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View Full Version : 06/01/2020 - Feedback Request - Big Creature, Combat, Optimization Patch



Xsyon
06-01-2020, 09:32 PM
Hello everyone!

Please provide feedback on the big patch that has just gone out tonight here.

Basically, this is the place to report anything strange, unusual or unexpected with this patch.

Please don't post general feedback about balancing creatures or combat here. I will start separate thread for that type of feedback.

As this patch consists of major changes I will be monitoring the servers and this thread. Often time we don't catch everything during public testing.

Thanks!

Wyry
06-02-2020, 01:32 AM
I moved around in zones 979 and 978, and here are my first findings:

1) I have more lags than in the old version. My ping is normally at about 130 (connected from Germany), but today I had pings of 125 (better) but also pings up to 911 (no move possible). In total the games had more lags than usual in these zones. This was also experienced by other players.

2) In zone 978 is a large tribe (Elite). They had caged many revenants which are now gone there and running freely in zone 978 (probably at their original location). These revs were veteran revs and had about 230 hp, all had very good armor and long shovels. I managed to kill 3 of them (one killed me twice).

3) Those revenants had no attack animation, they went towards me and my hp dropped quickly without them seeming to attack.

4) I assume that it will take some time until the animals migrate to zones 979 and 978, because one player only saw one animal, and I saw one only, too (mine was a young hamster).

I will test a bit more later ...

EDIT:
added info to point 1) some hours later the ping was as usual, maybe the lags were caused by people who downloaded the update???

added info to point 3) other revenants later in the game reacted normal, that is with attack animation.

Wyry
06-02-2020, 01:37 AM
forgot two things:

5) the armor which the revs had were e.g. bone armor, crafted by a player from Elite. One piece was even supreme quality, but had no stat modifier at all. Do rev clothes lose their stat modifier over time?

3 added) might it be that the attack animation was prevented by the long shovels they had in their hands?

Wyry
06-02-2020, 05:11 AM
I just logged in and saw this dog ... I do not know if it spawned at this location or went there before I logged in.
703

Wyry
06-02-2020, 07:00 AM
I've met several chars which have the name "0" - one of them is mine and trade window shows correct name.
704

Xsyon
06-02-2020, 04:35 PM
Issues so far:

Things that are probably ok:

1) Ping spikes: I'll keep an eye on that but if the spikes are clearly related to something in game (like crossing a zone boundary) the cause is most likely bad connectivity somewhere between you and the game server. With the craziness going on the past week it's probably connectivity issues.

2) Caged revenants set free: I wasn't aware of the caged revenants. It makes sense that they were set free with this patch. Creatures trapped on tribe land far from their original 'home' location were teleported home. Those revenants were likely ported to their original spawn point outside of their cages.

3) Migration: Yes it may take a while. I may run another build that teleports all creatures to their migrated home just once to balance the zones faster.

4) Armor without stats: That's normal for very old armor.

Things I will look into:

1) Revenant attack animations. I'll see if it had to do with specific weapons or maybe a specific animation it was trying to run.

2) Stuck dog (or other animals). I'll have to manually check those locations. Most likely the dog was teleported to that location and it is now stuck.

3) Characters with 0 as the name. Please give me the name of a character to check out. That's a strange one.

Thanks!

Xsyon
06-02-2020, 11:31 PM
I've patched a minor build to fix a few issues:

1) Character names should display correctly.

2) Farming menu actions should display.

3) I changed some settings with the AI loop. (This was planned I wanted to see how different settings affect the speed of the loop on the live main servers - it's always a bit different than the test server).

I'll keep looking into the other issues.

Thanks!

tig313
06-03-2020, 12:18 AM
I had an instance where animals were walking thru my totem walls. After grabbing a video of it, I realized, that the bear I captured is using the very small gap in between the edge of the gate and the totem. It definitely isnt the size to let a bear in, but at least it isnt that an animal is walking thru a wall. Since there is a gap, I dont know if there is anything to fix, specifically, but I wanted to let you know in case.

https://youtu.be/S9kPz4YsVv8



- Path-finding: Creatures should follow more direct and proper paths around obstacles such as trees, boulders and buildings when chasing you or wandering around.

- Path-finding barriers: Creatures should never go through walls now. If you can get a creature to go through a wall someone, please let me know the location and exact circumstances.


