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Thread: Q&A Livestream with Dav Stott - A Rough Summary

  1. #1

    Q&A Livestream with Dav Stott - A Rough Summary

    Vid

    Focus is on the BGS, with a splash of networking / instancing.

    Some hints at future or new content in bold

    Timestamps are vaguely accurate. Dive in if you want detail




    7m - There are dozens of thousands of factions in the game.

    9m - Q: Assets are liabilities. Planetary settlements open up more points of attack against a faction without being of any apparent benefit. Are there any plans to balance this?
    A: Being a bigger faction comes with downsides.

    10m - Q: Is there an automatic BGS mechanism that can trigger famine/outbreak without human cmdr intervention. e.g. a hidden food supply "bucket" that empties over time triggering a famine unless food is imported or relevant missions undertaken?
    A: Yes there is a very minor push. Player action dwarfs it.

    11m - Q: Are player managed factions treated differently by the BGS? We have seen reports of inserted PMFs entering into the wrong kind of conflict for their government type.
    A: Government types don't affect conflicts, it's based on hidden parameters. Player factions are absolutely no different to other types.

    12m - Q: Given there are multiple factions that are about to expand. How does the system figure out which faction expands first (and maybe goes into a target system of another faction, which then have to search for another target system)? Or to think big: What's the algorithm of the tick? :-) + Q: Can you give us an indication of how the BGS chooses which system a faction will expand from where more than one system is above the expansion threshold.
    A: The BGS goes through each active faction in turn, and then each star system, first come first served. There is an order, but it's 'not predictable'.

    13m50s - Q: How are countdowns and cooldowns of states supposed to work, especially (but not only) if other states are about to get triggered or already ongoing? We saw some possible changes or uncertainties in how things work here.
    A: (This updates old Q&A info). When a faction is eligible for a state it pops into a queue and shows up in the game as pending. Many different states will be eligible and go up against each other. Some have more weight than others in a priority system. Expansion will over-rule a Boom and make it end early etc. A faction with a few million people plunged into war for survival will also go to war rather than pursue a Boom etc. One downside is states queueing up for attention. Trying to make that and recent history available for you to see in game is an ongoing process. Local news stories try to do this but could be more detailed. No promises, let alone a Sandro caveat, but... 'that's under active consideration'.

    18m15s - Q: What hidden values to factions have?
    A: Faction type (criminal, authoritarian, social or a corporation). Determines the conflict type. On its way, pretty much only place its used. Many other buckets (boom, bust etc). Hidden numbs change so fast they'd be out of date. Also hard to correlate the numbers with the states. Hidden for a reason.

    20m45s - Q: Out of curiosity, how much data is generated by each tick of the galaxy each day?
    A: Daily log is about one gig uncompressed, and that's just for the faction sim. Exploration is easily the biggest dataset. Everyone's missions statuses. Rep with factions. Data servers may extend from large to extremely large in future. WooTM

    21m15s - Q: Why the daily tick in the first place? Is it because of the amount of data needed to be shifted?
    A: Yes. Also the daily tick helps keep things in sync, and keeps level playing field. Thought to be the smallest design they could get away with striking a balance between dynamic galaxy and comprehensible galaxy (No point having a battle that last half an hour if you're flying half way across the galaxy)

    22m30s - Q: When the tick happens each day, which areas are updated first? In my area of space the BGS is not updated fully until an hour after the official time. Is the galaxy BGS updated in sectors, randomly, or by pattern?
    A: There's no official time. Don't try and predict the tick!

    23m20s - Q: Tick resets market?
    A: Market tick is on a different schedule and runs every 5 to 10 mins or so.

    24m15s - Q: Will there be an effort to make the background simulation more visible and audible from out of your spaceship's cockpit? Having the look and audio of stations and settlements change depending on system states, for example.
    A: Nothing to announce today, but planet bases already change decals if faction changes. (since Horizons launch). Nothing more to announce at the moment. (Felt like there might be some plans though)

    ---I get lazy from this point ---

    25m - Star systems have default security settings, but can be changed by player activity

    26m - Cannot retreat if less than 4 minor factions

    26m - There are planetary bases in deep space, doesn't think all have been discovered yet

    27m - (Systems should only have factions if there are populations - NB PP display bug with galaxy map - requires client update so will have to wait for update for a fix)

    29m - Stats on Superpowers and changes: Roughly same, with slight Alliance increase - 3rd of star systems no longer owned by original Faction

    31m - Can factions leach influence from each other since 2.2: Kind of. Factions in conflict now go up and down in equal and opposite reactions, for example. [graphs]. Bit trickier with assassinations etc (?), so other faction may take a hit so that the whole system influence share adds up to 100%

    36m - Multiple conflicts and consecutive - bug. Got squashed today.

