Trending Games | Guild Wars 2 | Elder Scrolls Online | World of Warcraft | ArcheAge

  Network:  FPSguru RTSguru
Login:  Password:   Remember?  
Show Quick Gamelist Jump to Random Game
Members:2,950,721 Users Online:0
Games:778  Posts:6,375,133
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
A-C
2029 Online 2112: Revolution 2Moons 4Story 8BitMMO 9 Dragons A Mystical Land A Tale in the Desert III A3 ACE Online AD2460 ARGO Online Aberoth Absolute Force Online Absolute Terror Achaea Adellion Aerrevan Aetolia, the Midnight Age Age of Armor Age of Conan Age of Empires Online Age of Mourning Age of Wulin Age of Wushu Aida Arenas Aika Aion Albion Online Alganon All Points Bulletin (APB) Allods Online Altis Gates Amazing World Anarchy Online Ancients of Fasaria Andromeda 5 Angels Online Angry Birds Epic Anime Ninja Anime Pirates Anime Trumps Anmynor Anno Online Applo Arcane Hearts Arcane Legends ArchLord ArcheAge Archeblade Archlord 2 Archlord X Armored Warfare Ascend: Hand of Kul Asda 2 Asda Story Ashen Empires Asheron's Call Asheron's Call 2 Astera Online Astonia III Astro Empires Astro Lords: Oort CLoud Asura Force Atlantica Online Atriarch Aura Kingdom Aurora Blade Auto Assault Avatar Star Battle Dawn Battle Dawn Galaxies Battle for Graxia Battle of 3 Kingdoms Battle of the Immortals Battlecruiser Online Battlestar Galactica Online Battlestar Reloaded Beyond Protocol Bionic Marine Command Online Black Aftermath Black Desert Black Gold Black Prophecy Black Prophecy Tactics: Nexus Conflict Blackguards 2 Blacklight Retribution Blade & Soul Blade Hunter Blade Wars Blazing Throne Bless Blitz 1941 Blood and Jade Bloodlines Champions Boot Hill Heroes Borderlands 2 Borderlands: The Pre-Sequel Bound by Flame Bounty Bay Online Brain Storm Bravada Bravely Default Bravely Second Brawl Busters. Brick-Force Bright Shadow Bullet Run Business Tycoon Online CTRacer Cabal Online Caesary Call of Camelot Call of Gods Call of Thrones Camelot Unchained Canaan Online Cardmon Hero Cartoon Universe CasinoRPG Cast & Conquer Castle Empire Castlot Celtic Heroes Champions Online Champions of Regnum Chaos Online Child of Light Chrono Tales Citadel of Sorcery CitiesXL Citizen Zero City of Decay City of Heroes City of Steam City of Transformers City of Villains Civilization Online Clan Lord Clash of Clans Cloud Nine Club Penguin Colony of War Command & Conquer: Tiberium Alliances Company of Heroes Online Conquer Online Conquer Online 3 Continent of the Ninth (C9) Core Blaze Core Exiles Corum Online Craft of Gods Crimecraft Crimelife 2 Cronous Crota II Crowfall Crusaders of Solaris Cultures Online Cyber Monster 2 Cyberpunk 2077 Céiron Wars
D-F
D&D Online DC Universe DK Online DOTA DOTA 2 DUST 514 DV8: Exile Dalethaan Dance Groove Online Dark Age of Camelot Dark Ages Dark Legends Dark Orbit Dark Relic: Prelude Dark Solstice Dark Souls 2 Dark and Light DarkEden Online DarkSpace Darkblood Online Darkest Dungeon Darkfall Darkfall: Unholy Wars Darkwind: War on Wheels Das Tal Dawn of Fantasy Dawntide DayZ Dead Earth Dead Frontier Dead Island Dead Island 2 Dead Island: Riptide Deco Online Deep Down Deepworld Defiance Deicide Online Dekaron Demons at the Horizon Desert Operations Destiny Diablo 3 Diamonin Digimon Battle Dino Storm Disciple Divergence Divina Divine Souls Divinity: Original Sin Dofus Dominus Online Dragon Age: Inquisition Dragon Ball Online Dragon Born Online Dragon Crusade Dragon Empires Dragon Eternity Dragon Fin Soup Dragon Heart Online Dragon Nest Dragon Oath Dragon Pals Dragon Raja Dragon's Call Dragon's Call II Dragon's Prophet DragonSky DragonSoul Dragona