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11/21/11 4:35:29 AM#261
Originally posted by Icewhite I don't know,at least read up before you answer. Check point number 9.. 9. All players will be within the same server. Other than just plain grinding for experience points, activities like taking part in political campaigns and even trading will nab players with points. LOl, what are you talking about instances for? http://www.mmoculture.com/2011/03/darkness-and-light-epic-mmo-in-making.html http://realhistoryww.com/world_history/ancient/Misc/Jesus/Jesus.htm |
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11/21/11 4:42:26 AM#262
Originally posted by ArcheAge Then they're banking on a game with fewer than 50k subs? Because at some point they must move some people to another server. Have you ever played on an overpopulated server on a busy day? Lagfest, huge spikes, frequent crashes, login queues. I don't particularly care what the hype says; if the game gets enough players, they simply cannot make that target. Not physically (hardware) possible. If you've access to their message board, you might ask them how many i/o events per second their servers can handle before a hard crash, and how they plan to pull off this miraculous claim in the event of a very large player base.
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11/21/11 4:46:31 AM#263
Originally posted by ArcheAge The world itself is an instance. So far, only a couple of engines claim to be able to handle 100k players at once. So far, they've never been tested, because there aren't any servers that can handle that many players. |
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11/21/11 4:50:10 AM#264
Originally posted by Icewhite Lol,how the hell do you know what they are banking on.
http://realhistoryww.com/world_history/ancient/Misc/Jesus/Jesus.htm |
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11/21/11 4:54:51 AM#265
Originally posted by ArcheAge Blind faith is refreshing. Carry on. |
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11/21/11 5:02:23 AM#266
Originally posted by Icewhite Really! again ill ask you: how do you know what they are banking on? http://realhistoryww.com/world_history/ancient/Misc/Jesus/Jesus.htm |
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11/21/11 6:21:09 AM#267
Originally posted by sfly2000 Well, I think it does when you're discussing hyperlarge game worlds, with an upper limit to number of players. Would you want to run a huge world where the players are spread so thinly that they rarely meet? Adventure in Mongolia! People from smaller games already often cite "It just feels dead" as one of the reasons for quitting. If you're a dev, doing an open-world sandbox, world size vs. pop size is going to be relatively important to you. You don't have level-limited zones to virtually channel your players into smaller areas.
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11/21/11 9:36:42 AM#268
Originally posted by Icewhite Asheron's Call has a pretty damn large landmass. But it brings players together in dungeons and specific overworld areas where the xp and hunting is better than elsewhere. Even though you could spend hours and hours wandering the landscape you never really feel that alone because you could always just recall back to the marketplace or to your guild's mansion or wherever and see other people. At least back in the day it was like that, and still on the more populated servers like Darktide. But if it didn't have the massive area it wouldn't be the same game. One of the game that is still thrilling is the fact that you can see a mountain peak 30km away and actually run there and climb it without zones or any loading. |
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11/21/11 12:15:10 PM#269
Originally posted by mogi67 Same gose for Vanguard,it really has a vast world but people still get together and you never feel alone.I guess some people really have no clue. http://realhistoryww.com/world_history/ancient/Misc/Jesus/Jesus.htm |
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What the fuck, what's with this hijacking of my thread? I'm going to read back the last 2 pages, if I notice that people have been perpretrating some stupid pingpong debate that had nothing to do with the OP and that contributes nothing of value to the topic, as in people who have found concrete measurements of MMO's or something else interesting, I'll be reporting some people especially if it continues
edit: alright, read it, if there's no more pingpong debates and thread derailments I'm ok with it. As for DnL, yep, I know of its size, however any claim that a company can spout up bigger worlds and support a complete game community without using separate server worlds I am sceptic about unless they actually show it for proof. In my search for the world size data I've also encountered several times where the pre-release claims of the size of a world were corrected with actual, more concrete numbers after release. After all, DnL ended up being a failure of an MMORPG pretty quickly, not really something that evokes trust or believability. But only time can tell, we'll see. The ACTUAL size of MMORPG worlds: a comparison list between MMO's |
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11/21/11 1:20:30 PM#271
Guys, please stop the derail here and let the thread get back on topic. To give feedback on moderation, contact community@mmorpg.com |
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11/21/11 5:40:37 PM#272
Originally posted by MMO.Maverick You may want to add, World War II Online there, it has a 1/2 Scale Map of Europe seamless that is 350,000 km2 (135,136 sq mi)....takes days to cross it. It is the largest MMO landscape to my knowledge |
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11/22/11 5:43:29 AM#273
I dont have any mathematical proof or anything but that Kalimdor vs Darkfall comparison picture seems a little off. While DF is certainly big, a lot of it is just empty space. I swam from Mahirim (wolf people) lands to the southernmost island (rubyiyat maybe? the desert egyptian styled one) and it took me about an hour. And thats pretty much exactly the length it said kalimdor was in the pic. it may be right but Idmrather have more stuff in a smaller world then emptiness. Also, a lot of DF travel is by water aka num lock and afk (which isnt frowned upon either, a lot of skill ups in that game happen when youre afk)
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I agree that content density is just as important if not more important than worldsize, but this thread was purely to see how large worlds really are compared to eachother.
Another poster did some great testing, so I'm going to add his findings to this thread, it's about SWTOR's planet Hoth (approx 6.5x5.5 km) Originally posted by Fed1 His findings made me conclude the following about normal run speed:
About the grid, if it's the grid on the map that could be seen on maps before, if that's really 200m, then I got the following results: crossing a map square took ca 30 seconds, which makes the normal run speed 200/30 = 6.67 m/s or 14.9 miiles/hour, which puts it slightly above WoW (14.4 mi/h) and LotrO (14.6 mi/h).
The ACTUAL size of MMORPG worlds: a comparison list between MMO's |
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1/11/12 6:27:32 PM#275
Hi, I read first 8 or so pages and the last. I may have missed it sorry if I have, Is there a *net* measurement of playable / reachable / explorable area? For example there may be gaps/areas of map that you can never reach, usually backdrops and props. They should be excluded IMO. Seas should be excluded too unless you can swim in, dive down and explore ship wrecks etc For example I think in WOW WYSIWYG - since you can fly pretty much over everything and land on anything. I would also include a band of sea near the coast, since in so many cases there are ruins, ship wrecks, offshore quests etc - where you have to dive in. As an example of areas to exclude, I played a first few levels on Rift and it seemed there were props around, I could not jump off some ledges, that was the beginning place.
Thanks
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