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Ozymandias

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Everything posted by Ozymandias

  1. First, the queue system added to the game is great. But, essentially due to the fact that the UI changes and blocks your attempt to join a full server, it's entirely pointless. In order to join a full server, the client must think it is not full, therefore the queue system only works when more than the player cap attempts to join at once between refreshes to claim the last spot(s). The best solution would be to have the server send a byteflag for the client to know whether queueEnabled is on, allowing it to attempt to join full servers. Reproduction: Get a full server. Turn on LoginQueueEnabled. Make sure to refresh so that the client sees for example 32/32. Have an additional client attempt to join, see the UI blocking it.
  2. This is a discussion fourm, discussion takes place with or without you, and you have a very hostile tone which leads me to believe you really DON'T want an answer, or rather you'd like to see the game in 3D and you don't care what the reasoning is behind using an Isometric view. That... doesn't make much of a difference. Sprite-based, or the alternative low-poly, low-detail 3D models in isometric view is vastly less performance hungry than even the simplest first-person shambling zombie. Don't underestimate the difference in complexity of a teensy tiny little man rendered from 8 different directions, to a full-screen 360 degree notice-if-the-thumb's-missing moanign groaning Zed. From a technical standpoint it takes about as long to render one of those cubes as it does probably 1-4 zombies, depending on how well the rendering engines are created, if you assume there's what maybe 1000+ cubes on screen, 1000-4000 zombies, roughly half of those sprites would be world rendered so we're talking 500-2000 zombies vs maybe 20, 25 max in "cube" 3D. Anyway, that's not the point. If you disregard the entirety of the technical limitation standpoint on the subject you can also see that it's not just that. A fully viable 3D world is HARD to navigate in first person. Why do you think FPS games have mini-maps, waypoints, compasses, markers, signs, etc. Isometric gives you a fixed sense of perspective and makes it a lot easier to remember and navigate your environment, even if there are some minor issues with interactivity. It also makes it a lot easier to use RPG-like elements in the game. Have you ever played multiplayer and tried to navigate a dense forest with your friend? If it were an actual forest you could probably see right through it and navigate it no problem. But wait, what's this? Your friend can press Q to "shout" and you can "see" where they are even though usually FPS games, even with surround sound, determining the location of where a sound came from can be pretty tough. The isometric viewpoint also allows some creative freedom with how the world works in general. If you're playing a 3D game and the world doesn't interact with you in just the right, realistic real-world based fashion, it removes your sense of immersion with the game and you become easily disillusioned. And while 3D games do allow more "jump scare" the isometric perspective really allows some extra "impending doom" type of dread. Have you ever been locked in a house, surrounded by zombies at all sides pounding on the windows, 50-100 zombies piling up waiting for their turn at you? In a 3D game you don't really see that, at most what you see is the couple of targets you have front and center, everything else is "blocked out." Isometric also helps a lot with menial world-interaction. You know how boring and tedious it would be to try to make a farm by moving your character manually to each square to interact with it? (Try playing Wurm, that's 99% of that game.) It's a lot easier to do when you can click on each tile and have your character automatically path and complete the action for you. It's also a lot easier to display information about all of these different things at once because your character can see them all at once. If you walk up to a corn-field you can only see the front two or three rows of corn. With the Isometic viewpoint advantage, it's more like being in a helicopter surveying the field and viewing it from above, and it really gives you a better picture of what the world is like. This helps the player focus more on what they want to focus on, being survival, and less on tedious labor (we play video games to get away from our work, right?) PS: I have only posted a couple times before, but don't let that fool you. I've been playing PZ for quite a while, and I've been playing my fair share of FPS and Isometic games (since the mid 90's.)
  3. I just realized that the place this game is based on is like 60 minutes from where I live...
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