Keck 12 Posted December 11, 2015 I didn't bother to read your post because your first sentence demonstrates you have no clue what you're talking about. base building is not reliant on the renderer. the "new engine" is not some separate entity to be merged, it's what they've been working on/creating all along. i'm not saying they should have rushed it, i'm saying like many other major systems (weapons, clothing, farming, vehicles, crafting, melee, animals, everything) the foundation should have been put in much earlier so they could build upon it like everything else they've done. Btw in regards to this https://forums.dayzgame.com/index.php?/topic/220448-precise-object-placement/This is from february. That's one thing that I wondered about aswell, what actually happened to the object placement. If you look at the trello it's still there I believe, but we simply didn't hear anything about it. I assum that it might have something to do with server/client performance, but frankly I am pretty much useless in any proper IT stuff. :p Share this post Link to post Share on other sites
ColdAtrophy 1850 Posted December 12, 2015 (edited) That's what I'm saying though. The new renderer, and player animations have nothing to do with a system to place objects. Maybe that's tied into the UI, but I don't really think so in the sense that the mechanic is reliant upon a particular UI. Maybe they tried and couldn't for technical reasons. Say for just a moment that without the new advances in tech that the new renderer brings, building anything more than a few small walls causes your FPS to tank. Would that be something that anyone would welcome? Also, I specifically remember Hicks saying that without the new UI, crafting was simply not going to work. He said that it didn't make sense for them to get it working in the old UI (which, btw, is more than just a new skin on your screen as there is tech behind it) when they needed those resources to go towards getting it running in the new UI. You can argue that crafting and basebuilding are different but I'd be willing to bet that they'd be handled by the same processes. Edited December 12, 2015 by ColdAtrophy Share this post Link to post Share on other sites
Bororm 1156 Posted December 12, 2015 Maybe they tried and couldn't for technical reasons. Say for just a moment that without the new advances in tech that the new renderer brings, building anything more than a few small walls causes your FPS to tank. Would that be something that anyone would welcome? Also, I specifically remember Hicks saying that without the new UI, crafting was simply not going to work. He said that it didn't make sense for them to get it working in the old UI (which, btw, is more than just a new skin on your screen as there is tech behind it) when they needed those resources to go towards getting it running in the new UI. You can argue that crafting and basebuilding are different but I'd be willing to bet that they'd be handled by the same processes. Those are sensible points. We do see the very basic implementation of crafting though, even if the advanced crafting is reliant on the new UI. They aren't scrapping what they have as far as I know, but building on it as they further the tech. I think the FPS issue is fairly unlikely, and considering how they keep adding huge structures to cities with already crappy FPS I doubt that's a real concern of theirs =P It would be helpful if the devs would just tell us what the hold ups are so we don't have to speculate. Regardless of all else, I think they're going to have a rough time getting it in and especially balancing it in such a short amount of time. That's my main point. Share this post Link to post Share on other sites
PongoZ 127 Posted December 13, 2015 What you mean, like bigger network bubble? I was thinking along the lines of them being constantly drawn towards distant gunshots, naturally aggregating in the areas where the most is going on at the time. It also would allow for the prepared survivor to draw off the infected before looping around and looting back through an area. Maybe revise that to 1000 meters. Or is 500 meters the radius of the network bubble? I mean like the server will have to check if every sound within 1000s of meters is heard by every zombie in that range. The servers can barely handle a currently moderate number of zombies with a moderate number of people. You will make their processing exponentially more costly to the server. Right now they are checking within dozens of meters. Share this post Link to post Share on other sites
ColdAtrophy 1850 Posted December 14, 2015 I think the FPS issue is fairly unlikely, and considering how they keep adding huge structures to cities with already crappy FPS I doubt that's a real concern of theirs =P I am not an expert on this, so maybe someone else can shed some light on what I'm about to describe. From what I understand, there is a big difference between "dynamic" objects or objects that we might place in the world and objects that are "baked in" to the map. Again, I only have a rudimentary understanding of this, but from what I gather, objects that are a static part of the map have certain calculations stored as a part of map data and so adding in things that are not a part of that map data requires the game to perform more calculations in real time. It would be helpful if the devs would just tell us what the hold ups are so we don't have to speculate. I can't help but agree here. I wish we were privy to a lot more information. I can see reasons why they might withhold some information in the interest of guarding against hacking, but once they release server files a lot of that goes out the window anyway. 1 Share this post Link to post Share on other sites