Dragonica Dragons and Titans Drakengard 3 Dream of Mirror Online Dreamland Online Dreamlords: The Reawakening Drift City Duels Dungeon Blitz Dungeon Fighter Online Dungeon Overlord Dungeon Party Dungeon Rampage Dungeon Runners Dungeon of the Endless Dying Light Dynastica Dynasty Warriors Online Dynasty of the Magi EIN (Epicus Incognitus) EVE Online Earth Eternal Earth and Beyond Earthrise Eclipse War Ecol Tactics Online Eden Eternal Edge of Space Einherjar - The Viking's Blood Elder Scrolls Online Eldevin Elf Online Elite: Dangerous Embers of Caerus Emil Chronicle Online Empire Empire & State Empire Craft Empire Universe 3 EmpireQuest Empires of Galldon End of Nations Endless Ages Endless Blue Moon Online Endless Online Entropia Universe EpicDuel Erebus: Travia Reborn Eredan Eternal Blade Eternal Lands Eternal Saga Ether Fields Ether Saga Online Eudemons Online EuroGangster EverEmber Online EverQuest Next EverQuest Online Adventures Evernight Everquest Everquest II Evony Exarch Exorace F.E.A.R. Online Face of Mankind Fairyland Online Fall of Rome Fallen Earth Fallen Sword Fallout 4 Fallout Online Family Guy Online Fantage Fantasy Earth Zero Fantasy Realm Online Fantasy Tales Online Fantasy Worlds: Rhynn Faunasphere Faxion Online Fearless Fantasy Ferentus Ferion Fiesta Online Final Fantasy Type-0 HD Final Fantasy XI Final Fantasy XIV Final Fantasy XIV: A Realm Reborn Firefall Fists of Fu Florensia Flyff Football Manager Live Football Superstars Force of Arms Forge Forsaken Uprising Forsaken World Fortnite Fortuna Forum for Discussion of Everlight Freaky Creatures Free Realms Freesky Online Freeworld Fung Wan Online Furcadia Fury Fusion Fall
G-L
GRAV GalaXseeds Galactic Command Online Game of Thrones: Seven Kingdoms Gameglobe Gate To Heavens Gates of Andaron Gatheryn Gauntlet Gekkeiju Online Ghost Online Ghost Recon Online Gladiatus Glitch Global Agenda Global Soccer Gloria Victis Glory of Gods GoGoRacer Goal Line Blitz Gods Rush Gods and Heroes GodsWar Online Golemizer Golf Star GoonZu Online Graal Kingdoms Granado Espada Online Grand Chase Grand Fantasia Grepolis Grimlands Guild Wars Guild Wars 2 Guild Wars Factions Guild Wars Nightfall H1Z1 Habbo Hotel Hailan Rising HaloSphere2 Hand of Fate Haven & Hearth Hawken Heart Forth Alicia Hearthstone: Heroes of Warcraft Helbreath Hellgate Hellgate: London Hello Kitty Online Hero Online Hero Zero Hero's Journey Hero: 108 Online HeroSmash Heroes & Generals Heroes & Legends: Conquerors of Kolhar Heroes in the Sky Heroes of Atlan Heroes of Bestia Heroes of Gaia Heroes of Might and Magic Online Heroes of Thessalonica Heroes of Three Kingdoms Heroes of the Storm Hex Holic Online Hostile Space Hunter Blade Huxley Icewind Dale: Enhanced Edition Illutia Illyriad Immortals USA Imperator Imperian Inferno Legend Infestation: Survivor Stories Infinite Crisis Infinity Infinity Iris Online Iron Grip: Marauders Irth Worlds Island Forge Islands of War Istaria: Chronicles of the Gifted Jade Dynasty Jagged Alliance Online Juggernaut Jumpgate Jumpgate Evolution KAL Online Kakele Online Kaos War Karos Online Kartuga Kicks Online Kill Strain King of Kings 3 Kingdom Heroes Kingdom Under Fire II Kingdom of Drakkar Kingory Kings Era Kings and Legends Kings of the Realm KingsRoad Kitsu Saga Kiwarriors Knight Age Knight Online Knights of Dream City Kothuria Kung Foo! Kunlun Online Kyn L.A.W. LEGO Universe La Tale Land of Chaos Online Landmark Lands of Hope: Redemption LastChaos League of Angels League of Legends - Clash of Fates Legend of Edda: Vengeance Legend of Golden Plume Legend of Grimrock 2 Legend of Katha Legend of Mir 2 Legend of Mir 3 Legendary Champions Lego Minifigures Online Lichdom: Battlemage Life is Feudal Light of Nova Lime Odyssey Line of Defense Lineage Lineage Eternal: Twilight Resistance Lineage II Linkrealms Loong Online Lord of the Rings Online Lords Online Lords of the Fallen Lords of the Fallen 2 Lost Saga Lucent Heart Lunia Lusternia: Age of Ascension Luvinia World
