Propheteer

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Everything posted by Propheteer

  1. Most of us in TC are already using 64 java, many with custom memory allocation launch parameters.
  2. Just an update, Sunstrike told me to try the unstable client. During the raid nearly all of us were on stable, and so far we have seen massive performance improvements. We will see how it holds up in large gatherings i guess, if it doesn't ill complain here. edit: nevermind, we get huge hitches when entering/exiting our mines as well as constant stutters
  3. I wasn't sure where to post this, so here it is. Optimization really needs a heavy focus, this game is pretty much absolutely unplayable with more than 30 people in local. I remember at Wolf's Den on Epic we had around 80 present in local, and the lag was so bad when our kingdom went into a mine EVERY SINGLE PERSON in local crashed, and our entire kingdom could not log in at all for the next hour while those that could just log in killed us and got our gear for free. I'm sure there are people around who remember that and can vouch/share recordings. (Mind you this was confirmed not to be server lag related by the GM who handled the case at the time too.) These are logs from our raid on Kyara yesterday, with at peak, 52 people present. This is very bad for the game as it means pvping with more than a small group means SUPER high risk of losing your gear to a crash or relog, or one of those leave world crashes where you instantly warp randomly on deed/drop artifacts on the ground. Many people actually just stopped participating because of this, and we had two people who had to karma home because they left world and logged in trapped somewhere else on deed. It's much worse than those at dragon slayings because of all the background buildings, piles and general clutter and decor. So basically this is one raids (and the trip there) worth of relogs/crashes (and people will usually relog when the game locks up). During events like this too, nobody has more than 15fps and most people stutter before really suffering from the memory leaks, maybe very rare exceptions. So 465 crashes listed below over a few hour period just from the people i had in local and people who were not in a mine while excluding people who logged over themselves to fix memory leaks. I also omitted the part where people logged back in because thats a lot of work, if anyone tells me how to search for two different words in two different lines in notepad++ (or notepad), ill fix it. Some are also friends, e.g. Odynn/Sunstrike but pretty much everyone else was present. This also excludes the first four hours of the raid where we were bashing into the harbor and not actually near the deed yet, or the trip there as well as just reconnects when people log over themselves from a new client, so the lost links is just crashes. On another note, the server can't handle large amounts of people crossing. -EVERY- single time we crossed a server, about 10 people ended up bugged, kicked off their boat and the boat crossed without them. Different boats every time. Every time the group crossed back/forth there was 30 second lag spikes or so. As for my specs anyway: i7-4770k, GTX 980, 24gb RAM, some old ass 125gb SSD and i personally crashed during the raid 27 times. For settings everything was low except for render distance which was max, GLSL off, no animations or shadows. (which was also consistent with the majority of our raid group, as it was the only way we got remotely bearable performance)
  4. Rams are still able to be stolen when people bounce through doors spamming drag, its much harder to do but still possible. We had one stolen today again using the same method. I still think an infinitely more reliable method is forcing the rammer to drag it while using like people do with catapults, as that way they can't retreat if pushed heavily without having to give it up. Also, catapults are pretty much useless past three tiles. They don't do enough damage with how long it takes to shoot that far, and getting proper angles/winches to do so really does take an inordinate amount of time. The tile counter you get after winching is also inaccurate, even on flat ground. However, when you are shooting like directly in your face catapults work great. (theyre so good in that case that we actually nicknamed our raid catapult Remington 870.) No complaints with trebuchets. I'm sure ill think of more when i'm not tired. edit: oh yeah, with catapults skillgain is really hard to get now. Prior to the update it was already a grueling grind, but making gain based off winches has slowed it down a lot. Is there any way this could be looked at? It's kindve a big deal since shot success rate is heavily dependent on skill now. Even my meager 40 catapulting (which prior to the change was considered quite good) was barely enough to make progress at times because of all the failed shots.
  5. This one is hard to reproduce. If oyu log off on an enemy deed, when you log in, sometimes you will be randomly teleported to somewhere else in the deed, even if you weren't trapped. This becomes a real issue because some crashes make you instantly leave the world, thus when you log in you will get randomly teleported and likely trapped nowhere near you original location.
  6. Recruitment is closed for the forseeable future, ill post here again when it's open. Too many people! sorry.
  7. No difference, just the account, everyone using halter rope.
  8. i dont understand? you can't go to valrei, valrei constructions are items like temples or pillars built for missions, when you examine them you get a list of every online player at the time of its construction.
  9. bump for the boys
  10. If Egard isn't around you can get in touch with me or Rudie if needed too. I'm sure when the end of that purchase plan comes, we will have plenty more.
