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Groups > comp.lang.basic.visual.misc > #3002
| Newsgroups | comp.lang.basic.visual.misc |
|---|---|
| Date | 2023-12-20 16:40 -0800 |
| Message-ID | <bd4cdb4b-3c7c-4833-91cd-6930c52428f8n@googlegroups.com> (permalink) |
| Subject | The Long Dark Multiplayer Mod |
| From | Sydney Trigillo <trigillosydney674@gmail.com> |
The Long Dark has always been a singleplayer only game that heavily emphasises just how lonely it must feel to survive in the wilderness, in spite of nature, but could there ever be The Long Dark multiplayer? the long dark multiplayer mod Download File https://8suliemauze.blogspot.com/?gf=2wRvLC After too many newcomers to the game kept asking whether there would ever be a The Long Dark multiplayer mode, developers have openly discussed the matter themselves, confirming our long-standing suspicions! In response to one player asking whether someone could make a The Long Dark multiplayer mod on the off chance that developers are unable or unwilling, developers themselves said that "The Long Dark was designed from the beginning to be a single-player experience and we don't have any plans to add multiplayer." " It doesn't quite fit with type of experience we are trying to build," said the devs, "and yes, the technical challenges of trying to add multiplayer to the existing game would be pretty significant." Of course, this means that there will never be a multiplayer feature for The Long Dark. This is a complex game with a lot of moving parts. It would be challenging to implement multiplayer in a way that is both stable and fun, especially on a single console or PC. The developers would need to account for things like player synchronization, inventory sharing, and death mechanics. The Long Dark multiplayer mod called Sky Co-op is one of the best mods for the game out there. It is a very interesting mod that makes your survival a bit better with a couple of friends by your side. Bright lights flare across the night sky. The wind rages outside the thin walls of your wooden cabin. A wolf howls in the distance. You look at the meager supplies in your pack, and wish for the days before the power mysteriously went out. How much longer will you survive? Welcome to THE LONG DARK, the innovative exploration-survival experience Wired magazine calls "the pinnacle of an entire genre". Wolf Ridge is a multiplayer objective-based survival game centered around a group of hikers lost in a vast mountain range when they are attacked. The hikers must reach the evac helicopter before it's too late! Hardcore and realistic; LiF is a Medieval multiplayer sandbox RPG, with free terraforming, a rich crafting system and preset and modular building construction. With engaging survival aspects, no target physics-based combat and a unique formation system - along with numerous other features - LiF is not for the faint of heart! With the constant threat of your save file being deleted should you die, it can often feel like a long uphill battle in The Long Dark, which is also part of its appeal. Still for new players that are struggling to make progress or veterans looking for ways to mess around with the game, loading in a cheat or two is always acceptable. Depending on the game having a durability bar can be a blessing or a curse and in The Long Dark, it tends to be the latter. Items break at the worst time and in the frozen wilds of Canada, every crucial piece of gear can go a long way if you're careful. For example, wearing thick coats and multiple layers will keep your character nice and toasty a lot longer than say running around in just a damp shirt and scarf. The same goes for using heat pads, building fires, or waiting indoors for a few minutes for your character to warm up. It can be a little overwhelming for new players to get to grips with the game with how punishing the Freezing mechanics can be, so if you want a slightly softer experience then just use this cheat to turn it off. I think this solution leads me to what I think is my greatest wish and suggestion. Make KSP2 multiplayer a competitive space-race team-based persistent-world MMO with inter-agency contracts and trade. If I can see you from the ground or low orbit, you would be inside the local real-time multiplayer bubble. Once you get to orbit you can plan maneuver nodes and start the inter-celestial-body journey. You exit large multiplayer when you start a journey. You keep team-based co-op multiplayer by being able to interact with the players on your craft. While on a journey time-warping is enabled and you can edit maneuver nodes and the destination. The server syncs you to the local SOI real-time bubble and system configuration when you arrive at your destination in order to re-enter large multiplayer. It's like waiting for transfer windows, but the abstraction is reversed. You can't have large scale multiplayer with physics warp. You would just see people popping in and out of existence as if they are using hyper-speed wall-hack cheats. It breaks immersion. You couldn't have space-races or races of any kind. When you are on a journey you are outside of objective time bubbles. You make course corrections as usual, you can change destination without any issue. You go from maneuver node to maneuver node or pause the journey and create new maneuver nodes. But non-team multiplayer only exists after you arrive in the destination time bubble and auto-sync to the local system time and configuration set by the server." Map view only represents the system configuration you are playing in. When you start a journey, map view shows you a system configuration starting with the time of the transfer window, but it does not represent any server-defined real-time bubble system state. It's virtual during a journey, outside of time and outside of non-team multiplayer. When you arrive, server syncs the map view to the local configuration. First of all you need to set up resupply loops. Secondly, to preserve resource management causality there could also be a timer used internally by the simulation to calculate "resources depletion estimated time". The thing is that it doesn't really impact multiplayer. Other players can't see inside your craft or colony to check if your resources are depleted. The events / actions recording system (which is also used by the delivery routes system) would allow to have a centralized timeline for massive multiplayer. This would allow time warping at will (because everything is either on-rails or manually controlled - which would trigger updates to the recordings placed on the timeline). Server could optimize sending you only the relevant localized recordings using an events / actions LOD system. Players would see all pre-recorded actions of other players in space as they play / warp. This combined with the hybrid multiplayer bubbles (big ones close to celestial bodies and small ones around space stations or for rendezvous) would be a general workable solution for KSP2 multiplayer. I think this solution leads me to what I think is my greatest wish and suggestion. Make KSP2 multiplayer a competitive space-race team based MMO with inter-agency contracts and trade. All of the major MMO type changes I feel like change the game too much, such that is no longer the Kerbal Space Program we know and love. Sure, an MMO with semi unrealistic physics or a strategy game without much piloting would be great fun, but it is not the point of KSP2. The original KSP1 is a game of engineering, manual piloting, and some realistic orbital mechanics, and many of these ideas just change the game too much to be KSP2. I'm not saying they are bad ideas, they are just great ideas for a new franchise / series. Keeping the main physics framework but allowing several different multiplayer "modes", as well as allowing mods to add more, lets every player play KSP2 their way. We don't have to go with one way or another. You can have single player, public server multiplayer and private server multiplayer using the same common game design. You would build on the previous game, because I believe big multiplayer was the vision for the game starting a long time ago. I mentioned this in the Q&A. As the monstrous host begins to sink Al Mazrah into perpetual and terrifying darkness, here's all the available intel, ahead of a comprehensive Roadmap of all The Haunting activities, coming later, just before mid-season on October 17: 0aad45d008
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The Long Dark Multiplayer Mod Sydney Trigillo <trigillosydney674@gmail.com> - 2023-12-20 16:40 -0800
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