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Rotsala
- Posts: 17
- Joined: Fri Jul 23, 2010 11:10 pm
- Location: Lotion, New Mexico
Re: Game Development: Prelude pt. II
I have encountered an invisible wall of some sort. Clearly the Altar of Ruin has damaged the noosphere and created anomalies within the Hearthlands.
what
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carson330
- Posts: 45
- Joined: Sat Jan 24, 2015 12:19 am
Re: Game Development: Prelude pt. II
I witnessed this as well. It's going north to south it seems? I can see resources i need on the other side tooRotsala wrote:I have encountered an invisible wall of some sort. Clearly the Altar of Ruin has damaged the noosphere and created anomalies within the Hearthlands.
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iamah
- Posts: 46
- Joined: Thu Apr 18, 2013 11:11 pm
Re: Game Development: Prelude pt. II
if you want to increase the game population stop everything and work on the client performance
maybe loading map objects in a queue with 5ms of timeout between each loading is enough?
right now it's unreal I can play a game like Warframe or Robocraft smoothly and I cannot play HnH because seriously any Javascript webgl game engine would be more playable than this smh
maybe loading map objects in a queue with 5ms of timeout between each loading is enough?
right now it's unreal I can play a game like Warframe or Robocraft smoothly and I cannot play HnH because seriously any Javascript webgl game engine would be more playable than this smh
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Orcling
- Posts: 585
- Joined: Thu Mar 15, 2012 3:44 am
Re: Game Development: Prelude pt. II

I REALLY LIKE THIS.

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carson330
- Posts: 45
- Joined: Sat Jan 24, 2015 12:19 am
Re: Game Development: Prelude pt. II
There are also roots that heal 1 point (at least) off of all wounds.
Edit: Holy shit gives me +10 HHP when it's Asphyxiation!
Edit: Holy shit gives me +10 HHP when it's Asphyxiation!
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Kaios
- Posts: 9268
- Joined: Fri Jul 30, 2010 2:14 am
Re: Game Development: Prelude pt. II
Can you elaborate on the bold part a little more because I don't understandjorb wrote:In exploring the world you will find several new localized resources, all using some new and hopefully interesting mechanics. We may reveal more details as these are discovered, but generally speaking they all have in common that their regeneration rates are globally limited.
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lachlaan
- Posts: 488
- Joined: Sat Apr 06, 2013 9:32 pm
Re: Game Development: Prelude pt. II
Is the ring of brodgar the center of the map or something?
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boshaw
- Posts: 1612
- Joined: Tue Jun 01, 2010 10:22 pm
Re: Game Development: Prelude pt. II
Yes, it always is.lachlaan wrote:Is the ring of brodgar the center of the map or something?
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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Game Development: Prelude pt. II
Some possible interpretations:Kaios wrote:Can you elaborate on the bold part a little more because I don't understandjorb wrote:In exploring the world you will find several new localized resources, all using some new and hopefully interesting mechanics. We may reveal more details as these are discovered, but generally speaking they all have in common that their regeneration rates are globally limited.
They all together spawn a limited number of items per time interval, so in case your object is the only one being picked it regenerates fast, when all of that kind are harvested they all regenerate slow.
They have a fixed regeneration rate but since the number of objects is fixed there is a limit on what can be picked from them in the whole world per interval.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Game Development: Prelude pt. II
Without necessarily telling the entire story, there is a global rate of "refill" of these resources, which is divided among the sources that have been picked from. If there were two geysers in the entire world and you controlled them both, you would get as much brimstone regardless of whether you harvested from both of them or only one.Kaios wrote:Can you elaborate on the bold part a little more because I don't understand
"Object-oriented design is the roman numerals of computing." -- Rob Pike