Lets Try This again.....Infinite Corpses Please?

Would you like Taleworlds to offer the option for infinite/a large number of corpses?

  • yes

    Votes: 68 86.1%
  • no

    Votes: 11 13.9%

  • Total voters
    79
Best answers
0
I am hoping that it won't take a mod to enable this. I would rather have this be a configurable option in the game's settings. Perhaps a "Max Corpses On The Battlefield" setting that you could change based on your PC's performance (or lack there of).
Yeah excatly, I dont think it's sth too hard to implement
 

Kribble118

Recruit
WBNWVCWF&SM&B
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I am hoping that it won't take a mod to enable this. I would rather have this be a configurable option in the game's settings. Perhaps a "Max Corpses On The Battlefield" setting that you could change based on your PC's performance (or lack there of).
That's exactly what I'm saying. If i had to wait for a modder to do this i'd be disappointed. Warband use to have infinite corpses but they got rid of it because of performance, which is foolish to outright get rid of it instead of offering an option.
 
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I wonder why they are so silent about this topic? Is it a low priority even though many people want it? A word from Taleworlds would be golden!
 

JayWalker

Regular
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For me it is not a priority but I understand why people would want it. I don't understand why it is a problem to just wait for a modder to do it if talewords doesn't though? I mean it will probably be a pretty early mod if a lot of people want it and it is as simple as changing a line or two in a text file. A lot of the mount and blade experience comes from mods.
 

Kribble118

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For me it is not a priority but I understand why people would want it. I don't understand why it is a problem to just wait for a modder to do it if talewords doesn't though? I mean it will probably be a pretty early mod if a lot of people want it and it is as simple as changing a line or two in a text file. A lot of the mount and blade experience comes from mods.
a mod would probably be unstable compared to taleworlds implementing it.
 

Tukata

Recruit
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Please this is actually so important for a lot of us
This is actually quite important for immersion I'd say, and I admit I don't really see a reason to not make it an option. If your PC can't take it, fine, just disable it, but if your PC is good enough, why should you be forbidden to have a large number of corpses on the battlefield ?
Anyway, it will be made possible with mods two days after the release so in the end it's not that big of a problem.
 
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Honved

Knight
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I assume so. They are programming in C#. But until it is released it is hard to know for sure what the tools and options will be.
The game may be programmed in C#, but if the number is buried in the executable file, rather than read in from an external data file that can be modified, it won't be accessible to modders. There are a LOT of games where some things are easily modded and others are simply not changeable without seriously convoluted tricks, if at all. I'm not too concerned about whether or not unlimited corpses are in the game or not, provided that the number can be accessed and changed relatively easily in some external file. My system probably won't run something like that anyway, although it would be nice to be able to tweak the number up or down according to system performance limitations.
 

JayWalker

Regular
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The game may be programmed in C#, but if the number is buried in the executable file, rather than read in from an external data file that can be modified, it won't be accessible to modders. There are a LOT of games where some things are easily modded and others are simply not changeable without seriously convoluted tricks, if at all. I'm not too concerned about whether or not unlimited corpses are in the game or not, provided that the number can be accessed and changed relatively easily in some external file. My system probably won't run something like that anyway, although it would be nice to be able to tweak the number up or down according to system performance limitations.
Since the devs have said repeatedly that they are working to make everything as modular as possible I would assume that anything like this will be part of that. Like I said I could be wrong, but if they are making an honest attempt to make this game moddable things like this should be adjustable from a text file somewhere.
 

