Remove corpses and arrows after a certain time
Problem: corpses and arrows stay forever on the ground/walls. This causes a lot of memory usage, FPS drops, performance problems in general.
Solution: corpses and arrows disappear after a certain time, much like Dessecrate corpses despawn. Running tunnels and repository contracts for exp seens very good, 1% per contract at level 99 is not bad, but there's a huge problem. If you want to squeeze every once of exp you need to destroy corpses. Explaining since I don't think many people don't know: after a certain amount of deaths the never ending respawning mobs stop giving exp. This for some reason is linked to the mob corpse. If one spot stop giving exp, go destroy the corpses on the ground, after you clear new mobs start spawning and you start to gain exp again. Of course this is not infinite but you can get way more exp this way. But besides exp problems, the performance turns awfull. When I have a good layout with two reward rooms and two holes nearby the amount of spawning monsters is way more than I can detonate. That alone makes the memory usage go sky high. Besides the FPS drop for no reason, and I'm forced sometimes to elave a good exp farming spot in fear of a crash or an unseen hit that can kill me. I'm talking about corpses, but arrows go in the same way. Back in Harvest I had to drop split arrow in favor of RoA because sometimes there was so many arrows in the walls the game just froze. corpses I can understand there must be some things to keep in memory for calculations but arrows? For some reason I believe they used the same code... "There's no thing like random one-shots in this game. You only die because you take 353,456,237 hits in 0.2 seconds." "The best items in the game should not be crafted, they should be TRADED." - Cent, GGG Last bumped on Dec 1, 2020, 9:42:53 AM
This thread has been automatically archived. Replies are disabled.
|
![]() |
I am fine with arrow disappearing, or letting a maximum number of them being in the game world. With the exception of Explosive Arrow, no arrows have a reason to be there for more than required, and with fast bows like Quill Rain it can become humorous.
I am not fine with the lowering of the maximum number of corpses ingame. Some builds count on corpses to exist to get bonus, or consume them for their skill. To put a comparison between how Desecrate allows a maximum number of corpses which is far higher than the one ingame is not reasonable. If you manage to pile up 100 corpses you deserve to have all the benefits such a thing can give you. I would be fine, however, to give a character/player option to lower this maximum. That said, I am thinking in a single-player prospective, so we may have some big problems in a multiplayer environment like this |
![]() |
" Not lower the maximum, just make them disappear after a certain time w/o use. There's no reason for a corpse to stay in the screen for more than 2 minutes if I'm not going to use it. @Edit: I usually run those contracts with a incubator to keep track. Some cases a 4k incubator gets depleted mid-escape. Some times a 8k incubator depletes in full escape. That's over 8k corpses, considering I try to destroy as much as I can with offering. "There's no thing like random one-shots in this game. You only die because you take 353,456,237 hits in 0.2 seconds." "The best items in the game should not be crafted, they should be TRADED." - Cent, GGG Last edited by frostzor27#1802 on Dec 1, 2020, 9:26:08 AM
|
![]() |
Pretty sure they already do this with some mobs, for example those from Delirium and Legion, which disappear after mere seconds after death.
Don't know if they do it in order to limit the timeframe in which you can summon their Specter back, but I don't drink they do it only for performance issues. |
![]() |