M-Q
MU Online Mabinogi Maestia: Rise of Keledus MagiKnights Magic Barrage Magic World Online Manga Fighter MapleStory Martial Heroes Marvel Heroes Marvel Super Hero Squad Online Marvel: Avengers Alliance Mass Effect 4 MechWarrior Online Megaten Meridian 59 : Evolution Merlin MetalMercs Metaplace Metin 2 MicroVolts Middle-earth: Shadow of Mordor Midkemia Online Might & Magic Heroes Online Might & Magic Heroes: Kingdoms Might & Magic X: Legacy MilMo Minecraft Mini Fighter Minions of Mirth Ministry of War Monato Esprit Monkey King Online Monkey Quest Monster & Me Monster Hunter 4: Ultimate Monster Madness Online MonsterMMORPG Moonlight Online: Tales of Eternal Blood Moonrise Mordavia Mortal Online Mourning My Lands Myst Online: URU Live Myth Angels Online Myth War Myth War 2 Mythborne Mytheon Mythic Saga Mythos N.E.O Online NIDA Online Nadirim Naviage: The Power of Capital Navy Field Need for Speed World Nemexia Neo's Land NeoSteam Neocron Nether Neverwinter Nexus: The Kingdom Of The Winds NinjaTrick NosTale Nova Genesis Novus Aeterno Oberin Odin Quest Odyssey RPG Ogre Island Omerta 3 Online Boxing Manager Onverse Oort Online Order & Chaos Online Order of Magic Original Blood Origins Return Origins of Malu Orion's Belt Otherland Forums OverSoul Overkings Overwatch Oz Online Oz World Pandora Saga Pantheon: Rise of the Fallen Panzar Parabellum Parallel Kingdom Parfait Station Path of Exile Pathfinder Online Perfect World Perpetuum Online Persona V Phantasy Star Online 2 Phantasy Star Universe Phoenix Dynasty Online Phylon Pi Story Picaroon Pillars of Eternity Pirate Galaxy Pirate Storm Pirate101 PirateKing Online Pirates of the Burning Sea Pirates of the Caribbean Online Pixie Hollow Planeshift Planet Arkadia Planet Calypso PlanetSide 2 Planetside Planets³ Playboy Manager Pocket Legends Pockie Ninja Pockie Pirates Pockie Saints Pokémon X and Y PoxNora Prime World Prime: Battle for Dominus Priston Tale Priston Tale II Prius Online Prodigy Project Blackout Project Gorgon Project Powder Project Titan Forums Project Wiki Project Zomboid Puzzle Pirates Quest for Infamy Quickhit Football
R-S
R2 Online RAN Online RF Online ROSE Online Rage of 3 Kingdoms Ragnarok Online Ragnarok Online II RaiderZ Rail Nation Rakion Rappelz RappelzSEA Ravenmarch Realm Fighter Realm of Sierra Realm of the Mad God Realm of the Titans Realms Online Rebel Galaxy Reclamation Red Stone Red War: Edem's Curse Regnum Online Remnant Knights Renaissance Repulse Requiem: Memento Mori Rift RiotZone Rise Rise of Dragonian Era Rise of Empire Rise of the Tycoon Risen 3: Titan Lords Rising of King Risk Your Life Rivality Rockfree Rohan: Blood Feud Role Play Worlds Roll n Rock Roma Victor Romadoria Rosh Online Roto X Rubies of Eventide Ruin Online Rumble Fighter Runes of Magic Runescape Rust Rusty Hearts Ryzom S4 League SAGA SD Gundam Capsule Fighter Online SMITE SUN Sacred 3 Sagramore Salem SaySayGirls Scarlet Blade Scions of Fate Seal Online: Evolution Second Chance Heroes Second Life Secret of the Solstice Seed Serenia Fantasy Seven Seas Saga Seven Souls Online Sevencore Shadow Realms Shadow of Legend Shadowbane Shadowgate Shadowrun Chronicles Shaiya Shards Online Shattered Galaxy Sho Online Shot Online