  11. like pillars and stuff theres no reason to show the 80000000 names that did nothing
  12. I'll buy. Message Doctorchaos ingame when you can.
  13. With the rams, you will likely be doing it on a door tile because of the slope, but you can't drag while using or queue up use actions, which means people can just spam drag binds while walking through the door repeatedly and steal your ram. happened to me today, nothing i could do in the situation as i cant keep everyone targeted. i can record this if necessary.
  14. personally i feel both should be removed, but keep pendulums in. preferably implemented alongside delayed death tabs in order to mitigate backdooring (which, while shitty for newer players as they dont learn anything, is also the only way a sizable portion of the server will get pvp because the game is so anti-pvp with how it handles things.)
  15. steal from me once, shame on me steal from me twice, shame on you. guy is a chronic thief, he shouldn't expect respect or trust towards him, you shouldn't expect respect or trust towards him either. The out of game harassment isn't cool, i'll agree on that, and a few people have been permabanned in the past for harassing people. But regardless, if you prove to be malicious time and time again people are going to expect you to act maliciously and with that being said he will get no sympathy from me and he should return the items.
  16. id like to buy a single cobb of corn with 90 woa please master pedro
  17. get out of here with my scale REEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
  18. A thief is a rat, and no rat will be welcome in our kingdom (TC) on Chaos, for what it's worth. Sorry your belongings were stolen Tuga. I'd help reimburse if i could.
  19. i don't think so, one of my favorite ideas was the ability to unplan parts of a house as you knocked off stuff, like knocking out the outer 4 tiles and being able to remove them
  20. Do you want me to give you a scenario for the staff team to run through, or do you want me to organize a raid on the test server to demonstrate that this is still a broken mechanic? My kingdom members have already confirmed that this still worked before the patch even went live, but if you want something to observe ill try to get something together. If im unable to get people to join me in my efforts, set up multiple catapulters, put two people on a dirtwall, have the two people spamming wooden fences/gates (doesn't matter) while the catapulters try to remove the house (like the full house itself, like what would happen in a normal raid) Reason being that in most cases, barring extreme terrain, the interior token house usually isnt in a position where you can cause severe structural damage where its wide open, or if it is possible but being defended you won't be able to drain without a safe route. In order to get a safe route, you would need to go through a dirtwall, to go through a dirtwall you must remove the entirety of the longhouse on top, which are usually around 2x18 in size with multiple stories. And yes, the entirety, that means the structural walls, the parapets, any fences on any level of the structure, the floors. The kicker is, a fence anywhere on the interior prevents the house from being demolished, this is also barring the other issue of walls on top stories being near impossible to hit and requiring manual bashing.
  21. My "hypothetical" issues aren't hypothetical, they existed before, and they exist now. But please, enlighten me at how ignoring this issue by telling me to test it, doing so, and coming back after double confirming it exists and letting you know to do what exactly? Tell me again that this balance issue is still a hypothetical? And before you tell me you wouldn't do that, your staff members did it last time you asked people to test something, they presented an issue, they were told to test it (again), they did, they presented the issue again, and they got told once again to test it. I'm done here, i'm sure there wont be people complaining about this "hypothetical" problem in the near future, but if they do ill be sure to blast the forums with i told you so because my "hypothetical" issues were dead accurate, as usual, -every- -single- -time- a change like this is made around PvP.
  22. Just to clarify, we aren't talking about repairing, we are talking about spamming fences inside of a house that stops progression of a raid via removing the ability to destroy the house and impeding the raiders ability to progress. BEFORE the change you could outspam fences, AFTER the change you can outspam many times more. It's been something myself and others who raid (very few people because the game has made it so difficult already). The easy solution would be to prevent wooden fence spam from preventing the house to be destroyed, as myself and many others have previously suggested, sometimes in feedback threads made by the developers themselves. Repairing is perfectly fine, the time difference between fences and house walls is questionable. As for bugs galore, when that screenshot was taken, people were complaining about the walls being unbashable, i then inferred that it wouldnt be fixed because it took parapets being indestructable over three months to be fixed, and chain fences just as long (and not sure if they have actually been fixed yet as i haven't raided anything since, seeing as how 1000 catapult shots or more were rendered completely useless because the object took no damage or wasnt possible to hit depending on the scenario.) I'll apologize for that though, as that part was more written out of rage or spite. The first part of what i wrote holds water, and anyone with a working knowledge of basic arithmetic can see how broken it is. In some cases working knowledge of basic arithmetic may not be necessary, because you can just spam wooden fences in the same house where the attackers aren't catapulting to prevent its removal, forcing them to constantly have to shift taking much muhc much much longer than just winching and firing. If you can't remove a longhouse, you can't remove a portion of the dirtwall, if you can't remove a portion of the dirtwall (depending on deed design), you can't hit the tokenhouse. If you can't hit the tokenhouse, you can't drain the deed. If you can't drain the deed, you can't disband the deed and can't access any goodies held in safemines.