Black Desert Remasterizado

En breve comienza Black Desert.

Instala el lanzador si no comienza el juego.

Instala el lanzador para empezar el juego.

Si ya lo tienes instalado, el juego comenzará pronto.
Si el lanzador no se ejecuta automáticamente, ejecútalo directamente.

Guía de instalación

1 Ejecuta BlackDesert_Installer_NAEU.exe para instalar el lanzador de Black Desert.

2 Una vez completada la instalación, empieza el juego.

Foros

UTC 7 : 31 18 may. 2024
CEST 9 : 31 18 may. 2024
PDT 0 : 31 18 may. 2024
EDT 3 : 31 18 may. 2024
Damage Numbers
20 nov. 2023, 03:05 (UTC)
458 7
Última modificación : 20 nov. 2023, 03:05 (UTC)
# 1

So I was reading the late night talk highlights (https://www.naeu.playblackdesert.com/en-US/News/Detail?groupContentNo=6170&countryType=en-US) and saw the Damage Numbers box with a check mark and I got super excited. Only to find out that it can't be done. However I found the explanation confusing, they stated that the live servers are optimized and one of the optimizations is the removal of sending damage numbers from the server to the client. However, damage is easily calculated client side... I don't know why the calculation cannot be done client side as the only thing the damage numbers do is display a visual. It would not be an attack vector for hackers. Furthermore, any randomness involved in the damage calculations would be synced with the server provided the random function was seeded with the same value as the server. Text is expensive to render and there would be a lot of damage numbers but again it would be a toggle to turn it on or off. The reason being a technical issue doesn't seem to make sense to me.

Última modificación : 20 nov. 2023, 08:12 (UTC)
# 2

the hesitation is about what will happen next. when people begin testing things, compare numbers and start asking questions...
i agree with you about what they said about dmg numbers, it sounded like bs. i'm not a pro in this questions and maybe bdo code will make a bowl of spagetti look like strait line in comparision, but ... the final result of calculations that we see on screen, what it have to do with calculations themself and where they happening? i mean, it's the final result, so why not show numbers instead of text?

Última modificación : 21 nov. 2023, 00:31 (UTC)
# 3

As you said, text is expensive to render. Whether you toggle it on/off, the game would still have to send the data to be rendered, then the client would have the toggle to show it or not. So the game would have to send the text, because people would want a chat window for it as well, and the code to render it visually, regardless of whether you have it on/off. They can't keep people from crashing when you change characters, can't see them being able to optimize all of that either.

Última modificación : 21 nov. 2023, 02:42 (UTC)
# 4

There would be no data being sent from the server. It is calculated locally. When turning off features in most standard programming practices there is no overhead for its existance in an off state. The only thing would be a minor increase in code footprint and damage number calculation would be a few kilobytes. There is 0 technical reason not to have it in the game.

Última modificación : 21 nov. 2023, 04:03 (UTC)
# 5

There will be no damage numbers. Think about it when someone finally update his desired item and start doing 3 more dmg and then people will start asking questions ..... most peapole dont bother with ingame  logs

Última modificación : 21 nov. 2023, 09:36 (UTC)
# 6
On: Nov 21, 2023, 02:42 (UTC), Written by Knucklehead2134

 There is 0 technical reason not to have it in the game.

Malfunction game engine is the one and true reason damage numbers/combat logs will never happens. Everyone know it, those who say everything is fine 99.9% exploit engine for thier own benefits via FPS/Mouse to move/Game freezing/Hot bar and other exploit based on amazing game engine we have.

Última modificación : 21 nov. 2023, 22:43 (UTC)
# 7
On: Nov 21, 2023, 02:42 (UTC), Written by Knucklehead2134

There would be no data being sent from the server. It is calculated locally. When turning off features in most standard programming practices there is no overhead for its existance in an off state. The only thing would be a minor increase in code footprint and damage number calculation would be a few kilobytes. There is 0 technical reason not to have it in the game.

You're saying damage is determined client side? I'd think there'd be a lot more bots instakilling everything in the game if that was the case.

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