安裝 Steam
登入
|
語言
簡體中文
日本語(日文)
한국어(韓文)
ไทย(泰文)
Български(保加利亞文)
Čeština(捷克文)
Dansk(丹麥文)
Deutsch(德文)
English(英文)
Español - España(西班牙文 - 西班牙)
Español - Latinoamérica(西班牙文 - 拉丁美洲)
Ελληνικά(希臘文)
Français(法文)
Italiano(義大利文)
Bahasa Indonesia(印尼語)
Magyar(匈牙利文)
Nederlands(荷蘭文)
Norsk(挪威文)
Polski(波蘭文)
Português(葡萄牙文 - 葡萄牙)
Português - Brasil(葡萄牙文 - 巴西)
Română(羅馬尼亞文)
Русский(俄文)
Suomi(芬蘭文)
Svenska(瑞典文)
Türkçe(土耳其文)
tiếng Việt(越南文)
Українська(烏克蘭文)
回報翻譯問題
Why is it needed exactly?
I can understand and come up with a few ideas but I'd like to know from the Dev's words.
Or atleast let people choose the distance for themselves.
If i can run a 12 person non dedicated ark survival map on max settings without teathering i think i can handle terratech with only 4 people rather easily.
Your talking about to completely different games, and game engines. Ark was made for multiplayer with thousands of servers out there. Terratech is a different engine and different coding. it was made as a single player game. with co-op added in. major difference with the two engines.
The main reason for teathering is due to hardware limitations as the host has to load the areas around all players,
There for it can cause problems on cheaper computers, if your internets slow or if your games badly optimized.
So again just give the choice of the teather size to the player.
In Co-op, the host needs to keep all the scenery and techs that anyone can see loaded. If the players are far apart this is too much stuff to load. Player tethering is our solution to this.
Adding the option to remove it, which would require more work to implement, isn't something we're too keen on doing. We have a responsibility to make sure our game runs as smoothly as possible at all times.
The current size of the boundary is already at it's maximum. Increasing it even slightly would have a huge impact on performance, even the highest spec PCs would have problems hosting a game.
In an ideal world you would be able to explore, build and fight to your heart's content, however, TerraTech simply isn't built for this. It would require a monumental task, essentially rebuilding the whole game from the ground up, to achieve that level of scope.
As usual, TerraTech staff brings up mixed feelings. One hand, only kudos for still working on the game. Other hand, this half-assed method of doing everything... Every single visit to this place single PC launch (which was laughable) just frustrates me in one way or another. The decisions you continue to make, and the way you implement your work, the way you keep bullshitting your customers with pretty stories, the way you always got some excuse for something that shouldn't even be an issue in the first place...
I had hoped this new update would rekindle my love for the game, and the devs.. But I can see I was right last time I was here, with my pessimism. I mean, I can only expect that if water of space travel are ever implemented, it'll be in such a way that it disappoints, and a lot of the potential of such a mechanic can never be utilized due to some more strange design decisions.
Once again I can say prove me wrong.
C'mon devs, don't you want me to be wrong? Aren't you sick of reading posts like mine and deep inside, knowing i'm right? And we have been, for years now.
How about fixing basic stuff that's been in the game since pre-alpha? Combat has needed an overhaul for 5+ yrs. Blocks, however, I think we got enough of.
It's funny, it feels like preaching to a wall which I know will talk back, but won't actually have heard a word I said.
It's clear the project was developed and grew rapidly and then problems were noticed but to fix them they would need to rewrite most if not all the code which is never a fun thing to do.
Personaly i would have gone the route of perfecting the foundations then tiny tech demos featuring 1 or 2 new features/mechenics that are easier to rewrite, helping expand the knowledge of how to construct the primary engine,
it's a more lengthy process before you start constructing the actual project but it allows you to ensure all of it works as intended with minimal rewrites once you start developing it.
Wouldn't it be possible to allow the host the option to load X tiles out from all players? tethering is important, but the way the code seems to work you should be able to load more than one tile out (correct me if I am wrong) but most gaming rigs are able to load far more than 1 tile, developing for the lowest common denominator is a good way to make sure that every player can access the game, but increasing tile loading should be possible as an option as a way to increase the barrier, while preventing a hard rewrite of the code. and you're right that high end pcs would strain with the task, all I am suggesting is allowing the players to choose how many tiles they load out depending on their specs/preferences.
edit: I believe this is also why the "harvest" AI setting has been pushed back.