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Vl3d

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Everything posted by Vl3d

  1. OMG @Nate Simpson you are killing us with the Chinese torture pitch info drop.. where's the multiplayer feature video you promised 2.5 years ago? Jeb help us I can't stand it anymore!
  2. Well that's the whole idea of having a 1-4 man team for each KSC.
  3. ...long / persistent condensation / exhaust trails Can't believe it took me so long to think about it - would be especially cool in multiplayer.
  4. I'm curious how racing would work with everyone warping at will.
  5. Oh and another thing.. have you guys seen the job postings for Intercept? It's crazy, it's like they're working on a major expansion for KSP2 or some other spinoff title already. Director of production, Producer, Art Lead, QA Manager.. They are also hiring a parts Designer and a Community Marketing Artist (finally!) for KSP2 directly. Some big changes are happening (either replacing or extending the team).
  6. To be frank, any kind of teasing at this point is just annoying. Almost all info revealed was "just a tease" up to this point for people who really know KSP1 + mods and are hoping for something new exclusively for KSP2. I really wonder if we'll ever get any answers before launch...
  7. You really think trolls will spend 100s of hours learning orbital physics and engineering testing to finally tackle building a sustainable colony just to make it look like a giant appendix vermicularis from space? If yes, I think that's wonderful. I agree with you that gameplay wise it would be a cooperative 1-4 man teams + a few teams working on a bigger project together + space races. So yes 1000 players would never be in the same place at once, they would be spread out in all the solar systems, like in Elite. But just imagine what we could build and see and explore if we all existed in the same game universe (even though we all mind our business and mostly play single player). We would casually see the most original, creative and amazing cars, ships and stations and colonies ever imagined, just passing by. So many design styles.. some janky, some 60s like, some alien looking.. everyone could express themselves in the game. I know you would see me flying by in the Prometheus.
  8. You can mirror it in your mind on any way you wish - warp / async / real-time / sync. I don't care how it's implemented. The purpose of my idea was to show that KSP2 can have persistent world large multiplayer so 1000+ people build and play and explore together. You can't have that with the other proposals in this thread.
  9. Yes, you plan the journey and set the ISS as a destination, launch the rocket whenever you want (meaning you time zoom to the appropriate time window and get desynced from Kerbin multiplayer), fly the rocket to the ISS in single player or team-only mode, get resynced to multiplayer when in vicinity of ISS (let's say local 5 km radius), do real-time stuff. 0 waiting, 0 warp limitations above let's say the atmosphere (like in KSP1 when on-rails kicks in) - because you exit multiplayer when you launch to a predefined destination that is non-local and that requires time zoom. But other players could still see you leave in real-time as long as you don't physics warp, even though you are desynced (because you cannot interact). It's just that if you waited for s transfer window on your PC you see a map view configuration and other players see another (this is what being in the past or future actually means in practice). So the only actual problem is the configuration of the celestial bodies in map view. So you let the server decide what to show each player on his local PC. I'm advocating for planerary size real-time bubbles + smaller bubbles for stations, desyncing from multiplayer when leaving the real-time area or warping, resyncing when in a looped condition on arrival (like in orbit or landed). Every player can see his own custom map view on his PC when desynced.
  10. There's too much to quote, but the idea is simple. Stop obsessing about time and only consider the local system configuration as important. Everything else is in an on-rails loop, time is cyclical thus irrelevant, it only matters when seeing the solar system configuration in map view. When you understand this everything else is just a logical consequence: all players should play in real-time only when in multiplayer and the server decides what the system configuration is in map mode for every player. When they plan a journey they have to wait for a transfer window so the server takes them out of multiplayer and shows them the appropriate planetary positions. When they arrive at the destination they sync automatically to the server configuration for that area and re-enter multiplayer. It's all done by the server and the player can still control time-warp but only when out of the multiplayer state. Deep space / map view is generally single player, multiplayer is always local. This way all the talk about warping / on-rails time zoom is really irrelevant. You just play the game as usual, server does all the job for you in showing you the appropriate system configuration. As for the progression - why would anyone care? It's fascinating to start as a beginner and see advanced players with sci-fi ships go by or go exploring some advanced colony. You don't need to confront time paradoxes when all players are in real time multiplayer in their local region. Building can be persistent (but I would recommend pass through able). You don't have to think about "reserving a spot in the past", recording actions in 4 dimensions (which is crazy) or anything like that. All the universe has a single real-time persistent state in the database. Everything else is single player basically, customized for your experience by your PC. Trying to solve time travel for multiplayer is pointless, it's a mind trap.
  11. The word MMO has a bad rep, I don't think of it like the template a fantasy RPG MMO uses. I think it was supposed to allow a lot of players to participate in space races, fly and drive together, collaborate on building stations and also buying and selling designs and crafts through custom contracts. I believe we were not supposed to play alone in an empty solar system and only / always switch between kerbals. I believe kerbals were supposed to be multiplayer avatars. We were supposed to discover flags planted by other players and read plaques only when we got close to them. But the dream was too grand and the team did what they could to make a great science-based rocket / orbital physics lego game. I don't know, ask the original and the current devs. KSP is a totally different game in my imagination and I don't understand sometimes how other people don't see it. It's the space metaverse for me.
  12. I've been tuning in every week for the last 3 years lol.
  13. No. It's persistent world multiplayer with multiple ways to interact with players.
  14. Kind reminder for new and old forum users to go through this list and think about anything new that could be added. I've updated it constantly with new "maybe borrowed" ideas (but edits don't push it to the top of recently interacted posts). Thank you!
  15. I've been advocating for this for a while. Having spacecraft graveyards where others have tried to land and failed, leaving behind crashed ships and craters. Fun to visit!
  16. I also agree, if I come back 2 weeks later to the game I completely forget what I should do and at what stage each mission is. Reminder alarms would also be useful and help us follow the mission plan.
  17. Please stop posting misleading assumptions based on incorrect or incomplete sources and data. This only leads to confusion and arguments. It's not my fault the devs don't offer answers and classifications. Other players interpretations are not better than mine, so please don't even try to censure my opinions. Besides, it was a metaphorical Song of Ice and Fire reference.
  18. I don't care about being right. I care about the Game That Was Promised, the game KSP1 was supposed to be: a persistent world team-based and competitive big multiplayer game.
  19. Im sure he would say “anamuh reel airatsug em!” Actually it has to be reversed Spanish.
  20. What? Confirmed by the devs? Considering that colored kerbal teams are actually in the announcement trailer, I would say yes, it's been confirmed by the devs.
  21. 50 pages of discussions and people still can't accept that you can just let the server control the common time speed limit for multiplayer and if you want to warp on-rails you automatically go into single player (or on-board team) mode.
  22. No it doesn't.. everyone sees his own correct configuration of the system when away from the body because they are in single-player gameplay during deep-space travel. Multiplayer would be available only after arriving and syncing to the server controlled area around the celestial body. Anyway I'm not falling down this rabbit hole again. The idea is simple: massive multiplayer persistent worlds KSP2 is possible without any of the game breaking issues people invent. A lot of players are so used to KSP1 and the solutions in mods that they cannot imagine other new way of doing things. Paradigm shift and accept that KSP2 WILL BE MULTIPLAYER AT ITS CORE. Use on-rails warp as much as you like. Multiplayer only requires not being able to physics warp when playing with other people. The very simple solution to this is: build faster vehicles! Why do you guys think they are testing race cars?!
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