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All Posts by Nitth

All Posts by Nitth

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3512 posts found


Originally posted by JamesP

Originally posted by Nitth  

Originally posted by JamesP That Video from January actually only Represent a Couple months at the most of work... I have 3 totally different unique versions of Greed Monger that I have developed. Each version uses a Different Networking Backend. 1 uses the Atavism MMO Framework by NeoJac Entertainment, 1 uses uLink by MuchDifferent, and the 3rd one uses a Completely Custom MMO Framework that I created based off of the Lidgren Networking Library. Each network backend has it's own Positives and Negatives.   My Custom Framework called the UniVerse MMO Framework was designed from the Ground up for Seamless Openworld MMOs... Downside to it is that it's never been load tested so I have no idea how many people it can support concurrently. uLink has been heavily tested and has a number of Shipped Products created with it however it doesn't support seamless openworld MMOs with out purchasing a License for uPikko Server which is only available to select AAA Companies at the moment so not a solution we could get. Atavism is quick and easy for the basic stuff and supports Custom Built Server side Plugins for your Custom Features however it's still in development and doesn't support the features needed to allow it to scale. Based on the Roadmap though the Scaling features will be implemented by early summer.  So I've been working on these 3 versions of GM side by side over the course of the last couple years. One of the more time consuming things I've had to work on is actually Coding UniVerse which took time. The Version I have finally decided to concentrate on though IS the Atavism Version with the final missing features due to arrive by early Summer I believe it's the best option to get us to where we need to be. It's all a gamble though but I have the other 2 version of Greed Monger to fall back on if Atavism Doesn't work out.
  ..... Why didnt you take a design first approtch instead of working on 3 diffrent codebases?
We knew what we needed when we started out... When we started on our uLink version we were in talks with them to try and get uPikko. The Talks failed to get us any where though but we continued using uLink in hopes that something down the line would come up so that we could get uPikko...

After a while of nothing coming up and my attempts to approach things creatively with uLink to make it work in a Seamless world Environment failed I started looking into other options and decided to start designing Universe. After about a Weekend on it I had enough of UniVerse working that I was able to get a small prototype developed. It was extremely basic but had mobs running around, basic Combat, and the start of a Questing System. Since then a ton more work has gone into UniVerse and I just about have a Product I can start really testing and perhaps even license out. Right now it works great for small lobby based Multiplayer games but hasn't been tested in a full MMO Environment. It has it's own Master Server for a Lobby, Authentication Server, World Serer, and Zone/Region Server. It's able to be used in any C# Based Game Engine and I've even integrated it into a Custom MOgre based Game Engine I had developed before joining GM. 

Even with all this work that has gone into UniVerse I've been extremely concerned about using it for the first time in GM with out it properly being tested. So When Atavism was released we talked with NeoJac entertainment and they talked us into licensing Atavism. Features with Atavism however have been delayed so I've continued working on all 3 Version side by side just in case things with Atavism Failed. 


Sounds like you had some bad luck with that. Still dont understand why you went the first vendor if they didnt satisfy your requiremtents initally, but i supose all that doent matter now.

Anyways, I was just curious.


Originally posted by JamesP
That Video from January actually only Represent a Couple months at the most of work... I have 3 totally different unique versions of Greed Monger that I have developed. Each version uses a Different Networking Backend. 1 uses the Atavism MMO Framework by NeoJac Entertainment, 1 uses uLink by MuchDifferent, and the 3rd one uses a Completely Custom MMO Framework that I created based off of the Lidgren Networking Library. Each network backend has it's own Positives and Negatives.

My Custom Framework called the UniVerse MMO Framework was designed from the Ground up for Seamless Openworld MMOs... Downside to it is that it's never been load tested so I have no idea how many people it can support concurrently. uLink has been heavily tested and has a number of Shipped Products created with it however it doesn't support seamless openworld MMOs with out purchasing a License for uPikko Server which is only available to select AAA Companies at the moment so not a solution we could get. Atavism is quick and easy for the basic stuff and supports Custom Built Server side Plugins for your Custom Features however it's still in development and doesn't support the features needed to allow it to scale. Based on the Roadmap though the Scaling features will be implemented by early summer. 

So I've been working on these 3 versions of GM side by side over the course of the last couple years. One of the more time consuming things I've had to work on is actually Coding UniVerse which took time.

