Meteors no longer have smoke trail

In actuality an iron meter can be hot enough to smoke for days.

But following that logic line I can tear the entire world down. Seriously push the “realistic meter smoke” in a complete fantasy world?

It takes days to die of thirst not minutes.
You can’t just pull grass and make clothes.
You can’t just tie a rock to a stick and have an ax.
And then you ain’t going to be cutting down a tree with it.
Crocodiles can swim.
Crocodiles are quite able to attack in the water.
Unboiled river water is a good way to get a myriad of parasites and diseases.

Do I need to go on? And that is just in the first 10 minutes of game play.
I just don’t think some dev was setting there thinking “you know what this game needs for realism? No meteor smoke”. I’m more inclined to think the I word.

My fires and torches still have smoke. Still see rain and snow. Seems the only particle effect removed was the meteors.

3 Likes

Easier one to notice → all the campfires have no plume.

Well… I was not the one who removed it :man_shrugging:

I am merely telling you that it’s not there… so it’s not a case of it “not working”… but missing, because it was removed… I obviously don’t know the actual reason for it, I was merely speculating under the assumption that they had to have one as generally people don’t just randomly remove stuff without a reason.

But a bug would be if it was still there but because of some issue, not showing up, like the invisible NPCs for example… that one is a bug, the NPCs are still there, but not visible…
The smoke of the meteors has been deleted though so there is nothing to even contain a bug… the actual component was removed from the meteor actors… sections of code were deleted leaving behind giant empty comment boxes… and the particle system that the component used to reference was also removed from the packaged game :slight_smile:

It’s not a case of a tiny typo, someone put in purposeful effort to clean it up entirely.

1 Like

Campfires and such all still smoke for me. Only the meteors don’t.

1 Like

Two words that will sink a point :wink:

If they did it on purpose why not just say so?

because they rarely ever do in similar cases?..

and no, those won’t sink anything, since that wasn’t the point… that was me trying to explain the FACTS that I found, which are not based on speculation or assumption… like… which part of “purposeful removal” is giving you trouble?
Why they did it?.. I have no idea… but it’s done, that I am 100% certain of… and it was surgically removed as if meteors never ever smoked…

1 Like

I didn’t place a campfire to look at. I meant the static campfires, like those already near a camp. Same?

No, those don’t have it (I’m looking at the blueprints in the devkit not ingame).
The player placed ones still have it but the static ones from the NPC camps don’t so it’s quite possible that it’s the second version of my guesses from above and they went as part of an optimization process, still on purpose ofc

1 Like

The reasoning behind it :wink:
They could have removed smoke from everything else in game and I wouldn’t have noticed, but the plum was how I found meteors.

1 Like

Oh, well ofc… I agree with it that they probably shouldn’t have :smiley: but someone for some reason decided that they would remove it lol.

My point is simply that there are 3 things surgically removed from the meteors. the smoke component, the code potentially referencing it and the smoke asset itself is no longer even packaged with the released game (was part of the things they cut out when they did the size reduction) so obviously it’s not some accidental bug and there is zero chance that it works on anyone’s server with the current game :slight_smile:

I wasn’t trying to justify it though… I was merely wondering why they did it myself :smiley:

1 Like

Perhaps they are going to replace it with a lower performance cost smoke and the better part of valor in the meantime was to remove it.

1 Like

Yea, it could be! maybe consoles had issues with that particular smoke effect or something :man_shrugging: I’m sure they have a reason thou :slight_smile:

1 Like

Ya, not like we deserve any sort of explanation, right?
I’m not coming at you, I assume you’d agree. You know as well as I do all it would take is one official explanation and people would link to it every time some one asked.

Yup, ofc! That’s why I said above that we rarely get those, hence the requirement to “guess” :stuck_out_tongue:
Would definitely be better if we didn’t need to

Needs to be repeated.

We get mini mystery patches almost every day. I always wonder what they’re changing.

oh now… @Wielder and @Capt_insano0 might not agree with this. And I would agree with them

In a word, no.

I get the annoyance at bugs, both persistent, new, and reintroduced. The base issue is code control, which is not, normally, a decision by the devs. Castigating the coders for production and company decisions and circumstances is not helpful.

There are many talented modders and I would love to see Funcom incorporate their ideas in the game, along with full credit. But the developers implement the requirements handed to them on the schedule they are given. Insulting them is misapplied anger.

3 Likes

I am missing the point of arguing with someone who is relaying information.

Yeah this is an often missed detail. A modder gets to do exactly what they want. They dont have to worry about performance because mods are only on pc and most people have a pc by this time that far exceeds the base requirements. Funcom has to make it streamlined for console support; not a dig at consoles, just how it is since its a product sold to them. A modder doesnt have to justify a change, have to work on other changes that are higher priority (they set the priority for themselves!) or even have to do corporate training and meetings… ugh. Even with all that, mods are not exactly bug free… put enough of them together and you can have a dreary afternoon…

1 Like