Deep Rock Galactic

Deep Rock Galactic Dev Tracker




04 Sep

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Originally posted by withmycap

Yeah, I only based it on that clip. Hot take? Time will tell if the weapon is balanced or not and I'll gladly eat crow if I'm wrong. I don't think I have to watch a whole stream and elaborate on my take only to ask a simple question. Hypothetically, if I worded it like this: "this weapon is pretty underpowered", I'm pretty sure I wouldn't have gotten any downvotes. That only shows that certain people downvote you if you dare to critic the devs too much. Doesn't change my love for the game in which I poured more than 1k hours.

Well, you’re not wrong in that the clip shows the gun brutally eradicating some glyphids that just appeared. The mods and the overclocks used limit the ammo, though, and there’s not a lot of situations in the game, where you’d get as lucky as this. At least not when we played. 😅

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Originally posted by withmycap

I kinda expected his would happen since it happens a lot on this sub. The devs are untouchable and if you don't want to get downvoted you better don't share certain critical thoughts. I still wanted to give it a try and see what happens lol. At least I got my answer.

I think the real issue is that you come with a hot take without saying why, thus not really contributing to the conversation - which is more or less what downvotes are for. If you’re basing it on the clip above, you probably haven’t seen the hour or so of footage from the streams.


03 Sep

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So, I see you are addressing stuff like weapon stats. I think it's important to see that in the context of the full sentence. "while still retaining progression in line with the regular game." Obviously, a rifle that one-shots everything doesn't belong outside of the sandbox be. Some of it might be incorrect as I'm not completely up to date on the guidelines, but again... that's a problem for Monday-me.

So, I see you are addressing stuff like weapon stats. I think it's important to see that in the context of the full sentence. "while still retaining progression in line with the regular game." Obviously, a rifle that one-shots everything doesn't belong outside of the sandbox. A rifle that has some values tweaked would. The idea is that overall if the mod doesn't make you skip ahead or skip content, it's most likely fair game. If you go down in the mines, spend time down there and go back up, you've been in the game loop, and that is what actually matters. You might have us...

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Originally posted by joe_mama69420123

JACOB!!!

HI JOE

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Originally posted by stuckinameme

Idk if its the same one, but you can find it here

Not gonna fall for that one (Thanks thumbnail). Was just trying to lure out the other bots.

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Originally posted by Havok1911

So.. this month then? October is the start of Q4

Sounds like a correct definition of a year divided into quarters!

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Originally posted by MathWizz94

I think gaming communities are really making the definition of peer-to-peer murky. Peer-to-peer by definition means there is no central server, and in the case of DRG there is most definitely a central server. The central server just happens to also have a client attached to it. Interestingly, I've never seen Minecraft's open to LAN feature, which functions nearly identically to DRG's setup, referred to as peer-to-peer.

Another interesting aspect is that peer-to-peer also implies that peers are connecting directly to each other. However, I believe [citation needed] that the connections are technically proxied through Steam's servers, so in fact there are dedicated servers in between "peers", they just aren't doing any of the game processing. This explains why if Steam does any maintenance, you will lose connection to other players in a supposedly peer-to-peer game.

In the end I'm not sure what you'd describe DRG's setup as, I just have to agree it's not sim...

Yeah, I think the term has been adopted through long term use. It’s also a complicated topic, because as you say there is servers that handle stuff like matchmaking, but not the actual game. And there is a server listening for clients, so I guess my definition is somewhat lackluster.

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Originally posted by walter_socom

when does the update come out?

Q3 2021!

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Where can I buy one?

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Originally posted by siggy54321

What gun is that

Upcoming engineer primary LOK-1

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Originally posted by Kazer67

That happen when the term isn't the same on a different context. The general term P2P is usually used on a distributed model where all actors are both client and servers at the same time.DRG is closer to a background dedicated servers (like Minecraft/Terraria system for LAN for example when you open it from your own games).

That's why I always make the difference between dedicated/persistant servers and P2P with the host-as-a-servers in the middle.

Having really a P2P connection on DRG (like the game Elite Dangerous do) could be cool to spread the load and get rid of the problem of "host having a bad connection that make the other 3 lag" but it would be very hard to implement on DRG for close to no improvement (I mean properly).

I don’t really know what else to tell you, you’re not really wrong, but you’re also saying “the general term p2p” and “having really a p2p connection”, which is basically what I explained above, since the game definition of “general p2p” sways that definition and covers having a client act as a server, and not relying on a dedicated server setup in the background. Basically, it’s usually dedicated servers or not. I also disagree with the background dedicated server part, since both of those actually a have dedicated server software process available for standalone server and a persistent world where it makes sense. I do think it’s just semantics at this point, though. It’s just a question of what we’d call it. You’re right about having the actual process spread out would be true p2p in the broadest sense of term, and how it’s not really feasible in the context. :)

Edit: Brushed up on it, and I see that my own definitions are somewhat lacking on this part. It’s no...

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Originally posted by Kazer67

Note: DRG isn't peer-to-peer at all, it's host as a server with up to 3 clients (or more with the 5 players "bug").

I don't know how they get the available servers list, maybe it ping some master-servers for listing (like the game Tremulous do) or it's by some Steam API.

Also, if you kick a player, he's banned (at least for the mission, don't know if it's permanent).

Well, yes, and no. In game terms, as opposed to something like file sharing, peer-to-peer actually cover setups with one of the players being the host, as opposed to having a dedicated server that handles stuff. In other words, the game is handled by the players connecting to each other, without any significant server connections. It does work with the Steam API, afaik (for the Steam version).

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Ah yes, the classic dwarven pressure cooker.

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Several reasons;
- DRG is peer-to-peer, so there's no server you need to connect to other than the other players, thus no server handling banning players. On the plus side, this means that we're not reliant on third-party services to have great uptime. This of course differs if we're talking Xbox Live.
- It's very hard to actually provide solid proof that someone griefed. User names are not valid as an ID, as it's easily changeable.
- It's very hard to actually manage a system like this.
What you can do is block and report them on the respective platform, in accordance with their rules of conduct.