Author Topic: Developer Blog 26 - Alpha Announcement!  (Read 97546 times)

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Offline Olafson

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Re: Developer Blog 26 - Alpha Announcement!
« Reply #435 on: October 25, 2015, 09:48:46 pm »
Betas are usually for server testing, to see if a game is optimised enough to support the amount of players that it should support. I'd reckon the Alpha is indeed just to see if people can actually join the server in the first place and perform basic gameplay options such as walking without having error codes plastered over your screen.

AAAAND

I think basic play-ability comes down to 'Hey can I fire this rifle without crashing the game?'. I'm not a Dev though, so maybe I'm just talking nonsense.

This.

We actually use our Alpha and Beta to test the game, which is also a reason we want to keep the player count low (I.e. 150 Euro for Alpha).

Offline Gokiller

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Re: Developer Blog 26 - Alpha Announcement!
« Reply #436 on: October 25, 2015, 10:02:11 pm »
Fair enough, so now to my actual question:

"How you will test the functionality?"

- Performance / handling hundreds of players.

Offline joer5835

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Re: Developer Blog 26 - Alpha Announcement!
« Reply #437 on: October 25, 2015, 10:04:40 pm »
It's good that you actually test the game extensively before releasing instead of going the Steam early access way and just release an unfinished game, have people pay for it and then tell them: "But we're gonna update it!....some day..."
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Offline Nipplestockings

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Re: Developer Blog 26 - Alpha Announcement!
« Reply #438 on: October 25, 2015, 10:08:31 pm »
Fair enough, so now to my actual question:

"How you will test the functionality?"

- Performance / handling hundreds of players.

It was just explained. The beta will be for server testing like you describe.

Offline Olafson

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Re: Developer Blog 26 - Alpha Announcement!
« Reply #439 on: October 25, 2015, 10:20:11 pm »
Fair enough, so now to my actual question:

"How you will test the functionality?"

- Performance / handling hundreds of players.

What Nipplestockings said, the beta will be for stresstesting the Servers.

Offline Gokiller

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Re: Developer Blog 26 - Alpha Announcement!
« Reply #440 on: October 25, 2015, 10:28:36 pm »
A sheit, sorry overlooked that.

Thanks.

Offline PrideofNi

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Re: Developer Blog 26 - Alpha Announcement!
« Reply #441 on: October 26, 2015, 12:08:41 pm »
Chambering is more to real life than blocking is. You would use the momentum of your weapon to deflect an incoming weapon away from you. If you just held a weapon out like 'blocking' is in Warband, you're likely to break your wrist or mess up your arm/shoulder (or your weapon can break). That's not to say that it isn't displayed in a silly way.

I was thinking more in terms of the idea than how Taleworlds implemented it. Chambering, i.e attacking in the same direction in a given time window cancels the opponents attack and carries yours forward, is just as far fetched as being able to spin like crazy (although totally pointless if your opponent has a right mouse button).

It would be interesting to hear if FSE's plan is to keep NW's melee and reduce the turning speed, as that appears to be the only thing that they don't currently like.

Offline KL4R1N0G4MPR0S

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Re: Developer Blog 26 - Alpha Announcement!
« Reply #442 on: October 26, 2015, 12:13:15 pm »
Just removing blocking altogether, and use chambers for both blocking and counter-attacking

ez
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Offline Shadow

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Re: Developer Blog 26 - Alpha Announcement!
« Reply #443 on: October 26, 2015, 12:22:30 pm »
Just removing blocking altogether, and use chambers for both blocking and counter-attacking

ez

That would be an interesting concept.  In addition to the "struggle" feature previously discussed, that may actually work quite well.  I would suggest that if there was any way to block, it would be like the following.

Spoiler

This could be done for overhead and stabs.  The animation for stabs could be swinging the firearm down and stepping back (or just swinging the firearm down).
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Offline Siwi

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Re: Developer Blog 26 - Alpha Announcements
« Reply #444 on: October 26, 2015, 10:48:58 pm »
Just removing blocking altogether, and use chambers for both blocking and counter-attacking

ez

That would be an interesting concept.  In addition to the "struggle" feature previously discussed, that may actually work quite well.  I would suggest that if there was any way to block, it would be like the following.

Spoiler

This could be done for overhead and stabs.  The animation for stabs could be swinging the firearm down and stepping back (or just swinging the firearm down).
I like the up stab much better than an up swing


bots
Bots can't help you test the network/ping/connection stability. At least, I doubt they can.
They kinda can. They don't account for the same resources as a player, but they can help. According to one of the posts on this forum about hosting servers, the bots for NW take up "about 50% of player CPU usage, so if your server for examples is using 100% CPU with 200 bots your server can handle about 100 players. (Note that horses are seen to the server as bots so they take CPU usage as well!)" - Olafson
http://www.fsegames.eu/forum/index.php?topic=11.0

NW only supported the use of one core on a server as far as I know, so it was limited by the single cores performance. Its a lot of work to keep track of where 500 unique players are stabbing swinging shooting and walking so I'm assuming they are working on some way to keep track of people in parallel, perhaps relating to distance or something.
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Offline Gokiller

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Re: Developer Blog 26 - Alpha Announcement!
« Reply #445 on: October 26, 2015, 10:52:08 pm »
Alright! Thanks for clearing that up!

Offline Commander Bondage

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Re: Developer Blog 26 - Alpha Announcement!
« Reply #446 on: October 27, 2015, 12:10:12 am »
Just removing blocking altogether, and use chambers for both blocking and counter-attacking

ez

That would be an interesting concept.  In addition to the "struggle" feature previously discussed, that may actually work quite well.  I would suggest that if there was any way to block, it would be like the following.

Spoiler

This could be done for overhead and stabs.  The animation for stabs could be swinging the firearm down and stepping back (or just swinging the firearm down).
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Offline Vincenzo

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Re: Developer Blog 26 - Alpha Announcement!
« Reply #447 on: October 27, 2015, 12:36:48 am »
The engine is multi threaded, so no single thread problems here.
Furthermore in BCOF the network engine is a new Unique engine, that we specially wrote. It cannot be compared to the Mount & Blade engine's networking.
In theory we could do huge player numbers far over 500 players per server...  As such we will surely keep our promise to deliver you the 500 players per server.
We will probably go (far) over it, but that's for later.
« Last Edit: October 27, 2015, 12:44:29 am by Vincenzo »

Offline Batraan

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Re: Developer Blog 26 - Alpha Announcement!
« Reply #448 on: October 27, 2015, 06:22:20 am »
linebattles with thousands in it :3




BRING IT ON VINCE I WOULD MURDER MY COMP FOR THAT GLORIOUSNESS.

Offline Shadow

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Re: Developer Blog 26 - Alpha Announcement!
« Reply #449 on: October 27, 2015, 10:46:05 am »
You won't do it.  Pics or didn't happen. :P  Jk jk.

Definitely looking forward to the immersion of being in a larger battle w/ 500-1k players.
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