If you really did look at my history you’d know i help gamers when i can, Funcom not so much, i paid for a finished product from them, they shouldn’t need help if i was sold a finished product, no?
Finished products are a thing of the past in the game industry.
No amount of disagreement will change that, as long as dreamers throw their money at anything that is larger than life.
It didn’t take you long to remove the post did it, every bit of it was the truth but you removed it anyways.Lenient my butt.
The posts that were removed were of us 2 being children, dear Lessli.
But this is also where I step out. Not gonna let myself be dragged down by you and get a time-out.
Oops, noone’s replying. Ah well.
Regarding the event log: read ‘Very soon’ in the notice of Upcoming features on the Official Wiki
I might have the tendency to sometimes cross the line, but you are 100% right
I unknowingly do it too sometimes.
It’s like when one’s drowning and in a panic, and someone comes to the rescue, one then clenches the rescuer so hard, it drags them down into the water - it’s a reflex that requires a lot of zen to control.
Desperation out of powerlessness can cause us to clench on anyone or anything that even has the slightest chance to fix it.
How we choose to be desperate is a measure of our intelligence, because the most obvious way is always the worst.
That’s my opinion anyway.
I understand your frustration but like with most games it’s not a matter of what the devs want or the consumers. But what the investors want. They say jump you nicely ask how high if you want to keep funding.
You say we need another year, investors say you got 3 months or no funding. It’s sadly a common thing you’ll see with games, hell EA is notorious for this kind of backhanded thinking in the past. One could just look at Mass Effect Andromeda to see it first hand, clearly not a finished/polish product.
Thing is investors don’t always if at all care about the product or the consumers, they primarily just wants to see returns on their investments.
Sadly investors are rarely if ever mentioned or held liable for their horrendous decisions.
the sheer amount of bugs introduced with the pets update for me now are game breaking;
- thralls pinging off into the sky when trying to use a fibre binding on them
- thralls pinging off the binding when on a lift
- purge timer keeps going down to 0% regardless of activity
- enemy warping to the sides during fighting
- sandstorms sometimes not showing graphically
- enemy running away and jumping off ledges instead of fighting
- enemy just standing there waiting to be killed.
- pets dying on the spot
- thralls on follow running off to attack anything in sight
- corpses dis-appearing on mass when fighting alot of enemy (worked out that if i keep them visible on screen during the death animation and onto the corpse object they tend not to disapear)
these are all new bugs to me since the pets update. it would be a shame if it did just come down to investors trying to get money as quickly as possible
I haven’t gotten any of those bugs. Maybe you should contact the folks working on Bug Fixes and tell them what system you are using so they can try to help you catch up to the rest of us (ie. a working Pets patch instead of one that is giving you trouble)?
- No problems capturing and dragging thralls with fiber bindings
- Thralls stay on my binding on a lift
- Purge timer works fine (just got a new Purge an hour ago)
- Enemy is not warping when I fight them
- Sandstorms have always shown graphically
- Enemy doesn’t suicide for me even near cliff ledges (though sometimes I wish they did)
- Enemy reacts when I get near (none just stand there)
- I haven’t lost any of my pets yet for the last two weeks of daily game play
- Thralls do tend to be aggressive, but that’s usually my fault for getting too close to an enemy when trying to sneak by
- Corpses aren’t disappearing in mass (only when they’ve been on the ground for a while)
So it sounds like something with your system and the game patch (perhaps something specific to your system that isn’t universal)?
No need to apologize, @Palm522. The more information, the better. I was not attempting to dismiss what R4t was saying. I simply meant it didn’t seem universal, which may be a clue to track down what’s happening.
As for the Purge Bar not working, well, yes, at one time that was true. But with the latest patch, the issues seemed to have been resolved. At least for PC, Single Player in North America on a high end, custom built computer, if, and only if, my experience applies to everyone in those categories. But just because that’s my experience, that doesn’t mean, nor even negate, that someone else’s experience is different (let alone, worse). By all means, send in the reports of what’s happening.
I know if I was having issues like R4t was saying, I’d be pretty frustrated, too. CE is really fun when its working, so it has to be frustrating not to get to have fun especially when you’ve spent money on the game and even the last patch didn’t help that person. That’s why I recommended reporting the issue(s) to work towards a solution.
Thing is tho specially with bugs as in most sciences the results or the bug in this case needs to be reliable replicated to even have a chance to be fixed in a timely manner. Else it’s like finding a single needle that can be in one of several piles of screws/nails, they’re all metal so you can’t just use a magnet to find it. Realiable replication allows the devs to look at said pile n say “Well it’s not an X issue so can’t be there” narrowing down the correct area to look.
Now fun fact about coding, even if you find the correct area where the bug is produced it’s not always guaranteed that it’s a coding error that’s easily fixed, typo etc, but rather an interaction error (Between functions). In which case they’ll need to basically do trial and error to find the corresponding interaction causing the bug. Before they can even begin to understand why it happens to begin with let alone fix it.
For instance the invisible ragdoll bug, it’s obviously a rendering error, but it’s not reliably replicated, so that’s a massive chunk of code to look through handling the rendering. Well we can narrow it down, it only seems to affect ragdolls (corpses/unconcious). But than what? That’s still a huge list, if it was purely corpses maybe it’s an interaction with how the game renders a container attached to a ragdoll. But that can’t be it since it also occurs on unconcious thralls and they don’t have containers attached yet. Etc etc etc…
Could keep going but that would take a while.
