I bet they wished they did this before fixing the flamethrower airplane.
"lots of people in the same place poops the server"
Well no shit there sherlock but I wonder how multiple spawn locations would help at all when everyone [I]still gets lumped in the same plane[/I].
Even then, I don't think anyone gives a flying damn if the meeting point is or isn't a soft benchmark for smooth FPS, because it sure as shit isn't when you're actually playing.
[QUOTE=sh4d0w;53077459]"lots of people in the same place poops the server"
Well no shit there sherlock but I wonder how multiple spawn locations would help at all when everyone [B]still gets lumped in the same plane[/B].
Even then, I don't think anyone gives a damn if the meeting point is or isn't a soft benchmark for smooth FPS, because it sure as shit isn't when you're actually playing.[/QUOTE]
There are solutions to not actually having all the player entities grouped together in the plane. I'm assuming the server shits itself due to the networking required in such situations, which can be mitigated simply by not sending each client position updates for other players when in the plane, just the seat they're in once at the start of the flight. The planes trajectory and speed is known so it isn't exactly rocket science to keep each player model mostly inside it on the client.
[QUOTE=Chubbs;53077480]There are solutions to not actually having all the player entities grouped together in the plane[/QUOTE]
No no.. my comment isn't based on the assumption there isn't a better way, I truly believe that every entity is in the plane due to incompetence.
Just to name a few things:
* I've been left behind in the island after takeoffs, it doesn't reset my position, doesn't pull people from somewhere else or away to somewhere else, you're in the starting zone or in the plane.
* Sometimes an initial loud thump (as if 100 players were dropped from the same height and fell to the ground at the same time) can be heard when seated.
* Plane performance is "inexplicably" a horrible resource hog and akin to high populated zones upon landing.
* Speech emits directionally from people in the plane and when you could still zoom into the cargo bay you could see heads move in real time, hmmm.
So, I could be wrong for nothing is truly certain, but this is Blue [I]'UE Asset Store'[/I] Hole so at the very least I'll bet on that.
Finally, the only good thing about the desert map is that there are no guns in the spawn.
Now they should really get cracking and create a shooting range map, that anyone can locally play to test guns, dummy targets with different equipment, bullet drop, lead with moving targets, dmg counters, attachments etc.
[QUOTE=nVidia;53077576]Finally, the only good thing about the desert map is that there are no guns in the spawn.
Now they should really get cracking and create a shooting range map, that anyone can locally play to test guns, dummy targets with different equipment, bullet drop, lead with moving targets, dmg counters, attachments etc.[/QUOTE]
Allow others to join you in the shooting range too just so friends can test out guns and do so together.
In regards to the plane it's just them being idiots. As a player you only need to see the plane, and players who jump out of it, you don't need to see every player in there. Even if you did like said above clientside drawing could resolve that.
That would obviously explain the lag up until you touch down from the plane jump.
WHY can I see them doing something akin to The Culling where rather than everyone being in a plane you get a sequence implying you were abducted and left at a random spot on the map?
[QUOTE=SteakStyles;53078319]WHY can I see them doing something akin to The Culling where rather than everyone being in a plane you get a sequence implying you were abducted and left at a random spot on the map?[/QUOTE]
But that would take away the whole "chose where you wanna land" part, which is a pretty major part of the game.
I mean get rid of the plane entirely, and have everyone choose where they want to land. When a timer hits 0 go ahead and drop everyone with a parachute near where they wanted.
An old solution that doesn't require a lot of resources is housing people relatively apart in the over/underworld where absolutely nothing else loads, camera set to track the plane.
When you drop you get ported at the place of your choice, it's basically a much lighter way of doing the same without the autistic screeching of hundreds (not sure if that's considered 'part of the experience' but i'm willing to sacrifice it)
Also here's an idea Shithole Corp.
Want to improve performance for people actually playing instead of splitting them in small groups as a sample of what the game could be like if you played with 15 people?
Ping lock everyone to a reasonable standard, add an exception so when the amount of Friends (not random players) from the region you wish to join is equal or greater the lock is ignored.
Trust me, when you don't have 30-40 Chinese players with 500ms in the server shit goes a lot smoother.
[QUOTE=Nookyava;53078361]I mean get rid of the plane entirely, and have everyone choose where they want to land. When a timer hits 0 go ahead and drop everyone with a parachute near where they wanted.[/QUOTE]
Then you can't see when others have dropped and where others are going. And also means you can always just land in the exact same spot.
[QUOTE=nVidia;53077576]Now they should really get cracking and create a shooting range map, that anyone can locally play to test guns, dummy targets with different equipment, bullet drop, lead with moving targets, dmg counters, attachments etc.[/QUOTE]
I doubt there will be a shooting range map. Lack of this map leads to more people having to play to learn how to play (like roguelikes), leading to somewhat short wait times between each session and thus pitting players of different skill against each other.
Having shooting range map will deter players from playing main game mode.
Though it might change, since Bluehole sees future of PUBG as a platform for community created content, so in time somebody will make such map.
[QUOTE=shott;53078596]I doubt there will be a shooting range map. Lack of this map leads to more people having to play to learn how to play (like roguelikes), leading to somewhat short wait times between each session and thus pitting players of different skill against each other.
Having shooting range map will deter players from playing main game mode.
Though it might change, since Bluehole sees future of PUBG as a platform for community created content, so in time somebody will make such map.[/QUOTE]
The lack of such practice map for me seems retarded, why hide all of this information regarding combat, behind a 3~ min wait each round?
It's even dumber when you look at their hard push into e-sports, how do they expect to be taken seriously if the very core mechanics of the game are so well hidden?
I don't think having a map to practice and test patch changes to weapons etc would somehow result in people not playing the game itself.
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