Login:  Password:   Remember?  
Show Quick Gamelist
Games:397  Guilds:1,993
Members:1,141,995  Online:0
Guests:0  Posts:3,113,016
Recent forum postsRSS
Active threads
Cloud view
List all forums
General Forums
Developers Corner General Discussion
Popular Game Forums
Click a status to find game forum
Game Forums
Click a letter to find game forum

MMORPG.com Discussion Forums

Darkfall

Darkfall 

General Discussion  » Darkfall "zones"

4 Pages « 1 2 3 4 » Search
76 posts found
kdparton

Apprentice Member

Joined: 1/07/09
Posts: 60

3/12/09 9:42:42 AM#51
Originally posted by Zyonne

All MMOs have zones. In an MMO with a seamless world, you can see what is happening on the other side of a zone border, and you can interact with the world on the other side of the border without crossing it. That's what gives it a seamless feel. Sure, you can argue that an MMO with zones is not truly seamless, but if Darkfall is not seamless, no other MMO can claim to be either.

Darkfall handles on-the-fly loading smoother than any other seamless MMO I've played, except WoW, and the only reason WoW feels smooth is because they "cheated" and put tunnels between zones to ease the loading process. Vanguard is the only MMO with a seamless gameworld that is similar to Darkfall in size and detail, and 2 years after launch with almost empty servers, it has much longer loading times than Darkfall.


 

That is so easily the dumbest thing I have read ever, in the history of my life.

 

Mrbloodworth

Hard Core Member

Joined: 3/20/05
Posts: 4905

"pleasantly paralyzed"

3/12/09 9:46:09 AM#52

The term is right, "Tunneling" however, yes that rather stupid statement. Being smart in design is somehow cheating. LOTRO also uses it, as do many other "seamless" MMO's, Darkfall is in no way unique in this regard.

----------
"Anyone posting on this forum is not an average user, and there for any opinions about the game are going to be overly critical compared to an average users opinions." - Me

"No, your wrong.." - Random user #123

"Hello person posting on a site specifically for MMO's in a thread on a sub forum specifically for a particular game talking about meta features and making comparisons to other titles in the genre, and their meta features.

How are you?" -Me

rhinok

Elite Member

Joined: 2/01/07
Posts: 1217

 
3/12/09 11:01:59 AM#53
Originally posted by Mrbloodworth

The term is right, "Tunneling" however, yes that rather stupid statement. Being smart in design is somehow cheating. LOTRO also uses it, as do many other "seamless" MMO's, Darkfall is in no way unique in this regard.

Which is, ultimately, the point I was trying to make.  What's so different about Darkfall's server technology?  Per Tasos, "Darkfall being a sandbox, real-time, seamless world able to support over 10 thousand concurrent users requires considerably more infrastructure and support in place than your average MMOG."  Is it the fact that the game can support (allegedly) over 10k concurrent users in a single world that makes it different than the "average MMOG"?  Other MMOs have seamless worlds, apparently using similar technology as Darkfall.  Other games persist in real time and other games have sandbox features.  None of these features are unique.  The only unique feature (in regards to server infrastructure), out of his comments on why it's not a matter of just adding new servers, appears to be how many concurrent characters a single world/realm/"server" can handle. 

~Ripper

 

robertb

Novice Member

Joined: 2/26/09
Posts: 675

3/12/09 11:35:00 AM#54
Originally posted by rhinok
Originally posted by Mrbloodworth

The term is right, "Tunneling" however, yes that rather stupid statement. Being smart in design is somehow cheating. LOTRO also uses it, as do many other "seamless" MMO's, Darkfall is in no way unique in this regard.

Which is, ultimately, the point I was trying to make.  What's so different about Darkfall's server technology?  Per Tasos, "Darkfall being a sandbox, real-time, seamless world able to support over 10 thousand concurrent users requires considerably more infrastructure and support in place than your average MMOG."  Is it the fact that the game can support (allegedly) over 10k concurrent users in a single world that makes it different than the "average MMOG"?  Other MMOs have seamless worlds, apparently using similar technology as Darkfall.  Other games persist in real time and other games have sandbox features.  None of these features are unique.  The only unique feature (in regards to server infrastructure), out of his comments on why it's not a matter of just adding new servers, appears to be how many concurrent characters a single world/realm/"server" can handle. 

