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Thread: Whatever happened to that dev blog about multiplayer incarna?

  1. #1
    Joshua Foiritain's Avatar
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    Whatever happened to that dev blog about multiplayer incarna?

    After the presentation in russia a dev blog was said to come several days later regarding the status of the prototype but im pretty sure it never came. (or did i miss it?)

    Have there been any dev posts/news regarding this? I was quite looking forward to it

  2. #2
    Quote Originally Posted by Joshua Foiritain View Post
    Have there been any dev posts
    Nope.

  3. #3
    Donor Nu11u5's Avatar
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    Quote Originally Posted by CCP Bayesian - 2012.08.02 16:25
    Sorry for the radio silence for the past couple of weeks, I've been variously ill, spraining ankles and on holiday.

    I've got bad news about the devblog we promised. It's been swallowed by the black hole of corporateness and won't be seeing the light of day for the foreseeable future. The team have been as vocal as we can about the merits of putting it out but to no avail. We're continuing to try and work out a way of showing you work we're proud of and think you will like but for now our hands are completely tied.
    https://forums.eveonline.com/default...08#post1735508

    It was locked up in "approval" for 2 months then didn't get it.

  4. #4
    Joshua Foiritain's Avatar
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    So i guess that means the entire concept is cancelled? Lame

  5. #5
    RoemySchneider's Avatar
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    looking at what they don't do, not at what they're not saying

  6. #6
    Donor Nu11u5's Avatar
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    Not canceled, probably postponed. It sounds like they are still working on the prototype but the team still has responsibilities for the upcoming releases. At the very least management does not want them publishing work that is only in pre-production and hasn't even been considered for release planning yet.

    Imagine if CCP never hyped up Incarna before they released it with only 1 room and an item mall. That is what they are trying to prevent again if the design, tech, or scheduling doesn't pan out.

  7. #7

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    Quote Originally Posted by Nu11u5 View Post
    Imagine if CCP never hyped up Incarna before they released it with only 1 room and an item mall. That is what they are trying to prevent again if the design, tech, or scheduling doesn't pan out.
    That was the biggest issue really, I never got why they were so smug about it, or even why they bothered realising it for purposes other than a tech demo. Multiplayer Incarna (with guns and bars and strippers) could be actually quite decent, I hope they don't can it.

  8. #8
    Donor Nu11u5's Avatar
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    Quote Originally Posted by Nu11u5 View Post
    It was locked up in "approval" for 2 months then didn't get it.
    Quote Originally Posted by Joshua Foiritain View Post
    So i guess that means the entire concept is cancelled? Lame
    I guess someone should clarify that we are still talking about the DevBlog being denied, not the project. Afaik CCP still wants to do it.

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    Quote Originally Posted by Nu11u5 View Post
    Quote Originally Posted by Nu11u5 View Post
    It was locked up in "approval" for 2 months then didn't get it.
    Quote Originally Posted by Joshua Foiritain View Post
    So i guess that means the entire concept is cancelled? Lame
    I guess someone should clarify that we are still talking about the DevBlog being denied, not the project. Afaik CCP still wants to do it.
    We all should now know the gaps between what CCP wants to do, what they actually try to do, what marketing says they are doing and what they actually deliver.

  10. #10
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    Quote Originally Posted by depili View Post
    Quote Originally Posted by Nu11u5 View Post
    Quote Originally Posted by Nu11u5 View Post
    It was locked up in "approval" for 2 months then didn't get it.
    Quote Originally Posted by Joshua Foiritain View Post
    So i guess that means the entire concept is cancelled? Lame
    I guess someone should clarify that we are still talking about the DevBlog being denied, not the project. Afaik CCP still wants to do it.
    We all should now know the gaps between what CCP wants to do, what they actually try to do, what marketing says they are doing and what they actually deliver.
    Motherfucking Word

    "If there's one thing we can practically do in our sleep, it's churn out expansions" Kristoffer Touborg, CCP 2013

  11. #11
    Joshua Foiritain's Avatar
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    Quote Originally Posted by Nu11u5 View Post
    Quote Originally Posted by Nu11u5 View Post
    It was locked up in "approval" for 2 months then didn't get it.
    Quote Originally Posted by Joshua Foiritain View Post
    So i guess that means the entire concept is cancelled? Lame
    I guess someone should clarify that we are still talking about the DevBlog being denied, not the project. Afaik CCP still wants to do it.
    I know, however the wording of the dev post made it sound like the entire project has been put on hold/slow crawl, which has happened to quite a few major features in the past and not a single one of them was ever completed

