Weapons Despawning Since Latest Patch + QoL Suggestions

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nerburg

Sergeant at Arms
I am wondering if the issue that is happening in a high % of cases is intended where either:
  • Weapons sometimes are not appearing on the ground or in corpses when thrown or dropped
  • Weapons that do appear on the ground sometimes are unable to be picked up
  • Weapons that do appear on the ground sometimes are despawning
In other words, was there an intentional nerf to dropped weapons? I looked around but didn't see any threads about this. So far this seems to affect the duel server most as often times people don't have money to spawn with their ideal weapon and choose to pick weapons from the ground. I searched last patchnotes for any mention and the only thing that seemed maybe related was this, but I'm not sure if this was beta branch or not.
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While I'm at it, here are a couple quality of life suggestions as well:
  • Chat feature in lobby for Taleworlds friends/party (while being able to add people is nice, you can't actually ask them if/what they want to play unless they're a steam friend anyways)
  • Set default perks ahead of time from Armory (it gets annoying to have to re-do these to personal preference each match)
  • Friendly horse footsteps adjusted to sound slightly different than enemy - maybe slightly quieter or higher pitch. This could prevent some of the PTSD that horse-heavy matches can bring on, not knowing if it's help or doom on the way.
 
This is a particular issue when it comes to the Battania Clan Warrior's throwing spear. You throw it, you lose it.
 
Can confirm. This is very annoying on duel server if you're peasant and want to use 1h sword for example. If you pick up a weapon and then drop it, it's gone.

Also agree with the other suggestions.
 
It's not even consistent, sometimes weapons are disappearing once picked up and dropped again and sometimes not.
 
Yeah happens alot now, I figure they tried to improve optimization, and this was a casualty. This has to be reversed its frustrating as hell
 
I hope you guys add a server side option when the server files are released.

with a configurable timer on how long it will last on the ground once dropped if the player who dropped it is alive.

And a configurable timer on how long it will last on the ground once dropped if the player who dropped it is dead.

Also a configurable cap on how many spawned weapon entities are allowed to be on the ground. With weapons laying on the ground the longest despawning first once new drops are spawned

Also there should be a clear distinction between actual weapons and projectiles, projectiles need a separate set of configurable options.

This will be really handy tuning different game modes and catering to game modes with vastly different numbers of players and AI. For example skirmish and duel should have completely different spawn rules than 120+ player siege or captain.

This will also allow modders and developers customize rules for new game-modes that are not in the game yet
 
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Also there should be a clear distinction between actual weapons and projectiles, projectiles need a separate set of configurable options.

It seems currently that throwing weapons are working fine. I pick up others throwing weapons as well as my own after use. It seems that dropping a weapon with G or dying puts a 1 use condition on the weapon. If you drop a weapon, someone can pick it up. If they drop it again or die, it despawns.
 
It seems currently that throwing weapons are working fine. I pick up others throwing weapons as well as my own after use. It seems that dropping a weapon with G or dying puts a 1 use condition on the weapon. If you drop a weapon, someone can pick it up. If they drop it again or die, it despawns.
That's what I thought too, but you can see in my video above that I pick up a weapon that was already on the ground at 28 seconds, meaning someone dropped it or died with it, and when I drop it for the first time it does not despawn (although there is a weird 'grab out of the air' effect like it was floating away to weapon heaven)

One other addition to the current issue is that throwing weapons seem to disappear sometimes after killing with them, but the weapons are usually still in the body - just invisible.
 
Yeah it seems they are definitely trying to optimize the MP experience and how many entities are on the ground and are communicated to players, which is a good thing. I just hope there will be options and it will be easily customizable
 
Makes sense that any dynamic object isn't invariably persistent in terms of server performance.

Before, objects like melee weapons persisted almost throughout the course of the game. Right now it seems each melee weapon is given 2 turns and then despawns, they should have probably at least 3 turns before despawning. It's not really problematic except for in duel servers, where we have Vlandia who cannot spawn as a peasant with a 1h sword. If we had Sturgia, we could have a much wider array of 1h weapons as a peasant class and it wouldn't be an issue *wink wink*
 
Makes sense that any dynamic object isn't invariably persistent in terms of server performance.

Before, objects like melee weapons persisted almost throughout the course of the game. Right now it seems each melee weapon is given 2 turns and then despawns, they should have probably at least 3 turns before despawning. It's not really problematic except for in duel servers, where we have Vlandia who cannot spawn as a peasant with a 1h sword. If we had Sturgia, we could have a much wider array of 1h weapons as a peasant class and it wouldn't be an issue *wink wink*
No it doesn't, it despawns very quickly.
 
sometimes it has 2 turns and sometimes it depsawns immediatly. really inconsistent it seems.
 
when I drop it for the first time it does not despawn (although there is a weird 'grab out of the air' effect like it was floating away to weapon heaven)

Maybe the effect doesn't kick in until the weapon "settles".

While throwing weapons seem to have different parameters, it seems that you can do this sort of thing indefinitely:

 
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