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 Author The Admiral Server: Return To Glory
BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2007-09-02 14:45   
@Rogue:-

Spawning weapons on ships is not programming. That's rediculously easy. Undoing months of work to the backend to allow people to spawn ships in admiral.darkspace.net, when we want to REMOVE that kind of play, would doubly backward moving.

I've said it thousands of times, and I'll say it again : - We're trying to bring a more admiral orientated kind of play into the MV, so people find it easier to join the game and find something to do. However, splitting the servers, and undoing months of work would be retarded.
_________________


$yTHe {C?}
Grand Admiral
Sundered Weimeriners


Joined: September 29, 2002
Posts: 1292
From: Arlington, VA
Posted: 2007-09-02 16:58   
Quote:

On 2007-09-02 00:51, Fattierob (x2 Weeks™) wrote:
and the MV is golden when .484 comes out.




OH GOD. OLOL ROFLMAOBBQ.

_________________


DarkSpin
Captain
Sanity Assassins


Joined: August 03, 2005
Posts: 651
From: Somewhere in the USA
Posted: 2007-09-02 19:36   
Jack @ all it conserns


We are simply asking an attempt. How will we make progress if you dont even try to do what the playerbase is asking?

What? Did the code get wiped? If that is the case that is, well stupid.

We are just asking for you to try it out. It realy does not harm to try.

The game was fun back then and still is for the most part. I do however notice that the playerbase is quite small. This is not anyones fault but it is partly because of the direction darkspace is going. We need to have a game where what the people of the game say goes. We have said what we would like. Is it not your goal to get people to play the game again?

*Dont Bite me too hard*


[ This Message was edited by: DarkSpin on 2007-09-03 01:12 ]
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$yTHe {C?}
Grand Admiral
Sundered Weimeriners


Joined: September 29, 2002
Posts: 1292
From: Arlington, VA
Posted: 2007-09-02 21:17   
First and foremost, I would like to thank all of you for stating what most of us have already said a million times before. Even though an idea has already been debated ad nauseum, it's good to give it that good old push back up out of the grave. (I give leave to Jack and Jux. Jack is a Developer, and as such is in a position to reiterate such things, and Juxt has been gone for ages. The rest of you are just trying to increase your penis size by offering a "novel and exciting idea".)

The second point, then. Being a day of the week, I am slightly intoxicated and in a foul mood. It is because of this disposition that I took more heed to Darkspin's post. Out of the goodness of my heart, I thought I would use his bandwidth wasting response as the grounds for my latest educational installment "Internet Personas and You!"

Now, as DarkSpin's earlier escapades have shown us (running a server on a Commodore 64 in his moms basement, claiming to run a company of some-sorts, contradicting the Dev's), he is clearly trying for the "Developer" internet persona. However, he has made a few critical mistakes. First of all, his server was a piece of crap. Secondly, he has repeated a few of his past mistakes in this thread. Developers are generally intelligent, as they have to use a number of skills to create them thar polygons out of seemingly random strings of code. DarkSpin fails at this in epic proportions. He mistakes "@" for "&". There are numerous grammatical mistakes (can go both ways; Devs are either meticulous in their grammar or unbelievably awful). He has also shown a pretty vast expanse of nothingness in his brain where information about programming should be. There has never been a version 4.0 of DarkSpace (or at least I assume, 1.483 is less than 4.0 in the number system I use). He also failes to realize how the resourcer system that DarkSpace utilizes works. Finally, he commits the cardinal sin against Developer idealogy; the players have no real say in which direction a game goes. It is the Developers dream, and they will pursue it any way they please.

So remember kids, next time you want to pretend you're something on the Internet, try not to be an idiot.



_________________


0mni
Grand Admiral

Joined: March 09, 2004
Posts: 288
From: Canada, Lived around the world.
Posted: 2007-09-02 21:51   
Instead of trying to bring back just the Gate spawn, which will require a rework etc ..., why not build maps with home planets and no gates, or a setup similar to that of the MV ? Have the planets built up and a safe zone just like in the MV, that way its instant combat when the clock starts and ends.

Just my two cents
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At no point should anyone take anything I say seriously, doing so is hazardous to your health.

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Rogue Spear
Grand Admiral
Galactic Navy


Joined: March 20, 2002
Posts: 848
From: Texas
Posted: 2007-09-02 22:36   
Omnis friggin brilliant.
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Junky Da FunkyMonke
Admiral

Joined: May 14, 2007
Posts: 347
From: The Hotel California, takes excursions to Deep Sexys Space every now and then
Posted: 2007-09-03 00:06   
I think the real problem with new players is that the tutorial isn’t worth doing. Newbie server is under populated and there is no direction on what to do there. I think we need like one staff member in the newbie server as a faction that cannot be attacked, just to help newbs out.