    You could be right about the hyping, CCP could have learned from their mistakes and decided not to risk hyping this but that would be a massive change of behavior on CCP's part which would surprise me :P

    Quote Originally Posted by Korenchkin View Post
    Quote Originally Posted by Nu11u5 View Post
    Imagine if CCP never hyped up Incarna before they released it with only 1 room and an item mall. That is what they are trying to prevent again if the design, tech, or scheduling doesn't pan out.
    That was the biggest issue really, I never got why they were so smug about it, or even why they bothered realising it for purposes other than a tech demo. Multiplayer Incarna (with guns and bars and strippers) could be actually quite decent, I hope they don't can it.
    Actually this wouldn't expand on the current incarna stuff, the tech demo/presentation was related to stuff outside stations. The demo showed the idea of players docking with a sleeper outpost at the end of a complex and doing some multiplayer coop puzzles and stuff in the sleeper station.

    Anyhow, i figured id open the captains closest since i havent used it since it came out, on the first try my character was a ghost.
      Spoiler:


    On the second try my character did load propely and it looks like the shader quality has improved, the face now looks a lot more like it does in the character editor. Assuming youre facing a light source of course, light source behind you causes some issues with light reflecting of the eyelids through the head.
      Spoiler:


    Also my male character has childbearing hips. The girly strut doesnt help either.

    Its a shame incarna was such a giant failure, i still want to walk around in bars and shoot people in stations

  12. #12
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    Honestly WiS (properly done) was and still is a killer feature that would imo increase attraction and retention considerably.

    A lot of people it's clear use Eve as a glorified IRC. Sometimes that's through choice or due to circumstances (waiting for an op to begin, camped into a system/station, etc). The idea that you could do stuff with other people in stations besides just staring at your ship is great. Hell even if you happen to be on your own walking around, interacting with agents face-to-face, playing some mini games (eg pool with an AI opponent), checking the markets on a simulated tablet whilst watching AT videos on a big screen. The possibilities are limited only by CCP's imagination, as cliched as that sounds.

    They could even make it so the content of stations change depending on where you are - highsec would be clean, sterile and well maintained, lowsec could introduce black markets (items only tradable there), strip clubs, higher stakes poker, and be generally more grittier - instant lowsec buff. Player owned stations could be personalised and upgraded with Aurum-based upgrades.

    Add TV screens where you can see what station and gate sentry guns can see (for scouting, windows probably wouldn't work practically) and you've got another use case where there is actually value to using WiS over Ship Spin Redux.

    If anyone has used Playstation Home - that's pretty much exactly what I mean. Am I a huge fan of that? Not particularly, but compared to straight IRC it's a lot more interesting and it is a enduring surprise to me that CCP haven't seen the killer features they could actually do with multiplayer interactive WiS activities.

  13. #13
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    well yes, but there is always this huge discrepancy between what people imagine stuff to be and what is left in the end.
    be that logistics frigates that sound 'cool' and useful but in reality are sitting ducks, dont have eHP and cant rep for shit...
    or some dream of incarna with features such as you described but in the end will turn out to be little more than a graphical 'interface' that cooks your gfx card (and cpus), has storefronts decoupled from the global market and forces you to walk from ship to (LP) shop(s), (FW) agents, etc. [feel free to have a look at BSGonline] which then consumes 5 minutes to buy some extra ammo/pill/cap charges rather than just a session timer. perhaps they'll even be :fearless: and switch off the ability to use the market in space "in order to increase immersion" or some buzzword-y shite.
    and as 'fun' as bars may sound... what are you really going to do there and how many (empty) ones can you endure passing on your way to the corp office?

    showing off your vanity items on rens vi-8's catwalk won't retain anyone for more than a week (except perhaps menod penter -.-) either.