~Ripper

 

 

Indeed and the operative part of Tasos' statement being 10k concurrent users, (which in fact they are very close to, if they haven't already surpassed it).

 

So yes, Tasos' statement is basically true.

heartless

Elite Member

Joined: 1/05/04
Posts: 2130

Imagination will often carry us to worlds that never were. But without it we go nowhere. -Carl Sagan

3/12/09 12:00:06 PM#55
Originally posted by robertb
Originally posted by rhinok
Originally posted by Mrbloodworth

The term is right, "Tunneling" however, yes that rather stupid statement. Being smart in design is somehow cheating. LOTRO also uses it, as do many other "seamless" MMO's, Darkfall is in no way unique in this regard.

Which is, ultimately, the point I was trying to make.  What's so different about Darkfall's server technology?  Per Tasos, "Darkfall being a sandbox, real-time, seamless world able to support over 10 thousand concurrent users requires considerably more infrastructure and support in place than your average MMOG."  Is it the fact that the game can support (allegedly) over 10k concurrent users in a single world that makes it different than the "average MMOG"?  Other MMOs have seamless worlds, apparently using similar technology as Darkfall.  Other games persist in real time and other games have sandbox features.  None of these features are unique.  The only unique feature (in regards to server infrastructure), out of his comments on why it's not a matter of just adding new servers, appears to be how many concurrent characters a single world/realm/"server" can handle. 

~Ripper

 

 

Indeed and the operative part of Tasos' statement being 10k concurrent users, (which in fact they are very close to, if they haven't already surpassed it).

 

So yes, Tasos' statement is basically true.

Cramming 10,000 players on one server is not a major feat. The problem is how they are going about it.  Besides the long queue times and now I read reports that they turned off mob respawns near starter towns because apparently more players logging in creates bigger sync issues. Not to mention constant server crashes... errr maintenance.

The amount of players on a server is not as important as providing a stable environment for those players.

erandur

Novice Member

Joined: 12/17/06
Posts: 694

3/12/09 12:00:48 PM#56

I don't know why that doesn't mean it's not seamless... This is always the case, and will always be like that. However it will be done differently. Right now, mmorpg's go for a zoning system, that gives the feeling of being one vast world. So it loads zone per zone. In the future, it's likely not going to be zone per zone, but you load everything around you.
People would consider that more 'seamless', while it's actually the same thing, with a few small changes.

You can't expect everything to load at the same, especially not with $60 RAM.

You know it, the best way to realize your dreams is waking up and start moving, never lose hope and always keep up.

robertb

Novice Member

Joined: 2/26/09
Posts: 675

3/12/09 12:03:09 PM#57
Originally posted by heartless
Originally posted by robertb
Originally posted by rhinok
Originally posted by Mrbloodworth

The term is right, "Tunneling" however, yes that rather stupid statement. Being smart in design is somehow cheating. LOTRO also uses it, as do many other "seamless" MMO's, Darkfall is in no way unique in this regard.

Which is, ultimately, the point I was trying to make.  What's so different about Darkfall's server technology?  Per Tasos, "Darkfall being a sandbox, real-time, seamless world able to support over 10 thousand concurrent users requires considerably more infrastructure and support in place than your average MMOG."  Is it the fact that the game can support (allegedly) over 10k concurrent users in a single world that makes it different than the "average MMOG"?  Other MMOs have seamless worlds, apparently using similar technology as Darkfall.  Other games persist in real time and other games have sandbox features.  None of these features are unique.  The only unique feature (in regards to server infrastructure), out of his comments on why it's not a matter of just adding new servers, appears to be how many concurrent characters a single world/realm/"server" can handle. 

~Ripper

 

 

Indeed and the operative part of Tasos' statement being 10k concurrent users, (which in fact they are very close to, if they haven't already surpassed it).

 

So yes, Tasos' statement is basically true.

