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All Posts by Jyiiga

All Posts by Jyiiga

52 Pages 1 2 3 4 5 6 7 » Last
1026 posts found
I love the PR spin. As someone that has survived layoffs in the past I can tell you this much. Large companies value their employees much less than they say. Odds are even more people will leave after they see others getting the boot.
 
If you paid for EQL/EQN alpha, I would be getting my money back at this point. With a new company swooping in and staff getting fired left and right, its a perfectly valid time to ask for your money back.
SOE makes another poopy game! News at 11!
Surprises? I am not surprised in the least. We know the track record these past few  years. This is what they all do.
I watched a few twitch streams this morning. I can let this one mature a bit longer I think.
It is likely, thought probably not till the movie is a little closer.
Crazy. Hope they pull it off.
 
 
I love Asheron's Call as much as the next old school player. However, I do wish we could get that sorta gameplay in a bigger budget title. I love the mechanics they show here,  but I also love beautiful worlds.
There has never been any plans to add them. Sorry.
Originally posted by Xiaoki

Which was a smart thing to do.


Too many would fragment the player base too much.

It doesn't really affect pops. Everyone goes into a queue together and then it randomly selects a warzone and loads you into it. You do not get to pick what warzone you are going into.

Originally posted by Impacthound

I was impressed that they answered this issue(sort of) and gave hard statistics on F2P players and PVP in this question, I always consider it a good thing when developers are willing to share that info and discuss its implications seriously with the fanbase:

 

Better than cross-server qing

Heather: Can you talk about now the thing you were talking about with queue issues?

Dev: Still working on it. We are talking about what to talk about. Something was promised a couple weeks ago, but no promises other than that. We’ll try before the end of the year to announce something. At the very least we can give a date. To be clear, what you’re going to get is not “here’s what we’re gunna do”. What you’re gunna get is “we know there’s a problem, we know htere is a concern from player’s about this” and we are actively working on a solution. We’re not trying to be coy – but we want to be able to explain it in full detail. It’s a highly technical issue.

Swtorista: Are you aware the most commonly guessed solution is to allow F2P to qeue? For everything? Ranked?

Dev: We looked at those numbers, and it would be trivial. For example F2P players can do 5 warzones a week – the amount of players hitting that restriction are less than 2%, around 1.4% of players who have that restriction. And that’s from the pool of F2P players that play warzones at all. It would not even make a difference. We have better solutions – we’re working on it.

Naturally F2P players do not do flashpoints or warzones... BECAUSE YOU DONT LET THEM. F2P users can never truly progress in PVP because of the strict limitations, so those players just ignore it entirely. If the limitations were tweaked (or lifted) the number of players would increase for said activity.

I am a paid subscriber and while I agree there needs to be some limitations on F2P... The ones limiting flashpoints, warzones, etc... Need to go away, because they decrease queue times for everyone, including the people giving you 15 dollars a month.

They could greatly diminish the queue times overnight by doing this.

Greetings,

I wanted to give an update on where we are.

I finished documenting and preparing the files players will need for all the SQL set up. We are working on getting documentation for setting up the patch server and and gls servers. I am also checking to see how a player can configure a local one person server with a simplified set up so they can play solo or in a LAN environment but I don't know yet if it will be possible to do without the full login process.

We are moving to get things up in a place where they can be downloaded.

What we have left to do:

~ Document the process of installing a web server and configuring the patch server.
~ Document configuring the gls server.
~ Testing the modified gls server.
~ Getting the various files up on a site where they can be downloaded.
~ Examine options to run a simplified server set up for solo or LAN players.

Sev~
My body is ready.
Here are the steps in a abbreviated format. People will need to know their way around computers; it isn't a consumer friendly process. I am outlining the basic steps but we are going to be giving more complete instructions to players and hoping the community will help refine them.

~ Download and install a Microsoft SQL solution. For most people this will be Express since it's (if I understand it) free and will have the storage capability for most smaller servers.

~ Get a Microsoft web server up and running for the patch server to attach to.

~ Prepare outward facing static IPs for the various server processes; You will need 4 plus one for each server instance you intend to run.

~ Create connections to your SQL server using the 32 bit version of the ODBC data source administrator.

~ Use our command line tools to configure your registry.

~ Use our command line tools to initialize the various SQL database structures you will need.

~ Unzip the patch server, GLS server, and game server downloads into local folders. It is easiest to just copy the server folder for each server process that will need to run.

~ Configure the server's local config files with network locations.

~ Run from the command line (with the proper flags) your patch server, then your GLS server, then your Master server, then your login server, and finally your game server(s).

~ Configure your client to point at the GLS server.

~ Start up your client and try to log in.