Than as you pointed out most of these longstanding hard to replicate bugs mostly seem to affect online connections… It just gets even more complicated from there, is it a server software issue? Why mostly online connections? Etc etc.
In reality, QA is a thing yes and they tend to test the same scenario and various permutations over n over n over n over again. Like what happens if you open a chest 5000 times with X armor, X Health, X whatever. Thing is tho, even with the most robust and amazing QA team, they’re not as effective as actual players in “breaking” things.
@Tascha
I would like to ask a question pertaining to the performance side of things. I have heard a lot of stuff that the game code itself cannot utilize multi-cores of most PC’s. I have heard it from scores of people I play on servers with, and many more in the forums. I would like to ask if this is indeed the case? I would also like to ask if this is the case, what can the dev team actually do to enable your game to fully utilize all the CPU cores on PC’s but also on the servers that run them? Is the dev team actually able to improve performance this way, or is the code you are using just not compatible?
I understand you guys are working on other performance-increasing directions, but according to a heck of a lot of people, the inability to use the CPU efficiently is the biggest problem here. Especially when it comes to the number of people on the server once it reaches 40+.
Thanks!
She did already talk about this. UE4 itself has multicore limitations.
And this is all verifiable information with some basic research into UE4 development if you don’t believe it.
Ok…so, given that info, why in the name of all that is holy, did they pick a game engine that could only use a single CPU thread that was so load-intensive?! Did they not have the foresight to see this was a HUGE problem, or could be a huge problem down the road, esp with everything they wanted to put into the game?
In all seriousness…this was a really, really, REALLY bad decision. The whole world is going multi-threading yet they pick the one engine that uses only one thread to run on…ok. So basically the game they sold us will never run how they told us it would. So they should just come out and admit the f-d up big time, and we can all move on with our lives…most likely on a game engine that actually can run.
I am just not understanding how a game like Ark can run the same engine and look and perform as well as it does. Also with mounts and other stuff. And dont just sit here and bash Ark about how it runs or what it does because the numbers dont lie. People are playing that more because it runs way better.
Numbers do lie without context. Why are people playing? What’s their reason? Their drive? It’s called statistics and all numbers need context.
Just look at No Man’s Sky, had very high numbers around launch. That obviously must mean it’s an amazing game worthy of prai… Oh, wait it’s one of the most criticized games in the past five years.
I played ARK n I will once again when the next expansion hits. Why? Lore, the “story” etc. The dinos? Meh, Building? Horrible, Combat? Non-existent, seriously get a Rex or Therazino and you dominate everything short of Dodorex I didn’t play ARK cause it ran better which it doesn’t.
So yeah, numbers do lie without context.
Why do I play Conan? Well same reasons, Lore, the “story” actually helps that the world isn’t stagnant as in ARK. You got a green island, you got a desert, you got an underground cave. Reason I’m not listing the Center or Ragnarok is because they’re officially supported MODS the devs had nothing to do with it and I’ll say Ragnarok is my favorite map by far.
Conan actually has “decent” combat since you can’t just get a bullet sponge and kill everything without any risk to yourself.
Thralls vs Dinos? Meh, both really Thralls are great in that they allow different stuff in crafting benches. Dinos are great cause they improve your gathering speed. But overall they’re both meh.
There can be restrictions on the gamethread which you can change depending how deep you want to customize the engine - but there are endless ways of using data processing tasks from other threads and relay them to the gamethread as in parallel (pre)processing. Over all it is a matter of how deep you want to customize or design your systems from topdown ending on the default layer of the engine.
And that is something you don’t change on the fly and depending on the overall circumstances can mean - it won’t happen since it would require a rather huge redesign of the path already being taken.
Other then that there is optimization - and seen from a theoretical classical approach that usually comes after beta whereas practically speaking the game still is in beta despite the ‘release’, since vertical game mechanics are still being added not talking of expansion mechanics that would rather add mechanics in a horizontal manner aka new graphical assets/additions of already proven and optimized systems.
So there might be optimizations in the future once Funcom’s vision is in place.
Ark sort of did that i assume and had the resources and determination to do so. But that requires a clear vision of a project and not a let’s see mentality and extinguish a fire here or there as you see fit.
You brought up the key to success for CE, the Conan background and license thing. That alone has a potential as a franchise that I bet has a wide and profitable market, it’s a question of dedicating resources and reasonable time to create and polish a game envorinment that has so much story and lore behind it. It’s not like you designed a fantasy world, it’s already there and just needs to be put to work, or profit (in the investors point of view). Conan franchise has lots of potential, not only to the already big community fans, but to new people that can discover world of conan. I am standing to a side a bit from game, waiting for it to perform a bit better so that it becomes truly enjoyable again.
The optimization is on the works, funcom said, lets hope it’s well coded and everyone benefits from it. I am starting to see this game as a long term project (if threwn a bit resources into it), a platform to develop the whole world of conan license that now holds Funcom. Investors should maybe raise their heads off the numbers to get a wider picture of markets and potential big figures if done right.