Cramming 10,000 players on one server is not a major feat. The problem is how they are going about it.  Besides the long queue times and now I read reports that they turned off mob respawns near starter towns because apparently more players logging in creates bigger sync issues.

The amount of players on a server is not as important as providing a stable environment for those players.

 

You read that? Interesting...

What did you actually experience while in the game, may I ask?

 

 

 

heartless

Elite Member

Joined: 1/05/04
Posts: 2130

Imagination will often carry us to worlds that never were. But without it we go nowhere. -Carl Sagan

3/12/09 12:03:33 PM#58

Double post.

heartless

Elite Member

Joined: 1/05/04
Posts: 2130

Imagination will often carry us to worlds that never were. But without it we go nowhere. -Carl Sagan

3/12/09 12:05:44 PM#59
Originally posted by robertb
Originally posted by heartless
Originally posted by robertb
Originally posted by rhinok
Originally posted by Mrbloodworth

The term is right, "Tunneling" however, yes that rather stupid statement. Being smart in design is somehow cheating. LOTRO also uses it, as do many other "seamless" MMO's, Darkfall is in no way unique in this regard.

Which is, ultimately, the point I was trying to make.  What's so different about Darkfall's server technology?  Per Tasos, "Darkfall being a sandbox, real-time, seamless world able to support over 10 thousand concurrent users requires considerably more infrastructure and support in place than your average MMOG."  Is it the fact that the game can support (allegedly) over 10k concurrent users in a single world that makes it different than the "average MMOG"?  Other MMOs have seamless worlds, apparently using similar technology as Darkfall.  Other games persist in real time and other games have sandbox features.  None of these features are unique.  The only unique feature (in regards to server infrastructure), out of his comments on why it's not a matter of just adding new servers, appears to be how many concurrent characters a single world/realm/"server" can handle. 

~Ripper

 

 

Indeed and the operative part of Tasos' statement being 10k concurrent users, (which in fact they are very close to, if they haven't already surpassed it).

 

So yes, Tasos' statement is basically true.

Cramming 10,000 players on one server is not a major feat. The problem is how they are going about it.  Besides the long queue times and now I read reports that they turned off mob respawns near starter towns because apparently more players logging in creates bigger sync issues.

The amount of players on a server is not as important as providing a stable environment for those players.

 

You read that? Interesting...

What did you actually experience while in the game, may I ask?

 

 

 

So I would have to personally experience it in order for it to be true?

If the tree falls in the forest is there a sound? If I haven't seen Watchmen, does the movie actually exist?

robertb

Novice Member

Joined: 2/26/09
Posts: 675

3/12/09 12:11:23 PM#60
Originally posted by heartless

So I would have to personally experience it in order for it to be true?

If the tree falls in the forest is there a sound? If I haven't seen Watchmen, does the movie actually exist?

 

Well since people currently in game are telling me that this is actually not the case, I was just wondering if you actually had first hand information.

 

I am at work now and can't actually verify this myself, one way or another.

heartless

Elite Member

Joined: 1/05/04
Posts: 2130

Imagination will often carry us to worlds that never were. But without it we go nowhere. -Carl Sagan

3/12/09 12:13:48 PM#61
Originally posted by robertb
Originally posted by heartless

So I would have to personally experience it in order for it to be true?

If the tree falls in the forest is there a sound? If I haven't seen Watchmen, does the movie actually exist?

 

Well since people currently in game are telling me that this is actually not the case, I was just wondering if you actually had first hand information.

 

I am at work now and can't actually verify this myself, one way or another.

That may not be the case everywhere and honestly, would you know every single person in the game? People are reporting it, I don't know how true it is but it's interesting to note.

vknid

Spotlight Blogger

Joined: 5/26/04
Posts: 149

3/12/09 12:35:21 PM#62

I believe the definition of a seamless world is being able to get from point A to point B with no "loading screen". Which is how DFo works.

All large world mmo's that are seamless will still have zone "lines" or boundaries. Which when you cross over them, you may notice a stutter, or lag. This is just the nature of the beast. But it is still considered "seamless"

UO is seamless, and you would still feel the lag when crossing a server line.

