Change to the Dark Seas

Change to the Dark Seas
effort 3.583333333333333 12 quality 3.727272727272727 11 reasonability 4.416666666666667 12

i dont think you understand the point of this suggestion :sob:

i havent played in a while so this might be off, but isnt the dark sea technically ā€œinfiniteā€? like you could just sail on and on and on and if you’re paying attention you won’t die?
(with the proper build and resources, of course)

No, you reach insanity 5 and then you keel over because insanity 5 is this game’s version of a world border.

Yea sure the dark sea generates beyond that point, but if you’re surviving there, you aren’t supposed to.

Ao farlands the dark edge

Also what if we could survive insanity 5 what would appear there also is there a limit to the insanity that can appear… think of insanity 1000

you are able to stack up to 10 warding with armour (anything that gives innate warding + virtuous on all)

as far as i’m aware, we only get higher tier ships there with stronger atlanteans

Doubtfully, I suspect the ranges are set manually and the game would likely break too far to be able to calculate further ranges procedurally.

Sooooo, why was floating-point error an issue? You say it’s objectively bad, but you didn’t tell us WHY it negatively impacts the player’s gameplay in a way that makes the game not fun?
(I haven’t reached anywhere beyond insanity 1 range which is why I’m clueless about it)

If you can prove it, then yeah shrink the dark sea size alright.
But for now, there’s not much difference between shrinking the dark sea, and simply decreasing the travel time by adding better ship parts so our ships go something like 300 speed stat lmao.

It ruins the graphics of the game as well as makes any form of movement, hit detection, bla bla e.g., inaccurate.

It’s not just a minor annoyance; there’s a shake to every possible object, and everything loses precision as the computer fails to represent higher numbers that far in the world.

Therefore, having floating point errors in the game’s hardest area is a bad thing, because it quite literally reduces the player’s ability to precisely hit enemies and move around, as well as ruining the visuals of such a visually cool place.

Technically there’s a fix for floating point errors, but it likely requires a full physics rework as you need to move the world instead of the player.


Adding more ship parts that we haven’t unlocked are already added into the game, but from seeing them in the fleet system (you can capture ships with said higher than cap parts), they really won’t affect speed that much.

3 Likes

Insanity 5 will kill you regardless.

Im still curious to see insane people who stack 10 warding.

Its bad.
Everything screws up.
The game looks worse, feels worse, mechanics start breaking, physics start bugging out, and probably more.

This is an extreme case, but I once launched a player (not in AO) so far out of the map that the floating point error was so bad that they couldn’t even reset.
The same admin commands I used to fling him weren’t able to reach him to kill him lol.

The further you go, the worse it gets.
Regardless, you have to get ridiculously far away before it even starts becoming noticable.
There’s no reason for the dark sea to need to be that big.

Its a lose-lose for everyone.
Vetex has to deal with nonsense bugs I’m not even sure can be fixed (outside of making it smaller) and players have to deal with obscene travel times.

8 Likes

As far as I’ve quickly researched within my knowledge of Roblox Studio… there’s no feasible (performant) way of actually fixing floating point errors.

You’d have to iterate through every model in the world and change their CFrame based on the player’s position, and that’s a bunch of CFrame changes I doubt BulkMoveTo would fix.

Therefore, your reasoning for the Dark Sea to be smaller is completely fair, as it would improve stability/playability by a metric ton.


I’ve played around with floating-point errors in Roblox Studio, too. It usually starts to appear minimally around the 10-20k studs range, for note; the Pelion Rift is approximately 16,384 studs on the longest side, The Epicenter being 11,400 x 11,300 studs in size.

Here’s what it looks like at 65,535

Here’s what it looks like at 262,144

The shakiness is incredibly apparent at rather close coordinates.
I myself haven’t been far in the Dark Sea to confirm the severity of the artifacts, but I ensure they do occur.


Oh, right, and the center of the Bronze Sea is located approximately where the X is marked.

Which means you’ll technically experience fewer floating point errors if you enter via the Pelion Rift

Damn, now that’s really bad.
Yeah, just shrink the dark sea. I don’t think giving better ship parts to make the ship move faster would help at this rate.

8 Likes

I’ve made bases within some of the floating point ranges in Build a Boat for treasure and every time I save the build it deteriorates more

building ANYTHING but a boat.

I deadass read this as Build anything that float. How tf you build base in floating point error range in the first place :skull:

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