TerraTech

TerraTech

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Kaiser Octopus 2019 年 7 月 19 日 上午 3:04
Multiplayer Barrier
Is there a way to remove the barrier in co-op or is there plans to remove it. i dont really see the point in not having the option to turn it off. One person can go do fighting quest while the other person can gather resource or build there tech.
引用自 Matt:
There aren't plans to remove it. Co-op Campaign wouldn't work without it.
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Mr.Pie 2019 年 7 月 19 日 上午 3:09 
I no like barrier in tarer tek :estusempty:
此討論串的作者認為本留言為原主題提供了解答。
Matt 2019 年 7 月 19 日 上午 4:26 
There aren't plans to remove it. Co-op Campaign wouldn't work without it.
Kaiser Octopus 2019 年 7 月 19 日 上午 11:56 
引用自 Matt
There aren't plans to remove it. Co-op Campaign wouldn't work without it.
really thats a bummer but i understand
Kwapplecrasher 2019 年 7 月 19 日 下午 2:04 
How about plans to expand it, even a small amount?
psycros 2019 年 7 月 20 日 上午 8:57 
Until they introduce a dedicated servers the barrier will probably be needed, which means that co-op campaign will be even more pointless than the regular campaign.
ThinkTank 2019 年 7 月 21 日 上午 2:46 
引用自 Matt
There aren't plans to remove it. Co-op Campaign wouldn't work without it.

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.
Fate (-{SoH}-) 2019 年 7 月 21 日 上午 3:24 
Couldnt you guys just have a option to disable it and it comes up with a warning that it could cause major fps drops and such.
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.
vvlilpupvv 2019 年 7 月 21 日 下午 6:07 
引用自 Fate (-{SoH}-)
Couldnt you guys just have a option to disable it and it comes up with a warning that it could cause major fps drops and such.
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.
Fate (-{SoH}-) 2019 年 7 月 21 日 下午 7:41 
@will Yeah it may be different engines but networking code pretty much is the same across all of them down at the level of direct x and opengl "tho some engines are terriblely written to make it more complicated then needed",

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.
Matt 2019 年 7 月 22 日 上午 7:23 
I should probably explain this in more detail.

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.
Antiga 2019 年 7 月 22 日 上午 9:43 
And I suddenly understand how you were able to implement co-op. Considering your eagerness to cut corners and drop anything that takes too much effort, I see how you chose this method. Least convenient to the player, but hey, at least you were able to throw in a much requested feature. Even if it's in a disappointing state.

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.
Fate (-{SoH}-) 2019 年 7 月 22 日 下午 7:25 
@antiga You shouldnt really blame the dev team in that case they made the same mistake 90% of us non professionals make when we start a game/engine they aimed too large and didnt plan enough of it ahead of time.

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.
Clone 2019 年 10 月 4 日 下午 5:37 
引用自 Matt
I should probably explain this in more detail.

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.

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.
THE ORB (with a tie) 2019 年 10 月 9 日 下午 3:13 
Im starting to feel like the only 10 year old that plays games like this and Mech Warrior reading these comments
=BB= Misophist 2019 年 10 月 12 日 上午 6:45 
引用自 ThinkTank
引用自 Matt
There aren't plans to remove it. Co-op Campaign wouldn't work without it.

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.
A combination of how terratechs engine works in relation to unloading things and enemy spawning, and that terrain generation is random, and I guess the dev's dont see a good way to sync that. I'd appreciate a slider or something, but I understand why it is the way it is now.

edit: I believe this is also why the "harvest" AI setting has been pushed back.
最後修改者:=BB= Misophist; 2019 年 10 月 12 日 上午 6:46
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張貼日期: 2019 年 7 月 19 日 上午 3:04
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