Quality Assurance in Another World
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Aug 16, 2024 10:51 AM
#1
Well, that got more serious than expected. For Haga, he just can't catch a break again. Not going to lie, the more I watch this show, the more it's reminding me of Shangri-la. Seems this show isn't afraid to do some crazy things like tearing down a castle. Oh and a girl casting a fire spell of that power...yikes. |
Aug 16, 2024 11:01 AM
#2
Dangerous adventure continues. I like how the story is developing. Those debuggers finally got what they deserved. It would be great to have Ruu back, but I really don't trust that guy. |
SerafosAug 24, 2024 2:08 AM
Aug 16, 2024 11:57 AM
#3
It was so satisfying seeing the Debuggers finally get what they rightfully deserve. I would love to see Ru be brought back but I can't see her returning. |
Aug 16, 2024 12:50 PM
#4
Haga is both insanely cautious but also super crazy to go for risky tactics, I hope Nikola gets a decent power up so she can help more but she is already doing enough emotional support. |
Aug 16, 2024 12:55 PM
#5
Well, that was an unexpected trap. And well deserved! I wonder if they are aware in that state? |
Aug 16, 2024 3:01 PM
#6
Still liking this more than any Isekai. Et tu Sakai? |
Aug 16, 2024 4:40 PM
#7
And that's what the depraved debuggers get for underestimating starting class spells. |
Aug 16, 2024 6:44 PM
#8
Aug 16, 2024 8:54 PM
#10
That was a very good strategy Haga came up with to defeat the debuggers. Now to just wait and see what kind of deal the boss made with Amano. |
DolFunDolphinVTMay 19, 8:36 PM
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Aug 16, 2024 11:26 PM
#11
so Amano's gonna steal Haga's debug stone for his boss, isn't he? |
Aug 17, 2024 12:05 AM
#12
Sooo....why not give one of the spare debugger stones to Amano? He's still a debugger technically. Even if he doesn't want to do the job anymore, like Haga he could simply never use it. Just seems like a very minor inconvenience to carry this god-stone around in case of emergencies, too minor to pass up on keeping one. |
Aug 17, 2024 2:22 AM
#13
Reply to Spirelord
Sooo....why not give one of the spare debugger stones to Amano? He's still a debugger technically. Even if he doesn't want to do the job anymore, like Haga he could simply never use it. Just seems like a very minor inconvenience to carry this god-stone around in case of emergencies, too minor to pass up on keeping one.
@Spirelord Because there's no such thing as spare debugger stones. Tablets can only be operated by their original owners. |
Aug 17, 2024 7:22 AM
#14
That was my least favorite episode of the anime so far. I found Amano to be a little too annoying this whole episode. That's not to say he is not justified to be angry, I just thought it was overexaggerated. That alone would not be a enough to make it the worst ep for me, my main issues have to do with the game. I don't get why the debuggers' game would freeze completely when they left the currently loaded area. It makes sense that they would freeze temporarily if the designers forced the area to load when the patdown failed, but they would return afterwards. If they skipped the loading zone, they would basically end up out of bounds. Their client would not think there is a floor but the server would. The server is not the problem here after all, since everyone around them is able to move normally, so it's a client side issue. If that's case, they would be rubberbanding on the client side but they would look normal on the server side. They would probably not be able to perform some actions though, as their client would think they are constantly falling. And, as we know from Namiko, Debug Mode seems to only work when not in certain animations, such as taking damage. So falling could be preventing them from using it, yet I don't see any good reason to not be able to talk or move their bodies. That was the best explanation I could come up with. Please reply to this comment if you have any other ideas. P.S. I doesn't make sense that the tower they were playing Jenga with would have physics. Maybe they could make the environment become a physics object after detaching from the ground, but that sounds like a terrible idea to me, for objects that where not meant to be broken off in the first place. (I know that they made the castle float, but I thought that was achieved through terraforming. It's not crazy to think that a Debug Mode would provide terraforming. If the engine was powerful enough to support it, I could see live editing of the map as a useful tool to debuggers) |
Aug 17, 2024 7:26 AM
#15
Naah. Don't trust the Boss dude. He won't bring the girl back to life. I at least don't believe it will be the exact same girl. Might even be some abomination that "looks same." |
Aug 17, 2024 10:21 AM
#16
Aug 17, 2024 1:12 PM
#17
Reply to gorkthe134th
That was my least favorite episode of the anime so far.
