Probably for less lag but I dunno maybe you can find a way to pull it off
Also I would strongly recommend that you get a dev team and not try to solo that is advice I have heard from an actual developer
Probably for less lag but I dunno maybe you can find a way to pull it off
Also I would strongly recommend that you get a dev team and not try to solo that is advice I have heard from an actual developer
I do plan to, but I don’t have Discord access! ![]()
Damn crazy
^guy that also isn’t allowed to access discord
Probably server related reasons, imagine trying to load in bronze sea, nimbus sea, and future sea NPC ships all at once.
Well you don’t have to load the ships, just tell the game “Hey, load this stuff only” and then it throws out the rest and works with the goods.
So far, nobody with a full understanding can tell me why I shouldn’t just do it like that, so I think I will.
It won’t affect the server for longer than the initial loading period anyway.
The Server does for the AI, but you could also just specify in code that:
Ships spawn x distance from a player, capped at base X + 1 per additional player within a range. Despawns when ship is out of range. That way ships only spawn around the players and not in the sea.
Ideally though a few ship spawns are out in the sea, as to not break immersion.
Alright but what about a game that’s pre-designed around loading stuff in this way?
As a deepwoken player, I know for a fact the devs tried this for the eastern and etrean luminant in verse one, but switched for some reason. Even if we don’t exactly know WHY you should, you probably should nonetheless
I trust myself better to face the issues of this than to remember to keep things the same across each subplace.
Deepwoken devs aren’t even that good, they just throw you in a game and tell you that you’re stupid if you don’t understand their crappy under-edited wiki.
THAT one needs a miraheze, because it might be less wrong.
Those aren’t even the devs ![]()
I don’t care if you don’t believe they are good at game design, the fact is they pulled off a highly detailed open world rpg filled with huge amounts of vfx that consistently runs 50 ping, so I’d follow their lead when it comes to optimization.
That may be true, but I’m not willing to leave that much room for mistakes because Deepwoken did it and gave no reason.
I’m really just trying to validate my choice, because I couldn’t imagine how Vetex does it.

i really hate how you renamed hammer to “forge hammer”
i personally would absolutely if not indefinitely appreciate if you changed it back to far more absolute well said name of hammer.
If you refuse to change it back I will hack all of roblox and the wiki and force them change every single feasible editable gui text to hammer.
thank you for your time and change it back to HAMMER.
But it’s not the hammer, it’s the forge hammer!
Suggestion: Make the search bar larger maybe?
We can really only extend downwards, which would look weird.
Vertical is how it beeeee!
Thank you for the suggestion, though!
you dont have to do that
youre gonna constantly load and unload an entire chunk of an mmorpg map every single time someone enters/everyone leaves? thats gonna cause huge lag spikes
no.
What I’m doing is more like this.
When server is created, wait for there to be a player. When that player shows up, check which section of the game they were trying to go to.
If it’s the southern area, delete every area stored except the ones tied to the southern area, then use some variation on distance-based loading for the client.
Just have everything map-wise already around, then get rid of everything we don’t need when the server starts.