The Version I have finally decided to concentrate on though IS the Atavism Version with the final missing features due to arrive by early Summer I believe it's the best option to get us to where we need to be. It's all a gamble though but I have the other 2 version of Greed Monger to fall back on if Atavism Doesn't work out.


.....

Why didnt you take a design first approtch instead of working on 3 diffrent codebases?


Originally posted by Leethe
Why does a deep space fighter need wings?

Same reason a bicycle HAS to have a card flapping in the spokes..


Originally posted by Lord.Bachus
I loved all and everything about the game, yet i never could get into the combat....

 

not so much the execution, but with only 7 abbilities it felt way to much like hack and slash witouth tactical and strategical depth... Way to repetitive with repetition of the same buttons time after time..  Espescially when compared to GW2 or even neverwinter combat it fell short by miles


I was only thinking about this the other day, gw2 actually has a worse system than tsw.

In gw2 you have auto attack, interupts and combos as the main features of their combat system. where as TSW has a very complex system if you actually look underneath the builder/consumer system.

Take for example elemental force and short fuse:

how do you maximize your damage for the duration of short fuse?
do you just spam untill you get ef or do you use other abilities to build your resources faster so you can get more consumers in said timeframe?

How do i survive a 3 round wave of 6-10 mobs solo?
There are many ways to solve this problem which is why tsw is the best intems of character development choice.
Do you burst damage? leetch? stun? cround control? aoe vs dd?

The depth is there in the combat system if you look / get to the stage where you NEED to look.

Also, TSW has 8 active, 8 passive abilities.


my question is, how much did the combat improve?

You may not be aware of the Augment and AEGIS additions to tsw's combat and character development...

Augments allow you to modify abilities with an aditional effect, ie fire burns longer, heals also applies a HoT.
AEGIS allows you to engage evolved filth creatures by shielding against, and applying 3 new damage types.



Originally posted by TheScavenger
Seems AI aggro radius not working may have been a bug or something. After the recent patch its back to normal.

 

Before the patch, I'd be almost touching them and they just ignored me. I thought that may have been part of the game, because they were doing that for days (ever since I bought TSW on first day of newbie sale). I'd be so close and they ignored me.

 

But after the patch, now I can be across the street from them and they'll run and attack. So I guess it was a huge bug or something.

 

Much more fun and better now :D


The aggro radius in kingsmouth used to be huge before the new player experience. Now its more tame but shouldnt be as "easy" as what you described in your origonal post.


Originally posted by nolf
I can't help but ask myself what I'm leveling at this rate to get to...other than level cap lol.those days are clearly long gone.

Thats how i feel about all theme parks now.

As for wow in particular, if you dont want to raid at "endgame" then there is no point.

Played for a bit last night was Ok fun...

At least 40 people would rock up to one of those world bosses (but i bet there were many more that i could not see) and the FPS would take a huge dive down to 5-10fps lol.

Even with that it reminds me of how mmorpgs used to be / supposed to be.

intel Core i7-5820K, Socket-LGA2011-3 = $525AUD
Motherboard: ASUS X99-A, Socket 2011-3 = $329AUD
ASUS GeForce GTX TITAN Z 12GB = $1294AUD
Kingston HyperX 3K SSD 240GB 2.5" = $138AUD
Ripjaws RED 32G Kit 2133 (8Gx4)= $599AUD

Priced up the big ticket items with equivalents.. total comes to $2885AUD. or 2249.55US.



Originally posted by DrunkWolf
dont worry its not just MMOs, I dare gamers from todays generation to go beat battletoads.

This guy, while over the top does set the example for why a particular set of people hate "hardcore" games and opt for dumbing down.

btw Im a huge battle toads fan. :)


Originally posted by Kopogero
Problem is also that casual gamers preventing me from playing the game whenever I feel playing it and the dailies, weeklies, monthly events with double exp or some other non realistic mechanics like endgame raiding that only happen 1-3 times through the week for 30 min to 2-3 hours.

^ This.

They are like facebook games now, You run out of energy and you cannot continue to play.

However there are games with exceptions to this thank god.

Is there a concept image?


Originally posted by Azaron_Nightblade

Originally posted by Siris23 Can you even get to Tokyo yet without grinding Issue #8 tokens or paying a million PAX?
Yeah, they made some changes to make it easier to go there. Can't recall what exactly though, since I haven't played for a while. (But I read about it a while ago)

It only costs 1 token now.


