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Planet Explorers Released!

Pages: 1 ... 8 9 [10]
 on: April 27, 2017, 02:16:15 PM 
Started by Dragon - Last post by Dragon
I last played the game around the release of 0.90 alpha, I still had a few problems so I decided to wait for the final release. So now I have finally decided to seriously get into the game after release. I decided to rather start a dedicated server to play on since I also bought the game for a couple of friends, this way I can continue playing my main game and they can just join in whenever we're in the mood for some multiplayer. We have experienced some bugs in the meantime that I have decided to list here.

Some of these bugs have been reported before and the server is also a proxy one meaning the bugs could be caused by low transfer rates and dropped packets. This is on a survival adventure map. Here we go:

- Cannot get on vehicle: This one is well-known since 2014 and was already recently reported again. (minor - workarounds exist)

- Map view resets: It seldom happens that clients' map resets to unexplored state every time the server is restarted, meaning they have to explore and open up the map all over again. This bug does not seem to affect the master role/administrator. (significant - players needs a map)

- Colonists disappear: This practically happens every time and affects everyone whenever the server is restarted. The colonists still appear on the colony tab in your mobile PC and you can change their equipment etc. but, they are nowhere to be found in the game world itself. Fast travelling to a distant town and then back to your colony sometimes brings back a colonist or two, but not everyone. (critical - setting up a working colony takes a lot of work minor - workarounds found, see below)

- Town NPCs not regenerating: NPCs from towns never get replaced when recruiting them for your colony, this means that towns will quickly become empty when more players start to set up their own colonies. Restarting the server does not help. (significant - you need colonists for colonies, empty NPC towns is not very nice either)

- Animals spawning inside the colony shield: Animals spawn all over the colony every time the server is restarted, causing your turrets to go haywire for a moment. If you reclaimed land on water for building your colony, even fish spawn in your colony on the surface and "swims" around your colony streets. This could be related to the disappearing colonists issue mentioned above. (minor - you get lots of loot afterwards)

- Turrets target ALL animals, even docile ones: It's nice to have some birds flying around your town square or some fish swimming around your waterfront and docks, the turrets really don't have to slaughter them all whenever they get close, they won't bite. (minor - it's only an immersion thing)

Some other observations:

- Modified terrain or felled trees outside colony shields/away from player infrastructure never seem to erode away or regrow, this means that the map becomes increasingly littered with small "world modifications" everywhere (craters from battles here, chopped trees there). Eventually the game world will be in such a state that we will have to start over, for example: Battle seldom breaks out at one Paja camp on a common travel route, the terrain surrounding this camp is a complete mess already, some of their buildings even hover in the air due to the ground under them having been blown away by explosions. It should not be necessary for me to restrict players from digging holes, chop trees or use explosive weaponry on the server (I already have to do this in singleplayer), a game world in a game like this should be self-sustaining.

- Date and spelling is still in US format instead of international format, yet the game is sold internationally.

I did experience some internet issues earlier that could have caused the game world to bug out. I would like to confirm if anyone else experienced these issues (except the "cannot get on vehicle" bug, that is a known one) because they could just be isolated incidents on my game world but, restarting again is something I have done enough during alpha so I hope I won't have to again.


 on: April 27, 2017, 11:53:44 AM 
Started by GriffonK - Last post by GriffonK
Hello, Luminaire.

   Your reply helps quite a bit, actually. I am quite grateful for it. You shed a lot of light on what's going on behind the scenes. It's unfortunate that's the way things are, but certainly understandable. I will continue to play Planet Explorers, and still hope the team can come back to it in the future. If not, it's still a really fun game, especially for the low price point. Thanks again.

 on: April 27, 2017, 03:49:44 AM 
Started by GriffonK - Last post by Luminaire
Hi there, GriffonK. Sorry the response isn't something you were hoping for.. Maybe I can help a little..

Firstly, thankyou for your support and wishing to make PE better. PE certainly does have a lot of potential, but it's that potential that has overwhelmed the team to a point that they just weren't able to deliver their ambition... Simply put, the team wasn't experienced enough to take on a project of this size, and as a result they've done what they can to solidify what they can, where they can.. With the dwindling reception of investors, along with the constant struggles to overcome the continuous complications they weren't prepared for over the years, the best they can do is try to stabilize the current project and try something a bit simpler for a while, rather than continuing to add and change things until it's an unrecoverable mess.. There are many features and details they wished to be in PE that they just couldn't deliver, and i'm just not quite sure that PE will be able to reach that goaled state... Pathea is however still working on PE, and your feedback is not in vain.. If anything, it will at least give them better ideas for future projects. This feedback is still important.

As for what dorist pointed out, i want to respond to #1 and #5.

PE uses a voxel grid for it's terrain, rather than a mesh. This means that it has to run more calculations and requires more resources than a normal "graphics heavy" game that uses meshes does. It's not entirely abnormal for a game like PE to have poorer performance than a visually stunning game like ghost recon.

To give a better explanation, In a game like ghost recon, the terrain is fixed. It has a fixed mesh, with texture placing and scaling that are pre-determined. In a game like PE, there are additional calculations that need to happen. It needs to not only calculate the resources within the terrain, but it must also create and render shape, collision, and calculate and place textures onto that terrain on the fly, and -then- render it all visually, rather than simply reading and rendering pre-defined variables, like in ghost recon.
It just simply has more work that it needs to do...

