Some constructive critisism

Agree, its basically best sollution possible. Scaling remains the same, but uninteresting parts of map (like huge fields around villages) has but partially cut down, so the pacing of the game feels better :slight_smile:

Yeah that makes sense. That way they can also focus more on detail rather than make it just a huge uninteresting environment. I mean you would not believe how close it is to the forests where I live. All the features are there. The small streams, the trees, the vegetation is so close to reality you would not believe. The general feel… really great.

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I don’t think the scaling or cut-outs are that huge to be honest.

According to my GPS it is 1.4 km between Samopse and Mrchojedy on road 3355 which seems to follow the outlines of the in-game road pretty well (a lot of roads in Europe are located on top of old Roman roads etc). By car it would take approx 3 minutes to get there. Between Mrchojedy and Talmberk the distance is 3.6 km following road 3355 and then turning onto 3354 so the current in-game route is shorter. A horse galopps with an average speed of 45 km/h so the in-game time for going between these places isn’t too unrealistic.

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I think the greatest asset of the game is the world space. You are sometimes amazed at how beautiful and almost photo realistic it is, I don’t mind the map size, but I am in the camp of bigger worlds, I hate the CoD rush and mash, the combat needs something…but hey! The devs are working on it, I find the beta very addictive, and it’s biggest flaw is the stability, load times, fps.

It’s going to take a long time to get this game in shape for a release, I don’t think it will be ready for anything until maybe 2018, everything is clunky, or broken. I have now given up playing it, and what killed it for me at least is the load times after crashing, been trying to play tinoight, over 5 crashes, or failed load from saves, and no matter how gorgeous the game is…and it certainly is that. It’s going to be a long haul considering 2 years of development this is all there is to show for it.

Maybe Cryengine was a bad move, it’s obvious the game engine has been pushed well past it’s limits, and I don’t honestly think it can get any better than it is, no amount of optimization is going to fix this. The game will simply become the toy of the hardent fans (I am one) a niche of eliteist W:KD enthusiasts who muddle through all the bad…to get to the good.

I would recommend folks to stay well away from any quests, and just explore the countryside, and chug around, literally, the some of the most beautiful scenery ever created for a game. The rest…has one hell of a long way to go.

I don’t think Warhorse is technically in the wrong here.

Alpha by definition is a feature-incomplete and buggy build. Beta is a feature-complete buggy build that is slowly polished.

What we’re experiencing is the first beta iteration from alpha, so technically the worst beta build (hopefully).

Don’t let activision and EA soil your idea of what a beta truly is, they use it for marketing and server testing. The beta game itself has already been tested. KC is doing a real beta, and the backers are the testers.

Alpha: incomplete + bugs
Beta: complete + bugs

I also really wish they would do some light optimizations to at least get us all over 30fps. I’m getting headaches playing at 18fps on all lowest when I’m used to maxing out every game at 50+. They would get better feedback too, for example combat is frustrating and clunky on a low fps but it seems like it would be smoother and more responsive at a higher fps.

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You’d be surprised how fast bug polishing goes. Feature design and implementation are the time consuming parts, not patching.

Actually the fact that most of us get the same FPS on lowest and highest is a sign that CryEngine is running fine - the cpu (specifically the ai system) is what’s bottlenecking the fps, and is also why RAM usage is so high. Warhorse has apparently said no matter where you are in the world EVERY NPC is being simulated fully. They do not optimize for distant offscreen NPC’s at this time. I’m not sure why they can’t add in some basic distance based on/off switches for the ai logic for now so the beta isn’t head ache inducing, but yea.

Also for the record, you can’t push CryEngine past it’s limits easily. It’s constantly evolving and arguably the best game engine in the world right now.

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I usually do not post in forums, but I felt the urge to let you know that you are still on the right track.
In spite of the success you are going against the flow in every good way.
Authenticity beats monumentality
Immersion beats action
Challange beats accessabilty

Thank you and don’t let yourself get corrupted by the lure of the dark mainstream side.

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Regarding AI. Maybe they could get some help from Moon Collider. These are the guys that provide some advanced AI stuff for Star Citizen, but are an own company. Wasn’t there a kind of agreement in the beginning that KCD and SC will share some tech? SC wanted to take advantage of their layered clothing system. What is SC sharing with them?

Well, the ā€œcut out of uninteresting partsā€ is actually rather unfortunate, because the real world is full of places like that, but interesting things can happen there if/when random encounters are implemented.

Not a great comparison perhaps, but Skyrim has a lot of empty space used to good effect. I never fast traveled in Skyrim and feel I got more out of the game for playing it that way. Don’t try to turn a story-based sandbox style game into something else. Enjoy the trip not the end points.

What they have is a map with villages at the appropriate distances. Because the story required places that are around 8km apart, and there are a few ā€˜spare’ villages in the region, some of the most distant locations have been moved from their proper location to a location that was another settlement. This modifies the location of Henry’s destroyed home village and the monastery.

There may also be some modification of landform to support broadly correct terrain at the ā€˜new’ locations as well, but the overall effect on a location is neglible, and the next location is in the right place, if not necessarily the same one as in the real world.

the map size is enough :wink: take the time and walk slow from talmberg to samopesh . it will take you good 25 minutes…

and I personally find more realism more fun …and if it is just small things like eating or bandaging animations

I measured the walk from Talmberg gate to Samopesh merchant as being 23 minutes, but that is only a minor quibble. I have no issue with how the map has been modified to bring distant places into a reasonable size - it makes a dense and complex map possible. There are still locations that I know of which I haven’t found in the northern woods. Despite being reasonably thorough in quartering the area.

The map size is the equal of the Novigrad/Velen map from W3 at around 4km on a side. Don’t recall many complaints about how small that was (though I did think it has too much crammed into it, so that POI are far too close to one another). and villages/farms have next to no land. (Compare to White Orchard (or to Merhojed/Samopesh/Talmberg), where there is considerable land fallow or under cultivation near to each settlement).