Shroud of the Avatar SideQuest Siege on Stars Sigonyth: Desert Eternity Silkroad Online Skyblade Skyforge SmashMuck Champions Smoo Online Soldier Front Soul Master Soul Order Online Soul of Guardian South Park: The Stick of Truth Space Heroes Universe Sparta: War of Empires Spellcasters Sphere Spiral Knights Spirit Tales Splash Fighters Squad Wars Star Citizen Star Conflict Star Sonata 2 Star Stable Star Supremacy Star Trek Online Star Trek: Infinite Space Star Wars Galaxies Star Wars: Clone Wars Adventures Star Wars: The Old Republic StarQuest Online Starbound Stargate Worlds Starlight Story Starpires State of Decay SteelWar Online Stone Age 2 Stormfall: Age of War Stormthrone Storybricks Stronghold Kingdoms Styx: Master of Shadows Sudden Attack Supremacy 1914 Supreme Destiny Sword Coast Legends Sword Girls Sword of Destiny: Rise of Aions SwordX Swords of Heavens Swordsman
T-Z
TERA TS Online TUG Tabula Rasa Tactica Online Tales Runner Tales of Fantasy Tales of Pirates Tales of Pirates II Tales of Solaris Talisman Online Tamer Saga Tank Ace Tantra Online Tatsumaki: Land at War Terra Militaris TerraWorld Online Terraria Thang Online The 4th Coming The Agency The Aurora World The Banner Saga The Banner Saga 2 The Black Watchmen The Chronicle The Chronicles of Spellborn The Crew The Division The Epic Might The Hammers End The Incredible Adventures of Van Helsing The Incredible Adventures of Van Helsing 2 The Legend of Ares The Lost Titans The Matrix Online The Mighty Quest for Epic Loot The Missing Ink The Mummy Online The Myth of Soma The Pride of Taern The Realm Online The Repopulation The Secret World The Sims Online The Strategems The West The Witcher 3: Wild Hunt Theralon There Therian Saga Thrones of Chaos Tibia Tibia Micro Edition Tiger Knight Titan Siege Titans of Time Toontown Online Top Speed Topia Online Torchlight Torment: Tides of Numenera Total Domination Transformers Universe Transistor Transverse Traveller AR Travia Online Travian Triad Wars Trials of Ascension Tribal Hero Tribal Wars Tribes Universe Trickster Online Trove Troy Online True Fantasy Live Online Turf Battles Twelve Sky Twelve Sky 2 Twilight War Tynon U.B. Funkeys UFO Online URDEAD Online Ultima Forever: Quest for the Avatar Ultima Online Ultima X: Odyssey Ultimate Naruto Ultimate Soccer Boss Uncharted Waters Online Undercover 2: Merc Wars Underlight Unification Wars Universe Online Utopia Valkyrie Sky Vampire Lord Online Vanguard: Saga of Heroes Vanquish Space Vector City Racers Vendetta Online Victory - Age of Racing Vindictus Virtonomics Vis Gladius Visions of Zosimos VoidExpanse Voyage Century Online W.E.L.L. Online WAR (Warhammer Online) WAR2 Glory WYD Global Wakfu War Thunder War of 2012 War of Angels War of Legends War of Mercenaries War of Thrones War of the Immortals WarFlow Waren Story Warflare Wargame1942 Warhammer 40,000: Eternal Crusade Warhammer 40K: Dark Millennium Online Warhammer Online: Wrath of Heroes Warkeepers Warrior Epic Wartune Wasteland 2 WebLords Wild West Online WildStar Wind of Luck WindSlayer 2 Wings of Destiny Wish Wizard101 Wizardry Online Wizards and Champions Wonder King Wonderland Online World Golf Tour World of Battles World of Darkness World of Heroes World of Kung Fu World of Pirates World of Speed World of Tanks World of Tanks Generals World of Warcraft World of Warplanes World of Warriors World of Warships World of the Living Dead WorldAlpha Wurm Online Xenoblade Chronicles: X Xenocell Xiah Xsyon Xulu YS Online Yitien ZU Online Zentia Zero Online Zero Online: The Andromeda Crisis Zodiac Online Zombies Ate My Pizza eRepublik