Originally posted by VengeSunsoar
Many many many cultures do hunt their own food make their own clothes and build their homes fro n scratch.The notion that no one has ever done anything by themselves is patently absurd.

Those cultures are also very community driven and interdependent on the skills of others..


Originally posted by Gildenlore
Like I said, Linux lacks support from hardware manufacturers, but that doesn't mean it isn't better than Windows.
 

And you will find that the community will pan 1st party drivers because it isn't open source.

Its not just the manufactures responsibility to provide drivers, the community needs a change in thinking.

"Classical high-fantasy game setting that places emphasis on realism"

lol. :)

 


Originally posted by Velqor
Another mmorpg using Unity asset store models? Awkward

What is the big deal about that?

If you were to sub-contract graphic designers that would be different?


Originally posted by waynejr2

Originally posted by Nitth  

Originally posted by waynejr2

Originally posted by Nitth  

Originally posted by Ecoces You see this all the time in ARPGs like Diablo and Path of exile and even back in the day City of Heroes/Villains had it. where as you can go into a dungeon solo or with a full group and the dungeon would scale to the amount of people you have.
  Why would you do a dungeon with 10 people when it can be done with 5? logic says: the reward should be greater. But then you would have some extremely overpowered lvl 10 players wouldn't you?
A ten dollar dungeon is still only a ten dollar dungeon with 5 people.  It is too easy to exploit the system with your risk reward idea because the exploiters have mathed the numbers.   So there isn't a "real" risk now is there?  Nice try.
  huh?
If your target is worth X that is all you get.  Just because you 5 man a 10 man instance doesn't mean you get some extra f#$%ing reward for that.  You call it more risk.  I say it wasn't more risk. Stupid metagaming BS.

 


That's not what i meant. What i'm saying is:

what is the incentive to scale players and difficulty if there is no carrot? (withholding just for fun).

If you were to use a gear advantage then you could possibly unbalance that level bracket.

I'm not arguing for or against risk vs reward, im just pointing out a development issue that would need to be addressed.


Originally posted by waynejr2

Originally posted by Nitth  

Originally posted by Ecoces You see this all the time in ARPGs like Diablo and Path of exile and even back in the day City of Heroes/Villains had it. where as you can go into a dungeon solo or with a full group and the dungeon would scale to the amount of people you have.
  Why would you do a dungeon with 10 people when it can be done with 5? logic says: the reward should be greater. But then you would have some extremely overpowered lvl 10 players wouldn't you?
A ten dollar dungeon is still only a ten dollar dungeon with 5 people.  It is too easy to exploit the system with your risk reward idea because the exploiters have mathed the numbers.   So there isn't a "real" risk now is there?  Nice try.

huh?


Originally posted by azzamasin

Originally posted by CrazKanuk So they're saying it could be a 100GB client? Does anyone know of anything larger?    Therefore, it means it will be better, right? Bigger == Better?
They better offer free DvD downloads.  Cause at 100gb it would take my 5mbps internet a month to install.

LOL. that would require 10-20 dvd's to load.

Brings back memories of loading windows 95 on 25 floppy disks. :)


Originally posted by JWW8767
I'm probably overlooking something obvious, so bear with me ...

Every time I see a triple-A MMO that is losing subs or struggling with relative popularity, and they are Windows-only, I can't help but wonder why they don't port to OS X.

Wildstar may or may not be floundering, struggling, losing subs, etc., but they spring to mind when I think of a game that has stumbled.  I'm sure they are still making plenty of money, but they could be making more by appealing to the Mac crowd (not all of us care to bother with Bootcamp). 

Of course there was a time when a Mac version of anything was an expensive gamble, but nowadays that's obviously not the case.    So it seems like a no-brainer: not doing a Mac version of your MMO is tantamount to ignoring revenue that wants to throw itself into your wallet.

Not sure if this has a point -- might just be a public rant -- but am I wrong here?  (I'm sure y'all will tell me if I am.)


Directx binds games to windows.
And the reason is because directx is arguably more robust and developer friendly.

In a perfect world (no pun) Everyone would use OpenGl for superior cross compatibility
but that's not gona happen anytime soon with opengl's design and Microsoft partner kickbacks to developers.

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