As you can probably see, it won't be a process for the faint of heart. We will be looking to provide high level instructions and asking the community to help refine the information to help us more fully document the process for enthusiasts that might be less confident with dealing with some of these processes.

I hope to find a way to run a local server behind a firewall that doesn't need the GLS server or the patch server running and will be looking at that Monday or Tuesday. This will remove the need to run those processes and take the web server out of the equation. We are also looking at options for one server process to handle the master/login/instance server functionality but I am not sure we can do that outside our development environments. This would greatly simplify the process of preparing IPs for your server.

Sev~

- Hypetrain derail - - Burns in mass pileup -

Such sad failure.

While nothing is really on them yet, it is most likely a signal that they are ready to tell us more soon.

As many of us know earlier this year development of new content for AC stopped. At that time it was announced that the remaining developers would be working toward handing the game off to the players. An amazing gesture as most closed games simply fade away.

I will be watching for details in the coming days and I will pass them along to this thread if anything shows up.

https://www.asheronscall.com/en/forums/forumdisplay.php?65-Player-Run-Server-Forums

Bot for Win
General Discussion « ArcheAge
11/08/14 11:29:11 PM
Originally posted by JDis25
Originally posted by Jyiiga
Originally posted by DMKano

I feel for those who were not able to connect yesterday - that sucked.

But the rest of us that were in Auroria - hey it worked as planned. My guild grabbed eighteen plots - a mix of 24x24s and 16x16s - all in one corner.

Epic night 

But again sucked for those who were not there obviously - there were over 400 people at the castle stone - it was laggy as hell - almost no fighting broke out 

As far as bots - umm any unguilded dumb name charcter was instantly killed - the land was claimed in vast majority by guilds.

Those crappy 8x8 spots that were left could be grabbed by anyone.

Every major guild in Alpha followed the same strategy - have 80% of guild standing at every land slot and click claim as fast as possible when it was annouced in teamspeak that castle was being placed

All plots were claimed by my alliance iin 30s flat.

Why would it be different on any server - this is a proven best strategy


I've mostly watched this game from a distance. What you just described sounds like garbage game design. Even if it had gone off without a hitch (which it obviously did not).

 

They could just give land to everyone in instanced housing...with no land market and no PvP aspect. That isn't really that fun either. That was also just one night, it will never happen again so really it doesn't affect anyone anymore, you either got land or didn't and are still looking. Auroria itself is basically just an island with Castles and houses, it is all the other changes in this update that have affected the economy and the game as a whole.

Or they could of had a better system?

I think back to Asheron's Call and how they handled housing, which is very similar to land plots in Archeage. The homes provided storage, displays, the ability to place buff items and personal portals.

Asheron's Call housing was placed during downtime, but when the servers came back up NONE of them were available at that time. What they did was randomly open them up. On the PVP servers this lead to extended bouts of PVP as groups tried to lockdown settlements so that when the housing did open up they would have first dibs on them.

However, there was another factor in this, housing didn't just cost gold to buy. It also required one random loot item. You had no idea what that loot item was going to be until that particular settlement opened up. So camping a house 24/7 didn't always pay off. Once it was on the market, you still had to find/farm the extra item you needed. This helped to spread the wealth around a bit.

In the actual game world they had three types of houses. Cottages (small), Villas (medium) and Mansions (huge). These were the more desirable. There was however, a fall back house for those unlucky enough not to land a house in world. These were called apartments. Apartments (tiny) were not part of the main world, they were located in underground communities and while they were smaller than all of the in world houses, it was something for a casual to hold onto if they missed out.

Bot for Win
General Discussion « ArcheAge
11/08/14 11:13:41 AM
Originally posted by DMKano

I feel for those who were not able to connect yesterday - that sucked.

But the rest of us that were in Auroria - hey it worked as planned. My guild grabbed eighteen plots - a mix of 24x24s and 16x16s - all in one corner.

Epic night 

But again sucked for those who were not there obviously - there were over 400 people at the castle stone - it was laggy as hell - almost no fighting broke out 

As far as bots - umm any unguilded dumb name charcter was instantly killed - the land was claimed in vast majority by guilds.

Those crappy 8x8 spots that were left could be grabbed by anyone.

Every major guild in Alpha followed the same strategy - have 80% of guild standing at every land slot and click claim as fast as possible when it was annouced in teamspeak that castle was being placed

All plots were claimed by my alliance iin 30s flat.

Why would it be different on any server - this is a proven best strategy


I've mostly watched this game from a distance. What you just described sounds like garbage game design. Even if it had gone off without a hitch (which it obviously did not).

 

I had a few friends get in on the early adopters stuff. None of them logged on after the first few weeks. How much has this really matured? It always looked like a total shadow of a game.
Last years seemed better to me!
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