07-27-2015, 02:46 AM
(07-27-2015, 02:02 AM)Shaadaris Wrote:(07-27-2015, 01:59 AM)Ehksidian Wrote: I remember the fact that there wasn't a long span of updates because they were moving the team, didn't want to push out a mostly-unplayable version of the game (And thus made Nightlies to show that yes, they were working on it) and eventually did deliver on a gigantic update, and have kept working on it.
And, fun fact: If you look at statistics, even after 1.3 dropped, Terraria has 12% of it's players playing. 12%. Starbound, currently, has 13% of it's player playing. besides, the games are going to be very different once starbound reaches 1.0
it might not compete with terraria, but terraria has sold a fuckton of copies and has been out far longer. you can't compare them. don't compare them. it's comparing beta terraria to finished minecraft.
[opinion]Minecraft... Now there's a game to gripe about. Months and months between updates and we usually get barely any new content to keep us interested, if any. They're usually just rehashing old systems like the rendering and terrain generation to make it hard for Mod Authors to update their mods with great content at blinding speed and cause the game to be even more buggy and slow.[/opinion]
Oh god this... Mojang discovered Vectors, which is an object that is multiple numbers bundled together, to represent placement and velocity in 3D and 2D space.
Vectors have worse performance than the manual way.
All blocks, instead of two-interger co-ordinates, now have vectors. One for each block. When the game loads chunks, it creates thousands of these for each block. Most of those are not needed. Instead of preventing the creation of useless vectors in the first place, they let the game populate your memory with them and then cull the vectors.
This results in slowdowns when loading chunks. And let's not forget those vectors may also have useless numbers bundled in there.
Mojang: from Java pro to Java noob.
And let's not forget the huge series of updates simply to expose interfaces to the game's inner workings for map-makers, instead of, you know, actually making content.
And I'll say this: The RPG/Adventure elements have always felt out of place. It's almost as if they were shoved in to compete with another pixelated block-building game with RPG elements...
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