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But getting back on track of the original topic can AoC maintain the above graphics and still have a seamless world like lotro does, and JUST as important can AoC settings be lowered so lesser computers play it like Lotro. I'm not a big lotro fan, but they did do some amizing things that are state of the art as far as graphics. I think they did it progressively with patches over time but not sure. |
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4/02/08 1:02:47 AM#42
well i been looking forward to playing this mainly becuz of the GFX even starting building my own for a hope at getting max setting. |
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4/02/08 1:32:12 AM#43
DirectX 10 Screenshot Winners: Week 1! DirectX 10 Screenshot Winners: Week 2! DirectX 10 Screenshot Winners: Week 3! DirectX 10 Screenshot Winners: Week 4!
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4/02/08 1:49:34 AM#44
Originally posted by Shannia
Wrong. Have a very close friend who is in Aoc Beta so i have seen the game running, and the gameplay in AOC is done with high ql graphics wihtout any issues nor client lag. Movement fluid too.. truly amazing.
And you do not need an high end machine to run it properly btw. Thats a lie. AOC will be the reference for future games in terms of graphic quality for some years y. |
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4/03/08 4:52:49 AM#45
Originally posted by page Erm, what seamless world?
One of the big gripes around is the fact AoC has instanced zones in the vein of GW. The quality of zones, the size is debatable until NDA is lifted but there is also a buzz about "channeled" play (meaning limited free romaing).
Personally I have a hard time beleiving what some people are posting about graphics being great and not very hardware demanding. |
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4/03/08 7:23:09 AM#46
Originally posted by Illyrian Get lost troll. AoC doesnt have instances, AoC has zones and there is a HUGE difference between the two, so stop spreading misinformation troll.
GW...******* ***** |
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4/03/08 7:35:56 AM#47
I like the Lotro graphics, I like the Aoc graphics too. I have a "monster" machine, so I've no problems to display superior graphics. Wow is just a bad joke, the graphics are supposed to appeal to younger people. Warhammer is going the same way (too bad, I like Warhammer, but the graphics, ewww). I know, the gameplay is important, but you cant play without graphics, only when you close your eyes ) Everyone not playing wow is a wow hater! :P |
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4/03/08 8:34:08 AM#48
Originally posted by thexrated Interesting comment. Hope you are right. A smooth and pretty game (AoC) could be interesting.
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4/03/08 9:30:48 AM#49
Originally posted by Psiho246
AoC, by its own official forums, have zones separated by a loading screen so how does that make a "seamless" world? Instances might be small like in WoW (at least soem of them), zones in AoC might be large but they function on the same principle. You load to zone into one, you load to zone into other so I fail to see such a HUGE difference.
And this is why I prefer to hear naysayers - fanbois have a tendency to glue to one aspect of the game and then downplay or ignore possible issues. I don't beleive the hype or the slanders however I heard enough to encourage me to wait for a free trial. |
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4/03/08 9:33:40 AM#50
It is not a seamless world and I in no way stated that. Also the world is not instanced and is nothing like Guild Wars and comparing the two is just trolling. Instance =/= zone |
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4/03/08 9:37:05 AM#51
Originally posted by Psiho246 You have a very interesting defintion of trolling. Sorry but the concept does remind me of GW zones.
Instance = zone
Each to its own though I suspect you are up in arms against anything that is not 101% worship of yet unreleased AoC. |
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4/03/08 9:42:07 AM#52
Originally posted by IllyrianDifference between Instance and Zone: An instance is a place where you can't see anybody except your group (if ur in 1) A Zone is a place where you CAN see and interact with about every character that is in this same zone, so in no way is Instance = Zone. Troll off. |
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4/03/08 9:48:50 AM#53
Originally posted by Electriceye Oh goodies, another one.
So the difference between the zone and instance according to you is the fact you are alone in one and have company in the other.
Hove exactly dos that change the fact you need to load into one (be it a zone or an instance) or the fact that zone can be miniscule. My point was at the top of the chain stating that world is seamlesss and the fact you load zones negates that.
I have a laugh thoguh, if this is trolling I cannot wait to see screams and shrieks when OB starts and people start really trolling.
I would appreciate comments by somebody like Avery or Xasapis but I found the later's post on the subject that clarifies the things I was wondering about. |
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4/03/08 9:50:14 AM#54
Originally posted by page I believe you forgot about Aion who's coming out in 2008 . It has an oustanding graphic which from my opinion it has the best one. Reporter: What's behind Blizzard success, and how do you make your gamers happy? |
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If there is zone and load times in AoC, their is a good chance that buildings could have load times too. I can handle load times if zones are large, but not buildings like in most RPG's. And going off topic a little, I just hope that there is not a lot of cinematic cut scenes. I just can't help thinking AoC is like most new RPG's. In all the stuff I learned about AoC, no one has ever mentioned cut scenes but its a concern I have. |
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4/03/08 9:57:38 AM#56
Originally posted by IllyrianDude the world isn't seamless, I think the devs already stated that you load into zones to get from an area to another, that's nothing new. Just don't pay attention to the trolling thing if you ain't 1 but it's just the way you type that feels like it. Again if u don't feel concerned by my last 2 words just ignore them and plz accept my apologies! |
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Cabe2323
Novice Member
Joined: 8/03/06
The nine most terrifying words are: I''m from the government and I''m here to help. -Reagan |
4/03/08 10:16:20 AM#57
Sorry but Zones and Instances are the same thing. They only differ in size but the mechanics are the same. And if Funcom uses zones like EQ2 does then you may very well see multiple instances of the same Zone if the population is too high in a zone. That is how EQ2 handles zones, so I wouldn't be surprised.