MMORPG.com Discussion Forums

EverQuest Next

EverQuest Next 

General Discussion  » How will the game handle the huge amount of data for changing world?

2 Pages 1 2 » Search
39 posts found
  Ulorik

Novice Member

Joined: 9/12/11
Posts: 184

 
OP  9/03/13 6:05:17 AM#1

Tech noob here. Someone might have a very easy to understand answer, but I'm scratching my head at this:

A changing buildable and desctructible  world sound really exciting, however I was wondering. How will the huge amount of data be handled that you need to get to each player if you want to experience in realtime all these changes around you,  crumbling walls, detroyed bridges, dungeons being dug, houses and villages being erected and destroyed. That on top of your mob movement and fighting, possibly PvP etc, etc.

 

This sound like a huge step up in data quantity to be moved around compared to "traditional" MMO's

  Jean-Luc_Picard

Elite Member

Joined: 1/10/13
Posts: 3024

There... are... four... lights!

9/03/13 6:12:41 AM#2

It's most likely procedural too. E.g. a spell impact at a specific point will have a specific effect. The landscape will change on the server, but only the impact is transmitted to the client which will also know what has been destroyed and display it properly.

Collisions of course will still be handled server side (to avoid client side exploits).

That's simplified of course, but you get the idea I think.

Playing now: WoW, Landmark, GW2, SotA

Got a refund: Archeage. First refund since I started MMOs.

Top 3 MMORPGs played: UO, AC1 and WoW

Honorable mentions: AO, LotRO and GW2.

"The ability to speak doesn't make you intelligent" - Qui-gon Jinn. After many years of reading Internet forums, there's no doubt that neither does the ability to write.

  Phry

Elite Member

Joined: 7/01/04
Posts: 5780

9/03/13 6:14:26 AM#3
It sounds like their introducing a lot of instancing, based on area population. Not a bad idea, and pretty much in keeping with EQ2 where zones were instanced based on population, or even on a per party basis.
  donpopuki

Novice Member

Joined: 4/06/12
Posts: 603

9/03/13 6:39:53 AM#4
Here's a good start.

http://en.m.wikipedia.org/wiki/Procedural_generation
  Apraxis

Hard Core Member

Joined: 9/28/05
Posts: 1515

9/03/13 6:40:52 AM#5
Originally posted by Phry
It sounds like their introducing a lot of instancing, based on area population. Not a bad idea, and pretty much in keeping with EQ2 where zones were instanced based on population, or even on a per party basis.

Speculation. And nothing the developer acutally said point to that.. even more the contrary. Every contintent is one seamless zone.

How do they manage it. As Picard pointed partly out. The base terrain is a prodecurally generated with a noise function. With other words they only have to save a noise function for a very large area. Every change of that base terrain can then be safed and is overall a lot less as you would safe all the terrain itself. So basicly you have for every area the noise function and all modifications on top of that. Those modifications are from the game designer himself as they designed the area(the prodecural generated is just the beginning.. and if you look all the terraforming vids you can get a very good picture of that), or from the players afterwards if they add stuff to the world, although this will be limited to areas the player has access to modify. Like the land he owns in Landmark or EQN.