Please correct me on my grammatical errors as I am trying to better myself in posting and writing.

_________________


DarkSpin
Captain
Sanity Assassins


Joined: August 03, 2005
Posts: 651
From: Somewhere in the USA
Posted: 2007-09-03 01:09   
Quote:

On 2007-09-02 21:17, $yTHe {Ret.



You have no place to be putting such jugements upon me.
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DarkSpin
Captain
Sanity Assassins


Joined: August 03, 2005
Posts: 651
From: Somewhere in the USA
Posted: 2007-09-03 01:13   
Quote:

On 2007-09-02 21:51, Omni wrote:
Instead of trying to bring back just the Gate spawn, which will require a rework etc ..., why not build maps with home planets and no gates, or a setup similar to that of the MV ? Have the planets built up and a safe zone just like in the MV, that way its instant combat when the clock starts and ends.

Just my two cents




I could do that easy but it would prabably be a waste of time.
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Pakhos[+R]
Chief Marshal
Pitch Black


Joined: May 31, 2002
Posts: 1352
From: Clean room lab
Posted: 2007-09-03 04:35   
pfffff...old days....
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[-GTN-]BackSlash: "Azreal is a master of showing me what is horribly broken in the game."

BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2007-09-03 04:35   
Let me explain how companies work on game assets.

When a new version goes live, all game assets and code are revised to that version, and the company works off those. Whenever a backend re-write occurs, all game assets need to be changed to take into account changes in the network code, graphic engine code, and sound engine code (of course, excluding assets that don't rely on those). We've already made vast changes to the way things work, and if we wanted to build on the 1.483 code, we'd have to roll back ALL The changes to ALL the files.

Why?

Because the old system relies on many, many old versions of the files. It's all very well in saying "Put it back!", but you'd set back 1.484 a long, long way. Once you roll back a file, and make a change to it, you can't re-do all the changes you did over the past how many days/weeks/months.

It's like a browsers back & forward buttons.

http://www.a.com
http://www.b.com
http://www.c.com
* http://www.d.com *

You go back to http://www.a.com

* http://www.a.com *
http://www.b.com
http://www.c.com
http://www.d.com

You still have B, C, and D in the browsers forward history.

You go to a new site

http://www.a.com
* http://www.e.com *

All the old sites disapear, because you're on a different path now.

If you go back:

* http://www.a.com *
http://www.e.com

Oh look, we can't go back to the old way, because E is now the only path we have - we got rid of the old one.


There is no guarantee that bringing admiral back to the state it was before 1.481 will do anything either. For all your want, and whining about it, we could roll it back, and see a boost in figures in admiral for a week or two, and it would die down again. Why do I say that? Because we've seen it before.

Do you REALLY want us to roll back months and months of UNPAID hard work from VOLUNTEERS, just so admiral can be fun for a few weeks, and die down again, because ultimately, it's still using the 1.483 code base?

No you don't. Because it means DarkSpace goes back to having 1 part time developer again. I know I won't stick around if all my work is undone, and I would have to do it all over again.

[ This Message was edited by: BackSlash *Jack* on 2007-09-03 04:37 ]
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DarkSpin
Captain
Sanity Assassins


Joined: August 03, 2005
Posts: 651
From: Somewhere in the USA
Posted: 2007-09-03 05:03   
Simple solution Pre build shipyard planets and add them to the curent systems as a spawn planet. in a safezone so people can jump in and pound.
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Sixkiller
Marshal
Courageous Elite Commandos


Joined: May 11, 2005
Posts: 1786
From: Netherlands
Posted: 2007-09-03 05:58   
So jack, is it possible to make a map that starts with build planets?
_________________



Dionysian *EP5* (Angel of Destruction)
Grand Admiral
*Renegade Space Marines*


Joined: November 21, 2003
Posts: 135
Posted: 2007-09-03 18:50   
Even if that is not possible - why not maps with a lot of terran planets = high initial pop - lots of resources = no waiting for mines and resources widely spread = both sides get SY quickly.

Then change the timer to say 5 hours.
_________________


BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2007-09-04 10:12   
Why bother playing in the MV anymore if we did that?

Infinite resources, a SY ready...

It's basically a fleetwars server with prestige enabled.
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