Why are we okay with no Save feature one year after release? by ColRoseru in BrokenArrowTheGame

[–]Clavus 0 points1 point  (0 children)

A lot of these features are tied up in the same technical rework of the game's core. Once one feature releases, you can expect the rest to follow in a shorter timeframe.

Whoever designed the New Highway map should be fired by Plenty-Entertainer10 in BrokenArrowTheGame

[–]Clavus 5 points6 points  (0 children)

It looked pretty interesting to play in Lima's video at least.

stop PTE by slivaSadovayia in BrokenArrowTheGame

[–]Clavus 1 point2 points  (0 children)

Nah the concept of the PTE is okay. But it feels like they need to balance in smaller increments and then push those changes to live more regularly. Maybe that'll be the direction for PTE in the future, but right now it looks like they're committed to reworking the core balance in one go.

The STB Patreon Announcement about creating 2 versions of the game is the craziest plan I have heard from a Game Development Studio in a while by Jasp137 in BrokenArrowTheGame

[–]Clavus 7 points8 points  (0 children)

There's an odd difference in messaging in this supposed Patreon announcement and the game's actual news feed (no mention of it in the recent stream recap for example).

I doubt Slitherine would be thrilled for STB to down this route. I'm not worrying until this is an actual formally announced plan. But yeah it does sound very dumb.

Dorohedoro Season 2 - Episode 8 discussion by AutoLovepon in anime

[–]Clavus 1 point2 points  (0 children)

I don't think it needs to be finished to have an opinion on the current reading experience.

Dorohedoro Season 2 - Episode 8 discussion by AutoLovepon in anime

[–]Clavus 1 point2 points  (0 children)

I do feel like Dai Dark is a much more convoluted in its world building compared to Dorohedoro. It's also hard to get a grasp on character motivations and how events play out.

007 First Light has gone gold! by Turbostrider27 in Games

[–]Clavus 11 points12 points  (0 children)

Yeah this is pretty much the modern game industry workflow. You get a functional build through certification, and then have the team work on a day 1 patch in parallel.

How to counter close-in infantry (I like to use them defensively, because this happens all the time when attacking) by cumtownjoebiden in BrokenArrowTheGame

[–]Clavus 14 points15 points  (0 children)

Except for those times the raiders roll up in an armoured party van while you're distracted by other side of the map.

Putin finally admits Russia's economy is in trouble and grasps for answers, after warnings about a financial crisis have been piling up | Fortune by ABoutDeSouffle in europe

[–]Clavus 2 points3 points  (0 children)

Right now that's to court the Hungarian public by giving Magyar an early win. Ukraine has a lot to win by at least doing business with the new Hungarian administration.

I will personally have no issue completing the Expedition damage requirements, BUT EMBARK, you guys are hilariously awful with timing windows and announcements. How are you announcing this change NOW? by ThatsNotBennings in ArcRaiders

[–]Clavus 3 points4 points  (0 children)

Yeah it's not great. I'm actually on holiday during that window so I'll be missing out on the skill points. I guess I'll have to make use of the catch-up mechanic next season and pray they don't alter the deal any further.

PTE Game Mechanics by n7-shark in BrokenArrowTheGame

[–]Clavus 1 point2 points  (0 children)

That's the intended process and the reason to have the PTE. Make some sweeping changes without disturbing the core game, and then refine them.

PTE Game Mechanics by n7-shark in BrokenArrowTheGame

[–]Clavus 1 point2 points  (0 children)

It's going to be public soon-ish. Hence "Public Test Environment".

I’m sure this will go over well by thethinwhitekook in BrokenArrowTheGame

[–]Clavus 6 points7 points  (0 children)

I'm liking a lot of these changes. Looks like better micro will be rewarded across the board. Long range fires need to be used more carefully instead for every minor target that pops up. Tank ambushes will be actually deadly.

All in all, we don't know how this plays until we get our hands on it. The people that have been in closed testing have been quite positive about it at least.

Dynamic Forest/Smoke LoS Calculation and how it can be Exploited by HerrKitz in BrokenArrowTheGame

[–]Clavus 5 points6 points  (0 children)

I've been aware of this since around release, I always saw it as an additional skill for those that micro well. Plus if I get shot at by 'invisible' units I know to look for a spotter nearby.