And a lot of destruction stuff is just temporary and will withit just safed temporary. Another way to safe destruction rather easy and with less extra data, if you don't safe the modification itself, but just the vector of destruction, and the effects of it could be generated out of it.. but that is speculation on my part, it would be just a simple way to safe the data of a effect with almost no data to safe.. but instead more cpu power to calculate the destruction out of a vector.

  Kyllien

Novice Member

Joined: 3/22/13
Posts: 315

9/03/13 9:12:13 AM#6

The overall land will be procedurally generated then "smoothed over" by the SOE artistic team and saved as a now static world (nobody is in the world to change it) then they fill up the world.  All of this will be in the initial download or Game DVD.   You client will already know how to render all of the animations so all the server needs to send to your client is "player_tag_302345 ex ani 54 ^ 55.4 el +10"  or basically the servers tells your client to render the animation.  The animation itself would not be transmitted over the network.  For moveable objects (MOBs, NPCs, other players) a similar thing happens the server sends you the tag for the object and the grid location or only what you can see anyway their vector related to you.

To sum this up the only thing the server needs to send is location infomation.  Everything else can be rendered by the client.

Edit: You may have a larger initial download when you connect to the game server after a break while your client updates to the point the server is at.

  Nitth

Elite Member

Joined: 7/29/10
Posts: 3551

Magic Propels my Rolly Chair.

9/03/13 4:30:15 PM#7


Originally posted by Ulorik
Tech noob here. Someone might have a very easy to understand answer, but I'm scratching my head at this:

A changing buildable and desctructible  world sound really exciting, however I was wondering. How will the huge amount of data be handled that you need to get to each player if you want to experience in realtime all these changes around you,  crumbling walls, detroyed bridges, dungeons being dug, houses and villages being erected and destroyed. That on top of your mob movement and fighting, possibly PvP etc, etc.

 

This sound like a huge step up in data quantity to be moved around compared to "traditional" MMO's


The best way to minimize workload is to separate into smaller "Pieces".
For example skyrim has its world subdivided into zones, Zones that will stream or pre-load as you adventure towards them.

Now, we can summarize that eqn will utilize a 'hex grid' because its already a system within the light forge engine. within each hex, data can be handled more efficiently.

How data throughput between the client and the server works using such a system i do not know.

edit if i were to guess:

Each client in "Hex A_35" would get the relevant data to what is happening around them, which would be completely encapsulated from all the events that are happening in "Hex Z_15".


TSW - AoC - Aion - WOW - EVE - Fallen Earth - Co - Rift - || XNA C# Java Development

  Nadia

Tipster

Joined: 7/26/03
Posts: 11850

9/03/13 5:12:33 PM#8
Originally posted by donpopuki
Here's a good start.

http://en.m.wikipedia.org/wiki/Procedural_generation

related blog

http://procworld.blogspot.com/

  Mendel

Elite Member

Joined: 7/22/11
Posts: 729

9/03/13 5:52:12 PM#9

And, in addition to the other fine answers on this thread, let me ask this question.  If a destructive activity occurs in an area that will self-repair, is it even necessary for everyone to see the destruction?  Everyone could see the unspoiled natural terrain (or destruction caused only by grouped players) and it wouldn't really make a difference.  And it would reduce the need to upload that nifty crater you just whacked in the ground with your hammer.

And even if the damage is broadcast back to the server and distributed, wouldn't that deprive another player from seeing the nifty Hammer-creates-crater animation on their own system?  That could even be considered a form of griefing, if carried to an extreme (and we all know it will).

But, realistically, I expect damage to be passed around like spell animations in EQ1 or EQ2.  There will be a 'canned' animation played, centered on a character location and targeted at (X,Y,Z) and the client will compute and display the damage.  So, I'd go with the procedurally generated answer.

