vvvvvvvv wrote: ↑Tue, 15. Apr 25, 09:06
Shadow_rainbow wrote: ↑Tue, 15. Apr 25, 07:46
What happens to THE Pirate you've let away seriously depends on how deep does developer want for his model to go. But eventually, when his ship is no different from the rest of them, he will of course be added to background statistics since there's no point in tracking him or his ship.
Tracking ships by ID is a common tactic in this game.
What you describe reminds me of Mass Effect 2. When they reduced every game choice to +- number in war effort. Felt absolutely awful.
Do you mean a userstory
like this one? It works only if there's very limited number of entities to track. Imagine a universe with about a million pirates that are mixed and matched, with infighting and everything going on between them and everyone else -- and trying to track a specific one. Again, if that one holds significance, there's no reason not to single him out, like in aforementioned Nemesis system. But otherwise, it's a waste of resources.
Also note that user story in question did not result in finding the entity even when it's tracked by game. It's still tracked (if alive), but there's no good method to find it. So why is it tracked, then?
Also also. Did it really need to be tracked individually
before it encountered his freighter? Why, specifically? What is the reason it cannot be some randomly selected or generated pirate ship and has to be this ship, exactly?
As for Mass Erect 3, note how each action not only increases/decreases Readiness, but also causes minor consequences tied to it. It felt awful because of starting deterioration of Bioware, not because it's the wrong way to handle it.
Look at it from another perspective. Your propulsion is statistical approach to calculating internal workings of engines and exhaust of nozzles combined. In proper simulation, you can track each individual atom that is being accelerated through the chamber. The question is not in 'could you', but 'should you'. Meaning you really need a strong reason to calculate it.
vvvvvvvv wrote: ↑Tue, 15. Apr 25, 09:06
Shadow_rainbow wrote: ↑Tue, 15. Apr 25, 07:57
He sees ungodly specification recommendations for the game, as well as experiencing FPS drops. He doesn't need to presume the game is overcalculating, he experiences it. And proposes some ways he's aware of to do something about it.
No, this line of reasoning is an error and a typical programming mistake. You experience FPS drop. That's observation, valid. You decide it is because of background simulation. Now that's an assumption an it should be treated as invalid, unless supported by data from a profiler.
In essence you may be discussing solution to a feature that is not related to your problem. I.e. trying to solve a problem that does not need fixing.
Like it was said many times over, this is a core feature of the game that sets it aside from all other games. Removing it will kill the reason to play the game. Hence the advice to try something else or make your own thing.
If you proposed something that would allow current universe run at realtime and track every ship and bullet with no approximations, that would be far more interesting.
This line of reasoning is about expanding the possible universe, first and foremost.
For FPS drop in large battles, there's another line of reasoning, similar to the first one, but different. It's just over there, along with the first one.
Both do track every bullet and can be implemented in a way that tracks every ship -- like I said, combining statistics and pre-compiled scenarios are capable of wonders -- just in a different way. As for requirements of tracking and rules of dissolving/embodying, these are details that can be discussed, as well.
vvvvvvvv wrote: ↑Tue, 15. Apr 25, 09:25
Shadow_rainbow wrote: ↑Tue, 15. Apr 25, 07:46
What happens to THE Pirate you've let
Actually why don't you just listen to the responses.
I am a customer. I have a fairly good idea of why I play this game, which of its features for me are important and which aren't. Basically I have a checklist of interests, and this game checks a lot of boxes there.
I also played a LOT of things, and encountered mechanics you propose before. So, basically it means that when I say I dislike something, it is not "because I do not understand" or something like that, but because I DO understand what it entails, what will the result play like. And I do not like it. Mandelbrot is very dull and repetitive. For me. And I've seen what happens when games use preset encounters.
You are also a customer and have your own list of things you want. And in your scenario "complete simulation" is somewhere near the bottom of the list. You're more interested in performance, etc. Smoke and mirror is enough, so you propose to nuke the complete simulation. Understandable.
But.
For me this change will kill the game. It is again not exaggeration, but how it is. It is one of the major reasons why I play it and at the moment it is the only game I play. So, obviously losing the stuff I like is against my interests. Hence I oppose the proposal. That's also the reason why I suggested to try something else instead. Something that closer aligns with checklist of yours.
Of course I understand your concerns. But simply voicing opposition to the change can't help us in working out a common vision of any kind, even if would be agreeing to disagree.
For example, you refer prior experience, but do not refer to truly massive scale games that use statistical and pre-generated approach a lot. Do you not think it's not quite relevant to the matter we discuss?
Let's speak of it constructively. Like, trying to imagine or select scenarios where one model breaks or underperforms, while other shines, and then criticising those would go much further.