My 0.2.4 feedback …
I love, LOVE, the added full 6 axis control in warp. It is so liberating. It’s like playing a fully Newtonian game all over again … but this time freely fling between moons instead of asteroids in a ring. It’s great. It also fixed a minor bug with the previous version (had some kind of lateral control but only when accelerating and only in one direction of the axis).
This addition has allowed me to increase my travel speed immensely, increase my land precision and do cool stuff like drift around a moon more easily. Definitely pushed up the skill ceiling, like it a lot. Even wishing for a “Auto-Assist” off mode (no speed select).
Limit warp however you want … where to warp, when to warp, how fast to warp. That’s all alright but lateral control is just amazing … please give it a hard thought what other options there are when there’s a conflict with how the game should behave before axing the feature.
New AI is interesting. A lot more movement play. There’s a lot of stuff that could be done but I think the AI is already farther than I would have though possible at this stage. If Flavien wants to improve it I could investigate more. It’s a rather complex topic though and I’m going to leave it for the future.
I’m going to drop my biggest concern now. There are a lot of situations where the limitation of the Netcode show at the moment.
During the Weekend I had a ping between 100 and 200 ms. (As shown in the Debug Framestat Menu.) Usually arround 140. Often it jitter up to 200 and down to 100.
Last time I seen these numbers were, I think, on Wednesday, the server was loaded and there was a lot of teleporting ships. Flavien noted that it may be the server overloaded due to the new turret tracking code.
Maybe that’s fixed now but my ping numbers stayed about the same. Teleporting was less the issue but I was able to see following effects:
- Collisions are really wonky. I did a lot of close fly-bies of capital ships this weekend and it happend quite offten that it looked like I passed the ship but then collided with an invisible box. I was going between 1 to 2 km/s. (Hit and runs)
- The game really badly handles the instant deceleration when dropping out of warp. There’s always a jolt when you get teleportet back.
- Sometimes weapon fire hits target ship but does not register. It doesn’t happen often but it is noticeable. I would guess every 100th hit.
- The switch from low update rate to high update rate is a little jarring. Maybe more steps in between would help … maybe there are no steps but currently it is quite annoying.
I’m ok with the netcode. It does its job. One could now change gameplay to more fit the limitation … or just ignore it and have players with a higher ping experience these drawbacks. I don’t know. I gave it some leeway but it was quite jarring. I would accept some of the issues if the gameplay would really make use of all the potential the gameworld has. (Moving battlescaps, chases, long range (visible and maybe fast) engagement, hit and runs).
I was able to do my hit and runs on large targets and beside that one time I hit, what I guess was, the future position of the cruiser, it mostly went without a hitch.