 

Logic, my dear, merely enables one to be wrong with great authority.

  nisrak

Novice Member

Joined: 8/10/13
Posts: 70

9/03/13 7:07:00 PM#10

I think the difficulties with destructibility are addressed by the voxelfarm engine that they are using:

http://voxelfarm.com/vfweb/index.html

From what I have seen about it, using voxels is actually quite efficient and can be more easily transformed than traditional polygons. 

Most everything else has already been done by previous MMOs (seamless world, high population density, spell animations, etc.).  If you look at WoW, it performed pretty well with rather large populations and included a seamless world from launch in 2004.  Since then, both server and client hardware have improved dramatically, so I don't think performance will be too much of an issue.

  Kyllien

Novice Member

Joined: 3/22/13
Posts: 315

9/04/13 1:52:09 AM#11

The biggest point here is that the images are not transmitted. When you happen upon another character, MOB or NPC your computer already knows how to display those on your screen.  The only thing that needs to be transmitted is the location information, what direction a movable object is facing, and what action is being performed.  Also stuff that is so far away that you can't see it anyway doesn't need to be downloaded until you need it. 

As far as the crater scenario.  Wouldn't it look weird to see people standing below ground level in the crater while you see a smooth healed surface?

  Theocritus

Apprentice Member

Joined: 7/15/08
Posts: 3635

9/04/13 12:33:38 PM#12
I still play EQ1...It still (after 14 years) has tons of issues......If they cant figure out simpler things how are they going to handle more complex things?......People are expecting EQN to be like rocket science while SOE barely struggles to launch one of those premade rocket models you can buy in the store.
  grimfall

Advanced Member

Joined: 4/25/07
Posts: 1165

9/04/13 1:44:17 PM#13
Originally posted by Jean-Luc_Picard

It's most likely procedural too. E.g. a spell impact at a specific point will have a specific effect. The landscape will change on the server, but only the impact is transmitted to the client which will also know what has been destroyed and display it properly.

Collisions of course will still be handled server side (to avoid client side exploits).

That's simplified of course, but you get the idea I think.

I don't think that's accurate, but SOE has already explained it for the most part.

 

https://www.youtube.com/watch?v=DR3NEsJzP_o

from Minute 21.

  grimfall

Advanced Member

Joined: 4/25/07
Posts: 1165

9/04/13 1:51:06 PM#14
Originally posted by Theocritus
I still play EQ1...It still (after 14 years) has tons of issues......If they cant figure out simpler things how are they going to handle more complex things?......People are expecting EQN to be like rocket science while SOE barely struggles to launch one of those premade rocket models you can buy in the store.

Umm... go get yourself the RealmCrafter software.  Make a couple of areas in it, then get Blender and make some of your own models, and place them in there (texture, rig and animate them too, don't worry about AI or anything).

Now, get Unity, and replicate what you have done inside the RealmCrafter game.  You can use the same assets, just make it look the same.

Come back to us and tell us how long that took.

Now, imagine doing that much work about 1000 times more.  That's how much work it would take just to move EQ1 art assets into a new client.  It would be a huge undertaking.

You have no idea how complex it is to make changes to a system that is approaching 20 years in age. 

All that aside, the people who are working on EQ1 are not the same staff that works on EQN, so... what was  your point again?

  SnarlingWolf

Novice Member

Joined: 6/23/09
Posts: 2728

9/04/13 1:52:37 PM#15
Originally posted by Ulorik

Tech noob here. Someone might have a very easy to understand answer, but I'm scratching my head at this:

A changing buildable and desctructible  world sound really exciting, however I was wondering. How will the huge amount of data be handled that you need to get to each player if you want to experience in realtime all these changes around you,  crumbling walls, detroyed bridges, dungeons being dug, houses and villages being erected and destroyed. That on top of your mob movement and fighting, possibly PvP etc, etc.

 

This sound like a huge step up in data quantity to be moved around compared to "traditional" MMO's

I personally think people are over thinking marketing hype speech.

 

I would bet most of it will be state changing, not actually world changing. This means that there will be set states an area can be changed to through actions, not a freedom to change it how you want. So if enough people do this one thing, this part of the area changes to State 2 from State 1. Not you run in and dig a giant hole in the ground somewhere and watch things fall into it.

