I am not a programmer but your reply will more than likely get lost in this thread.
I dont want a answer but why you are using a system timer instead of game tick i dont know and adding a unique ID for every POI in the map including random gen and testing it fully before its got to the stage of experimental doesnt sound a simple task also you dont know the overhead of adding a timer to each entitiy and how when the region is not active this is effected.
I dont want answers and i am not shooting you down but a less stressed post and in some place that is more visible might be an option as it could get lost in here
Thanks for the response. I enjoy a good discussion. You didnt start calling me an idiot so I appreciate that.
timer system can be made to work off serialized numbers so when the world first gens, it sets 0000001 to a poi internally, map data would save this. next poi is 0000002. when the spawn for that poi is triggered, it tosses that 000002 into the timer code so that poi spawn is in time out. A timeout could be used in this case too. That is why i say I gave a very basic run down. without seeing their code I cant truly recommend a direct coding method but my point was that this isn't a hard task.... the problem was their logic around broken code was not even a solution.
t.tick = t.delay if placed under a systems timer or other type, they are both the same thing.
you are likely referencing a thread tick... that locks up entire cpu threads from being utilized and is one of the worst programming methods you can use for a timer like delay. It should only be used when you have to. I really hope pimps arent using thread ticks...
Pimps changed some base code where system timers vs unity timers vs standard timers are all different and some are missing code options strangely. I wrote this as a brief thing to give them an idea. Without looking directly at their code its hard for me to write anything appropriate but you are right , this will get lost.
I am not even stressed mate. I think its funny. My use of the word f*** is how I talk. I am giving them a heads up because they are losing customers at this rate. Many people cant recommend the game yet and when someone asks how is 7 years of development going, all I can tell them is we have an advanced minecraft zombie mod with more bugs than most alphas have after this much time.
I am reminded of the Blakewake devs that were okay with 18,000 sales per week or month, I forget which it was but the point was that they were seeing at max 2000 players play their game concurrently. That has now dropped to less than 1000. Those devs have ignored simple stuff players didn't ask for or like but their thought is that as long as people come back during a patch, we are doing good. They also stated directly to my friend that got in contact with them, they assume anyone that didn't like terrible changes were on their way out anyways. That is so far off from reality.
Not saying thats what the pimps are doing but i have heard from countless players, that they feel its nearly abandoned with the rate of development. I am friends with three game developers who have all wondered why they are doing things like this. If pimp don't do this right, their next game will be bought by nobody at all. It ruins the trust they need to be building with their community. Dont be a Blakewake!
Still hopeful of course, keep it up pimpsters. Hope to see some major fixes with your new team brought on board.