Beta Patch Notes e1.5.10

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What do you guys think of my idea. Would you think a 24 hour delay for the beta branch for some of the community to perform a one day test to catch "critical" problems, not stupid bugs, but the 1.5.8 and 1.5.10 memory leaks or a massive game crash that could effect everyone. I think it is a small price to pay to avoid getting a beta branch again that is a disaster.
You want a beta for the beta? What do words mean anymore?
 
Do campaign save and load times still increase massively the further into a campaign you get on 1.5.10? Is this the 'memory leak' issue?

This is what my CPU does when I load a campaign on 1.5.9:
 
Memory leaks are not about CPU overload.
Maybe the game needs to do something CPU-heavy immediately after you load a game and after a while it behaves normally. I would wait for several minutes (or hours :smile:) and then see if the CPU is still at 100%.
 
What do you guys think of my idea. Would you think a 24 hour delay for the beta branch for some of the community to perform a one day test to catch "critical" problems, not stupid bugs, but the 1.5.8 and 1.5.10 memory leaks or a massive game crash that could effect everyone. I think it is a small price to pay to avoid getting a beta branch again that is a disaster.
some issues will still take plenty of time to figure out, and they also drop hotfixes whenever necessary, so this approach wouldn't really change anything I'd think
 
Memory leaks are not about CPU overload.
Maybe the game needs to do something CPU-heavy immediately after you load a game and after a while it behaves normally. I would wait for several minutes (or hours :smile:) and then see if the CPU is still at 100%.
I see. Why do save and load time get so much longer though? I mean I understand there's just more data but early in a campaign it takes a few seconds to load and no time to save whereas around 1000 days in it takes 5-10 minutes to load and around a minute to save, it just seems like an unreasonably large difference.

But is it better on 1.5.10? Is anyone that far into a campaign?
 
One problem with getting stricter is this:
Forum is useful for reporting bugs, crashes and problems with the game
Finding bugs and problems requires playing the game
Continuously playing the game and having bugs crashes and other problems makes many people "disgruntled"
Disgruntled players will obviously use this same forum to express this feeling
So, trying to moderate more of these posts would lead to less and less useful reports.
Eventually there would be no reports as casuals don't bother, they just go "huh? weird" and play another game.


I wanna make a Batman/Joker captioned photo but I just can't do it, but you guys can imagine it can't you?
Some aren't helpful at all though, and just ****post for attention. If people can't give feedback in a decent manner then moderators should at least edit their comments and change the wording of their feedback, remove any useless toxic statements and keep the feedback/issues that need solving. That way posts can be forwarded to devs without anything to discourage them from reading said feedback. Just an idea.
 
It's absolutely baffling to me how little TW cares about the their community. They make an absolute fortune off this game and can't bother to have someone properly keep in touch with the community during constant issues, cut features, and missed deadlines.

They sold a product, we bought it. Taleworlds has no obligation to us.

If they had decided not to take into account any of the community's feedback, which is not the case, those would have been their rights. As it is your right to disagree with the course of the game's development.
 
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Some aren't helpful at all though, and just ****post for attention. If people can't give feedback in a decent manner then moderators should at least edit their comments and change the wording of their feedback, remove any useless toxic statements and keep the feedback/issues that need solving. That way posts can be forwarded to devs without anything to discourage them from reading said feedback. Just an idea.
*Change wording and sense of their feedback and keep issues that censor would like to be solved so TW can live in thier own reality.

That's very bad idea.
 
Some aren't helpful at all though, and just ****post for attention. If people can't give feedback in a decent manner then moderators should at least edit their comments and change the wording of their feedback, remove any useless toxic statements and keep the feedback/issues that need solving. That way posts can be forwarded to devs without anything to discourage them from reading said feedback. Just an idea.
They (Dejan, Duh, mexxico, Signalize) already do.

At any rate, digging in through a fee hours over the weekend: education still feels pretty limp-wristed. Those +5s per phase do not impress me. If we're going to face mortality with our main character, the least they can do is allow education to boost our heir to the status of a decent premade. If they don't want perfectly controlled successors for whatever reason, maybe just boost the random event's impact to 25-75 points in a particular skill? You can still nudge towards what you want but also possibly get lucky with a truly beastmode heir in one stat.
 
They (Dejan, Duh, mexxico, Signalize) already do.

