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Player Features and Ideas Discussion

 
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Dust has already what Incarna needs

Author
PinkKnife
The Cuddlefish
Ethereal Dawn
#1 - 2012-03-29 18:20:39 UTC
As seen in the Dust Keynote, circa the 10:30 mark

Dust Keynote

Not the merc quarters that they displayed, but the station environment between the quarters and the planet/battlefield. That, is both A, gorgeous, and B, exactly what should be placed in our stations, why not simply bring that into Incarna for us?
Virgil Travis
Non Constructive Self Management
#2 - 2012-03-29 19:07:10 UTC
They used the Unreal engine to create the EVE universe for Dust, it would have to be rebuilt using the EVE codebase.

Unified Church of the Unobligated - madness in the method Mamma didn't raise no victims.

PinkKnife
The Cuddlefish
Ethereal Dawn
#3 - 2012-03-29 19:10:34 UTC
Virgil Travis wrote:
They used the Unreal engine to create the EVE universe for Dust, it would have to be rebuilt using the EVE codebase.



And the problem in doing so is?
leviticus ander
The Scope
Gallente Federation
#4 - 2012-03-29 19:34:53 UTC
the same issue that's keeping them for running it now. they haven't done it yet.
SynZen
SYN OF ONE
#5 - 2012-03-30 15:51:01 UTC
PinkKnife wrote:
Virgil Travis wrote:
They used the Unreal engine to create the EVE universe for Dust, it would have to be rebuilt using the EVE codebase.



And the problem in doing so is?


Incarna hurt CCP and EVE a lot. Anything to do with it is on back burner. CCP has a list of things they want to do with the core gameplay(space ships) of EVE which is probably as long as WinME buglist, old sk00l :P. All resources CCP has are being placed on the core gameplay features of EVE which means there is not much left for Avatar content. At the moment they are planning and prototyping only for the Avatar gameplay. If you got ideas of what you would like to do with your Avatar you can post them as you did but just don't expect to see anything new for Avatar/Incarna till maybe 2013/2014.

2012 is strictly Space Ships Only for EVE Online. Which we can all agree is just the way it should be. Cant wait for the winter expansion.
PinkKnife
The Cuddlefish
Ethereal Dawn
#6 - 2012-03-30 20:43:40 UTC
SynZen wrote:
PinkKnife wrote:
Virgil Travis wrote:
They used the Unreal engine to create the EVE universe for Dust, it would have to be rebuilt using the EVE codebase.



And the problem in doing so is?


Incarna hurt CCP and EVE a lot. Anything to do with it is on back burner. CCP has a list of things they want to do with the core gameplay(space ships) of EVE which is probably as long as WinME buglist, old sk00l :P. All resources CCP has are being placed on the core gameplay features of EVE which means there is not much left for Avatar content. At the moment they are planning and prototyping only for the Avatar gameplay. If you got ideas of what you would like to do with your Avatar you can post them as you did but just don't expect to see anything new for Avatar/Incarna till maybe 2013/2014.

2012 is strictly Space Ships Only for EVE Online. Which we can all agree is just the way it should be. Cant wait for the winter expansion.


A, I know all of this.
B. Not all of us agree that is the way it should be.
C. I posted this because the idea was that if something is already developed/designed for Dust, I imagine it can't be terribly difficult (i.e. resource intense) to simply modify it to work within eve's engine.
ShahFluffers
Ice Fire Warriors
#7 - 2012-03-30 20:53:40 UTC
PinkKnife wrote:
C. I posted this because the idea was that if something is already developed/designed for Dust, I imagine it can't be terribly difficult (i.e. resource intense) to simply modify it to work within eve's engine.

What do you think happens when you take engine parts from a '012 Ford Mustang and put them into a '89 Honda Accord? Do you think the Honda will start up?

Same principle applies. Different engines often use different coding languages. To transplant the DUST engine into EVE would either require that a bunch of coders go through and translate the whole damn thing into EVE's engine language (which is tedious and long) and/or create an "adapter" to automatically translate data between the two codes (which causes a whole host of other problems).

It may happen at some point in the future... it may not happen. But it's certainly not as easy as you seem think.
PinkKnife
The Cuddlefish
Ethereal Dawn
#8 - 2012-03-30 21:37:23 UTC
ShahFluffers wrote:
PinkKnife wrote:
C. I posted this because the idea was that if something is already developed/designed for Dust, I imagine it can't be terribly difficult (i.e. resource intense) to simply modify it to work within eve's engine.

What do you think happens when you take engine parts from a '012 Ford Mustang and put them into a '89 Honda Accord? Do you think the Honda will start up?

Same principle applies. Different engines often use different coding languages. To transplant the DUST engine into EVE would either require that a bunch of coders go through and translate the whole damn thing into EVE's engine language (which is tedious and long) and/or create an "adapter" to automatically translate data between the two codes (which causes a whole host of other problems).

It may happen at some point in the future... it may not happen. But it's certainly not as easy as you seem think.


Actually, it depends, you'd have to get the OBDII issues sorted out and probably push the firewall back a good chunk, but then that depends on if you keep the 5.0 (because really, why wouldn't you use the 5.0) a longitudinal layout. Then you'd have to find a transaxle that could power it and yeah, I mean it can be done, but it would probably be easier to go with a different idea.

My point was that if they have people designing /coding the thing for dust, it can't be that much harder to design/code the thing for eve.

*angst*
Danika Princip
GoonWaffe
Goonswarm Federation
#9 - 2012-03-30 22:06:51 UTC
PinkKnife wrote:
ShahFluffers wrote:
PinkKnife wrote:
C. I posted this because the idea was that if something is already developed/designed for Dust, I imagine it can't be terribly difficult (i.e. resource intense) to simply modify it to work within eve's engine.

