Dream state when laying in a bed

Deon Beauchamp shared this feedback 21 days ago
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Lying in a bed for more than 20 seconds would allow a dream like spectator view of a grid that exists in the world.

The view position would be fixed on a random grid, no navigation, until the player gets out of bed.

Replies (4)

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Alternative dream could be spacemen jumping over railings.

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This seems impractical. The ability to see a random grid would get thoroughly abused by people as a method of scouting, and offline-grinder-monkeys are already enough of an issue in SE1 without such a tool.


The engineers thing would be funny the first few times, but it also seems like a rather significant expenditure of resources for a gag that younger generations may not get, and might get old rather quicky depending on its implementation.

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Staring at the ceiling of the bunk it pretty boring on its own.


1. The world may be much more populated than SE1, with random grid fixed view not really given any advantage.

2. The dream state view could be fuzzy, or low resolution, distorted, and in short snapshots.

3. It could be a nightmare, recreating a replica your vessel crashing into an asteroid.(PCU allowing)


4. The random grid could be added somewhere remotely in the world for the dream and then removed upon waking.

5. If your player is in a bed or in a cryo for a little time it could be that the player is AFK and the dream is acting as a screen saver.

6. You could come up with other dream ideas that would be fun for game.

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1 & 2: Never underestimate what a clever person can ascertain from even a blurry snapshot.


3 & 4: Both of these would be rather excessively system-intensive for what you'd be getting.


5 & 6: You seem to have come up with a solution in search of a problem... I still think it an impractical use of resources, but I suppose if you must insist on having a screen-saver for people that for some reason log in to a game just to sit in bed in that game, then a short looping video of the camera orbiting around stuff off the workshop to show it off would probably be the best option.

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3/4 could be achived by only hosting it locally and not on the server at all. but i see no point in this idea to begin with.


If it interacts with the actual game world in any way it can potentially cause massive issues for other players. Likewise, even if it doesn't it's not really a worthwhile investment of time for the dev team.

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It could be argued that there is no point in a lot of things, including gaming, or choosing a new colour to decorate your room, or buying another pair of shoes for your collection, or keeping that old bit of tech tucked away somewhere, and so on. I do not presume to know what the devs will want to do apart from the presented road map, but this site is one of the few spaces to air players ideas, Kreeg always says if you have an idea make a ticket, many people are put off from posting their ideas here on this site because of the constant barrage of 'that wont work' or 'the devs wont like it'. People find easier to downside an idea rather suggest means to make something work. Often this is because the suggestion does not fit into their game world view and ignoring the fact that if that game world view was open to new gameplay that it would bring in more players. Rant done.

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First of all: how important is "bed rest"?

The very fact that rest is necessary presupposes the existence of some kind of EDSR system, in which sleep is an important component.

Secondly, how long is a "day" and what is the time system of the game world? Is there a "universal time"? (The simplest solution: 24-hour UTC time and Julian date +50,000 - +100,000, i.e., ~137 - 274 years in the future. This also solves the problem of determining the coordinate grid on planets - the prime meridian is the meridian on which the central star is overhead at 12:00:00 UTC.)

Third thing - how is the EDSR system set up? Is it based on universal time and a 24-hour cycle, or local time and local day length? How often does the player's character need to eat, drink, and sleep? How long does the player's character need to sleep? What are the penalties for sleep deprivation?

Fourth thing: does the time a player is disconnected from the server count as rest? Under what conditions? How is EDSR calculated when resting on a normal bed and how in a hibernation chamber?

IMHO Deon started things from the end...


Translated with DeepL.com (free version)

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In terms of resource use, I think that you are stretching the case a bit.

It is fairly easy to mitigate against your concerns.

If someone is clever, let them be clever, it is a game.

Making games is about creating experiences, problems and solutions play their part.


Functional decorative blocks are good for role play.

The idea of dreaming whilst in a bunk takes role play a little further.

If dreaming became a thing in SE I am sure that the Mods would like the opportunity to inject cut scene dream sequences for narrative purposes in custom campaigns.


Submariners have to deal with sleep in an organised manner, space marines will do the same.


