I see, that would solve the issue since they wouldn't persist. The fact that each persists unless you specifically do something to scare them off is the issue with random NPCs. This, however, will not solve the issue with NPCs like the quest givers as they have to remain.Content should be spread out, not crammed into every corner of a claustrophobic map. I'm getting sick of treading the streets of steampunk-infused contemporary London, myself. And Daggerfall's big-ass map is a major plus if you ask me.
My solution would be to put a limit of, say, 20 on generated NPCs. Any NPCs generated after hitting 20 won't be saved like usual and disappear after interacting with them. Offspring simply wouldn't show up so that you don't accidentally delete one of your kids.
Or I'm not and you didn't load at least one on EVERY tile. There are multiple random capable tiles in that image that do not have NPCs. You are close to the limit, but you aren't there yet. Of course, good luck getting an image to prove it when you really do hit it since the game sometimes crashes completely just by trying to load a save with that many loaded NPCs.You are wrong about that.
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Indeed, sad but true. I will go down with the ship, however. This is more than most experienced developers working in teams can chew, they would absolutely not have recommended doing it alone and I still stand with them on that. This is on the edge of big company developer territory.Holy quadruple post.
I posted this almost a year ago and it still rings true.
There's not much more to say beyond preaching to the choir. This game will never come close to being finished and it will eventually be dropped when the subscribestar bux decline. Innoxia is just wrapping up Dominion, which is meant to be one of eight(?) supposedly planned zones. It won't magically get better once the development moves on to something outside of Dominion. Even in the small possibility that they do get implemented, they will be extremely half-assed without any sort of remarkable details. Innoxia bit off more than they could chew for a first project. The question isn't if, but when Innoxia will publicly admit this.
It did turn out to be fun sandbox, though.
Nine zones, not eight, by the way, and that doesn't include the settlements like Dominion or Elis.
That would be the end of the game for a different reason. A lot of people are expecting it to move out of Dominion as planned because we have been told it would for years. A lot of people would be even angrier than I am now if the plan to do the other areas got abandoned. A lot of those would leave, some would complain, very few would remain despite the decision.Best thing would probably be to skip that and focus entirely on Dominion only or remove the various zones like Submission and put them on the world map, although the latter would most likely upset a few people, myself included.
The only way it should be abandoned is if the whole game is.
Mine's no joke, either, but even a hadron collider would have issues because this is in the engine or game, not in the PC. The program can only do so much as it is now regardless of what your PC has in it. The same is an issue with Illusion's second to last game on a more severe level.What are you using? Nasa's hadron collider? Why the fuck people that have money for ridiculously powerful PCs able to process all of this would resort to incomplete free porn sandbox game instead of bying normal ones? Most of us are here not because we have piles of money, rather lack of them.
I seeThe angle I was taking here was to limit the amount of NPCs needed to even progress the main quest, by limiting the amount of territory needed and make more use of the NPCs that currently exist, so that there would be less need to create more NPCs in the first place.
Additionally: if a piece of land is just an offset of Dominion, it logically won't be as large as an entire country or brand-new town if only because of the fact that you won't need surrounding landscapes to justify it's independent position. I specifically used the Harpy Nest to drive home the point that this piece of territory located within Dominion uses far less mapping and thus limits the amount of NPCs that would exist in its general domain. You have 5 major NPCs that reside in the Nests, given how small it is by comparison to Dominion as a whole. You have 2 major NPCs that reside in the Rat Warrens' hideout, given how even smaller it is by comparison. The size of the territory is obviously related to how many major NPCs reside in that territory, so Innoxia wouldn't be compelled to flood so many NPCs into the new domains as they have done with Dominion and Submission, which would cap resource usage by the simple fact that Innoxia wouldn't want to overcrowd a specific area.
Basically, I'm saying the NPC limit imposed by the game's structure would serve to limit Innoxia's constant side-quest detours and encourage more usage of the NPCs that exist. I don't think the solution is to expand the game to support more NPC generation, because that would mean that Innoxia can waste more time making more NPCs that will never see usage after 2 days of playing through their romance quest. What Innoxia did with Helena at the beginning in regards to finding Arthur was a great example of making multiple uses of an NPC, in that they were relevant to the main plot and also had side content to go with them and this made them more dynamic.
