Exploring Atarxia's Haven and the Scrag troll's bodies were permenant after death. I figure it's a bug. But it's a cool bug. It added some nice flavor to our explorations. Why not have the dead mob's bodies remain? It can't be that resource intense.
Exploring Atarxia's Haven and the Scrag troll's bodies were permenant after death. I figure it's a bug. But it's a cool bug. It added some nice flavor to our explorations. Why not have the dead mob's bodies remain? It can't be that resource intense.
Dead monsters should all remain at least 60 seconds, unless killed with a very small number of "overkill" effects like Disintegrate and Destruction (but NOT Finger of Death or Phantasmal Killer).
Elemental and Holy damage also should never destroy a body.
Charred corpses are better than plain corpses, which are better than NO corpses.
aye, and also make the option of turning that feature on/off
I meant remain for the duration of the instance.
Some people would suffer graphical lag due to this, much like some people have difficulty running through gianthold when it gets highly populated. Quests where you would fight many things over several waves in a single room could become quite annoying for these folks with lower-end systems.Originally Posted by parvo
Server - Thelanis
A rock or tree, being part of the landscape, tends to be treated differently then an avatar of some type for rendering purposes. I know this may only be partially related as its a different game, but back in Everquest I would become lagged by people who would intentionally die to leave about a hundred corpses or so in a slightly spread out fashion in places I wouldn't get lag.
Server - Thelanis
Keeping the bodies there is a significant issue with performance both on the client side and server side of things
He said it first. Load up Garry's Mod and drop a bunch of things in at once. Once you are lagging quite a lot, simulate the quest's continuance and randomly add more things. Once you can barely move without waiting several seconds, add some more things.
You can see where the problem lies.
I'm sure the main concern is indeed lag, however perhaps another relevant issue is maintaining the toned-down PG feel that DDO has attempted to maintain pertaining to violence. When we Vorpal a mob, we don't see heads roll, we get "blue bubbles". Maybe somewhere along the line When the disappearing corpse timer was being developed, someone at Turbine decided that wading through a sea of carnage in the form of mob corpses might affect perception at the ESRB.
Early MMOs used to have lots of stuff that could be dropped on the ground, and these "interactable objects" cluttering up the landscape caused significant performance issues for many players, so later MMOs moved away from allowing interactable objects to stay on the ground for mor than a few seconds. Corpses count as interactable objects (since some are lootable and all are targetable); trees and rocks do not. DDO quests tend to have a fair number of persistent objects (crates & barrels) as it is. Adding more in the form of corpses that stick around more than a few seconds could be problematic.
Technical difficulties aside, quests like Gladewatch Outpost (that is the one where you fight off the waves of hobgoblins, right? I get those mixed up) would become quite gruesome.
Anything where you have to kill lots and lots of enemies in a confined space would end up with us standing on mountains of dead.
There would go that Teen rating, and probably any support from Hasbro.
Save it for the WWI MMO (OMG did u do the Somme quest? That was rough!) Or maybe the Antietam MMO (avoid the cornfield, the sunken road, and the bridge).
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Not necessarily. Maybe they are fine right now but one more thing could push their system over the limit. I'm not expert but I assume being a toggle would still put a load on the system. The server and the client would still need to keep track of how many and where the bodies are, even if the player can see them. Making it a toggle could perhaps alleviate the graphics aspect but would still load the bandwidth and perhaps the rest of the system.
When I run Kobold assault, there are sometimes ~20 dead kobolds on the ground at once and no lag. Most quests wouldn't have that many. I think the lag excuse is overused. In DAOC, player's headstomes would appear where they died. Sometimes there were at least 50 in one area. Things that move around have a much greater affect, yet we don't limit that.
Well, yes I would say that there is a numerical limit of what is gruesome and what is not. That is why Dawn of the Dead is more gruesome than Halloween, even though the latter is technically much scarier. More bodies can equal more gruesome.
And while you are right that dead bodies don't become terrain that we stand on, the fact that they become visual obstacles that we get buried under makes it just as bad if not worse.... Getting hidden under 1 or 2 dead giants is annoying enough. 300+ dead hobgoblins in Gladewatch? Yeesh.
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Gwyneira : Cattari : Gorobei : Berylore : Zelphia : Aanouk : Beatriice : RobotMaria : Dalrymple : Ainouk : Bearatrice
Dragonmark Alliance : Fernia : Ghallanda