I have had animals walk through my walls - multiple animals, multiple times. I am on the PVP server, in zone: 1021 position: X: 491.92; Z: 1016.49

Just a list of things I thought might help:
* I know its a harder zone area;
* All 4 walls of totems are spaced as close together as possible - each wall has a gate (one side has 2 gates);
* I did have a campfire going (although I know it isnt the same as it used to be with that);
* I have no floors down (therefore not considered blocked);
* Noone helped me build the walls, and I didnt have any errors what had to be fixed;
* The gates were closed; it happened to multiple walls, not the same area
* I was not being chased from outside into my camp - The most recent time, I was in my camp at the totem looking in baskets
* I have had a bear, but also a blue mutant coyote and a small hamster ish type of animal.


edit: Also, the bear could see me through the wall. I just thought I would mention it, but I have a video of that too, if it helps.


Thanks!
-tig

Wyry
06-03-2020, 01:54 AM
Migration seems to work ... I just met a mutant coyote with 527 HP in zone 979 (starter area). I think it is a bit too much for beginners. In the old version mutants in those zones were very rare.

Coordinates please see screenshot above the minimap.
705

Is there a way to get more of the small animals (hamsters, hens, roosters etc) in the low danger areas and keep the mutants in the higer danger areas only?

Xsyon
06-03-2020, 08:09 AM
I have had animals walk through my walls

Ok. I'll take a look at that location. Walls built from totems like that are tricky. The collision for path-finding works best with regular walls. I'll use this specific location to improve the system though.

Thanks!

Xsyon
06-03-2020, 08:12 AM
Is there a way to get more of the small animals (hamsters, hens, roosters etc) in the low danger areas and keep the mutants in the higer danger areas only?

Yes. I think I'll have to run one round of 'teleport' migration to get creatures to their proper zones. Right now I can see many are a bit stuck in the wrong areas because they are trapped on tribe land or otherwise blocked from returning to a better zone.

chojinuk
06-03-2020, 02:20 PM
my feedback is that hunting a creature is completely Trivialized now.

You said you weren't happy about how some players used "backing up" to avoid damaging attacks from creatures.

Well now you dont need to back up at all, they have so little health and Hit way less then before,
you dont need to back up now, you can beat them down yes I mean mutant bears.

couple that with the Buff to the damage a player deals, and you've even removed the need to get a grp of players together
to hunt a big creature.

very sad state of affairs imo

Xsyon
06-03-2020, 02:41 PM
my feedback is that hunting a creature is completely Trivialized now.

That's what these feedback threads have been for. I stated earlier I set the values arbitrarily lower and they need to be adjusted based on feedback.

In general these are the goals:

- Small creatures should be easy to kill, even for new players.

- Large regular creatures should be difficult but manageable to kill.

- Old age and legendary mutants should be difficult and require a group of veteran players to kill.

I've been waiting for feedback on specific creatures and what players (such as yourself) think their stats (life, damage, speed) should be. That was the main point of the last feedback thread and test session and you were very welcome to provide feedback then.

I will start another thread on this once I've ironed out a few issues with the patch to separate it from the glitches and minor issues being reported here.

Thanks

MrDDT
06-03-2020, 03:54 PM
In general these are the goals:

- Small creatures should be easy to kill, even for new players.


- Large regular creatures should be difficult but manageable to kill.


- Old age and legendary mutants should be difficult and require a group of veteran players to kill.




I would love to see this, this is exactly what I like. Thanks Xsyon.

Xsyon
06-04-2020, 10:31 AM
I had an instance where animals were walking thru my totem walls. After grabbing a video of it, I realized, that the bear I captured is using the very small gap in between the edge of the gate and the totem.

I've made some adjustments to the blocking range of the gates and pillars that you used for walls as they weren't blocking enough space. This is currently only on the Test Server (through the launcher).

Could you check your camp again on the Test Server? I checked after my changes and walls there were properly blocking creatures now.

If you play only through Steam, let me know and I'll set up a Test build through there.

Thanks!

Bejaymac
06-05-2020, 07:26 AM
I did have three mule deer, one full HP male, an almost full HP female and a 160 hp female, now I have three different mule deer, 2 Canis and 2 Hunchbacks, one old and one young of each. Could this teleporting have caused this ?