The benefit is literally to get rid of that down time. There's a reason people here call RPGM the walking simulator, because you have to walk everywhere, potentially over long distances, to get to the next NPC to talk to. Spreading the existing content out would mitigate this by having content along the path instead of just empty traveling.Why? I can see the downside, that being a lot of downtime and dead space between the interesting fun bits, but what's the benefit?
That's fair enough, but I'm sure it'd bet nice and fresh with some new content.
Clearly you've never played Daggerfall, because then you'd know it's really, really not. All that empty space might as well not exist, since you never actually go out into it. All your quest locations get marked on your map, so you can and do just fast travel to them (because it would take six hours of real time to walk there), and there's no point trying to explore. It's not like Skyrim's densely packed map, where you can just pick a direction and stumble upon something interesting within five minutes. In Daggerfall, it'll take you hours to randomly come across a point of interest. That's what realism gets you. There's a good reason they never made another game like that.
Now LT almost certainly won't turn out that bad, but I still see no reason to have an overworld map that's 99.5% empty tiles. You could easily expand the game with new zones without having an overworld map at all. You come to one of the exits out of Dominion, the game gives you a list of known locations you can go. You click your destination, you get a screen saying something along the lines of "after several days of travel, you arrive at your destination", and boom, you're there. Two clicks instead of several hundred. You could have random encounters built into that, and even exploration. A simple menu option along the lines of "explore the vicinity of <choose a known location from a list>" would do just fine for that, and if you find something interesting, it gets added to your list of known locations. I see no reason to have a map at all, all it'll do is just waste a load of your time by making you visit every tile to make sure you haven't missed anything.
The reason the overworld, that's the blank canvas that is supposed to be the fields right now, is so empty is because all content is crammed into Dominion. Move some of it out into the fields and, boom, no longer empty AND you solve the over-saturation of content inside Dominion, two birds with one stone.
Indeed it does, but it can also be a problem if the boss is too strict.Yes. Called 8 hours/5 days working week. Coupled with timesheets and threat of being fired for slacking it provides wonder of software development.
Another lie, I suppose. That's fine, disabling the comments means anyone who goes to the blog can read just how long the delay cycle has gone on.Hey, comments on the blog are still off, despite Inno's promise to turn them back on with new update. Which was 3.18. Gonna see how many weeks it will take for her to do something about it.
The only reason there is no scenery is because Inno has gotten sidetracked repeatedly by side content instead of getting the fields out. If the fields had been out in August as it seemed it was supposed to be, there would be plenty in the fields for a first release of the area even with those stupid Nyan and race reworks getting in the way.Fair enough, I guess, though personally I find it hard to understand the desire for a change of scenery given that there is no scenery. Does it matter whether you're encountering random NPCs on a grey box that's nominally in a city as opposed to a grey box nominally in a forest? The only difference is that it's going to say "forest path" instead of "alleyway" at the top of the screen, which is not a meaningful addition in my opinion. And I don't see why having a densely packed city should break suspension of disbelief, quite the contrary; densely packing stuff together is kind of the whole point of cities, you know?
I think what he meant was the computers needed to run the hadron collider, which are within supercomputer territory if I remember correctly.I don't know who pissed in your wheaties buddy but yes it is not NASA's "Large Hadron Collider" (Which everyone with half a brain cell knows is CERN's large hadron collider which technology has not alot to do with computing and everything to do with smashing atoms). It is 5 year old technology and certainly not IBM's AI or China's quantum computer. So chill out and get a clue. I am not bragging just showing that it is not a ridiculous rig by today's standards. If you don't have a good computer and you want one I suggest saving up for it. I mentioned my parents only because I am sensitive about the fact that for the first time I don't have much of a job except delivering pizzas a couple of hours a week.
ExactlyYeah, it does matter where and how encounters take place, for that is part of the worldbuilding. You encounter city-dwelling races in the city, desert-dwelling races in the desert, et cetera, and the world is more believable because it gels with the lore. I'm not saying the map has to be huge; I'd just like it not to be so dense. And cities are mostly nothing, at least as far as one individual is concerned. You could live your whole life in one town and miss 90% of it.
But again, just personal preference.