So basically what you're saying is that all of those having issues should fork out a few hundred dollars for a 1080 to make an alpha game run smooth, right? I think not. Not everyone has the money for a rig like the one you have, so, the 64 bit optimization wouldn't be a bad thing. Not saying the game doesn't run at all, but if they're planning on hitting the steam market, they're going to have a lot of problems in the future if they can't hit the mid end market with their requirements, it'll just hurt them, but hey, maybe you can purchase them a new card so they can test with you :p (joking aside).
Posts made by Gronknor
RE: Alpha 5.3 Released
RE: Alpha 5.3 Released
OK i tested it with msi afterburner. I needed a decent fps and GPU monitoring program to test this. Not exactly sure why I've literally lost 3/4 of my fps when the mini map is up, but that's ridiculous! I've been testing it throughout both versions of 32 bit and 64 bit to see which of the versions seem to be the most stable of the ladder. For now, 64 bit isn't truly optimized, the 32 bit version runs pretty dang hot with medium settings. Which shouldn't be the case because 32 bit should be bottle necking the graphics and should cap out GPU usage cause it's not needed to render all of the graphics. So not sure why the 32 bit vers is harder on the GPU, when it shouldn't be. I can bet if ran for a solid hour on a low grade laptop, you'll be able to fry an egg on the bottom side of that laptop easily ha ha. I think i'll return to this game when it's not to glitchy when trying to play. As for now, with the graphical settings, it's not worth overheating a graphics card to render the garbage mini map to find your friends on the map.
Another thing, how in the bloody hell can someone claim land that you own right out from under you, take all of the stuff you own, and say it was never claimed, yet i don't have ANY claim stakes, and i had the land for several days prior. there is no way to ban them from servers, remove their stuff, or anything. You knew this would eventually happen, why not write a way to stop it?
RE: Alpha 5.3 Released
The mini map UI isn't fixed it's twice as bad as before. Once you open the mini map to see which plots of land aren't claimed, you lag immensely, and I'm not saying a few frames per second drop, it literally makes the game unplayable even on the fastest settings. At this point, having the mini map up is a sure way to crash your game to desktop having it out too long. Why do you have to have an animated view of the world, why couldn't you have a simple map, flattened out to alleviate the lag when it's brought up? The map is pretty, but it's unnecessary to have when you're navigating as most don't need to see the rendered trees, the rocks, and the water rendered on a map. Just make the option to have an automated map if they want it, and flatten out the map for those that don't need the extra shiny to play. I'm not running a super high end computer, but i have a fx 6300 clocked at 3.5 gigs per core, 8 gigs of 1866mhz ram, and a hybrid ssd/hhd drive.. You would think at the fastest settings the game should fly with my current configuration. But nope, if i was to gauge the fps with the fastest settings, it's somewhat playable, around 15-18 fps on average and 1-2 fps when mini map is up. hell creativerse with max settings allows me to run at 55 fps, so not exactly sure what you're doing.
Also you should have the option on the server list to hide incomplete and outdated servers, this looks bad when new people purchase the game and see only a handful of running servers, yet see a wall of incompatible servers, this shows that people are not playing it anymore, looks bad for your game. Which if you were to utilize the scroll wheel on the mouse to navigate the server list, people will eventually give up and want their money back in frustration. Another issue is this "inactivity bug" which is really getting old fast. You can be playing, digging, actually working, and you're logged off for inactivity, which not only happens once, but you can be building, terra-forming land, or could be farming, and you're logged for inactivity, and it's happening on a lot of servers, not just a select few.
RE: A few thoughts
I've only been playing for a few days now. I've played several different survival games, creativerse, minecraft, trove, how to survive.. to name a few, so I'm not diving into deep uncharted waters without some prior knowledge of a "survival game". I know this is really early development and feedback is essential for growth of your game.
From what I've gathered, in some frustrations, the game play isn't consistent, no experience gained while doing same tasks to progress faster. I'm having to wait for each game day for 1 point or several to level up a skill that could potentially either hinder my operations, or set me on a new adventure. There really isn't any other faster progression aside from waiting for skill points. Which if I was a school student, it would be glorious, as when I would return the to game, I would have skill points to administer. It seems, at the games progression now, you don't really gain much experience working. I mean logically if you cut enough trees down, you gain knowledge, granting experience to allow you to work more efficiently placing points to make workloads seem effortless and streamlined. As with a possible real life situation, a basic campfire, finding wood, and making a structure shouldn't be grand task as that is basic survival, should be pretty quick and effortless. Like perhaps in the future a tutorial explain what certain skill sets do, and how it would maximize their workloads and play-ability.
Skill tree needs descriptions as to why this said person needs to put points into it to progress, or a description stating they need this first before being able to apply points in this said skill tree, eliminating a stalemate on progression upon wasting points on something that person cannot use immediately.
Also, the elimination of the need for a deed for every item separately could possibly reduce visual and script lag. Personally I believe that once you've placed down the first claim plot, any plot afterwards (unless changed while standing on that plot) to inherent permissions set by the Father plot. This would significantly reduce the need for a deed for every item that has a possible storage (unless permissions on that said object are changed otherwise). Also should be able to see visual claim plot borders to maximize the claim plots, and not overlap them, wasting claim stakes for only half of a plot. There really isn't a solid visual indicator aside from a variation of color through the coordinates on the mini map to indicate plots you've obtained. For now it's a guessing game when farming, in hopes you do not farm in a public area and loose half of your crop to someone else because it borders or overlaps public domain.
From what I've gathered thus far, yes this game is in an alpha stage, still a lot of work to do. However, I would like to see more in the lines of experience when repeating work, as if you're burning calories, doing the same task, you should gain more experience, knowledge to make the workload seem less tedious, and more meaningful as you progress. rather than having to wait 12 hours to progress to gain enough points to unlock a skill-set desperately needed to progress in the very beginning.
As for the map, it's a nice touch, but it's quite laggy. And believe me when you have the map, and the chat window and your backpack open you can bet to see somewhere in the lines of 6-8fps if not less while they're active, if not a complete crash to desktop all together. A flat topographical map, or a "satellite image" wouldn't be a bad idea, with an option for a more rounded, animated map if your system can handle it.
Now with clipping, or moving up a stair like terrain, it's not an easy task, shouldn't be difficult to walk up 1 block, unless the measurement of 1 block is like a meter squared, then I could understand why you couldn't. We should be able to hold some stones while we're mining in our backpacks, and this still goes on with the knowledge and progression of the said person, doing the same tasks will eventually make you stronger, thus being able to handle a larger load to carry back.
These are some things i've ran into whilst playing, I'll be sure to find more as I progress. Thanks for allowing the opportunity to purchase and try your game out, it's quite nice to look at, the textures are spot on, and beautiful. i love the lighting, and how the light casts on the ground and/or walls you've built. Just needs some solid optimization for different graphic cards.
Thanks again, Gronknor.