Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - vzoxz0

#271
Version 0.19.2009 (64-bit)
Running two mods, EdB Prepare Carefully and Mad Skills.

PC Specifications:
Mobile i7-8750H hexacore with 2.2 ghz up to 4.1 ghz (usually running at around 4 ghz).
Nvidia GTX 1050TI
16 GB of ram
NVMe SSD

Recently I started experiencing stuttering in a game where (up to that point) I had experienced none. It doesn't appear the game is using any serious quantity of processing power, RAM, or GPU. The behaviour is "regular" stuttering at roughly one second intervals, where it does not matter what I am doing.

I noticed this behaviour starting at the return of one of my colonists from a trading trip, when there was a total of 9 people in my colony (I only have one). Map size is within normal specifications (it may be the larger of the two "normal" map sizes, I don't recall and am unsure how to check it). Development mode does not yield any errors.

Has anyone else had similar problems? I don't think it's my specifications, as I've run similar colonies on a much less powerful computer. Thoughts on how to reduce this annoying stuttering?

Edit:

One of my colonists died in a raid and the stuttering intensity decreased, the frequency seems the same.

Edit 2:

Nevermind, it went back to the usual annoying intensity.
#272
Okay, 66 677 people then, since you seem unfamiliar with back-of-an-envelope calculations.

The point was NOT that "more sales == more profit" it is _more advertising_ which leads to _more sales over time_ and _more community work_ like mods, which this game RELIES on for value.

"more sales, given that earnings stay approximately the same == more net value" is a more accurate statement.

I can tell you that for certain, if this game was priced at $40, I would never have bought it -- not because I don't have the money, but because my cost/benefit analysis would favour other games. I think more than a few other people think exactly the same way and start weighing options once prices go above $25.

Edit:

Steam Spy indicates this game has ~500 000 owners. It would be interesting to see other popular early access games (with similar stats) and what happened when they released, and whether they changed their numbers.
#273
I think you should keep the price the same for two reasons:

When I bought it I was kind of pained by how expensive it was relative to many other games.

More people will buy it at the current price, and they will have an easier time convincing their friends to buy your game. Would you rather have 50 000 people buying the game at $40 or 66 000 people buying it at $30?

Obviously arbitrary numbers of sales there, as I have no data on your sales predictions.

tl;dr: I would be very careful increasing the price too much as it could hinder the "viral" spread of someone getting it and playing it, convincing his friends to get it too.
#274
Wouldn't it make more sense to have this depend on movement speed? Someone really fast should be better at dodging than someone who isn't.
#275
Clearly you've not read the secret hidden text that says they're equipped with GoPro cameras, and air conditioning!
#276
Huge annoyance: Time slows to 1x for the entire duration of a raid or similar event. That is not how it works in 18b -- it will eventually speed back up after a brief window.
#277
Quote from: Tynan on July 10, 2018, 03:09:47 AM
How are you guys getting million+ wealth levels? What do your colonies look like? How are you playing - just to grow indefinitely?

Tynan wants to know so he can get rich and finally retire to that tropical island he's been dreaming about.
#278
Quote from: Tynan on July 09, 2018, 10:19:39 AM
Tass, why the graves?

Because you have to put the skeletons somewhere after you turn the meat into kibble and the skin into bowler hats.
#279
To be fair, the Warg really shouldn't prefer corpses to live beings.

Edit (since no one posted since I did):

I found a weird bug -- toxic fallout is supposed to corrode items, but it isn't mentioned when you select an item that is outside. Is it actually being degraded faster? I can't tell.
#280
General Discussion / Re: Batteries won't keep power
July 06, 2018, 04:42:11 PM
Quote from: Oblitus on July 06, 2018, 04:40:13 PM
Make sure your batteries are actually connected to power.

And "Have you tried turning it off and on again?" is your next advice, I'm sure :P
#281
QuoteWanted to grow cocoa trees. They suck. It takes too much time to plant them and result is unsatisfactory given growth time and used space.


I tried planting a bunch, not seen any results -- Cassandra hit me with toxic fallout after a few were half grown.
#282
Quote from: Daimonin on July 04, 2018, 10:12:47 PM
This would be nice. Especially now that pursuing raiders seem to no longer just give up and go home after catching their target. That was an unpleasant discovery.

...I had no idea that used to happen. I tried to give you an emoji cookie, but the forum told me that was not ok.
#283
General Discussion / Re: Batteries won't keep power
July 06, 2018, 04:12:37 PM
When you do go to the mod forums, make sure to mention your version, and the version of the mods installed.
#284
With the new queue system, it might be feasible for there to be a calculation that re-determines whether you make a new stack of (new amount) or jam it into an existing stack.
#285
I mean it makes sense for hungry carnivores to be distracted or contented after finding some nearby meat -- but not if they're after you for other reasons than hunger (like manhunter events).