I found Amano to be a little too annoying this whole episode. That's not to say he is not justified to be angry, I just thought it was overexaggerated.
That alone would not be a enough to make it the worst ep for me, my main issues have to do with the game.
I don't get why the debuggers' game would freeze completely when they left the currently loaded area.
It makes sense that they would freeze temporarily if the designers forced the area to load when the patdown failed, but they would return afterwards.
If they skipped the loading zone, they would basically end up out of bounds. Their client would not think there is a floor but the server would.
The server is not the problem here after all, since everyone around them is able to move normally, so it's a client side issue.
If that's case, they would be rubberbanding on the client side but they would look normal on the server side.
They would probably not be able to perform some actions though, as their client would think they are constantly falling.
And, as we know from Namiko, Debug Mode seems to only work when not in certain animations, such as taking damage.
So falling could be preventing them from using it, yet I don't see any good reason to not be able to talk or move their bodies.
That was the best explanation I could come up with. Please reply to this comment if you have any other ideas.
P.S. I doesn't make sense that the tower they were playing Jenga with would have physics. Maybe they could make the environment become a physics object after detaching from the ground, but that sounds like a terrible idea to me, for objects that where not meant to be broken off in the first place.
(I know that they made the castle float, but I thought that was achieved through terraforming. It's not crazy to think that a Debug Mode would provide terraforming. If the engine was powerful enough to support it, I could see live editing of the map as a useful tool to debuggers)
I found Amano to be a little too annoying this whole episode. That's not to say he is not justified to be angry, I just thought it was overexaggerated.
That alone would not be a enough to make it the worst ep for me, my main issues have to do with the game.
I don't get why the debuggers' game would freeze completely when they left the currently loaded area.
It makes sense that they would freeze temporarily if the designers forced the area to load when the patdown failed, but they would return afterwards.
If they skipped the loading zone, they would basically end up out of bounds. Their client would not think there is a floor but the server would.
The server is not the problem here after all, since everyone around them is able to move normally, so it's a client side issue.
If that's case, they would be rubberbanding on the client side but they would look normal on the server side.
They would probably not be able to perform some actions though, as their client would think they are constantly falling.
And, as we know from Namiko, Debug Mode seems to only work when not in certain animations, such as taking damage.
So falling could be preventing them from using it, yet I don't see any good reason to not be able to talk or move their bodies.
That was the best explanation I could come up with. Please reply to this comment if you have any other ideas.
P.S. I doesn't make sense that the tower they were playing Jenga with would have physics. Maybe they could make the environment become a physics object after detaching from the ground, but that sounds like a terrible idea to me, for objects that where not meant to be broken off in the first place.
(I know that they made the castle float, but I thought that was achieved through terraforming. It's not crazy to think that a Debug Mode would provide terraforming. If the engine was powerful enough to support it, I could see live editing of the map as a useful tool to debuggers)
@gorkthe134th Your technical explanation about what should happen (normally, at least) to players that skipped the hidden loading makes sense, but the way I see it, it's not the shitty debuggers' entire world that froze up, it's just their characters that stopped moving after they were sent flying through the gates before the game could finish loading the outside area for them. Once again, the developers didn't take into account that such a bug could happen. I'm not sure I understand your last point about the tower having physics. |
Aug 18, 2024 3:44 AM
#18
Reply to Avvenirista
@gorkthe134th
Your technical explanation about what should happen (normally, at least) to players that skipped the hidden loading makes sense, but the way I see it, it's not the shitty debuggers' entire world that froze up, it's just their characters that stopped moving after they were sent flying through the gates before the game could finish loading the outside area for them.
Once again, the developers didn't take into account that such a bug could happen.
I'm not sure I understand your last point about the tower having physics.