I heard that Merlin was supposed to have started from the end going backwards.


After reading your replies, I am greatly concerned that you do not get out into space enough!

The odd delight found in a game can be the difference between a good game and a great game.

Taking game play too seriously or competitively turns a game into a sport.

For some that may have appeal, for others not so much, but I suppose that SE is a special case and offers much more than a game or a sport.


Oh whilst we are talking of time, the atomic clocks used on the early relativity experiments flying around the world were NOT accurate, they all read different times, some deviated so much that they were excluded from the data!

Too much science fudged to fit theory.

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-We're talking about coming up with a screen-saver for afk players to play on top of simulating a local potentially fairly active 3d environment instead logging said afk players out on the off-chance that someone will want to write a cut-scene that makes specific use of a dream-sequence feature instead of just making a normal cut-scene... I get it wont cripple anything to implement, but that doesn't make it a good use of development time or processing power.


-There's a bit of a difference between "this person cleverly invented something complex/cool" and "this person took a screen-shot, spent five minutes sharpening the image enough to cleverly throw measurements and math at the shadows and local environmental features and subsequently precisely located your stuff so they could throw infinite grinder-monkeys at it while you were offline." Giving out location-data to trolls and griefers is the kind of thing that gets people to quit playing a game, and that would be rather counterproductive.


-The last half of your post just seems to wander about without a discernable point. You may need either coffee or sleep.

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You are beginning to sound like Blade and seeing ghosts around every corner. In multiplayer it would work both ways or if you though it was unfair then you could turn it off. In single player dreaming could bring mystery and insight to further a storyline for a plot. It is no biggy really.


Coffee is not good for you, too much can make the breath smell awful. The spider experiments with coffee on the construction of spiderwebs show that the spider no longer knows where the centre of the web should be.

As for ramblings, did you read @Semtex's comments on day cycle?


SE is a game for many types of player and types of gameplay.

I am on the mark, in terms of biases and game world view, the arguments are so often about competitive multiplay(sport), and this misses on the views and needs of nearly everyone else.

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-If you are referencing who I think you're referencing, then I lack their proclivities for accusatory insults, projection, use of the "argument from authority" and "argument from ignorance" fallacies, as well as their general fear of pvp and propensity for the use of their one overly graphic metaphor referencing pvp players and their one food-related metaphor for choice. But in spite of all their flaws they are on occasion actually right about some things.


As far as ghosts go, it was at one point my job to look for such so that the group I played with could exploit them, and what I learned to do there never quite entirely disappeared when it became someone else's job. The "see someone else's secret info" loophole? That one's so simple young children use it in split-screen games, and so old it predates the practical use of electricity (when were playing cards invented again?).


-A lot of animals react differently to things than humans do, if I recall correctly caffeine causes spiders to become intoxicated the way too much alcohol would for you or I.


-It was not apparent that you were answering Semtex's question.


-It isn't really a question of competitive vs not. Some people will play solo/friendly, some will play competitively, and some will join every world they have access to and abuse any exploits they know to destroy everything they can from their spawn-pod, because they have no respect for anyone else and they think irritating other people is funny. If you want easy to make cut-scenes, then ask for easy to make cut-scenes, asking for something that risks giving away people's locations in a game like SE is just going to irritate the people that would prefer their secret locations stay a secret.

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I do enjoy seeing the use of the word 'proclivities', and yes, even a broken clock can be correct twice a day. (not being totally fair, apologies to all)


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I am not trying to win you over with this idea. I do like reading peoples views on the pitfalls of ideas so that implementations can be achieved that address the issues aired. I do see them being resolved without abandoning most them. My hope is that more people will think about how things can work and how the pitfalls can be resolved, raising up rather than pushing down.


Question: Do you object in principle to the idea of having a dream type experience whilst your character is laying in a bed?

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I find the scope and purpose to be overly narrow. If we are to have cut-scenes then they should not be limited to someone sitting in a bed, it should be possible to trigger them from other locations as well. They also shouldn't just be there to serve as a screen-saver for an afk individual, it is a poor use of resources to render something like that on top of the afk player's local environment.

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