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    Quote Originally Posted by RoemySchneider View Post
    well yes, but there is always this huge discrepancy between what people imagine stuff to be and what is left in the end.
    be that logistics frigates that sound 'cool' and useful but in reality are sitting ducks, dont have eHP and cant rep for shit...
    or some dream of incarna with features such as you described but in the end will turn out to be little more than a graphical 'interface' that cooks your gfx card (and cpus), has storefronts decoupled from the global market and forces you to walk from ship to (LP) shop(s), (FW) agents, etc. [feel free to have a look at BSGonline] which then consumes 5 minutes to buy some extra ammo/pill/cap charges rather than just a session timer. perhaps they'll even be :fearless: and switch off the ability to use the market in space "in order to increase immersion" or some buzzword-y shite.
    and as 'fun' as bars may sound... what are you really going to do there and how many (empty) ones can you endure passing on your way to the corp office?

    showing off your vanity items on rens vi-8's catwalk won't retain anyone for more than a week (except perhaps menod penter -.-) either.
    Which is exactly why they should absolutely avoid Incarna nonsense like that until meaningful Incarna gameplay (like the proposed Sleeper station combat update had) is added to EVE. Personally, I'll be a lot more interested in vanity microtransaction bullshit if I'm actually seeing my character do things that are interesting. Hell, I might even buy a fancy hat (as long as it didn't cause any gameplay advantage that is) or something from the Aurum store if said hat could be shot off by other players in a Sleeper station.
    Last edited by Zoidberg; August 31 2012 at 02:25:14 AM.

  15. #15
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    sounds more like dust II

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    Quote Originally Posted by RoemySchneider View Post
    well yes, but there is always this huge discrepancy between what people imagine stuff to be and what is left in the end.
    be that logistics frigates that sound 'cool' and useful but in reality are sitting ducks, dont have eHP and cant rep for shit...
    or some dream of incarna with features such as you described but in the end will turn out to be little more than a graphical 'interface' that cooks your gfx card (and cpus), has storefronts decoupled from the global market and forces you to walk from ship to (LP) shop(s), (FW) agents, etc. [feel free to have a look at BSGonline] which then consumes 5 minutes to buy some extra ammo/pill/cap charges rather than just a session timer. perhaps they'll even be :fearless: and switch off the ability to use the market in space "in order to increase immersion" or some buzzword-y shite.
    and as 'fun' as bars may sound... what are you really going to do there and how many (empty) ones can you endure passing on your way to the corp office?

    showing off your vanity items on rens vi-8's catwalk won't retain anyone for more than a week (except perhaps menod penter -.-) either.
    With respect I think you might be looking at this from a different perspective from me.

    Granted there is an element of the horse having already bolted with Eve, if there had been walking in stations and an expectation that you needed to walk around to get missions, use market terminals, etc (like in Earth and Beyond) when the game was first released people would be more accepting of it.

    Regardless I'm not really talking about forcing people to do things they already do in a more laborious manner, I was talking about alternative ways, and new ways of doing both the same things and new things, using WiS at the platform. If DUST had been a bit broader it could've even spanned this gap, you could dock in Eve and appear (if you want to) in a first person view, where from there you could either fight or do "FPSy things". Think Mass Effect, or even Fallout, etc. You're not always fighting in those games, DUST didn't have to be 100% combat centric.

    As an aside is not the idea of a corp office where you can walk around, sit down around a boardroom table, etc a more immersive thing anyway? It's not going to appeal to the "must be all about spaceships" crowd, but they can opt out if they choose.

    Whilst I agree that "Incarna nonsense" shouldn't be all what WiS is about, but being able to run around, sit down, etc in Eve-themed environments is very low hanging fruit that could be done quickly. At least it should be - I don't really understand why CCP haven't implemented this when they got as far as Captains Quarters - CQ as it is now, with no further development, is completely wasted effort.
    Last edited by Durzel; August 31 2012 at 08:22:30 AM.

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    Quote Originally Posted by Durzel View Post
    Whilst I agree that "Incarna nonsense" shouldn't be all what WiS is about, but being able to run around, sit down, etc in Eve-themed environments is very low hanging fruit that could be done quickly. At least it should be - I don't really understand why CCP haven't implemented this when they got as far as Captains Quarters - CQ as it is now, with no further development, is completely wasted effort.
    I don't know how true this is, but isn't part of the reason that multiplayer baseline Incarna content wasn't added because of its technical hurdles? The game still noticeably slows with just one character in the CQ.

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    Quote Originally Posted by RoemySchneider View Post
    and as 'fun' as bars may sound... what are you really going to do there and how many (empty) ones can you endure passing on your way to the corp office?

    showing off your vanity items on rens vi-8's catwalk won't retain anyone for more than a week (except perhaps menod penter -.-) either.
    True, but I'm sure other MMOs have similar stuff? Tbh I've never played any MMO other than Eve, Planetside, and Anarchy Online (for a bout a week) so I don't know how they manage to do the "civilised" areas?

