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azzamasin
Advanced Member
Joined: 6/06/12
We live in a fantasy world, a world of illusion. The great task in life is to find reality. |
11/28/12 6:44:38 PM#81
Originally posted by Alberel What if each separate instance of this mega server is actually the size of a normal server? Instead of holding 100 people it can hold 2k+ people? Then any argument you have is null and void. |
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11/28/12 6:49:38 PM#82
Originally posted by Sirmaki Sir I cant believe someone has to explain the difference to you. Just stop and THINK about it for 10 mins before you post. |
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11/28/12 7:08:05 PM#83
Originally posted by azzamasin Not really, the instances are not persistant worlds like isolated servers. The instances open and close as necessary, and the world can be in a different state from instance to instance meaning there is no persistance from the view of the player. If each instance held as many people as you suggest then that would only make it worse; with that many players hopping between instances you really would never see the same person twice... |
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11/28/12 7:10:51 PM#84
Originally posted by Alberel why are so many people "hopping instances" ? if they want to be in the role players instance why would they swap out of it? I think the prostitute mod corrupted your game files man. -elhefen |
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11/28/12 7:23:13 PM#85
Are people really starting to defend this? Dear lord. The one title I had hoped people would break the marketing hype cancer with was this travesty of a 'mmo'. Looks like it going to happen again, as it has done before, again, again, again and again. |
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mackdawg19
Tipster
Joined: 5/28/07
"If men were created equal, then what happened to game developers?" |
11/28/12 7:34:45 PM#86
Wow 7 pages worth of threads and no one mentions the obvious. Im not here to defend what they are doing, but there is a reason. It's called game programming. Have you ever in your life seen a seemless world that can support hundreds of thousands of players on one server? You could probably answer yes to that on one game, EVE. But heres where things go wrong, ENTITIES!!!!!! You can only have so many moving objects on a screen before the server load gets to high and eventually crashes. If anyone of you have ever read anything John Carmack has written, then you would see why it can't happen with todays technology. There isnt one server that could handle 10000+ players on top of NPC's and the like. So the question really is, would you rather play a game that crashes constantly but looks amazing and you can play with everyone, or would you rather have smooth gameplay and no crashes and only play with a select few? Trust me on this, you will never see a one server seemless world anytime soon. Getting over this now will help you move on and maybe you can start enjoying what you have. |
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11/28/12 7:39:43 PM#87
Originally posted by Hostar It's not any different and is, in fact, much better. However, show me one game that has done this? Instead, we only have examples of games that limit 100-200 people per instance, such as SWTOR, AoC, STO and so on. |
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11/28/12 7:41:51 PM#88
Originally posted by mackdawg19 How about option 3 where the game doesn't look amazing, but passable, yet in return allows me to play with thousands of people? |
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11/28/12 7:43:43 PM#89
Originally posted by karmath Yep, reminds me of GW2's community. They'll defend every feature to death, shout down even fans that criticize, and then a few weeks after release, those same fanbois will trash the game. Just like GW2. |
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11/28/12 7:49:42 PM#90
So basically this dude has an issue with idea and that's cool he'll play another game if he can't get over it. What i do like about it that kind of blows all the issues with it up is, no server transfers, no server mergers, groups and guilds can all be in the same shard who gives a crap about anyone else.
Peace Lascer |
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mackdawg19
Tipster
Joined: 5/28/07
"If men were created equal, then what happened to game developers?" |
11/28/12 7:51:02 PM#91
Originally posted by nate1980 Its not the graphics that stops developers from building a seemless world with thousands of players, its the moving objects and server load. It could look like minecraft and still crash. Its the moving objects. People will never get that part of game development. Those same people need to just get over the fact that it will not happen. Not with this game, not with the next big game. There all built off what they can handle server wise. Trust me when i say this, the hardest part about making a game isnt the game itself. The hardest part is getting it took work over a network with the intention of supporting thousands of players. And this is why you will continue to get phasing/instancing. Now if someone really wants to help out, start using some of that free time to develop a server of that caliber. |
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11/28/12 8:07:33 PM#92
Originally posted by mackdawg19 Yea, majority of players won't understand hardware limitations. If companies could have everyone on one server, they would've done it already, especially considering the cost effectiveness. "For the Angel of Death spread his wings on the blast, |
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11/28/12 8:15:58 PM#93
Originally posted by Pocahinha That is according to you. Show me where in the definition of an MMORPG that it states there can be no instances? |
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11/29/12 3:55:22 AM#94
Originally posted by DavisFlight No, it was entirely down to the WvW. In every other aspect of the game they intend to make it super easy to group with people cross server. |
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11/29/12 3:59:00 AM#95
Originally posted by evilastro he must have forgotten about overflow and guesting. I think the prostitute mod corrupted your game files man. -elhefen |
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11/29/12 7:03:41 AM#96
Originally posted by doragon86 Well I'm certainly no expert, but explain how all the older games managed to do it? With an up-to-date machine (at the time), I didn't have a whole lot of trouble with lag in heavily populated areas in other games. Mytic used to show server populations for DAoC and I remember them being around 3k in its prime. That 3k was, of course, spread across all 3 realms. If you're going to say newer MMORPG's have more moving parts per area than older games, then let me rephrase my other post and say that I'd be fine with an MMO with just as much moving parts as the older games and Vanguard, a newer game, and not have multiple instances of the same zone. 100-200 people per map before it duplicates is really bad IMHO and that's all I've seen with modern MMORPG's that use the technology you're defending. |
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11/29/12 7:07:37 AM#97
Originally posted by nate1980 100-200 is bad. but, the worlds game developers have created are also heavily zoned and therefore smaller. smaller areas mean less people per area in order make sure it runs smoothly. I think the prostitute mod corrupted your game files man. -elhefen |
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11/29/12 7:14:00 AM#98
Originally posted by mackdawg19 Yes. DAOC, Darkfall, hell even at release Warhammer had some pretty high numbers in endgame RvR. More recently, Planetside 2. Please stop spouting what zenimax's staff has said as impossible or too hard. It's not, not by a long shot. Zenimax has been in damage control since day one, and will continue to spout utter lies as fact right up to release of the game. |
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11/29/12 7:19:45 AM#99
Originally posted by karmath would you say that guild wars 2 is more technologically advanced than those titles? (generally curious as to your opinion, not attacking you) that game has some major culling issues. i never played DAoC but, did that game suffer any performance issues? im curious as to why a deccade later developers would seem to revert their stance on open worlds when tech. seems to have only gotten better. I think the prostitute mod corrupted your game files man. -elhefen |
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11/29/12 7:30:26 AM#100
Originally posted by muffins89 No I wouldnt say gw2 is more 'advanced' than pretty much anything other than the hero engine. The gw2 engine is actually the gw 1 engine patched up, it was pretty average to begin with, so when you make software (and hardware for that matter) do things it wasnt originally designed for you get lag. An optimised non laggy engine needs to be written from the ground up with mutlicore and threaded support. |
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