Now nowhere does it say that instances are only like WoW's instances. Instances can be like Darkness Falls in Dark Age of Camelot. It was an area that you portalled into that was smaller then a "Zone" but had people from different realms and groups in it.
Instance does not mean "WoW" style instances. That is just one type there are numerous different instance uses and it doesn't equal single party automatically.
So actually you guys saying instances do not equal zones are the ones trolling. Currently playing: Looking Foward too: |
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4/03/08 10:22:48 AM#58
No there is not going to be numerous copies of the same area there will be only ONE zone which you need to load to like in any game when entering a house, castle or zone. To compare with WoW, area is Kalimdor and going from Kalimdor to Eastern Kingdoms (other zone) is no problem at all and theres no copy of anything anywhere. |
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MicrobeX
Novice Member
Joined: 2/25/06
Come on you apes, you wanna live forever? CHARGE %^&* it |
4/03/08 10:26:52 AM#59
Originally posted by page Actually, WAR went with the way thing been done for 20 some years for them! Look at anything from Gamework Shop and you will see, it always been like it from 40k to fantasy... and in fact WoW copy the format. The problem is not technology, but the _avg_ computer setup, I played all those games you mention, and agree on most part of what you did say about them. But if you want something that is visually stunning and want to be able to run it at more then 10 FPS, then you gonna have to cut some corner. We all know not everyone can afford a brand new pc every 3months to keep up with "Moore's Law" I played all type of games, from instance all the way, to small zone, to large zone... and to tell you the truth each time I found a flaw. It's like I can never be happy. Instance you lose on ppl interaction, large zone you have to much ppl interaction, small zone well train and to many ppl. Wait a sec, I'm totally off topic now :( but my point being, you have to balance the two, the zone type will determine what type of graphic your game will support. Character model is a large one too, I mean, we all want diff type of armor, we all want to be special looking.. and yet we want to have the game run at 1000 FPS, well this can't happen. I'm starting to believe that yes a physic card would greatly help the gaming industry, you could have the card run most of the partical (sp) effect, cause we all know the most laggy zone in any MMO are those with a lot of partical effect, Fire come to mind. anyway, that is my $0.02 [Betafreak]Microbe "Marines don't die, they regroup in hell -Tribe" X |
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4/03/08 12:37:21 PM#60
I fear that at this point we're arguing about the academic interpretation of a certain game element. As long as everyone understands the same thing, it matters little how we call it. We can start calling a small zone, that can contain just one raid, a raid zone. The thing is, most raid zones in the most popular games are instanced, aka multiple separated copies of the same zone can exist for each raid group. We can start calling a bigger area, that can contain an X big amount of people entering (say 1000 people), an area. Now these areas can be seamlessly connected to other areas or a loading screen can separate them. Again, depending on the server load decided by the developers, an area can, in both the seamless and the loading screen options, be instanced. That means that when, say 800 people out of the 1000 limit are in the area, the 801 and more will enter in the new instanced area. If the game behaves smartly, it will keep the people from the same guild, groups, raid groups, declared enemies and people with similar ties in the same instance, until the 1000 limit is reached. If done right and if the limit is big enough, most people won't notice a thing. We usually call the raid zones instances because 100% of the time, they are. The truth is, any area no matter how big, can be instanced, if it reaches the limit set by the developers. I'm inclined to believe that even games with seamless connections between zones used instances of their starting zones, at least for launch.
Coming back to AoC, since these are the game's boards. We do know for sure that the world areas are separated by loading screens. I have a pretty decent computer so I'll avoid talking about how intrusive the loading screens will be. It's going to be a different deal for different people. I'll also avoid talking about the Tortage area, since it is the game's starting zone. It also makes sense to make the MMO part of the area instanced when more than X (unknown limit) people are in it. The area was originally built as a single player experience and for that purpose it's huge. Funneling however the whole server through that space is madness to even consider. Moving now to the mainland and things change drastically. The zones can contain realistically a lot of people. How many I have no idea. Whether the zones will be instanced or what the limits will be is something unknown as well. At this point the developers need to strike the balance. Put too many players in an area with a set amount of quests, a set amount of mobs and a set amount of scenery and they will experience what I did when I played Lineage 2 at launch, there weren't enough damn foxes to kill and leave that area (hehe). So if I wanted to give the best PvE experience for my players, I would instance the zones and keep the limit of players inside low. If I wanted to give the best PvP experience, I would keep the limits high or have no limits at all. I have absolutely no idea how Funcom will handle the areas, if they will be instanced, what would the upper limits would be before they turn into slide show etc. Hopefully Funcom managed to gather enough data from the tech tests to make the best choices, given the limitiations imposed by their game engine. One thing is certain, that the zones can contain many many more people than a raid group. How many, no idea. I would expect however, given the explanation above, if the zones are instanced (which I don't know at this point), to have different limits between the different kind of servers. |
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