Jump to content

Howlune

Members
  • Posts

    58
  • Joined

  • Last visited

1 Follower

Recent Profile Visitors

506 profile views

Howlune's Achievements

Scavenger

Scavenger (2/15)

51

Reputation

  1. Are there advanced ways to format the new CSV xpath to better construct lists like entitygroups? For example, I posted pictures of what I have in my mod and what the result in configs dump is. Why is it moving the first entity to the top and out of the group? And why is it moving what I've added to the bottom right corner, with no tabs and a skipped line. While entities seem to still spawn fine from this, I specifically want to use "none" to cut down on total sleepers spawning... which does not work unless it is formatted correctly and directly after the last entity in the list. How can I fix the formatting and structure with a csv path, so i don't have to use set xpath and override every single sleeper group manually with the "none" positioned correctly?
  2. While I wasn't initially a fan of the idea of taking away glass jars, I'm starting to agree with this change. It was a simple case of "oh look, they're taking another thing away and requiring you to think even less*... but I never really thought about the fact a player could go to any water source and instantly get 125 bottles of murky water and basically be set for a very long time with little to no effort. Unfortunately, it still feels as though Food and Water is of little importance to most players as killing yourself and respawning instantly heals all injuries, fills all meters, and just about completely renews you at the cost of a pretty small amount of time wasted. I can understand how difficult it is to balance making survival mechanics matter while not making the game frustrating or punishing enough for players to not want to play... but deaths seem pretty inconsequential when they basically rewind all those injuries, infection, the food and water loss, etc. Something I admired about the wellness system back in the day is on top of you being alive, you had something you had to keep a proper balance of lest you die and lose it. I am not saying wellness was better, it had its pitfalls (like getting to a point you basically can't die, having so much food that gave the most wellness, etc). I get the idea of respawning is like waking up from a bad dream, it's a cool concept... but it feels like players will get a broken leg and not have a splint readily available, so they opt to "wake themselves up again" instead.
  3. I think the "small jabs" the video points out are just products of dealing with the unruliness in the community over the years. Its human. I can't say I'm a big fan of the recent direction the games been heading in either, but yelling and being unreasonable with the people who work on or for it gets none of us anywhere.
  4. You have no idea how much of a relief it is to hear someone higher up admit to tier 6 being way too common is a problem. It absolutely cuts down the potential play time of the game. When you have the best of everything you lose reasons to keep looking. Same goes for things like airdrops giving 500 steel blocks haha. I get some things are for accessibility or simplicity, but drop rates are entirely separate from that. Things need to feel special to trigger that dopamine reponse.
  5. This may be a head tilter for some, but some of us loved having a ton of quality levels to work up to. It lengthened gameplay, as it took much longer to get the best equipment and lose the reason to go out looting anymore. Upgrades were frequent and the feeling of slowly becoming stronger lasted longer. I am not here to say the base game should be this, I understand the goal was to hyper simplify it, but being able to mod it back in at the very least would be incredible and satisfy a lot of the game's long time vets.
  6. I was expecting this reply. My point is understanding what could have caused that cut off, so myself and others I know can make an honest effort to improve how we enjoy this game. We fully realize its not the priority of the devs, we want to better know how to fix it ourselves.
  7. Huh. I wouldn't suppose theres a way to see a full list of under the hood changes done on certain patches for the modding community to look more into at least? For the past year its felt like a constant investigation with only a few clues found so far. For example, before A19.3 we could have 50 players on one server. Before A20.4, we could have 40 players on a server without major issue, now it can barely support 30. I would like to better find what happened to cause those things... I know this is not priority in the game's development, but theres many of us that would love to try our own hand through mods. EDIT: After a recent conversation I realize theres many things that may not be mentioned in patch notes at all that could have been changed over the course of several patches... like the amount of ray casts in the game at any one moment and how much information clients share with each other constantly regardless of distance between each other in the game. Maybe its just not possible on a modders level.
  8. In regards to the new engineer(s) brought on board earlier this year to possibly improve netcode, I would love any insider knowledge there might be or to know if any updates exist on this subject since this post was made: I realize changes to such things would likely be reserved to that of a full number update rather than a decimal one, so is there any hope in A21 carrying a treat for us who enjoy larger servers? The landscape is dire right now and much of the servers got killed off from 20.4.