Your technical explanation about what should happen (normally, at least) to players that skipped the hidden loading makes sense, but the way I see it, it's not the shitty debuggers' entire world that froze up, it's just their characters that stopped moving after they were sent flying through the gates before the game could finish loading the outside area for them.
Once again, the developers didn't take into account that such a bug could happen.
I'm not sure I understand your last point about the tower having physics.
@Avvenirista I hadn't considered only their characters being frozen and I just thought of a way that could happen. So far I've been assuming that the game doesn't take control away from the player, as that would be impossible with current VR technology. But, as we've seen in the opening, to play the game the player is sitting in a device and they probably lose control of their real body. That means that it would be possible to take control away completely for cutscenes and the like. Knowing that, what if the patdown is a cutscene? Before initiating the cutscene, the game would need to wait for the player to land, so that the guards can start moving to their location. But in this case, the position the guards would need to move to is outside of the castle. (It would not be out of bound as all of this is on the server side) Since the outside of the castle is a different scene (in Unity terms), they probably explicitly forbid NPCs from walking outside the scene bounds. Failing to move the guards, either the game would crash (which would mean they will disconnect from the server soon and probably be saved) or they would be softlocked as their game waited for the guards to get close to them, even if that would never happen. In the meantime, the game would have already disabled their movement (when the cutscene started), so their characters would now be frozen. There are a few questions to still be answered though.
I have already written a lot about the freezing so I will be brief about the tower. The tower is probably part of the geometry of the map, it is static. When parts of the map like towers fall in cutscenes and the like, either they are objects to begin with or they are deleted and an object version of it is spawned where the original was, so that it can be animated. It's not unlikely that there is an event for that specific tower to collapse, which would mean that there is an object version of it and an animation of it collapsing, but it IS unlikely for that object to have physics, let alone not being a single object and each individual brick being it's own object with physics accurate enough for them to play to Jenga. Physics this accurate are hard when it's the focus of the game and this game is not even finished! That's why I was considering the possibility of the engine automatically creating physics objects when breaking a part of the map geometry. But that would mean that the map geometry would need to be updated constantly, which sounds like a terrible idea. (Also I'm surprised that the game lagged when spawning a few dozen monsters, but not when a lot more than a few hundred physics objects started falling and colliding with each other. That many physics objects even being near each other would cause lag!) Hope this clears things up. I congratulate and thank you if you have read the whole message. I'm sorry, but it turned out longer than expected. |
Aug 18, 2024 1:04 PM
#19
Reply to gorkthe134th
@Avvenirista I hadn't considered only their characters being frozen and I just thought of a way that could happen.
So far I've been assuming that the game doesn't take control away from the player, as that would be impossible with current VR technology.
But, as we've seen in the opening, to play the game the player is sitting in a device and they probably lose control of their real body.
That means that it would be possible to take control away completely for cutscenes and the like.
Knowing that, what if the patdown is a cutscene?
Before initiating the cutscene, the game would need to wait for the player to land, so that the guards can start moving to their location.
But in this case, the position the guards would need to move to is outside of the castle. (It would not be out of bound as all of this is on the server side)
Since the outside of the castle is a different scene (in Unity terms), they probably explicitly forbid NPCs from walking outside the scene bounds.
Failing to move the guards, either the game would crash (which would mean they will disconnect from the server soon and probably be saved) or they would be softlocked as their game waited for the guards to get close to them, even if that would never happen.
In the meantime, the game would have already disabled their movement (when the cutscene started), so their characters would now be frozen.
There are a few questions to still be answered though.
I have already written a lot about the freezing so I will be brief about the tower.
The tower is probably part of the geometry of the map, it is static. When parts of the map like towers fall in cutscenes and the like, either they are objects to begin with or they are deleted and an object version of it is spawned where the original was, so that it can be animated.
It's not unlikely that there is an event for that specific tower to collapse, which would mean that there is an object version of it and an animation of it collapsing, but it IS unlikely for that object to have physics, let alone not being a single object and each individual brick being it's own object with physics accurate enough for them to play to Jenga. Physics this accurate are hard when it's the focus of the game and this game is not even finished!
That's why I was considering the possibility of the engine automatically creating physics objects when breaking a part of the map geometry.
