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28 replies to this topic

#21 ScrooLewse

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Posted 15 December 2010 - 02:35 PM

View PostQuenquent, on 15 December 2010 - 11:41 AM, said:

Tell me if I'm wrong but you are talking about the barrack and ressource system ?

My answer to stop this discussion : play first with these systems and talk after.

Ah, but you see the problem with this?

They need to be played-with in public beta to see how the public reacts. BUT, they cannot be changed until the next update. If this small community does not like the new system, the devs better be able to change it-back quick. Or else they run the risk losing people.

When a mod's following is this small, they cannot afford to lose ANYONE.

#22 AndY

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Posted 15 December 2010 - 02:45 PM

View PostScrooLewse, on 15 December 2010 - 02:35 PM, said:

Ah, but you see the problem with this?

They need to be played-with in public beta to see how the public reacts. BUT, they cannot be changed until the next update. If this small community does not like the new system, the devs better be able to change it-back quick. Or else they run the risk losing people.

When a mod's following is this small, they cannot afford to lose ANYONE.
The mod's following isn't as small as you might think. :p

Like I said above, what we're aiming for is releasing a new test map with the Barracks system, that way none of the current 4 official maps are affected. If the feedback we get is positive, we'll start rolling it out progressively in all our maps (which will take a bit of time).

#23 ScrooLewse

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Posted 15 December 2010 - 04:38 PM

View PostAndY, on 15 December 2010 - 02:45 PM, said:

The mod's following isn't as small as you might think. :p

Like I said above, what we're aiming for is releasing a new test map with the Barracks system, that way none of the current 4 official maps are affected. If the feedback we get is positive, we'll start rolling it out progressively in all our maps (which will take a bit of time).

Alright, then. Can't wait to see what it does. :thumbup:

#24 Quenquent

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Posted 16 December 2010 - 07:10 AM

View PostScrooLewse, on 15 December 2010 - 04:38 PM, said:

Alright, then. Can't wait to see what it does. :thumbup:
Me too ^^

#25 Dancing

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Posted 16 December 2010 - 11:50 AM

View PostAndY, on 15 December 2010 - 01:52 AM, said:

Technically, there's a hardcoded limit of 50 NPCs now (for performance reasons).

before or after the old system because I know for a fact that I have spawned over 50 NPCs and wiped groups

#26 ScrooLewse

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Posted 16 December 2010 - 02:52 PM

View PostDancing, on 16 December 2010 - 11:50 AM, said:

before or after the old system because I know for a fact that I have spawned over 50 NPCs and wiped groups

Maybe its only for certain entities?
Things that take more information to behave like Soldiers or Poison Headcrabs?
Because manhacks and rollermines just move towards the nearest enemy and turrets just aim at things in their "cone" of vision. Much easier to spam than flanking maneuvers, cover fire, and simulated fear.

#27 AndY

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Posted 16 December 2010 - 03:35 PM

View PostDancing, on 16 December 2010 - 11:50 AM, said:

before or after the old system because I know for a fact that I have spawned over 50 NPCs and wiped groups
Oops, just checked the code, seems we increased it to 100 at some point.

#28 Quenquent

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Posted 17 December 2010 - 11:30 AM

View PostAndY, on 16 December 2010 - 03:35 PM, said:

Oops, just checked the code, seems we increased it to 100 at some point.

If someone see 100 NPC in the same map during a single room............Seriously, why so much ?

#29 AndY

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Posted 17 December 2010 - 01:29 PM

View PostQuenquent, on 17 December 2010 - 11:30 AM, said:

If someone see 100 NPC in the same map during a single room............Seriously, why so much ?
That's just a technical limitation, it has nothing to do with gameplay.





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