Statistics:Posted by Mike — Sat Jan 20, 2018 12:53 am
Statistics:Posted by Loki — Wed Jan 17, 2018 4:50 am
Statistics:Posted by Duke — Wed Jan 17, 2018 4:44 am
Statistics:Posted by Loki — Wed Jan 17, 2018 4:41 am
Statistics:Posted by Napoleon — Tue Jan 16, 2018 6:57 am
I do plan to do a run during beta. As you know that takes a lot of time, and right now I need all of that time to work on the game. So for now I'm relying on you guys to let me know where the trouble spots are.Steve wrote: ↑Sat Jan 13, 2018 12:39 pmLike i did mention to you in private, log in, spend time in various nations, go log into the lower level nations, and see how clicking your way through to the top works, log into the nations fighting for orbs and see how the battles work at the higher levels, you will see just how bad things are.
Unity is the game engine used for the client, so it has nothing to do with the server. It has trouble dealing with thousands of messages / map flags / etc. at the same time. I fixed this with messages by having them only load in small batches as needed. Eventually I'll work on something similar for map flags.Steve wrote: ↑Sat Jan 13, 2018 12:39 pmAlso may i suggest if unity cannot handle sometime small like message logs and mapped flags then you do away with it and get better server hosting capabilities, if we cant handle flags, how is the game going to handle 100s if not thousands of potential customers, the lag will be insane.
That's the whole point of testing, to fix all the issues that keep the game from being fun.
Statistics:Posted by Mike — Mon Jan 15, 2018 10:15 pm
Statistics:Posted by Perrin — Mon Jan 15, 2018 3:50 am
Statistics:Posted by Steve — Sat Jan 13, 2018 12:39 pm
Statistics:Posted by Loki — Wed Jan 10, 2018 1:01 am
Overburn would only kick in if a nation is burning more energy on defenses than their full energy generation rate allows (regardless of what their current energy generation rate is, due to lowered geo efficiency). So if a nation's full energy generation rate is 1000/hr, and they have defenses that burn 1000/hr, but their current geo makes it so that they're only generating 500/hr right now, overburn will not kick in and they will only be using up 500 stored energy per hour, as normal. Only if they're burning over 1000/hr would overburn kick in.
These are all alternative ways for putting a limit on how many defenses a nation can have active at one time. The game does already have a mechanism for limiting how many defenses a nation can support, that is the whole point of energy; the problem is that it's not doing its job well enough right now. The big problem is stored energy; take that away completely and energy generation rate becomes a straightforward limit on how many defenses a nation can support. But I can't do that because, since geo efficiency lowers energy rate, checkering can be used to lower a nation's number of supportable defenses. Stored energy provides a buffer against this, so that there's a grace period between when a nation is checkered and when their defenses actually start going inert. But, stored energy (along with energy from alliances) then also introduces the problem that energy's limit on a nation's supportable defenses is not a hard limit, and so a nation can make an enormous number of temporary defenses, resulting in stalemates.
Statistics:Posted by Mike — Tue Jan 09, 2018 7:41 pm
Statistics:Posted by Loki — Tue Jan 09, 2018 5:35 pm
Statistics:Posted by Napoleon — Tue Jan 09, 2018 12:58 pm
If a player is at their energy limit and they get checkered when logged off. Does the overburn start, because lower geo would lower the energy generation rate?
Statistics:Posted by Sphinx — Tue Jan 09, 2018 5:39 am
Statistics:Posted by Mike — Tue Jan 09, 2018 1:06 am