  9. Allowing 50 players =/= rust/dayz. We are here for 7 days. Player count has no bearing on the games identity, especially when we could have those player counts in the past in the same game. There is a reason we stayed here instead of going to the other games you mentioned, because they are different games. Everytime I've seen your replies, you seem to treat the desire for higher player counts as an assault on the way you play this game. It would not affect you at all. As for the honey and vinegar metaphor, I worry that many taking the side of expanding multiplayer come in here with an axe to grind. If I were a dev, I'd be less willing to listen to these people being as abrasive as they are. It's not helping. We need to stop being mad/angry and instead focus on helping those able to make change understand our plight. Madmole talking about hiring a programmer for netcode gave me hope, and I made the mistake of thinking improvements would show up within months after him saying that. I should have realized most development takes a long time and such a thing would not show up until probably a21. So here's to continued hoping. In the meantime, I'd also hope people upset over multiplayer stop being angry and hostile, and others stop spitting on the wish for higher population servers with no solid reason to do so.
  10. I was using an opportunity to vent further despite running past relevancy to his comment.
  11. Yes and unfortunately it's barely possible now, and every time I have been on these forums explaining in detail the state of things or how they could be improved, I am straight up bombarded by people who would have you believe the pimps can do no wrong nor have done any wrong. It simply comes down to the game running so much worse network wise than it ever has. I had no idea things like turrets absolutely spam 1000s of netpackages to players a minute and havent been fixed since their inception, or why a player 4000m away from another player will still send them every sound, block damage, action, movement... just every type of netpackage there is despite the distance between them. Its horribly managed and a huge community has been displaced because of it, and then were told that our concerns arent important because of the game's "vision".
  12. The game being 22-23k active online players on average is not a negative. While it sure felt like there was an exodus with the sheer amount of large pop-servers that got killed off by 20.4, the harsh truth is it didn't even dent the game. The devs do not need to improve netcode or help large servers for their game to continue to be considered a "success", so as much as we wish we could play the game the way we did, I don't see any any real improvements being made until after the devs have finished with content and possibly even ship the game officially. Our playstyle is not a priority plain and simple. It's disappointing... saddening even, but it is what it is. EDIT: Apologies for the necro. I haven't signed in for a while and this showed up first in notifications.
  13. So you don't have a horse in this race. Can't say there are no issues when you don't even participate in part of the game we're addressing concerns with. I've stopped taking "its alpha though" as an excuse. Alphas are supposed to improve over time, or eventually turn into betas. We've experienced neither. I have ran one of the most popular pvp servers since 2020, and had to close my doors because of 20.4. I got used to the netcode problems the game has had for a while. Not the issue. For all the reasons Zipcore had listed, along with this new and unknown elevated netcode lag, it's pretty much impossible. Trees respawn when new players enter an area other players have already been because of some clientside conflict, breaking holes in bases and showing trees on one players screen while not existing on someone elses'. This never seemed to be an issue before a20. This new server browser is either a failure or severely unfinished. Day 1, people were bypassing filters, and no matter where you are in the world you will see the same 10 chinese servers populate the top in player count.. all using the same steam authentication bypass (NAIWAZI). Many servers go unseen because of how unintuitive and clunky it is. Any game dev should know good ideas are defeated by stupid players, but this was just a garbage fire. Chunk reset was invaluable to fixing terrain issues with how unstable the game is, and now its garaunteed to corrupt the map unless you use it in the most remote and least touched places... even then it's too risky. While I havent encountered much issue with voice chat myself, I feel it doesnt even matter much considering the current state of the game. I was able to wing it the considering aforementioned issues, but what really killed it was whatever has caused the game to go from supporting 40 people at most, to 15 at most on a server without getting unbearable lag. I know I'm going to get people telling me "they never mentioned support for more than 8".. yes, I get it.. I've heard it many times. My point is the game runs considerably worse than it did before 20.4 for reasons I still don't know, but I will always blame the netcode by default.. I dont know what they did with it to make it so much worse with one update. No matter the context, a massive downgrade in performance for no reported reason in the patch notes is bad. It doesnt matter how many are playing on the server, the game just flat out runs worse than it did. You may not notice it as much with less people cause its multiplicative, but its it's there.
  14. I dont think its them wanting to *kill* multiplayer, they just have different priorities and large population was never something they have beholden themselves to, unfortunately. And despite all the big servers dying off because of it, the game remains at 15k+ currently playing on steam, so theres no alarms going off for them anytime soon.
  15. Nothing to do with client FPS. I'm talking about netcode, or whatever they added or changed in 20.4 that made the netcode go from bad to worse.
×
×
  • Create New...