What do you think happens when you take engine parts from a '012 Ford Mustang and put them into a '89 Honda Accord? Do you think the Honda will start up?

Same principle applies. Different engines often use different coding languages. To transplant the DUST engine into EVE would either require that a bunch of coders go through and translate the whole damn thing into EVE's engine language (which is tedious and long) and/or create an "adapter" to automatically translate data between the two codes (which causes a whole host of other problems).

It may happen at some point in the future... it may not happen. But it's certainly not as easy as you seem think.


Actually, it depends, you'd have to get the OBDII issues sorted out and probably push the firewall back a good chunk, but then that depends on if you keep the 5.0 (because really, why wouldn't you use the 5.0) a longitudinal layout. Then you'd have to find a transaxle that could power it and yeah, I mean it can be done, but it would probably be easier to go with a different idea.

My point was that if they have people designing /coding the thing for dust, it can't be that much harder to design/code the thing for eve.

*angst*



Yeah, I'm sure there's no difference in using a licensed engine and coding a new one from scratch. Roll
PinkKnife
The Cuddlefish
Ethereal Dawn
#10 - 2012-03-30 22:10:09 UTC
Danika Princip wrote:
PinkKnife wrote:
ShahFluffers wrote:
PinkKnife wrote:
C. I posted this because the idea was that if something is already developed/designed for Dust, I imagine it can't be terribly difficult (i.e. resource intense) to simply modify it to work within eve's engine.

What do you think happens when you take engine parts from a '012 Ford Mustang and put them into a '89 Honda Accord? Do you think the Honda will start up?

Same principle applies. Different engines often use different coding languages. To transplant the DUST engine into EVE would either require that a bunch of coders go through and translate the whole damn thing into EVE's engine language (which is tedious and long) and/or create an "adapter" to automatically translate data between the two codes (which causes a whole host of other problems).

It may happen at some point in the future... it may not happen. But it's certainly not as easy as you seem think.


Actually, it depends, you'd have to get the OBDII issues sorted out and probably push the firewall back a good chunk, but then that depends on if you keep the 5.0 (because really, why wouldn't you use the 5.0) a longitudinal layout. Then you'd have to find a transaxle that could power it and yeah, I mean it can be done, but it would probably be easier to go with a different idea.

My point was that if they have people designing /coding the thing for dust, it can't be that much harder to design/code the thing for eve.

*angst*



Yeah, I'm sure there's no difference in using a licensed engine and coding a new one from scratch. Roll


I said there was no difference? Jesus people stop putting words in my mouth, and stop trolling.

I'm well aware of the complications in coding, my point, because you apparently fail at reading, was that the design/artwork was already done. Coding something similar to X is logically easier to coding something brand new since you already have an idea to work off of, and there is no art/design process to go through.
Cheborneck
Hallelujah Goat
#11 - 2012-03-30 22:46:23 UTC
PinkKnife wrote:
Danika Princip wrote:
PinkKnife wrote:
ShahFluffers wrote:
PinkKnife wrote:
C. I posted this because the idea was that if something is already developed/designed for Dust, I imagine it can't be terribly difficult (i.e. resource intense) to simply modify it to work within eve's engine.

What do you think happens when you take engine parts from a '012 Ford Mustang and put them into a '89 Honda Accord? Do you think the Honda will start up?

Same principle applies. Different engines often use different coding languages. To transplant the DUST engine into EVE would either require that a bunch of coders go through and translate the whole damn thing into EVE's engine language (which is tedious and long) and/or create an "adapter" to automatically translate data between the two codes (which causes a whole host of other problems).

It may happen at some point in the future... it may not happen. But it's certainly not as easy as you seem think.


Actually, it depends, you'd have to get the OBDII issues sorted out and probably push the firewall back a good chunk, but then that depends on if you keep the 5.0 (because really, why wouldn't you use the 5.0) a longitudinal layout. Then you'd have to find a transaxle that could power it and yeah, I mean it can be done, but it would probably be easier to go with a different idea.

My point was that if they have people designing /coding the thing for dust, it can't be that much harder to design/code the thing for eve.

*angst*



Yeah, I'm sure there's no difference in using a licensed engine and coding a new one from scratch. Roll


I said there was no difference? Jesus people stop putting words in my mouth, and stop trolling.

I'm well aware of the complications in coding, my point, because you apparently fail at reading, was that the design/artwork was already done. Coding something similar to X is logically easier to coding something brand new since you already have an idea to work off of, and there is no art/design process to go through.


...that...IS...what you implied.
Buzzy Warstl
Quantum Flux Foundry
#12 - 2012-03-30 23:28:27 UTC
Moving assets from one game engine to another is a major undertaking for programmers.
Even something as "simple" as changing a backend from one SQL database to another SQL database on a project the size of EvE would be a project involving months of developer time and be a relatively high-risk process.

A lower risk, but still challenging, approach would be to use the Unreal engine on PC. There the risk comes because you need an effective and *safe* method to hand off system resources from one engine to the other and you have twice the memory footprint using 2 independent engines.

Then you have the additional challenge that they don't seem to have actually decided what content is appropriate and engaging enough for WiS to make it worth the effort.

http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs

Nalha Saldana
Aliastra
Gallente Federation
#13 - 2012-03-31 00:22:10 UTC
Also having a limit to 24 people in each room isnt very eve like.
PinkKnife
The Cuddlefish
Ethereal Dawn
#14 - 2012-03-31 00:32:52 UTC
Nalha Saldana wrote:
Also having a limit to 24 people in each room isnt very eve like.


It is a start though. I'm of the opinion that anything > nothing at the moment.