But that would mean that the map geometry would need to be updated constantly, which sounds like a terrible idea.
(Also I'm surprised that the game lagged when spawning a few dozen monsters, but not when a lot more than a few hundred physics objects started falling and colliding with each other. That many physics objects even being near each other would cause lag!)
Hope this clears things up.
I congratulate and thank you if you have read the whole message. I'm sorry, but it turned out longer than expected.
So far I've been assuming that the game doesn't take control away from the player, as that would be impossible with current VR technology.
But, as we've seen in the opening, to play the game the player is sitting in a device and they probably lose control of their real body.
That means that it would be possible to take control away completely for cutscenes and the like.
Knowing that, what if the patdown is a cutscene?
Before initiating the cutscene, the game would need to wait for the player to land, so that the guards can start moving to their location.
But in this case, the position the guards would need to move to is outside of the castle. (It would not be out of bound as all of this is on the server side)
Since the outside of the castle is a different scene (in Unity terms), they probably explicitly forbid NPCs from walking outside the scene bounds.
Failing to move the guards, either the game would crash (which would mean they will disconnect from the server soon and probably be saved) or they would be softlocked as their game waited for the guards to get close to them, even if that would never happen.
In the meantime, the game would have already disabled their movement (when the cutscene started), so their characters would now be frozen.
There are a few questions to still be answered though.
- Why were Haga and the others able to move in the cutscene if it takes away your control completely?
I guess the game only takes away your control completely until the guards reach you. After that you might need to answer questions or something like that, so the player needs control of at least their head. The guards never reached Sakai and the others, so their control is still fully disabled.
- Why were Haga and the others able to initiate the cutscene at all, if the server is waiting for the guards to reach Sakai and the others?
The server can't be just waiting for the guards, it needs to also be moving NPCs, handling player movement etc. So the code handling the cutscene is almost definitely run on another thread. The thread created for Sakai and the others will block waiting for the guards, but not the whole game.
Cutscenes can therefore be initiated, but you would think that this one needs to finish before it can be initiated again.
I believe it would probably make more sense if a player passing through was assigned any unoccupied guard in the area and if there were was not any, new ones would spawn. That way any number of players could pass through the gate and at any rate without interfering with one another.
In this case, there are exactly three guards and none are occupied since they have given up on getting to Sakai and the others.
No new guards need to spawn and those already present are unaffected, so Haga and the others can pass through normally.
I have already written a lot about the freezing so I will be brief about the tower.
The tower is probably part of the geometry of the map, it is static. When parts of the map like towers fall in cutscenes and the like, either they are objects to begin with or they are deleted and an object version of it is spawned where the original was, so that it can be animated.
It's not unlikely that there is an event for that specific tower to collapse, which would mean that there is an object version of it and an animation of it collapsing, but it IS unlikely for that object to have physics, let alone not being a single object and each individual brick being it's own object with physics accurate enough for them to play to Jenga. Physics this accurate are hard when it's the focus of the game and this game is not even finished!
That's why I was considering the possibility of the engine automatically creating physics objects when breaking a part of the map geometry.
But that would mean that the map geometry would need to be updated constantly, which sounds like a terrible idea.
(Also I'm surprised that the game lagged when spawning a few dozen monsters, but not when a lot more than a few hundred physics objects started falling and colliding with each other. That many physics objects even being near each other would cause lag!)
Hope this clears things up.
I congratulate and thank you if you have read the whole message. I'm sorry, but it turned out longer than expected.
@gorkthe134th Haga, Nikola and Amano were able to move around freely before, during and after the patdown so that section probably wasn't a regular cutscene but just a scripted event that signaled the start/continuation of the main quest and stealthily loaded the inside (or outside) area of the castle. For reference, here's how things went down in the original comic: I'm afraid I can't keep up with all the physics talk, however I'll still offer a possible explanation: maybe all that baffling stuff with the tower is happening because the physics engine employed by the game is highly advanced (the game is installed on a piece of hardware capable of running a full-dive ultra realistic VRMMO, and that sounds like near future sci-fi technology to me) but also incredibly poorly implemented and optimized into the game itself? |
Aug 19, 2024 3:55 AM
#20
Reply to Avvenirista
@gorkthe134th
Haga, Nikola and Amano were able to move around freely before, during and after the patdown so that section probably wasn't a regular cutscene but just a scripted event that signaled the start/continuation of the main quest and stealthily loaded the inside (or outside) area of the castle.