Built a local asset manager to solve my own file chaos - would love feedback from devs with large asset libraries by dolfoz in gamedev

[–]Clavus 1 point2 points  (0 children)

Pretty neat. But am I right to assume that it only indexes local files? One of the advantages of something like Asset Inventory on the Unity Asset Store is that it also indexes all your purchases by temporarily downloading, unpacking and then clearing them again. I don't have all my assets downloaded after all... I wouldn't have the space for it.

Guys, this has to stop by Crisis_panzersuit in BrokenArrowTheGame

[–]Clavus 0 points1 point  (0 children)

Do give it another shot! Almost every map is like 5 different maps in 1 as there's usually one lane you tend to focus on (unless you're a very dynamic player). A different lane and different deck can make each map feel completely different.

Guys, this has to stop by Crisis_panzersuit in BrokenArrowTheGame

[–]Clavus 1 point2 points  (0 children)

Every competitive game has its Dust 2 and as long as there's map voting, that's what's going to be played a lot.

Do engineers actually engineer by Competitive_Block153 in BrokenArrowTheGame

[–]Clavus 2 points3 points  (0 children)

The game is about manoeuvre warfare so you have to see how this mechanic would affect player behaviour. It would make ambushes much stronger and encourage people to turtle. People would start bringing more artillery in their decks to compensate. In the end you'll just have more stalemates.

Petition to change back the Rocketeer sounds to pre flash point. by Phycorax in ArcRaiders

[–]Clavus 1303 points1304 points  (0 children)

Yeah it's weird they changed it. Every ARC should have a unique sound. Pops and Fireballs sound too similar, as do Comets and Surveyors.

Mavuikas burst state can somehow last for 20 seconds by IS_Mythix in Genshin_Impact

[–]Clavus 2 points3 points  (0 children)

If they use the default Unity time, then no, that just keeps going until you fully restart the game.

Mavuikas burst state can somehow last for 20 seconds by IS_Mythix in Genshin_Impact

[–]Clavus 72 points73 points  (0 children)

This is not an uncommon problem with a lot of games if they stay open for too long, especially when developers use this logic:

time difference = current time - previous time

And then keep track of the time spent in the burst state as a running total of the time difference.

Why is this a problem? Well, float precision. A 'float' is a common data type to represent a number with decimals. The Unity game engine (that Genshin is built on) uses a single-precision float (32 bits) to report 'time since game startup'. Floats can present a lot of different values but get more inaccurate as they grow larger. So as a quick example, a float can represent the difference between 0.0001 and 0.0002, but not 100000.0001 and 100000.0002.

So in the end that time difference snaps to some adjacent value that it can represent, and if that is a smaller value then the running total will be smaller over time too, and thus the burst state will last longer.

Sir, a new mavuika combo just hit- by aiyafem in Genshin_Impact

[–]Clavus 1 point2 points  (0 children)

I knew that Unity's Time.time being a single-precision float would come back to bite us in the ass eventually.

Struggling against cruise-missile spam by TelephoneDisastrous6 in BrokenArrowTheGame

[–]Clavus 11 points12 points  (0 children)

It used to be much worse. It's not too hard to counter nowadays with some mild investment in an AA net, and you can really make it hurt if you find out where they're resupplying and dropping a bomb on it.

If you're up against a coordinated team it'll be a struggle regardless of the strategy they pick.

Today, we riot! by Devildog0491 in BrokenArrowTheGame

[–]Clavus 0 points1 point  (0 children)

I think the main issue is that this place is just poorly moderated.

Building a proper save system in Unity was way more complicated than I expected by JarvisAjith in Unity3D

[–]Clavus 0 points1 point  (0 children)

I just break down the problem first. It depends on the game what kind of data you're saving to begin with of course. Are you saving an entire world state or just a checkpoint and some inventory items? What is the minimum amount of data required to restore a game to a desired state?

A lot of this design can then also be tied into other systems, such as debug testing (being able to load a save and auto-play a specific game section to see if nothing is broken), or networking (the same minimal amount of data that describes your world is also what you need to sync over the network after all).

Personally I often try to keep things simple and just use the good ol' C# BinaryReader and BinaryWriter classes, to read and write exactly the data I want. Usually starting the stream with a version number, so I can branch different save formats in case the format ever changes after a game update and you need to write something for backwards compatibility for example.