Betrayal as a Core Game Mechanic

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TreeOfDead wrote:
Why its never spawn 3 encounters at all? NEVER 3!? Why???

GGG pls fix it its 3 league this bug exist

Are you sure it's a bug?

The HDD/freezing issue was directly related to having 3 encounters that can interact in various ways, so the game never knows exactly which 3 encounters to preload and loading has to be done on the fly.

On console we've only ever had one encounter per map, which removes the source of the problem completely. To balance things out we have increased item drop rates so we still have plenty of stuff to unveil. It's not perfect - it takes us forever to unlock safehouses - but it's not terrible either.

If you're getting 2 encounters, that could be a perfect sweet-spot between the freeze-fest of 3 encounters versus the super-slow safehouse unlocking of 1 encounter.
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UnclePobatti wrote:
The HDD/freezing issue was directly related to having 3 encounters that can interact in various ways, so the game never knows exactly which 3 encounters to preload and loading has to be done on the fly.

Not QUITE. It still freezes a bit when there's only one encounter per zone (such as in Acts 9+10) but it's not as bad. It's an overall "quantity" thing, and that the game's loading code is... Not great.

As best I can figure, the biggest single loading piece is the textures, models, etc. for the Research encounter; this is demonstrated by the fact that when, say, in Quarry, the load spike is a LOT more significant if it's a research encounter rather than one of the other three. And since it's architecture that shows up right there... It gets loading priority over the NPCs. (specifically, it's the game being forced to shift gears and try to load Intervention before it's finished loading the Research that causes the worst lag)

There's a few real solutions, of varying difficulty to implement:

  • Best solution is to redo the game's loading code. I'm not dissing whichever programmer worked on it: even many AAA games (looking at you, Bethesda) have utterly rubbish code here that makes loading take several times longer than it should, and GGG's programming staff is technically still rather green. Still, it'd be well worthwhile to go back and re-code that.

  • A "temporary" solution in the meantime can revolve around preventing encounters from being initiated. Intervention shouldn't be able to start until it's loaded; it should wait for an "all loaded" signal from the client. (this really isn't an opening for abuse... A hacker could, at best... Just skip the rewards of syndicates?)

    Research loading should be given lower priority too, (rather than top loading priority) and likewise, entrance should be blocked until loading of it is finished. Ditto for being able to start the other encounters.
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