Development News #134 — Tis the Season for Optimization

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Arrakis
 
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Joined: 25 Oct 2013, 14:11
Location: Sparksvaard, the middle world; the world of people.

Development News #134 — Tis the Season for Optimization

Post by Arrakis » 14 Dec 2018, 17:51

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Hey, feudalists!

This week we focused on optimizing the game using the valuable performance data that we’ve gathered during our series of PvP stress-test events, thanks to all of you who participated! We discovered that our current performance bottleneck is in some of our network protocols and the amount of data we transmit during gameplay.

So in this week’s patch, we have implemented seven (7) different network protocol optimizations that should significantly boost the performance and smoothness of gameplay during massive open world PvP engagement. We had another stress test event yesterday in order to check if these optimizations were helpful or not, so now we are analyzing data received yesterday, in order to find what worked well, what we missed and what needs work. Thanks to all the participants!

We have also tweaked stamina use a bit in this patch. A lot of you have been asking about this, and we are happy to hear your feedback, so hit us up and let us know if you liked it. In case you missed our patch notes, you can check them out here.

Here are the poll results of the latest Avalon poll:

rimg


Thanks to everyone who voted, we will take the results into consideration!

The Winter holidays are right around the corner, and while you’re placing the finishing touches on the tree, wrestling with wrapping paper and guzzling mulled wine, we’re working super hard on the new features - not that we’re jealous or anything! Bobik and Amtech, our Lead Environmental and Level Artist (who’s also working with Alexander Maznev (missing from photo) on a super secret project!), are still smiling, though.

rimg

Happy weekend, everyone!

— The team



U96
True Believer
 
Posts: 20
Joined: 28 May 2016, 07:40

Re: Development News #134 — Tis the Season for Optimization

Post by U96 » 14 Dec 2018, 18:26

was ist das für eine Karte im Hintergrund ?


Mae.daniells
 
Posts: 3
Joined: 07 Jun 2018, 16:13

Re: Development News #134 — Tis the Season for Optimization

Post by Mae.daniells » 14 Dec 2018, 18:38

U96 wrote:was ist das für eine Karte im Hintergrund ?


Exactly the first thing I noticed. LiF style map but not our current one and with over 140 servers as opposed to the 49 we have now... Accidental spoiler, or hint maybe?


RoninWolf
 
Posts: 2
Joined: 27 Oct 2014, 00:33

Re: Development News #134 — Tis the Season for Optimization

Post by RoninWolf » 15 Dec 2018, 17:45

Мне вот тоже интересно, Уважаемые разработчики, не ужели всем Феодалам нужно готовится к новому вздоху и примерно через сколько если это так?
Но тогда другое беспокоить будет игроков, которые 24\7 мастерят дизайнерские проекты и вспахивают тысячи и десятки тысяч кубометров земли, вот как им быть с тысячами часов которые они на это потратили думая что мир уже не изменится??
P,S"Ведь перейдя на новую огромную карту они покинут свои труды и вновь им предстоит проделать тоже самое там"

P.S"Вы хотя бы на новой карте этой уберите множитель еды на рост умений профессий, пусть профессия и её прогресс будет ценней всего на свете"


Dosphi
 
Posts: 9
Joined: 09 Dec 2017, 22:21

Re: Development News #134 — Tis the Season for Optimization

Post by Dosphi » 18 Dec 2018, 02:11

Life is Feudal YO = 3 x 3 km 1 Kachel

Life is Feudal MMO = 21 x 21 km 7 x 7 = 49 Kacheln


Life is Feudal Bild im Hintergrund vllt. = 36 x 36 km 12 x 12 = 144 :shock:


Pralic
 
Posts: 4
Joined: 04 Feb 2018, 19:39

Re: Development News #134 — Tis the Season for Optimization

Post by Pralic » 18 Dec 2018, 19:58

This game is doo doo. I quit playing back in July and will probably never come back. The very fact that you can barkbox into a place is bull shit. Especially since they're shoving the realism cock down everyones throats.

A lot of issues with this game, and if you have any sense you'd stop wasting time and money on this baloney.

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