---
Xen of Onslaught
My Comp Spec's and Gaming resume can be found here

robertb

Novice Member

Joined: 2/26/09
Posts: 675

3/12/09 12:38:18 PM#63
Originally posted by heartless
Originally posted by robertb
Originally posted by heartless

So I would have to personally experience it in order for it to be true?

If the tree falls in the forest is there a sound? If I haven't seen Watchmen, does the movie actually exist?

 

Well since people currently in game are telling me that this is actually not the case, I was just wondering if you actually had first hand information.

 

I am at work now and can't actually verify this myself, one way or another.

That may not be the case everywhere and honestly, would you know every single person in the game? People are reporting it, I don't know how true it is but it's interesting to note.

 

Where my clan city is located, there are some ruins fairly close by. In these ruins there a mobs that spawn and my clan famrs them for gold, etc.

 

After a certain amount of farming, they stop spawning for a while.

 

Perhaps this is what is being reported, though simply misuderstood.

heartless

Elite Member

Joined: 1/05/04
Posts: 2130

Imagination will often carry us to worlds that never were. But without it we go nowhere. -Carl Sagan

3/12/09 1:10:59 PM#64
Originally posted by robertb
Originally posted by heartless
Originally posted by robertb
Originally posted by heartless

So I would have to personally experience it in order for it to be true?

If the tree falls in the forest is there a sound? If I haven't seen Watchmen, does the movie actually exist?

 

Well since people currently in game are telling me that this is actually not the case, I was just wondering if you actually had first hand information.

 

I am at work now and can't actually verify this myself, one way or another.

That may not be the case everywhere and honestly, would you know every single person in the game? People are reporting it, I don't know how true it is but it's interesting to note.

 

Where my clan city is located, there are some ruins fairly close by. In these ruins there a mobs that spawn and my clan famrs them for gold, etc.

 

After a certain amount of farming, they stop spawning for a while.

 

Perhaps this is what is being reported, though simply misuderstood.

I think that this is happening with those mobs right outside newbie zones. It would make sense because the influx of new players would put a strain on those zones.

Axxar

Advanced Member

Joined: 12/09/08
Posts: 349

"If life gives you lemons, DESTROY THEM!"

3/12/09 1:12:35 PM#65

I know in WAR you also have a brief studder when you cross between connected zones. What's interesting to note is that connected zones in WoW feel completely seamless without any hitching. However you typically move from zone to zone through small "tunnels" in the environment closing you into any specific zone. Perhaps much of the next environment is being loaded in the background while the player moves through this "tunnel"? This "tunnel" thing seems to be the most obvious difference between zone transitions in WoW and WAR. If my guess is anywhere near the mark, Darkfall, similar to WAR, does not have these tunnel transitions?

A few areas in WoW seem to break this "rule" however and are still seamless. Westfall vs Elwynn Forest vs Duskwood seem connected differently. And then when you consider Outland and Northrend, you can pass any zone pretty much anywhere due to flying mounts. But then what's the point of the tunnels? Simply to box the player in so he doesn't enter the wrong zone accidently?

There must be something Blizzard is doing differently with their zone architecture if most other games' zones don't have the same seamless transition.

Redline65

Hard Core Member

Joined: 8/08/06
Posts: 339

3/12/09 2:13:56 PM#66

When the LOTRO servers were having frequent issues months ago you'd actually get stuck in a zone. You could move about freely within the zone but once you tried to cross the invisible border you would "rubber band" in place and couldn't get anywhere. It definitely shatters the illusion of the seamless world.

Dethnoble

Elite Member

Joined: 7/29/04
Posts: 357

3/12/09 3:00:35 PM#67
Originally posted by Mrbloodworth
Originally posted by Dethnoble
Originally posted by Mrbloodworth

 


Originally posted by shaunak84

Originally posted by Mrbloodworth




That's funny, because i do know what im talking about. Here is how i know, because you have no idea what i am saying.
 

