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Gkarn  8/12/08 2:13:57 PM

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If it was that easy, everyone would do it.

Most games have several shards/servers that runs their game. Some are PvE and PvP, very few go beyond that, why?

 

Why can’t they have very different servers?

 

Using WoW as an example:

 

Shard 1

PvE or PvP Normal game rules. (PvP , you can only attack someone +/- 10 levels)

You can talk to anyone.

 

Shard 2

PvE or PvP +25% exp gain per kill/quest. -50% level on death. (PvP , you can only attack someone +/- 20 levels) You can only talk to your own Faction/Race/etc.

 

Shard 3

PvE or PvP -25% exp gain per kill/quest- permadeath. Can only be resurrected by X, body will disappear in Y days. (PvP , you can attack anyone, anytime) You can only talk in Say mode.

 

Is it laziness or harder to program/ write for?

 

 

 

 

 
Impacatus  8/12/08 8:28:38 PM

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My guess is it would be harder to balance.  Something that works for one set of rules might cause problems with another.  Also, you'd have to prevent players from switching servers, so that people don't level up on an easy server and switch to a harder server.

 
Tecknic  8/12/08 8:31:44 PM

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This might be a way to work in Permadeath on some servers, while leaving it out on others.

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ianubisi  8/12/08 8:59:35 PM

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In essence, using your example of 3 shards, you now have 3 different games. Though a good deal of code would be similar, the differences would greatly complicate code maintenance.

 
obii  8/13/08 6:11:32 AM

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Some companies already do it and whiles some do good others fail.

 

DAoC has retro servers and maintain them as I think does EQ.

EA with UO have normal shards and a Siege shard which Code they don't have the developers to maintain.

 

More shards means difficulty in maintaining code and balance, but if you carefully plan it, it should be possible with minimal work.