Forums » General
In Progress?
Please?
no
hehe I'm going with camps on this one...
no rogue, you're just not worthy...
/me bows down to the devs
I'm not worthy, I'm not worthy
/me crunches on some cookies and then walks away
no rogue, you're just not worthy...
/me bows down to the devs
I'm not worthy, I'm not worthy
/me crunches on some cookies and then walks away
It's the weekend, let devs rest.
As far as the game goes, Ray is ... making some changes to the administrative /oper commands (adding a time parameter to mutes, so people aren't forgotten and stay muted for weeks, plus some other changes).
Andy is bringing back the tuning of packet prioritization based on distance and other metrics. We used to have this in the Old server, it hasn't yet been added back into the new server. This should have a dramatic performance impact on modem play, but will also improve gameplay for anyone in a busy sector, or under poor network conditions. There isn't an immediate ETA on this, as it requires collecting data from existing user behaviour and determining the best algorithm to fit the various network-traffic cases. Once data logging is added (tonight, Mon) we'll probably be asking for some big wars to happen in various sectors, to give us some useful worst-case data.
We're also working on the first-generation mission set. A lot of the mission system parameters and back-end are now in place, the interface is still in progress. Improved AI, use of the faction system (which is simplistically implemented at present, but unused), and other gameplay changes are in the works.
You can expect the revival of the cap ship and a few other things within the next week. Packet prioritization and missions will take a bit longer.
Andy is bringing back the tuning of packet prioritization based on distance and other metrics. We used to have this in the Old server, it hasn't yet been added back into the new server. This should have a dramatic performance impact on modem play, but will also improve gameplay for anyone in a busy sector, or under poor network conditions. There isn't an immediate ETA on this, as it requires collecting data from existing user behaviour and determining the best algorithm to fit the various network-traffic cases. Once data logging is added (tonight, Mon) we'll probably be asking for some big wars to happen in various sectors, to give us some useful worst-case data.
We're also working on the first-generation mission set. A lot of the mission system parameters and back-end are now in place, the interface is still in progress. Improved AI, use of the faction system (which is simplistically implemented at present, but unused), and other gameplay changes are in the works.
You can expect the revival of the cap ship and a few other things within the next week. Packet prioritization and missions will take a bit longer.
Jan 26.
New server, sweet. Looks like Guild is making preparations to go pay to play judging by the tone of it.
Physical impacts: Awesome. Simply awesome. Can't wait to see it.
New server, sweet. Looks like Guild is making preparations to go pay to play judging by the tone of it.
Physical impacts: Awesome. Simply awesome. Can't wait to see it.
Suhweet!! Gravity cannons!
***Computer Error*
Returned Error Path: ø (Null)
Returned Error Path: ø (Null)
Wow, thanks for reposting the in-progress. I had trouble clicking the link myself, SirCamps.
Indeed. His cmd+C and cmd+V powers are second to none.
Physical impacts!
*droooooool*
It's been a while since Vendetta made me drool.
*droooooool*
It's been a while since Vendetta made me drool.
/me is very much looking forward to this
*bump-up*