 

Hitching and chunking has NOTHING to do with your client. What you are talking about above, is not hitching, and has nothing to do with zones, or server transfers.
 
 


 


 
<Mod edit> The "lag" comes from you loading new map resources, textures, etc. It's limited by your hard drive speed, ram speed/size, proc power, etc, unless you're some magiciain who has the whole 9GB game in RAM.
My friends cross server lines without a hiccup. My ancient PC (under system reqs fyi) literally lags like I'm loading a new zone. Tell me how that has anything to do with transmission across servers, we all have the same bandwidth & ping.


Its already loaded on your client into the render pipeline, because it was there before you crossed the barrier. Switching zone servers has nothing to do with this.
If you are saying that darkfall unloads, then reloads all assets currently in ram when you cross a sever barrier, then darkfall has more problems than anyone thought.
The only time assets are streamed off the hard drive into ram is when new objects are encountered, or are no longer required because you have moved to far ( there is a threshold for both).
Again, people need to stop commenting on things they clearly have no clue about.
 


 

The obvious one that shouldn't be commenting here is you.   You cherrypick things to try and prove your points right, without realizing there is also things called bottlenecks.   A bottleneck determines, ultimately, the overall speed of your game.  The bottleneck could be RAM, could be processor, could be the graphics card and it's memory.  It could be a number of factors.

You're arguing against someone that has experience in this field, has had long discussions with developers who have worked on several well known MMO titles about this.   At best, you're half right about things but don't convey the whole picture accurately.   I honestly think you think you know what you are talking about but you really don't.

 

 

You should really stop posting. You claim of experience is completely invalidated by the fact you have no clue what you are talking about, so far, you have talked about 3 different issues. I could give a rats ass if you can program a "hello world" app, you clearly know nothing about MMO server architecture.

 

 


 

I clearly know nothing about server architecture?  You completely dodged my signature question and you expect people to view you as credible?

class Hater : IMoron
{
private void BrainFunction()
{ ActLikeMoron();}
private void ActLikeMoron()
{ BrainFunction();}
}

Zyonne

Hard Core Member

Joined: 5/23/08
Posts: 63

3/12/09 3:57:02 PM#68
Originally posted by kdparton
Originally posted by Zyonne

All MMOs have zones. In an MMO with a seamless world, you can see what is happening on the other side of a zone border, and you can interact with the world on the other side of the border without crossing it. That's what gives it a seamless feel. Sure, you can argue that an MMO with zones is not truly seamless, but if Darkfall is not seamless, no other MMO can claim to be either.

Darkfall handles on-the-fly loading smoother than any other seamless MMO I've played, except WoW, and the only reason WoW feels smooth is because they "cheated" and put tunnels between zones to ease the loading process. Vanguard is the only MMO with a seamless gameworld that is similar to Darkfall in size and detail, and 2 years after launch with almost empty servers, it has much longer loading times than Darkfall.


 

That is so easily the dumbest thing I have read ever, in the history of my life.

 

Ok, enlighten me. How is that dumb? Maybe I should have put quote marks around tunnels, but I assumed it was obvious I meant it as world design rather than literal tunnels. Between all zones in WoW there are either narrow passages, or huge empty areas. This allows your client to load the next area while you are running through an area with nothing going on, and by the time you reach the point of server transition, the loading process is almost always done. This is clever design, by all means, and is often referred to as tunneling. It *is* just a way to create an illusion that the next area loads instantly, though.

 

Darkfall uses similar techniques for loading, of course, but there aren't mountain ranges, or rivers, or huge empty fields on all the server borders, so the game has no way to guess where you are going to be in 10 seconds with 99% certainty, i.e no tunneling.

cosy

Master

Joined: 9/15/04
Posts: 1877

I helped over 300 new players in EvE, how many did you help ?

