Turrets 3: The Turret... ening.
So, more stuff to talk about with regards to turrets. It's a party and everyone is invited!
We've had a couple of pow-wows and hammered a few more things into stone, I just want to share them in kind of an official capacity as well as do a round-up of everything you need to know if you're just tuning in:
- We found and identified that super dense clusters of turrets have been causing our servers to literally grind to a halt. In the worst of cases, a base full of turrets was causing a 400-500ms per tick delay on the server. (The entire rest of the game only takes up about 240-250ms in the worst cases. This means the turrets were costing up to twice as much as the entire rest of the game per server tick.
- We're implementing a limit on the number of turrets you can have in a given radius. This radius is 10,000 Unreal Units (Which is about 100 meters). Picture attached shows a 10,000 uu sphere for visualization.
- New BobCorp Automated Laterally Attenuated Nano-Cell Electronic Defense system will be available on the 27th of this month on PC, to allow players to start replacing their existing turrets.
- Heavy Turrets will require normal turrets to craft.
- Heavy Turrets are currently designed to be about 4-5x as powerful as a normal turret.
- Stego Armor Plating is being made much less effective.
The above are things that are guaranteed to be happening when we roll out these turret limiting changes.
Here is stuff that's on our list to test and consider further:
- Veggie Cake balancing.
- Tek Turret needs to remain top-dog turret.
- Is there anything we can further do to lower the cost of each turret to allow us to safely increase the number that players can place.
- Knockback for some/all of the bullet-firing turrets?
- % health damage on tick for Plant Species? (Slow poison? Prevent healing?)
- Throwing explosives from the backs of dinos?
- Can we further weaponize bees?
We're still reading all of the threads that are up and as we decide we're /definitely/ going to do stuff, I'll write up another post about it.
Expect the new turret on the 27th, and then all of our intrepid community members can make builds with them and if there's anything that they find that we missed, yay we'll have time to consider how to fix those things as well.
Note: Xbox and PS4 will not be receiving these turret changes until after Aberration has been released.
I know it's not a big post but I figured I'd be consise.
You can see more details in my other threads:
WHY:
https://survivetheark.com/index.php?/forums/topic/274823-turret-changes-a-technical-talk-about-why/
https://survivetheark.com/index.php?/forums/topic/275129-turrets-2-electric-boogaloo-or-what-are-we-actually-doing/
Turrets 3: The Turret... ening.
So, more stuff to talk about with regards to turrets. It's a party and everyone is invited!
We've had a couple of pow-wows and hammered a few more things into stone, I just want to share them in kind of an official capacity as well as do a round-up of everything you need to know if you're just tuning in:
- We found and identified that super dense clusters of turrets have been causing our servers to literally grind to a halt. In the worst of cases, a base full of turrets was causing a 400-500ms per tick delay on the server. (The entire rest of the game only takes up about 240-250ms in the worst cases. This means the turrets were costing up to twice as much as the entire rest of the game per server tick.
- We're implementing a limit on the number of turrets you can have in a given radius. This radius is 10,000 Unreal Units (Which is about 100 meters). Picture attached shows a 10,000 uu sphere for visualization.
- New BobCorp Automated Laterally Attenuated Nano-Cell Electronic Defense system will be available on the 27th of this month on PC, to allow players to start replacing their existing turrets.
- Heavy Turrets will require normal turrets to craft.
- Heavy Turrets are currently designed to be about 4-5x as powerful as a normal turret.
- Stego Armor Plating is being made much less effective.
The above are things that are guaranteed to be happening when we roll out these turret limiting changes.
Here is stuff that's on our list to test and consider further:
- Veggie Cake balancing.
- Tek Turret needs to remain top-dog turret.
- Is there anything we can further do to lower the cost of each turret to allow us to safely increase the number that players can place.
- Knockback for some/all of the bullet-firing turrets?
- % health damage on tick for Plant Species? (Slow poison? Prevent healing?)
- Throwing explosives from the backs of dinos?
- Can we further weaponize bees?
We're still reading all of the threads that are up and as we decide we're /definitely/ going to do stuff, I'll write up another post about it.
Expect the new turret on the 27th, and then all of our intrepid community members can make builds with them and if there's anything that they find that we missed, yay we'll have time to consider how to fix those things as well.
Note: Xbox and PS4 will not be receiving these turret changes until after Aberration has been released.
I know it's not a big post but I figured I'd be consise.
You can see more details in my other threads:
WHY:
https://survivetheark.com/index.php?/forums/topic/274823-turret-changes-a-technical-talk-about-why/
https://survivetheark.com/index.php?/forums/topic/275129-turrets-2-electric-boogaloo-or-what-are-we-actually-doing/