For reference, here's how things went down in the original comic:

I'm afraid I can't keep up with all the physics talk, however I'll still offer a possible explanation: maybe all that baffling stuff with the tower is happening because the physics engine employed by the game is highly advanced (the game is installed on a piece of hardware capable of running a full-dive ultra realistic VRMMO, and that sounds like near future sci-fi technology to me) but also incredibly poorly implemented and optimized into the game itself?
Haga, Nikola and Amano were able to move around freely before, during and after the patdown so that section probably wasn't a regular cutscene but just a scripted event that signaled the start/continuation of the main quest and stealthily loaded the inside (or outside) area of the castle.
For reference, here's how things went down in the original comic:
I'm afraid I can't keep up with all the physics talk, however I'll still offer a possible explanation: maybe all that baffling stuff with the tower is happening because the physics engine employed by the game is highly advanced (the game is installed on a piece of hardware capable of running a full-dive ultra realistic VRMMO, and that sounds like near future sci-fi technology to me) but also incredibly poorly implemented and optimized into the game itself?
Avvenirista said: Haga, Nikola and Amano were able to move around freely before, during and after the patdown so that section probably wasn't a regular cutscene I'm not suggesting that the whole sequence of moving through the tunnel is a cutscene. Basically what I'm saying is that these steps happen in order after a player gets near the gate:
What would have gone with Sakai and the others is that step 3 would never complete, so their controls would still be disabled. (The start/continuation of the main quest is irrelevant to this conversation, as it happens after the patdown.) Avvenirista said: the physics engine employed by the game is highly advanced (the game is installed on a piece of hardware capable of running a full-dive ultra realistic VRMMO, and that sounds like near future sci-fi technology to me) but also incredibly poorly implemented and optimized into the game itself? That's what I was thinking too. It's curtain that more powerful engines and hardware will be developed in the future and it's always possible for developers to optimize curtain parts of the game and implement others thinking "if it works, it works", especially early in development. What gives me pause is that physics would be so optimized that they cause no lag, while spawning like 20 monsters is enough to do so. If the engine is so good that it can handle hundreds of object falling and colliding with each other, I find it hard to believe that it cannot handle spawning 20 monsters. And I also find it hard to believe that the developers could mess up that badly in the code for spawning monsters, as this game is an MMORPG, which means monsters are spawning frequently e.g. near players in dungeons. Optimizing the spawning would be top priority for this game in particular. |
Aug 19, 2024 10:17 AM
#21
Reply to gorkthe134th
Avvenirista said:
Haga, Nikola and Amano were able to move around freely before, during and after the patdown so that section probably wasn't a regular cutscene
Haga, Nikola and Amano were able to move around freely before, during and after the patdown so that section probably wasn't a regular cutscene
I'm not suggesting that the whole sequence of moving through the tunnel is a cutscene.
Basically what I'm saying is that these steps happen in order after a player gets near the gate:
- The game waits for them to be grounded
- Their controls are disabled
- A guard walks to the player until they get within a curtain distance
- The player regains control of their head and arms (possibly more, it's not clear), so that they can talk to the guard
- The guard pats the player down
- The player regains full control
What would have gone with Sakai and the others is that step 3 would never complete, so their controls would still be disabled.
(The start/continuation of the main quest is irrelevant to this conversation, as it happens after the patdown.)
Avvenirista said:
the physics engine employed by the game is highly advanced (the game is installed on a piece of hardware capable of running a full-dive ultra realistic VRMMO, and that sounds like near future sci-fi technology to me) but also incredibly poorly implemented and optimized into the game itself?
the physics engine employed by the game is highly advanced (the game is installed on a piece of hardware capable of running a full-dive ultra realistic VRMMO, and that sounds like near future sci-fi technology to me) but also incredibly poorly implemented and optimized into the game itself?