3/12/09 4:03:16 PM#69
Originally posted by rhinok
Unread Today, 04:42 PM  
Normal User
 
Join Date: Aug 2008
 
Default

Quote:
Originally Posted by revenoff View Post
if i spend $60 on ram will that make it so i dont get ping spikes of 100k+ or freeze for 5 minutes completely randomly?

or will the darkfall memory leak just soak up all the extra memory and leave me with the same problems?
4Gigs of ram and i experience no freezing except a couple seconds when crossing certain zone lines. I guess it depends a lot on how much ram you have right now. Haven't noticed there being a memory leak after playing for 5+ hours straight.
HiroEX is offline   Reply With Quote

 

Caveat - the emphasis is mine.

I saw the above post on the official boards today and it made me wonder, are there really zones in Darkfall?  The situation he describes seems very much like other games (WAR, for example) where you cross from one zone into another.  There's no old school loading screens and you can see players on the other side of the zone, but a zone still exists.  Is that truly the case in Darkfall, too?  I was under the impression that the world was basically one big, seamless zone.

~Ripper

there are 1024 "zone" ( i call them square) and you load them when you are close to them on in game map youu see a little black lineand when you got closer you notice a FPS drop also on some zone you are more affected that other

1 SSD drive sole this problem

here you got

Dethnoble

Elite Member

Joined: 7/29/04
Posts: 357

3/12/09 4:07:27 PM#70
Originally posted by Zyonne
Originally posted by kdparton
Originally posted by Zyonne

All MMOs have zones. In an MMO with a seamless world, you can see what is happening on the other side of a zone border, and you can interact with the world on the other side of the border without crossing it. That's what gives it a seamless feel. Sure, you can argue that an MMO with zones is not truly seamless, but if Darkfall is not seamless, no other MMO can claim to be either.

Darkfall handles on-the-fly loading smoother than any other seamless MMO I've played, except WoW, and the only reason WoW feels smooth is because they "cheated" and put tunnels between zones to ease the loading process. Vanguard is the only MMO with a seamless gameworld that is similar to Darkfall in size and detail, and 2 years after launch with almost empty servers, it has much longer loading times than Darkfall.


 

That is so easily the dumbest thing I have read ever, in the history of my life.

 

Ok, enlighten me. How is that dumb? Maybe I should have put quote marks around tunnels, but I assumed it was obvious I meant it as world design rather than literal tunnels. Between all zones in WoW there are either narrow passages, or huge empty areas. This allows your client to load the next area while you are running through an area with nothing going on, and by the time you reach the point of server transition, the loading process is almost always done. This is clever design, by all means, and is often referred to as tunneling. It *is* just a way to create an illusion that the next area loads instantly, though.

 

Darkfall uses similar techniques for loading, of course, but there aren't mountain ranges, or rivers, or huge empty fields on all the server borders, so the game has no way to guess where you are going to be in 10 seconds with 99% certainty, i.e no tunneling.


 

Zyonne, they are armchair developers, of course it's dumb!  For example, one particular person knows everything there is about server architecture, but yet doesn't know a simple programming question.  It really is like that armchair quarterbook, who probably couldn't even run the full 100 yards of a football field, saying an NFL Level QB doesn't know how to play QB.

 

class Hater : IMoron
{
private void BrainFunction()
{ ActLikeMoron();}
private void ActLikeMoron()
{ BrainFunction();}
}

APEist

Advanced Member

Joined: 5/11/05
Posts: 397

3/12/09 4:17:13 PM#71
Originally posted by heartless
Originally posted by APEist
Originally posted by heartless

But then wouldn't it be safe to say that the game is not truly "seamless"?

 

Don't you see that the point is that NO mmo is truly 'seamless'?

 

I have a 9800gtx with a dual core cpu and 3 gigs of DDR2, and I hardly noticed any hitching.  When I had a 7300LS and 1 gig of ram, however, the game would pause for about 3-5 seconds when crossing a server boundary.

I am well aware of the fact. However, if no MMO is truly "seamless" why call this one "seamless"?

 

Ok, I can do with that.  From now on I'll just say that Darkfall is as seamless as any other 'seamless' MMO

_______________________________________________
Games looking forward to: Fallen Earth, Mortal Online

The noob formally not known as not being the formally not unkown known APEist; The Stone Cold Killer of Tarq.

xSh0x

Novice Member

Joined: 1/19/07
Posts: 48

3/12/09 4:54:48 PM#72

Originally posted by heartless
Originally posted by APEist
Originally posted by heartless

But then wouldn't it be safe to say that the game is not truly "seamless"?

