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11/27/12 12:00:30 PM#41
I can't imagine Elder Scrolls fans being happy with a game that allows for very little customization and very little graphical quality just to fit more players in a map. It would ruin the immersion even more so than phased instancing ever could. If that's what it would take to make the megaserver work without instancing, no thank you.
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11/27/12 12:06:42 PM#42
Instancing is a deliberate design decision.
ZONING is something you might do to improve performance 2 different things. |
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11/27/12 12:11:02 PM#43
When Planetside 2 does all that stuff, in addition to everything else that happens in a traditional MMORPG, then you'd be right. It doesn't do anything but that stuff. It's really not doing anything much more advanced than Unreal Tournament, but with more players. It really shouldn't be a surprise that it works. ** edit ** PS2 works because there's a minimal amount of object information being sent and received from the clients, and there's a minimal amount of object information that needs to be juggled by the client. Increasing the number of objects and the object information that needs to be managed is what bogs down most clients. It's not the graphics themselves, it's the graphics that are applied to the individual objects that does it. Join the League For Gamers. |
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11/27/12 12:14:53 PM#44
Originally posted by D_TOX Maybe if you looked at it a different way. Are you enraged that many games have people on multiple servers? you might be and that could be where this ends. However, if you can live with the idea that many games have different servers then you can think of these different instances as "different servers where you are matched with like minded people and where you can easily switch to another "server" if a friend usually plays differently than you but you want to team up on occasion.
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11/27/12 12:40:55 PM#45
Not only that, but within those shards there will be phasing based on quests you've done, and many dungeons will be instanced. It's a damn shame really.
And I've reached out for a response from the devs and none of them have been able to tell me how the hell RvR works without multiple unique servers. (hint, it doesn't) |
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11/27/12 1:38:21 PM#46
Originally posted by DavisFlight I don't think we have enough information about the system to fully praise or condemn it yet. On one hand, phasing can be really jarring when you complete a world event and suddenly some players appear out of nowhere and some disappear into oblivion. On the other hand, it's nice to have choices in a game with visible outcomes and consequences, even if they are arbitrary choices (though obviously it's better if they're not arbitrary).
It could be that the phasing would be implemented poorly. As an above poster noted, it would be lame if you were in phase 1 and mined some ore, then just swapped through phases mining the same piece of ore because you're in a new version of the same world. That makes the world less unique and it makes the game less immersive. But what if it's not implemented like that? What if, instead of phases containing players, each player is a layer on top of one world, and some things, like a dock being on fire from an attack versus a fort being on fire from an attack are also layers that are attached to a player. And all players that enjoy PvP, role-playing, and are over the age of 25 are layered onto your layer, but anyone with a name containing xx, drizzt, death, or painsauce is removed.
There are a lot of little things to take into account and I don't have solutions or answers to the many problems, pros, and cons involved in the system, but then, Zenimax Online Studios doesn't pay me a salary.
Now, regarding RvR, I believe they have some sort of ongoing "campaign" system. A player joins a campaign and it creates a version of Cyrodiil. I suppose it's an effort to keep some semblance of balance and permanence. I think a campaign isn't a completely permanent choice, but more adamant than say, a phase filter such as those outlined above. This doesn't sound that great to me, but hopefully Zenimax figure it out.
I still have to agree that a phased world is hardly different than several versions of a world in the form of separate servers. To me, it seems to have a lot more pros than cons. |
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11/27/12 1:53:06 PM#47
Lizard
Most mmos don't have to trace bullets I think your underestimating just how much network load that is. |
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11/27/12 1:53:06 PM#48
Lizard
Most mmos don't have to trace bullets I think your underestimating just how much network load that is. |
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11/27/12 1:55:31 PM#49
Originally posted by Sovrath this guy gets it. I think the prostitute mod corrupted your game files man. -elhefen |
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11/27/12 1:58:08 PM#50
It's a solution to a problem that doesn't exist.
Although it is a good way to avoid having to spin doctor server merges at a later date. |
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Slampig
Elite Member
Joined: 12/29/03
Whatever you do, do NOT speak ill of Asheron's Call 2... |
11/27/12 2:02:37 PM#51
Originally posted by D_TOX So all of that is the fault of the game companies, none of the blame can be put on the players?
I have yet to find a game that forces me NOT to interact and forces me to RUSH to "end game", thats all bulls**t. All of that is the players themselves. That Guild Wars 2 login screen knocked up my wife. Must be the second coming! |
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11/27/12 2:02:50 PM#52
Originally posted by ShakyMo launch day cue's, being on the same server as your friend, and dead zones a few months after launch are problems that don't exist? those have been a problem for almost every mmo. it's nice to see they are trying to do something about it. I think the prostitute mod corrupted your game files man. -elhefen |
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11/27/12 2:07:46 PM#53
Originally posted by Jostle It seems like FAR more cons than pros. Especially with RvR. It just seems like this is a way for them to make sure no servers have low population. The trade off is that barely any MMO features work now. |
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11/27/12 2:09:12 PM#54
Originally posted by ShakyMo A problem that doesn't exist for you, perhaps. I won't say it's the worst thing about an MMO, or even an MMO launch, but there have been several times where I've discovered that someone I know plays the game I play, but on a different server. Often both of us are already invested in a character or community and it's difficult to really play together. This problem does exist.
Good point about the server merges as well. They're often have the least graceful implementation of all MMO happenings. As a long time warhammer online player, this especially rings true. |
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11/27/12 2:11:09 PM#55
"Seventy buggy micro servers which will never put you with your friends even if you weely weely want to."
Ah. Much better. On the + side, this mega server idea suggests that quest results and sulch won't restart or stay in a constaint state of flux. What you ... see... due to the mega servers sweet love capabilities is the results of your labor. No more werewolf or vamp attacks. You da man. the town loves you. So the mechanics of a large MMO which break the immersion due to a need to cater to such a high volume could be gone and you will partake of the fruits of your loomish labours. If so I say.. Neil Armstrong me forward. |
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11/27/12 2:17:19 PM#56
Damned if you do, damned if you don't.
"We hate server lag, disconnects, queue times, lines for respawns, and not being able to play with all of our friends!" Well here you go, here is a solution to those problems. "I hate this and you are ruining the MMOs I know and love!" But I thought you didn't like these things we are fixing? "No that's not it at all, we just don't understand our ass from a hole in the ground so we are illogical and angry!" Oh, ok... well... we hope you give our game a try!
MMO History: |
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11/27/12 2:25:36 PM#57
Originally posted by DavisFlight Devs have explained this
You get assigned to a campaign (the same campaign as your guild), you are then locked to that campaign. You can change campaigns but at a preventative cost (alliance points), and also if you roll an alt on a different faction that toon will be completely locked out of the campaign your main is on to prevent cheating. |
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11/27/12 2:28:41 PM#58
Yeah it will go wrong and everyone and his dog will be in one sided campaigns.
Loosing alliance points won't work. Needs to be a hard ban. |
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11/27/12 2:30:24 PM#59
Spock.
If having servers is such a bad approach. Explain wow. |
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11/27/12 2:38:04 PM#60
Originally posted by ShakyMo You dont know that it wont work at all
It all depends on how important alliance points are, if its a pvp leveling system then i cant see pvpers wanting to lose there perks just to get a slight numbers gain (as long as the perks are worthwile)
Plus with the mega-server tech on each campaign they can just cap the population on the larger faction so it never exceeds double the lowest pop faction, that way they wont have an advantage even with more numbers |
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