Pean wont be happy to find his revs are loose (if he ever comes back), took him long enough to get them in there to start with lol

MrDDT
06-05-2020, 09:20 AM
Currently you have in the combat tab. Armor is listed as a - 0.xx%
However, I believe this number is off by 2 places. It should be -xx.xx%
Math its lowering it by like 30%, however, its listing as only 0.30%.

Exmaple.
Damage Base: 6.00 / Q * 132.00% / D * 100.00% / Weapon Damage: 7.92
Strength 50% / Power * 100% / Backstatb + 50.00% / Adjusted Damage: 17.82
Skill Increase: 3.00 X / Armor -0.30% / Blocked: -0.00% / Final Damage: 37.42

As you can see here the armor is effectively lowering total damage to the target by 30%, but its listed as 0.30%.

tig313
06-05-2020, 03:00 PM
I do only play through Steam now... I originally had a separate install but that was way back in the day. :)

Xsyon
06-05-2020, 04:36 PM
I did have three mule deer, one full HP male, an almost full HP female and a 160 hp female, now I have three different mule deer, 2 Canis and 2 Hunchbacks, one old and one young of each.

This is ok. It's due to the creature reset I ran (so we could have creatures of different ages and power instead of many max age animals). It's also due to some migration teleporting animals to their designated 'home'. I'm going to make a few more adjustments to migration functions over the next few weeks so there may be a bit more funky situations like this, but then I will patch out Pets.


Pean wont be happy to find his revs are loose

Sadly, from what I've heard, Pean is no longer with us. RIP :(

Xsyon
06-05-2020, 04:38 PM
Currently you have in the combat tab. Armor is listed as a - 0.xx%
However, I believe this number is off by 2 places. It should be -xx.xx%
Math its lowering it by like 30%, however, its listing as only 0.30%.

You're right. In the function it's actually 0.3 x . I'll fix the display to make it clearer.

Xsyon
06-05-2020, 04:39 PM
I do only play through Steam now... I originally had a separate install but that was way back in the day. :)

Ok. I'll set up a Test Build through Steam later today.

MrDDT
06-09-2020, 08:44 AM
You're right. In the function it's actually 0.3 x . I'll fix the display to make it clearer.

Same issue with the dodge %. It's listing it at .xx% dodged instead of xx.xx%.

Also I do not know if its possible or not, but can you dodge 100% of the damage? If so, can you list that when it happens in combat?

Xsyon
06-09-2020, 09:45 AM
Same issue with the dodge %. It's listing it at .xx% dodged instead of xx.xx%.

Do you mean the message that says "Creature damage partially dodged" ?


Also I do not know if its possible or not, but can you dodge 100% of the damage? If so, can you list that when it happens in combat?

100% dodge basically means you've moved out of the creature's range or view frustum. The message is the "Creature missed" message.

MrDDT
06-09-2020, 10:45 AM
Do you mean the message that says "Creature damage partially dodged" ?[/quote]

Creature Damage partially dodged: 0.25% damage done.

This should read.
Creature Damage partially dodged: 25% damage done.




100% dodge basically means you've moved out of the creature's range or view frustum. The message is the "Creature missed" message.

So in the above case also, you can take less damage from a dodge. However, I didnt know if there were cases where the less damage would be equal to 100%.

I think the current system is that either you are in:
75% view frustum - player takes 75% damage of the attack and "dodged 25%"
50% view frustum - player takes 50% of the damage and "dodged 50%"
0% view frustum - player takes 0% of the damage and "dodged 100%" (currently displayed as a missed attack).
All of these must be in ranges of the creatures reach.
Then you have:
Out of range, is listed as a missed attack.

What I would like, is that when you are at 0% view frustum dodging 100% for instead of it saying "missed" it would say you dodged 100%. This will help when fighting to know if you were just out of range and it missed or if you doing good in keeping out of it's attack arc.

Xsyon
06-11-2020, 05:19 AM
What I would like, is that when you are at 0% view frustum dodging 100% for instead of it saying "missed" it would say you dodged 100%. This will help when fighting to know if you were just out of range and it missed or if you doing good in keeping out of it's attack arc.

Ok. I will have to rewrite the function in order to do this. It currently doesn't differentiate between a miss due to completely out of the frustum or out of range.

I'll put it on my list.

Xsyon
06-11-2020, 11:01 AM
I'm closing this thread as I am starting new feedback threads and we are now focused again on what is on the Test Server, not the live servers.

Thanks!