I don't know if PE could be optimized more or not. But this is always going to be more difficult to get flawless performance in a game of this structure, and may ultimately be impossible. It may also have to do with the engine it's built on. I don't know if Unity is very good with this..

Voxel cache is meant to be a means of getting around having to live-calculate the terrain. It keeps track of the terrain and loads from voxel cache instead of as you're travelling. This can cut down on the cell calculating and hiccups, but it also requires more time to load initially. If non-travelling load times are large, it may be due to the voxel cache being large. If you're getting constant hiccups in loading terrain as you're moving along, voxel cache may help prevent it. It has it's usefulness, but it's in one light a "pick your poison" kind of deal :-\

Currently, "Throwing in the towel" is not quite where PE is.. The devs have stretched and done what they can, but this project was too large for the team.. A lot of experience was garnished from all this, and pathea's future projects will hopefully be more in line with what they're capable of delivering..  Right now though, there is still a very small team still working on PE, and they will continue to work on PE for a bit longer to see how play-worthy they can make it (bugs, performance and other issues they may be able to solve).  They have talked about taking a break from PE for a while and coming back to it again. There are again, still things they want to add, but this will require them to step away from it for a bit until they've gained a little more experience, in order to come back and actually be able to deliver what they have planned.

As for PE coming out of EA, this wasn't necessarily due to the devs being satisfied or believing that the game was complete.. The details are a little vague to me at this point, but if i'm understanding correctly, this was largely due to some sort of publishers.. I'm an out-of-office team member, and try to keep up with the politics and state of the team, but communication isn't always solid and consistent, and sometimes it's a failure on my end..

I don't know if any of this makes you feel better or worse about it all, but being transparent about it, as well as doing what we can to try to solve any issues within our abilities is probably the best thing we can do at this point. I hope this at least helps a little. If not, then I apologize.

 on: April 27, 2017, 03:15:25 AM 
Started by crammit - Last post by Dorist1
Where did this crash happen, and how? Can it be reproduced?

 on: April 27, 2017, 02:54:38 AM 
Started by Aubreymal - Last post by Dorist1
You can go to the bug tracker at the top or just load your log to a third party downloadable place and share the downloading link here. But if it's crashes in the official server, it's because the server got some glitches yesterday. We're fixing it now, and it'll be alright soon.

 on: April 26, 2017, 09:18:13 PM 
Started by Aubreymal - Last post by Aubreymal
Hey folks.

I'm trying to upload multiple game crash logs to help you fix the in game crash issues i am having. But the forum will not allow a file sise lager then 300kb and no more then 500kb. All the individual files in teh crash log reports are larger then 300kb.

The steam bug report post states this site is the official bug report forum. I'm confused. Where and how do you expect me to post/send these reports.


 on: April 26, 2017, 04:45:30 PM 
Started by crammit - Last post by crammit
have looked thru some of the bug/crashes forums but too many pages to delve into each one.. if this has been solved please point me in the right direction.

 thanks in advance

Jsonexception: invalid character '
Jboy.internal.lexar.nexttoken ()
Jboy.JsonReader,ReadToken ()
Jboy.JsonReader.MoveNext ()

 more of this jibberish.. attempted to attach a photo of crash

 on: April 26, 2017, 04:01:35 PM 
Started by DullSpoon - Last post by Iron Newt
My advice. It's very easy to trap your self in a small corner of your map, especially if you have a 20km or 40km map. Go explore the road and find the very end. Once you know where the end of the road is start exploring around it. You'll find NCPs & colonies with the more advance items.

 on: April 26, 2017, 03:44:28 PM 
Started by GriffonK - Last post by GriffonK
Well, as I said, those were my suggestions as a gamer. The development team can feel free to ignore them, of course. I can't say that is totally unexpected, sadly.

1) As for the loading, not a chance it's my PC, brother. If this thing runs Ghost Recon: Wildlands on high settings at 60FPS, there's no way Planet Explorers should have issues.

2a) Yeah, I get having freedom and everything, but when I do quest A+B+C+D and then NPCs have dialogue options that refer to choices / events that have already happened in these quests as if they haven't, that's disjointing.

2b) I am well aware I can turn it off and it would take a massive amount of work to redo them, which is why my suggestions was to remove them completely. Some players will hear that and make an immediate opinion of the story and/or game. First impressions are hard to overcome, and gamers are picky.

3)  I know the meat they drop is supposed to be their food, but since it's not cooked meat or anything it is still a bit.... off putting. Also, that was just an example.

4) The biomes were set to dry.

5) How in the world can you even refute this thing needs a metric ton of polishing?

Look, I was making suggestions to make the game appeal to a much broader audience. Those are things I really think need to be done to generate interest in the game. I have been watching the Steam statistics, and it's telling a sad story. Again, of course you can ignore this, and that is your right and I hold no grudges. I would just like to see the game hit the potential it has and for the developers to have jaw dropping success.

 on: April 26, 2017, 03:41:43 AM 
Started by DullSpoon - Last post by Dorist1
The advanced items can be bought from the far away towns from your birth place. Try to find more towns that are far away. In terms of the Puja issue, we'd have an adjustment soon.

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