That's what I was thinking too.
It's curtain that more powerful engines and hardware will be developed in the future and it's always possible for developers to optimize curtain parts of the game and implement others thinking "if it works, it works", especially early in development.
What gives me pause is that physics would be so optimized that they cause no lag, while spawning like 20 monsters is enough to do so.
If the engine is so good that it can handle hundreds of object falling and colliding with each other, I find it hard to believe that it cannot handle spawning 20 monsters. And I also find it hard to believe that the developers could mess up that badly in the code for spawning monsters, as this game is an MMORPG, which means monsters are spawning frequently e.g. near players in dungeons. Optimizing the spawning would be top priority for this game in particular.
gorkthe134th said: I'm not suggesting that the whole sequence of moving through the tunnel is a cutscene. Basically what I'm saying is that these steps happen in order after a player gets near the gate: The game waits for them to be grounded Their controls are disabled A guard walks to the player until they get within a curtain distance The player regains control of their head and arms (possibly more, it's not clear), so that they can talk to the guard The guard pats the player down The player regains full control What would have gone with Sakai and the others is that step 3 would never complete, so their controls would still be disabled. (The start/continuation of the main quest is irrelevant to this conversation, as it happens after the patdown.) I see. Your theory makes an awful lot of sense. gorkthe134th said: What gives me pause is that physics would be so optimized that they cause no lag, while spawning like 20 monsters is enough to do so. Maybe that has something to do with the polygon models used for the monsters. A large number of insanely detailed monsters all spawning together in a relatively small area could definitely cause a momentary slowdown for the players. gorkthe134th said: And I also find it hard to believe that the developers could mess up that badly in the code for spawning monsters, as this game is an MMORPG, which means monsters are spawning frequently e.g. near players in dungeons. Optimizing the spawning would be top priority for this game in particular. Oh, I can totally believe that. What's crazy to me is that a company would seriously send human debuggers in a such a broken game , but that's another story. |
AvveniristaAug 19, 2024 10:21 AM
Aug 19, 2024 10:34 PM
#22
Reply to Avvenirista
gorkthe134th said:
I'm not suggesting that the whole sequence of moving through the tunnel is a cutscene.
Basically what I'm saying is that these steps happen in order after a player gets near the gate:
The game waits for them to be grounded
Their controls are disabled
A guard walks to the player until they get within a curtain distance
The player regains control of their head and arms (possibly more, it's not clear), so that they can talk to the guard
The guard pats the player down
The player regains full control
What would have gone with Sakai and the others is that step 3 would never complete, so their controls would still be disabled.
(The start/continuation of the main quest is irrelevant to this conversation, as it happens after the patdown.)
I'm not suggesting that the whole sequence of moving through the tunnel is a cutscene.
Basically what I'm saying is that these steps happen in order after a player gets near the gate:
The game waits for them to be grounded
Their controls are disabled
A guard walks to the player until they get within a curtain distance
The player regains control of their head and arms (possibly more, it's not clear), so that they can talk to the guard
The guard pats the player down
The player regains full control
What would have gone with Sakai and the others is that step 3 would never complete, so their controls would still be disabled.
(The start/continuation of the main quest is irrelevant to this conversation, as it happens after the patdown.)
I see.
Your theory makes an awful lot of sense.
gorkthe134th said:
What gives me pause is that physics would be so optimized that they cause no lag, while spawning like 20 monsters is enough to do so.
What gives me pause is that physics would be so optimized that they cause no lag, while spawning like 20 monsters is enough to do so.
Maybe that has something to do with the polygon models used for the monsters. A large number of insanely detailed monsters all spawning together in a relatively small area could definitely cause a momentary slowdown for the players.
gorkthe134th said:
And I also find it hard to believe that the developers could mess up that badly in the code for spawning monsters, as this game is an MMORPG, which means monsters are spawning frequently e.g. near players in dungeons. Optimizing the spawning would be top priority for this game in particular.
And I also find it hard to believe that the developers could mess up that badly in the code for spawning monsters, as this game is an MMORPG, which means monsters are spawning frequently e.g. near players in dungeons. Optimizing the spawning would be top priority for this game in particular.