    37m - Conflicts still appearing to be active after it ends. Takes time for message to spread across the system (plus background sim needs some downtime, and does the clean up the next day).

    38m - Why some conflicts stop after 4 days with no clear winner. Short answer = no clear winner. States generally don't run to their full duration (28 days).

    39m - Trading in single units to exaggerate affect on faction owner / BGS. They have short and long-term ideas to fix. SoonTM

    40m - Long-running macro users will be getting a message from support team soon.

    41m - How does BGS affect trade markets: Boom = more profit / supply available. Famine = less food etc, higher demand for food over weapons etc. Rare goods that unlock engineers no longer affected by this. (IE reduced production during war etc).

    42m - Differentiating security systems: IE low sec = higher profit. They agree. He says it's been in game since 2.1

    43m - Black market displayed as service? It used to be hidden (especially as they disappear and reappear depending on ownership of system etc). QoL

    45m - AI traders always leave at least 25% of supplied goods on denoted trade route. If nothing there when you arrive players have snagged the rest.

    50m - Lower value goods help starting Cmdrs

    51m45s: - Networking / instancing: Tech explanation for gameplay freeze during transitions: Yes. It's a loading screen. Some time waiting on server consistency. Not due to instancing

    53m - Instancing: 'Dynamic instancing demo' from 2 yrs ago. It's like some boxes making love. On graph paper. (He had a prettier one but he lost it).

    57m: The work on networking with Fuel Rats etc. Another hotfix went in this morning (previous ones came in Dec hotfix, and with the latest patch) + diagnostic tool added with 2.2.03. Press Ctrl+L (he thinks, Ctrl+Alt+L also mentioned) and it'll send a server diagnostic.

    1h8m - Only send missions that are as relevant as possible. Streamlined mission data so high ping users don't get huge delay.

    EDIT: Towards the end - Supplies and demands are based on population (presumably alongside previously mentioned metrics e.g. system planetary composition for extraction markets etc). Importing X will not help produce more of Y.

  2. #2
    thank you very much fo this write-up!

  3. #3
    There's a final note on trade toward the end, which I paraphrased and added to (in brackets):

    -Supplies and demands are based on population (presumably alongside previously mentioned metrics e.g. system planetary composition for extraction markets etc). Importing X will not help produce more of Y.

    Good write up. Repped.

  4. #4

  5. #5
    Originally Posted by CMDR Endincite View Post (Source)
    There's a final note on trade toward the end, which I paraphrased and added to (in brackets):

    -Supplies and demands are based on population (presumably alongside previously mentioned metrics e.g. system planetary composition for extraction markets etc). Importing X will not help produce more of Y.

    Good write up. Repped.
    I need to bookmark this one. I'm tired of people trying to tell me that market needs goods in order to produce goods.

  6. #6
    No worries y'all

    (I'm mainly intrigued by future additions, but happy to crib details while I'm there!)

    Originally Posted by CMDR Endincite View Post (Source)
    There's a final note on trade toward the end, which I paraphrased and added to (in brackets):

    -Supplies and demands are based on population (presumably alongside previously mentioned metrics e.g. system planetary composition for extraction markets etc). Importing X will not help produce more of Y.

    Good write up. Repped.
    Cheers, added

  7. #7
    Have my rep ! Thanks for the job !

  8. #8
    Thanks for the summary. Most deserving of Rep

  9. #9
    +1 Thanks for that

  10. #10
    Thanks for summary!

  11. #11

  12. #12
    o
    Brilliant stream. Very direct. Very informative. Very entertaining.

  13. #13
    Daft question,
    but at the end - the picture of the hamster - what do the symbols above the picture mean, are they a clue to something, or a bit of ascii art ?

  14. #14
    Originally Posted by nickp View Post (Source)
    Daft question,
    but at the end - the picture of the hamster - what do the symbols above the picture mean, are they a clue to something, or a bit of ascii art ?
    Seems it was code for 'Thoth 1a'. Some Cmdrs found a distress beacon, a crash site, and a BGS pun there. Not sure if there's more to it than that

  15. #15
    Originally Posted by Golgot View Post (Source)
    Seems it was code for 'Thoth 1a'. Some Cmdrs found a distress beacon, a crash site, and a BGS pun there. Not sure if there's more to it than that
    Interesting - may pop over there and see what is going on.

    Cheers.

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