At any rate, digging in through a fee hours over the weekend: education still feels pretty limp-wristed. Those +5s per phase do not impress me. If we're going to face mortality with our main character, the least they can do is allow education to boost our heir to the status of a decent premade. If they don't want perfectly controlled successors for whatever reason, maybe just boost the random event's impact to 25-75 points in a particular skill? You can still nudge towards what you want but also possibly get lucky with a truly beastmode heir in one stat.
There are many developers/CMs who read the forum daily, even on weekends, and are aware of almost all comments. The problem is not that the suggestions don't reach the developers, but that the decision makers reject most of them. Bottom line, the interests of the heads of the company are not aligned with the players. This situation wont change cleaning a little the forum.
 
They sold a product, we bought it. Taleworlds has no obligation to us.

If they had decided not to take into account any of the community's feedback, which is not the case, those would have been their rights. As it is your right to disagree with the course of the game's development.

We bought an unfinished product with the premise and promise that it gets improved and finished based on community provided feedback.

Allow me to add: They also sold a game which had numerous feautures or the promise of those features in order to influence potential buyers which we did not and will not receive.
 
You want a beta for the beta? What do words mean anymore?
no, they have internal testing before releasing, but they dont test through steam so things get by, so putting p with a bad memory leak for 3 weeks is fine when you could take a 24 hour step to avoid it al together, guess you must have a decent system so it doesnt bother you, let others deal with it. Forget others I can play, what do words mean anymore
 
no, they have internal testing before releasing, but they dont test through steam so things get by, so putting p with a bad memory leak for 3 weeks is fine when you could take a 24 hour step to avoid it al together, guess you must have a decent system so it doesnt bother you, let others deal with it. Forget others I can play, what do words mean anymore
I don't think players should take over basic testing responsibility. Taleworlds need to catch those problems and you should hold them to account every time they release a hotcrash.
 
Crashes are one thing but there's really no excuse for memory leaks to ever make it to customers, "beta" or otherwise.
 
At any rate, digging in through a fee hours over the weekend: education still feels pretty limp-wristed. Those +5s per phase do not impress me. If we're going to face mortality with our main character, the least they can do is allow education to boost our heir to the status of a decent premade. If they don't want perfectly controlled successors for whatever reason, maybe just boost the random event's impact to 25-75 points in a particular skill? You can still nudge towards what you want but also possibly get lucky with a truly beastmode heir in one stat.
Agreed, the little +5 for each choice isn't enough to get them going. Attributes are nice and all, but I think say 20 skill a pop would be fair, so they could actually get into the action or lead a party when they come of age. As it is, you gotta slap a steppe bow on them and send them after looters... it's like a family of Ymira's. They just don't add up to what NPC 18yo's have. Plus because you may live a long time, there can actually be a demising return of each generation because of how little they skill up as NPC you can't control in combat. If you die at 80 and take over a 40 year old Kid, you have even less time to reach useful skill before they might die and so on and on. You might circumvent this by choosing your youngest heir, but I don't even know if the game lets you choose from all, does it?

You can eventually get them into shape of course (even totally ****ed up older versions were workable), but that's not what we should have to do, we should have distinct benefit from the the choices and children ready to begin thier role.
 
You might circumvent this by choosing your youngest heir, but I don't even know if the game lets you choose from all, does it?
It lets you choose from your spouse, siblings or any kids. Or even companions, if you don't have wife or kids.
 
I just started a new game after a little bit of abstinence and it seems that towns will start to starve right away leading to rebellions although the towns were never besieged or switched lords.

Is this problem already known?
 
I just started a new game after a little bit of abstinence and it seems that towns will start to starve right away leading to rebellions although the towns were never besieged or switched lords.

Is this problem already known?
It happens for the first 3-4 years then it returns to normal; I think it is because of the starting relations(?). There is a post from
Mexxico somewhere in this thread if you want to go look for it.

edit: Found it for you. My initial text is wrong
At initial years there become more starvations than normal because town prosperity values are not determined by around food sources also towns do not have developed projects so this yields more starvation & rebellions at first 3-4 years then world become more stabilized as terms of food and prosperity so rebellions decrease. Before changes there were nearly no rebellions at 1.5.9, so a new feature (rebellions) was nearly lost.
 
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It happens for the first 3-4 years then it returns to normal; I think it is because of the starting relations(?). There is a post from Mexxico somewhere in this thread if you want to go look for it.
Thanks :xf-smile: I'll look it up.
 
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