 

So a bridge will have two states. Built and destroyed. The game just swaps between the two. The physics are easy enough as the built model has different physics from the destroyed. That part really is not complicated at all.

  grimfall

Advanced Member

Joined: 4/25/07
Posts: 1165

9/04/13 1:55:38 PM#16
Originally posted by nisrak

I think the difficulties with destructibility are addressed by the voxelfarm engine that they are using:

http://voxelfarm.com/vfweb/index.html

From what I have seen about it, using voxels is actually quite efficient and can be more easily transformed than traditional polygons. 

Most everything else has already been done by previous MMOs (seamless world, high population density, spell animations, etc.).  If you look at WoW, it performed pretty well with rather large populations and included a seamless world from launch in 2004.  Since then, both server and client hardware have improved dramatically, so I don't think performance will be too much of an issue.

Just a point of correction here,  WoW did not have a seamless (ie zoneless world).  It just did a really good job of  hiding the seams. 

  nisrak

Novice Member

Joined: 8/10/13
Posts: 70

9/04/13 4:54:22 PM#17
Originally posted by grimfall
Originally posted by nisrak

I think the difficulties with destructibility are addressed by the voxelfarm engine that they are using:

http://voxelfarm.com/vfweb/index.html

From what I have seen about it, using voxels is actually quite efficient and can be more easily transformed than traditional polygons. 

Most everything else has already been done by previous MMOs (seamless world, high population density, spell animations, etc.).  If you look at WoW, it performed pretty well with rather large populations and included a seamless world from launch in 2004.  Since then, both server and client hardware have improved dramatically, so I don't think performance will be too much of an issue.

Just a point of correction here,  WoW did not have a seamless (ie zoneless world).  It just did a really good job of  hiding the seams. 

Right.  WoW accomplished this by pre-loading adjacent zones.  Regardless, that was nearly 10 years ago...

  dandurin

Advanced Member

Joined: 5/19/04
Posts: 493

9/04/13 7:02:39 PM#18
Originally posted by grimfall

...

Just a point of correction here,  WoW did not have a seamless (ie zoneless world).  It just did a really good job of  hiding the seams. 

 

I disagree with your semantics on the basis of linguistic flexbility.  If WoW isn't seamless, then no game is seamless, making the term "seamless" itself useless.

 

I would label a world "seamless" if you never get "LOADING PLEASE WAIT" when crossing non-instanced terrain.

 

Sure, you may not be able to view "Terrain style A" in "Region B" but if the user never has to care, does it really matter?

  Antarious

Novice Member

Joined: 10/14/05
Posts: 2811

9/04/13 7:07:25 PM#19

Well this is why they keep talking about all the work they are doing to handle it... (they mention all the data they will be pushing in a few video's.)

 

The main problem with a game that can change isn't what the server can handle... its the fact that you don't have a static "map" on your (the users) computer anymore... To some extent you can look to a product like Second Life where every "sim" might be hand made.

 

The result is a lot of bandwidth used on your end because all that changing data has to come to you...  to me in the end that is going to be the biggest "problem" for people with capped bandwidth.   I had a friend up in Canada that was a builder in SL and it used a ton of their monthly allotment due to all the data they had to receive...

Moderator's on this site allow certain posters to create endless troll threads. Yet "warn" people for giving recommendations... account *pending* deletion because.. why bother.

  Utinni

Apprentice Member

Joined: 7/13/13
Posts: 364

9/04/13 7:13:25 PM#20
Originally posted by Theocritus
I still play EQ1...It still (after 14 years) has tons of issues......If they cant figure out simpler things how are they going to handle more complex things?......People are expecting EQN to be like rocket science while SOE barely struggles to launch one of those premade rocket models you can buy in the store.

^^^this

There are Berserker AA's that didn't work day one of GoD launch (feb 2004) that still haven't been fixed, among many many other things. EQ2 launched without loot tables on final raid bosses LOL. 

 

SOE has a tendency to forget about the past and just keep trying to make content that costs money. That attitude got by in and before 2004, but now we all expect you to have your shit together. The same people are still in charge.

2 Pages 1 2 » Search