Dreoh wrote: » Well, that depends on if the ash trail stays after you're revived or not
Vhaeyne wrote: » Dreoh wrote: » Well, that depends on if the ash trail stays after you're revived or not The expectation is that active players are going to be fully animated and killing each other as hard as possible. The DEVs should not have to rely on a performance gain from dead players.
Recluse74 wrote: » Why not though? In Lineage 2, like Steven talked about in the stream.. we used to throw gold on the ground to lag out people with weak PC's... it seems to me that if you have, let us say, 100 bodies laying on the ground with different armor sets on that have to be rendered when you enter an area, it will slow down PC's quite a bit.
Noaani wrote: » Recluse74 wrote: » Why not though? In Lineage 2, like Steven talked about in the stream.. we used to throw gold on the ground to lag out people with weak PC's... it seems to me that if you have, let us say, 100 bodies laying on the ground with different armor sets on that have to be rendered when you enter an area, it will slow down PC's quite a bit. In large scale PvP, we are all going to look the same.
Noaani wrote: » In large scale PvP, we are all going to look the same.
Vhaeyne wrote: » Noaani wrote: » In large scale PvP, we are all going to look the same. That is the worst case scenario. I think the goal is to have the network code good enough so that you don't have to make compromises like that if your internet and PC can handle it.@Recluse74 So are you just expecting the start of every battle to be a lag fest. Then only the survivors get to duke it out with good performance? If so that is pretty low standards. Y'all, need to keep in mind that they have ambitions to push PvP to 500v500. In order to get there that means that 1000 people will be able to control their character fully animated on the same battlefield. A moving animated character is far more complicated than a corpse or some ashes. This is with or without the character having a generic appearance. Players are still going to be spawning in new particles and objects with every move they use. Pets are going to be running around. It is going to be a lot for sure. That doesn't mean we just accept that the fight doesn't get good until X amount of people die and performance increases. If the server can only handle 100 v 100 with fully animated characters. They should not be allowing 250 v250 fights. Ideally they would stress test something like 600v600 to know that 500v500 could work.
Recluse74 wrote: » All I said in my first post is, is that I would bet that is what it is. Does not make me right or wrong, just that, this is where I would put my money if they gave me an option as to why they are doing it. If I was asked to put my money on 1 of 3 reasons.. Lore, Looks good, or PC performance... I would choose option 3... that is all I am saying. When I heard 250 v 250.. I was quite shocked.. and when 500 V 500 was mentioned... I could not for the life of me figure out how they would pull it off. Just based on games I have played in the past, this number just seems to far out there, and I can only hope they prove me and anyone who else thinks like this, wrong. Because the more they talk about it, the more hope I get.. and I do not want to get to hyped about it before it is proven they can do it.
Recluse74 wrote: » If I was asked to put my money on 1 of 3 reasons.. Lore, Looks good, or PC performance... I would choose option 3... that is all I am saying.
Dreoh wrote: » As someone who had done game development and worked with spawning entities and such. Even simple entities with minimal logic build up memory usage more than you would think. If the ash piles have any sort of logic tied to them, being anything from "do spells interact with them at all", to "do they keep memory reference of the player that died" will eat up memory. Though the 5000 bears event does show that they've optimized considerably in that regard.
George Black wrote: » I would rather the animation play on a dead body on the ground, when the player hits the respawn button. With the current animation, skeletons zombies, cemetarys should not exist. Everything becomes ash. But I think Steven is very into it so I don't think there will be a change.
Dygz wrote: » Before leaving Verra, corpses did not immediately turn to ash. Could be that what Necromancers summon are fossils. I'm not aware of the devs stating that Necromancers can raise skeletons and zombies of the recent dead. Also, for all we know, what Necromancers do is use resurrection to partially reverse the turning to ash process - stopping short of recreating healthy flesh.
Vhaeyne wrote: » Recluse74 wrote: » I would be willing to bet it is about system resources, and making even larger scale battles possible. They are striving to get 250 v 250 or higher when it comes to large scale PvP, and that would not be possible if you have to have dead bodies still drawn at the same time. The graphics lag would be a nightmare for people who have PCs that run the game on lower end graphics just to play PvE stuff.. let alone participate in large scale PvP. I am very skeptical about this point. When designing a mass combat system you assume that all of the players are going to be active and animated as much as possible. Dead bodies or ashes is going to be easier to handle than the full roster of active players that are expected. It is not like the designers are hoping that as combat goes on performance of the game will improve.
Recluse74 wrote: » I would be willing to bet it is about system resources, and making even larger scale battles possible. They are striving to get 250 v 250 or higher when it comes to large scale PvP, and that would not be possible if you have to have dead bodies still drawn at the same time. The graphics lag would be a nightmare for people who have PCs that run the game on lower end graphics just to play PvE stuff.. let alone participate in large scale PvP.
Asgerr wrote: » I think that will depend on the server capabilities. Just remember the anecdote that Steven himself tells from his time in Lineage 2. He would litter a battlefield with coins, just so the game would crash on his enemies' end when approaching it. Although I would wager it wouldn't be out of place for large scale PvP to not leave a pile of ash and you needing to worry about finding your pile again to loot your own materials. That mechanic shouldn't be present in a siege battle. Thus there should be no need for any remnant of your prior death to linger on the field.