Slopey
Volunteer Moderator
3000 posts in 36 hours must be a record, i would love to be a fly on the wall a frontier on Monday morning.
It's already Monday afternoon at FD's offices
3000 posts in 36 hours must be a record, i would love to be a fly on the wall a frontier on Monday morning.
I bet that between 6 months to a year we will have jump gates.
Be as well, save any faffin around magically calling your ships as it will take a few mins to transfer to your other ship, just do away with the few min time sink and add jump gates.
Mick.![]()
It absolutely is simple because there is already code and DB entries that do and track all of the pieces required.
The game knows where our ships are - if that could be abused it would've been already.
We already have mission timers - if that could be abused it would've been already.
We already have credit balances - if that could be abused it would've been already.
So please, stop trying to make this an 'it's hard to code' issue. It just isn't.
How on Earth would you balance that without prior knowledge of what they'll be doing? The only way would be to make it the lowest common denominator for any profit/transfer scenario. That would be immensely expensive. And you say you dev games!
Question: Missions have a timer. That timer is server side (in your save game I assume). When missions expire they can no longer be fulfilled. So something is tracking that timer even if the mission is stateless.Now you sir, you get half the cookie. You're thinking about it, and you're seeing some of the issues. As the save is server side and the transfer can't be "stateful", you've got to think about this in some very specific terms like "what does that mean in terms of CPU and Database overhead" "what can devs fudge as a beacon to send things to locations", ironically, the Pilot is the only persistent piece in the gameworld on the save, everything else is more or less temporal.
They did that? Wow, just wow. Not sure I even want to watch the livestream any more if that's what happened. How incredibly unprofessional.
3000 posts in 36 hours must be a record, i would love to be a fly on the wall a frontier on Monday morning.
Now you sir, you get half the cookie. You're thinking about it, and you're seeing some of the issues. As the save is server side and the transfer can't be "stateful", you've got to think about this in some very specific terms like "what does that mean in terms of CPU and Database overhead" "what can devs fudge as a beacon to send things to locations", ironically, the Pilot is the only persistent piece in the gameworld on the save, everything else is more or less temporal.
Now you sir, you get half the cookie. You're thinking about it, and you're seeing some of the issues. As the save is server side and the transfer can't be "stateful", you've got to think about this in some very specific terms like "what does that mean in terms of CPU and Database overhead" "what can devs fudge as a beacon to send things to locations", ironically, the Pilot is the only persistent piece in the gameworld on the save, everything else is more or less temporal.
If you want to be accurate, CPU and Database overhead on the AWS, your idea would be exponentially more expensive, the second idea costs no CPU and no Database to run (it's stateless). I'm not going to spend all day explaining to people why, because even trying to explain little bits HERE ended up with people not getting what I said right, but suffice to say, it's a lot more complex than just "Calculate herp derp done"
I've always had the same issue whenever I try to discuss physical fitness or nutrition with people. Now that I have Tech certifications as well I get to experience that pain too. Oh lord, what have I done.
It's not like when my raid group needed an extra healer I could just go and create a druid and bam we're ready to fight the Lich King. You've just glossed over the effort required to get a raid ready alt.
I played WOW for a little bit many moons ago and only with one character. So forgive me for lack of knowledge. Does it allow you to make this swap, say, mid-raid?
You'll be informed when you try pirating in open and all you ever see is empty AspX/Anacondas zooming between stations.
You'll be informed when you see someone arrive in an Asp and depart in a Cutter, emptying that nice little trade commodity route you were looking forward to running 3 or 4 times between stations.
You'll be informed when the player you blew up in a Hauler outside a far away station with only sidewinders in the ship yard suddenly appears in a Vulture and kills you.
You'll be informed when you participate in Community Goals but can't keep up with these guys who seem to be getting runs in 2, 3 or 4 times faster than you doing the round trip in one ship.
You'll be informed when the usual high paying mission ports you like to fly from are nerfed because they've turned into cash farms with a higher rate of payout than ever anticipated.
You'll be informed when your favourite sectors become desolate as players react almost instantly to BGS PP changes by summoning their 2D FSD fighers to reclaim the sector.
etc.....
Even in Solo or Private Group, you will be informed.....
I really can't see the complexity in this. All players have owned ships and relevant information (modules, etc) stored server-side. When querying for data for the shipyard screen, we're already passing ship information back to the client. Add to that information: destination station id and arrival time. Hey presto! The client can now see that it has ship X on the way to this particular station and that it has either arrived or not. It can then present such information along with everything else
Ignorance must be bliss. Mission timers are simply date() calls from your computer to the server and a comparison to the timestamp for mission expiry server side. The ship location is held temporally on your save, along with your credit balance, and both of those are appended to your pilot entry which happens to be arbitraged by the Transaction server - in short, not exploitable, because THOSE things are server hosted. What they're doing here is simply a very clever dodge by grafting more functionality onto the game by using the Pilot location as a makeshift beacon to move the ships FROM one location to another.
Are you argueing in favour of instant ship transfer, or against instant respawn (I could imagine a respawn timer based on how far you are from the station you respawn at - also not to respawn at the last dock, but whatever is the nearest one with a shipyard...)
Forgive my ignorance. I'm not a game developer. Well, not a professional game developer anyway. I'm an enterprise developer.
I really can't see the complexity in this. All players have owned ships and relevant information (modules, etc) stored server-side. When querying for data for the shipyard screen, we're already passing ship information back to the client. Add to that information: destination station id and arrival time. Hey presto! The client can now see that it has ship X on the way to this particular station and that it has either arrived or not. It can then present such information along with everything else.
If you want in-game announcements for ship arrival, that does add a bit of complexity and overhead. But not a lot.
Question: Missions have a timer. That timer is server side (in your save game I assume). When missions expire they can no longer be fulfilled. So something is tracking that timer even if the mission is stateless.
Would it not be possible to treat transfer like a "mission" and use the same timing mechanic for Ship transfer. Having the transfer displayed in your transaction tab would be a bonus. I'm not assuming this is easy and mixing functionality like this would open up another Pandora's box of bugs and what have you. But possible?
Yep, I agree with this!