it, why, and how they intend to push it out, is the focus of a new blog that I'm writing.
After dozens of mentions from your anti-fanbase in this thread, it's amusing to see the man himself stroll in. So, Derek - what do you think their next move is? If putting in clothing shops took six months, what do we get at the end of the year? Ship sales and currency purchases? I figure they won't have much else this year except a S42 trailer next month and another at CitizenCon with a 2017 date teased.
Sadly they have stated that Item 2.0 has taken priority over doing real physics.
The physics do need work. When things blow up it's like paper mache. It will be something we'll address, but we're just in a transition period with tech and the physics is taking a bit of a backseat until we've gone through this stage. The process of refining that involves multiple layers of code geometry which Itemport 2.0 will allow us to give better performance and more control over physics