i dont think you understand the point of this suggestion ![]()
i havent played in a while so this might be off, but isnt the dark sea technically āinfiniteā? like you could just sail on and on and on and if youāre paying attention you wonāt die?
(with the proper build and resources, of course)
No, you reach insanity 5 and then you keel over because insanity 5 is this gameās version of a world border.
Yea sure the dark sea generates beyond that point, but if youāre surviving there, you arenāt 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 iām 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 itās objectively bad, but you didnāt tell us WHY it negatively impacts the playerās gameplay in a way that makes the game not fun?
(I havenāt reached anywhere beyond insanity 1 range which is why Iām clueless about it)
If you can prove it, then yeah shrink the dark sea size alright.
But for now, thereās 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.
Itās not just a minor annoyance; thereās 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 gameās hardest area is a bad thing, because it quite literally reduces the playerās ability to precisely hit enemies and move around, as well as ruining the visuals of such a visually cool place.
Technically thereās 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 havenāt 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 wonāt affect speed that much.
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 couldnāt even reset.
The same admin commands I used to fling him werenāt 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.
Thereās 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 Iām not even sure can be fixed (outside of making it smaller) and players have to deal with obscene travel times.
As far as Iāve quickly researched within my knowledge of Roblox Studio⦠thereās no feasible (performant) way of actually fixing floating point errors.
Youād have to iterate through every model in the world and change their CFrame based on the playerās position, and thatās 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.
Iāve 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.
Hereās what it looks like at 65,535
Hereās what it looks like at 262,144
The shakiness is incredibly apparent at rather close coordinates.
I myself havenāt 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 youāll technically experience fewer floating point errors if you enter via the Pelion Rift
Damn, now thatās really bad.
Yeah, just shrink the dark sea. I donāt think giving better ship parts to make the ship move faster would help at this rate.
Iāve 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 ![]()
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