Oh, I can totally believe that. What's crazy to me is that a company would seriously send human debuggers in a such a broken game , but that's another story.
Avvenirista said: A large number of insanely detailed monsters all spawning together in a relatively small area could definitely cause a momentary slowdown for the players. In the first place, my point was that, no matter how complicated a monster was, spawning it should not be as hard as calculating the result of 5 times as many collisions. But now that I think about it, it could be the case that this specific monster doesn't use the general code for spawning. After all, we've only seen this monster used as a boss and that area was supposed to be inaccessible during the main quest anyway. So what if every time the game spawns this monster, it attempts to initialize the boss fight and performs some heavy calculations to do so. Something in that room could be overriding this behavior to make them babies instead, but only after some of those calculations have happened. That would mean that spawning this monster in particular, even as a regular enemy could cause some lag, so spawning 20 of them at the same time... There are cases of (mostly older) games that use a piece of code 99% of the time, while one element uses it's own version of that code. Combined with the fact that this is a unique spawning condition, I can see a game as broken as this one working that way. I should not be underestimating the ability of developers with restrictive deadlines to implement features in the most inefficient way possible. |
Aug 20, 2024 2:40 AM
#23
Reply to gorkthe134th
Avvenirista said:
A large number of insanely detailed monsters all spawning together in a relatively small area could definitely cause a momentary slowdown for the players.
A large number of insanely detailed monsters all spawning together in a relatively small area could definitely cause a momentary slowdown for the players.
In the first place, my point was that, no matter how complicated a monster was, spawning it should not be as hard as calculating the result of 5 times as many collisions. But now that I think about it, it could be the case that this specific monster doesn't use the general code for spawning.
After all, we've only seen this monster used as a boss and that area was supposed to be inaccessible during the main quest anyway.
So what if every time the game spawns this monster, it attempts to initialize the boss fight and performs some heavy calculations to do so.
Something in that room could be overriding this behavior to make them babies instead, but only after some of those calculations have happened.
That would mean that spawning this monster in particular, even as a regular enemy could cause some lag, so spawning 20 of them at the same time...
There are cases of (mostly older) games that use a piece of code 99% of the time, while one element uses it's own version of that code.
Combined with the fact that this is a unique spawning condition, I can see a game as broken as this one working that way.
I should not be underestimating the ability of developers with restrictive deadlines to implement features in the most inefficient way possible.
@gorkthe134th All right, so let me get this straight: some (if not all) of the Kitra-like monsters in that room could have been mass spawned as bosses instead of regular mobs because the developers mislabelled their IDs in the system? I like this theory a lot. |
Aug 20, 2024 3:29 AM
#24
Reply to Avvenirista
@gorkthe134th
All right, so let me get this straight: some (if not all) of the Kitra-like monsters in that room could have been mass spawned as bosses instead of regular mobs because the developers mislabelled their IDs in the system?
I like this theory a lot.
All right, so let me get this straight: some (if not all) of the Kitra-like monsters in that room could have been mass spawned as bosses instead of regular mobs because the developers mislabelled their IDs in the system?
I like this theory a lot.
@Avvenirista Maybe they didn't spawn as bosses, but even if they attempted to do so, that could cause a lot of lag. I like this theory too, as it leaves room for big fights in the future by proactively fixing any plot holes that would arise from them. |
Aug 24, 2024 7:04 PM
#25
Play-Ing has their internal coup d'état against their boss led by Sakai, and Haga, Nikola and Amano, has to witness it at the most random point. With the murdering of a debugger, his stone still remains, but it's not going to give Lu back to Amano. On the other hand, Sakai and the group doing the Jenga game to topple their former boss's empire, Haga knows that he's against the group of debuggers that'll kill them instantly, and they're of no joke when considering the use of the debug mode. Needless to say, the escape didn't work out as planned, and without a debugger stone, Amano is forced to be a slave, just like his real life which Sakai and the others will not let him off that easily. Amano's plan, however, is to distract them with the minimum of his magic, so that he could lure them into a loading state, which is easy work to retrieve their debugger stones and potions to be consumed, thereby removing them from the game. The boss, however, has a soul stone to respawn himself, and Amano has a chance to deal his revenge against him, though their goals align and the ambitions however don't. Good that Sakai and the thers are dealt with, but there's a way to revive Lu? |
Aug 25, 2024 2:45 PM
#26
Yeah, the whole map loading thing makes zero sense. If they skipped the map loading, then they should be stuck out of bounds in the interior map, which means either (a) they should unfreeze after the exterior map loaded anyway, or (b) Haga and co shouldn't have been able to reach them, since they did go through loading properly. |
Sep 20, 2024 5:49 PM
#27
Reply to Avvenirista
gorkthe134th said:
I'm not suggesting that the whole sequence of moving through the tunnel is a cutscene.