Schmutz

Regular
WBM&B
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It could potentially be added but we haven't made a final decision on it just yet.
I thought this was a given tbh. You can already have 1000 vs 1000 battles, which I'd think is more taxing on performance than 10 vs 10 with 1980 corpses on the ground. I can't imagine Battles involving much more troops much of the time anyways, but if you have to start a second round it really would be nice for the corpses to remain, without physics there is absoluetly no reason not to. They don't even need to be there exactly like they fell, if that's the/a problem for implementing it, instead you could have a few set poses, maybe even some with a sword stuck in them and **** like that, maybe some scavenging birds, I think you could make it a cool feature...
 

orgrinrt

Knight at Arms
WBNWVCM&BWF&S
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I thought this was a given tbh. You can already have 1000 vs 1000 battles, which I'd think is more taxing on performance than 10 vs 10 with 1980 corpses on the ground. I can't imagine Battles involving much more troops much of the time anyways, but if you have to start a second round it really would be nice for the corpses to remain, without physics there is absoluetly no reason not to. They don't even need to be there exactly like they fell, if that's the/a problem for implementing it, instead you could have a few set poses, maybe even some with a sword stuck in them and **** like that, maybe some scavenging birds, I think you could make it a cool feature...
There are other things to consider when doing something like this.

if you have to start a second round it really would be nice for the corpses to remain
You imply there that a considerable amount of the corpses would remain (it sounds like all of them). Some quick points:
  • How's the pathfinding going to handle them (if there truly are many of them)? If the pathfinding uses the pre-baked navmesh of the scene (which they have confirmed it will), then all characters would try to go over/through the bodies constantly. Is the navmesh going to be updated after every dropped body? Or maybe after there are more than two dropped bodies piled up? Updating a navmesh can be costly and if the fights are in the magnitudes of 500v500, there would be considerable amount of updates, often within short intervals. This could eat up the ms budget of the frames.
  • How are the collisions going to work? Do the characters go through the bodies or do they step (or even climb) over them? The latter would be pretty hard to program and would probably be a lot of unnecessary work for very little to show for it. This combined with the pathfinding problem is going to be a big headache, however skillful the team tackling the problem.
  • Continuing with the previous point, are they going to be static? If, say, a horse would ride fast over a sea of bodies and hit it, would the bodies move? If not, would the horse then fall down like you would expect (if there truly are many bodies, not a couple ones spread around)? Or would it go through the corpses like it was air? Any of the options would ruin either the immersion of the moment OR the fun of the core loop (i.e being constantly tackled by corpses). No winning scenario here unless there would be massive overhauls on the locomotion logic both without a mount and with one.
  • The psychology of a player tinkering with the settings: If there is an option for the persistent bodies but together with all the other things that eat up the processing budget it would considerably lower the average fps for most, so majority of the players would feel like they are missing out. Maybe it bums them out, maybe not, but it will affect the psychology of someone who has to either set the setting low, or maybe he will lower some other settings in order to allow for a higher setting on the corpses. Now this can lead to many other complications such as if people feel like the corpses are essential for immersion (provided that a proper way to deal with hundreds of bodies on the ground is even discovered), they will turn the corpse setting up and other settings down, resulting in for example, worse looking clips on youtube or streaming platforms. That could be bad for the public profile of the game, especially so if they use the graphics as a selling point (not sure if they will, but who knows).
This is all to say that having some bodies but cleverly removing them unintrusively will be A) way more efficient in terms of work hours and results and B) visually more immersive if indeed done well and unintrusively. If there are a lot of bodies on the ground and our eye registers a lot of the alive characters just passing through them (which would likely be how it works now?) it will break immersion. This is not to say that disappearing bodies isn't breaking the immersion, it's just that in the heat of the moment, if done correctly, the player would not actively register that there are bodies disappearing. But other characters constantly clipping through bodies would be an eyesore (as opposed to clipping through a single body in passing, which our eyes likely can deal with provided that around the body there's enough free space that the movement looks natural after passing the body).

I mean it would certainly be cool. In my eyes I can imagine an intense fight with visuals akin to the GoT battle of the bastards. Is it likely to be successfully implemented in a game that has a million other things going on at the same time in a dynamic, open-ended battlefield? Not right now, no.

Edit: The reason why they might not want to expose that to players/modders is maybe they have a very finely tuned clever solution to the above problems that also partly exist with limited amount of corpses. Maybe they have realized through testing that they can keep a certain specific amount of bodies before either the disappearing starts to break the immersion or the other problems would start to break it.
 
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