    Personally, I can't see player-owned establishments working all that well for the reasons you state. What's the point in 6 players owning bars in a station that only ever has a handful of players logged in? The size of the bar(s) and the promenade (I can't help but draw DS9 parallells) should scale automatically in accordance to how busy the station is. Jita 4-4/bigger null outposts - huge and bustling, quiet lowsecs/hisecs/shitty nulls = claustrophobic and cramped.

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    Quote Originally Posted by Zoidberg View Post
    Quote Originally Posted by Durzel View Post
    Whilst I agree that "Incarna nonsense" shouldn't be all what WiS is about, but being able to run around, sit down, etc in Eve-themed environments is very low hanging fruit that could be done quickly. At least it should be - I don't really understand why CCP haven't implemented this when they got as far as Captains Quarters - CQ as it is now, with no further development, is completely wasted effort.
    I don't know how true this is, but isn't part of the reason that multiplayer baseline Incarna content wasn't added because of its technical hurdles? The game still noticeably slows with just one character in the CQ.
    "Technical hurdles" seems to be "we don't know how to code an FPS". When CQ was released it inexplicably used a lot of GPU cycles in spite of the fact it was just a couple of rooms, and we're talking about an era where Battlefield 3 etc exists. I remember CQ making my graphics cards go up to 100% for no apparent reason at all.

    If they are persisting with their own engine (why did they use UE3 for DUST?) for Eve, and that vampire game, then it doesn't bode well really given the performance shown in CQ.

  20. #20
    Joshua Foiritain's Avatar
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    Quote Originally Posted by RoemySchneider View Post
    or some dream of incarna with features such as you described but in the end will turn out to be little more than a graphical 'interface' that cooks your gfx card (and cpus), has storefronts decoupled from the global market and forces you to walk from ship to (LP) shop(s), (FW) agents, etc. [feel free to have a look at BSGonline] which then consumes 5 minutes to buy some extra ammo/pill/cap charges rather than just a session timer. perhaps they'll even be :fearless: and switch off the ability to use the market in space "in order to increase immersion" or some buzzword-y shite.
    and as 'fun' as bars may sound... what are you really going to do there and how many (empty) ones can you endure passing on your way to the corp office?
    Except none of the current station functions would be replaced with incarna stuff, CCP was fairly clear about this and i highly doubt they would risk having to lay off another 20% of their staff by trying to be fearless again. Walking to your agent would be optional but the agent tab would always stay in the station. Storefronts are obviously useless in eve.

    Bars, corp offices, strip clubs, etc are all useful alternatives to ship spinning and would serve as a foundation for more functionality down the line.

    Quote Originally Posted by Korenchkin View Post
    Personally, I can't see player-owned establishments working all that well for the reasons you state. What's the point in 6 players owning bars in a station that only ever has a handful of players logged in? The size of the bar(s) and the promenade (I can't help but draw DS9 parallells) should scale automatically in accordance to how busy the station is. Jita 4-4/bigger null outposts - huge and bustling, quiet lowsecs/hisecs/shitty nulls = claustrophobic and cramped.
    Eve has this thing called a player driven market. If 6 players open a bar and 5 of those are losing money then eventually those players will close the bar or run out of money. As for scaling, iirc stations were supposed to have multiple levels if the player activity requires it. IE; Jita 4-4 would have 30 levels while some random 0.0 outpost would only have 1.

    Quote Originally Posted by Durzel View Post
    If they are persisting with their own engine (why did they use UE3 for DUST?) for Eve, and that vampire game, then it doesn't bode well really given the performance shown in CQ.
    I imagine building eve to use two different engines (space and ÚE3) is quite tricky, expanding the space engine to handle people related things seems like the better choice.

    Obviously building an engine from scratch is a butt load of work, which is what most of the incarna programming time has been spent on and it will take quite a lot of time before its optimized to run on the same performance levels as engines which have been in development for 4-5 years. However incarna runs a lot smoother and looks a lot better now then it did when it was released.

    As for dust, writing your own engine for the PS3 is quite a lot more work then for PC and given the strict regulations sony enforces on all PS3 games you're looking at 4-5 years of engine development before you can even start working on the actuall gameplay. Using an existing engine allows you to start on gameplay straight away.
    Last edited by Joshua Foiritain; August 31 2012 at 03:54:01 PM.

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