 

Don't you see that the point is that NO mmo is truly 'seamless'?

 

I have a 9800gtx with a dual core cpu and 3 gigs of DDR2, and I hardly noticed any hitching.  When I had a 7300LS and 1 gig of ram, however, the game would pause for about 3-5 seconds when crossing a server boundary.

I am well aware of the fact. However, if no MMO is truly "seamless" why call this one "seamless"?

 


I really really hope you won't be playing Darkfall, Heartless.  Go back to whatever asian eye candy themepark game your waiting for instead.

Zyonne

Hard Core Member

Joined: 5/23/08
Posts: 63

3/12/09 4:57:34 PM#73
Originally posted by Dethnoble

Zyonne, they are armchair developers, of course it's dumb!  For example, one particular person knows everything there is about server architecture, but yet doesn't know a simple programming question.  It really is like that armchair quarterbook, who probably couldn't even run the full 100 yards of a football field, saying an NFL Level QB doesn't know how to play QB.

 

He may just be old, so give him the benefit of doubt. Here's the code snippet in COBOL.

 

IMoron.
   PERFORM BrainFunction
   STOP RUN
.
BrainFunction.
   PERFORM ActLikeMoron
   .
ActLikeMoron.
   PERFORM BrainFunction
   .

 

Yeah, I'm bored. Stupid endless queue. :p

Dethnoble

Elite Member

Joined: 7/29/04
Posts: 357

3/12/09 5:07:43 PM#74
Originally posted by Zyonne
Originally posted by Dethnoble

Zyonne, they are armchair developers, of course it's dumb!  For example, one particular person knows everything there is about server architecture, but yet doesn't know a simple programming question.  It really is like that armchair quarterbook, who probably couldn't even run the full 100 yards of a football field, saying an NFL Level QB doesn't know how to play QB.

 

He may just be old, so give him the benefit of doubt. Here's the code snippet in COBOL.

 

IMoron.
   PERFORM BrainFunction
   STOP RUN
.
BrainFunction.
   PERFORM ActLikeMoron
   .
ActLikeMoron.
   PERFORM BrainFunction
   .

 

Yeah, I'm bored. Stupid endless queue. :p


 

It kinda reminds me of talk show hosts calling experts stupid in their field of expertise.

class Hater : IMoron
{
private void BrainFunction()
{ ActLikeMoron();}
private void ActLikeMoron()
{ BrainFunction();}
}

robertb

Novice Member

Joined: 2/26/09
Posts: 675

3/12/09 5:11:57 PM#75
Originally posted by krieblood
Originally posted by robertb
Originally posted by heartless
Originally posted by robertb
Originally posted by heartless

So I would have to personally experience it in order for it to be true?

If the tree falls in the forest is there a sound? If I haven't seen Watchmen, does the movie actually exist?

 

Well since people currently in game are telling me that this is actually not the case, I was just wondering if you actually had first hand information.

 

I am at work now and can't actually verify this myself, one way or another.

That may not be the case everywhere and honestly, would you know every single person in the game? People are reporting it, I don't know how true it is but it's interesting to note.

 

Where my clan city is located, there are some ruins fairly close by. In these ruins there a mobs that spawn and my clan famrs them for gold, etc.

 

After a certain amount of farming, they stop spawning for a while.

 

Perhaps this is what is being reported, though simply misuderstood.

They tried to give it a real feel.

Ok put this in your pipe and smoke it.

You take a AK 47 out in a pasture filled with Buffalo.

You waste these buffalo with your Fully Automatic machine gun now there blow to pieces corpse everywhere.

Where are the Buffalo respawn after you jsut wasted all 80 Buffalo that inhabited the area.

There will be some in time after the corspes that lay there rot away.

GTG darkfall Q

 

Cool, I wouldn't mind if once the mobs where killed it took a long time before they repopulated.

 

 If at all.

4 Pages « 1 2 3 4 » Search