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by kevingadd
1767 days ago
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In particular if you're doing pathing for tons of npcs (as they are) you really want to keep that optimized. In Guild Wars at launch for one of our expansions we had huge CPU issues with our game servers - it turned out designers had laid down really long elaborate paths for NPCs like guards and townspeople and the server was calculating all those paths at once when players entered a new zone, so it was saturating the game server. I had to build an auditing tool so we could scan all the zones for long paths and replace them with simple ones. Bethesda has been building this specific type of game for decades so at this point things like npcs having complex patrols or other behavior is something they've figured out how to do well. |
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