Basically what I'm saying is that these steps happen in order after a player gets near the gate:
The game waits for them to be grounded
Their controls are disabled
A guard walks to the player until they get within a curtain distance
The player regains control of their head and arms (possibly more, it's not clear), so that they can talk to the guard
The guard pats the player down
The player regains full control
What would have gone with Sakai and the others is that step 3 would never complete, so their controls would still be disabled.
(The start/continuation of the main quest is irrelevant to this conversation, as it happens after the patdown.)
I'm not suggesting that the whole sequence of moving through the tunnel is a cutscene.
Basically what I'm saying is that these steps happen in order after a player gets near the gate:
The game waits for them to be grounded
Their controls are disabled
A guard walks to the player until they get within a curtain distance
The player regains control of their head and arms (possibly more, it's not clear), so that they can talk to the guard
The guard pats the player down
The player regains full control
What would have gone with Sakai and the others is that step 3 would never complete, so their controls would still be disabled.
(The start/continuation of the main quest is irrelevant to this conversation, as it happens after the patdown.)
I see.
Your theory makes an awful lot of sense.
gorkthe134th said:
What gives me pause is that physics would be so optimized that they cause no lag, while spawning like 20 monsters is enough to do so.
What gives me pause is that physics would be so optimized that they cause no lag, while spawning like 20 monsters is enough to do so.
Maybe that has something to do with the polygon models used for the monsters. A large number of insanely detailed monsters all spawning together in a relatively small area could definitely cause a momentary slowdown for the players.
gorkthe134th said:
And I also find it hard to believe that the developers could mess up that badly in the code for spawning monsters, as this game is an MMORPG, which means monsters are spawning frequently e.g. near players in dungeons. Optimizing the spawning would be top priority for this game in particular.
And I also find it hard to believe that the developers could mess up that badly in the code for spawning monsters, as this game is an MMORPG, which means monsters are spawning frequently e.g. near players in dungeons. Optimizing the spawning would be top priority for this game in particular.
Oh, I can totally believe that. What's crazy to me is that a company would seriously send human debuggers in a such a broken game , but that's another story.
@Avvenirista People sent millionaires in a dinky ass submarine to die, so i bet some dev would be stupid enough to risk debuggers getting stuck |
Oct 12, 2024 5:19 AM
#28
eh~ I give up xD dropped 5/10 + 1 because of Nikola... 6/10 It's not blatantly bad anime.. I mean, the idea is different and cool, but the execution is boring or uninteresting. Luu and Nikola were cute. Haga is a good guy but he's... I don't know... as if something is missing... he's more Ai / NPC-like rather the NPCs from that game, which showed more emotions and human behavior. As for Amano... he didn't add much to my enjoyment, sincerely. Anyway... |
Vi-Oct 12, 2024 5:34 AM
Nov 9, 2024 12:05 PM
#29
i like this anime, but the world building is really dumb, first it showed in previous episode the game can fix himself after bugging with a lag and now they beat the vilain by using the same trick that now work forever, but what take the top is the MC being scared of "dying" by using debug mode and being stuck if he hit a trap that will litteraly kill him otherwise since somehow player are forever death in this game and even playtester don't know about it, why not, if only all the character stoped talking about their game manual to explain everything in the game. |
Mar 18, 12:04 AM
#30
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