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All Posts by Xadrian

All Posts by Xadrian

2 Pages 1 2 »
36 posts found

I logged on right when the servers went up, had the usual high lag and disconnects for about 30-45 minutes (human starting zone was packed), then played for several hours. Woke up this morning, apparently missed the couple hours of server issues, but even with that and some of the lingering issues, this is one of the better launches I've seen. Doesn't anyone remember how these things go?

The number of people on is significantly higher than any stress test they've had, this shouldn't be entirely unexpected.

Cities contain the personal story instances. Outside of that, there aren't any dynamic events. However, there are minigames, vendors, crafting, banks, vistas, etc. and I wouldn't be surprised if special events and holiday stuff happened there.


Originally posted by heartless
Tuesday. Here's the thing though, the download is only about 11GB and their upload is fast. During the stress test, I downloaded it in about 30 mins. I was honestly surprised.

Holy moly, how fast is your internet? If you really downloaded 11GB in 30 minutes, you've got at least a 50mbit connection, which just makes me feel all sad.

That said, it should hopefully still only take me around 4 hours to get everything at top speed.

Moi aussi? Danke.

A zone is simply an area that you load into in a game. Generally when people refer to "zoneless", they mean that you can walk around the world without loading screens, though technically any game can have distinct areas that they call zones even without loading screens.

UO before the split. I was exploring the game, seeing what I could actually do. The only skill I had up to a usable level was hiding, and even that was only decent enough to hide *most* of the time. Basically an early survival technique for anyone leaving town.

I came across a field of houses, and just out of curiosity started clicking on some of the doors. Most of them were locked, but one of the larger houses with a double door actually had left the less commonly used side of the door unlocked. If I remember correctly, clicking on the set of doors would normally open the right side... but my memory on that is hazy. So, like any curious and greedy adventurer, I popped inside to take a look... lo and behold, there are dozens of containers accessible everywhere with tons of loot inside. I started scooping things up, ran back to town and threw them in the bank, then returned several more times. On the third or so trip, I was standing in the house and saw a name pop up on the side of the screen, so I immediately hid. Turned out to be the owner of the house. He came inside, walked around swapping out some of his inventory with supplies. Meanwhile I'm getting a surge of adrenaline because I'm hidden quite literally in the middle of the upstairs room, and if someone walks through you while invisible, it makes it pretty obvious that you're there.

A few minutes later, and the guy comes upstairs. He's still digging through various boxes... meanwhile I'm assuming that he noticed some stuff missing and is getting suspicious. He walks toward me, then turns. Walks to another box, narrow miss. Came as close to me as possible without revealing my location, then pulled out a rune (or whatever the travel items were) and disappears. I breathed a sigh of relief, then looted the house dry.

The rest of my time in UO was a bit more tame, learning skills and combat. After the terror of almost being caught by someone who could completely destroy me (and at the time, I believed my in-game reputation was at stake too), I was hooked. Never found quite the same treasure trove again, but I always checked left doors just in case.

True, and I know in the early days of WoW (again, no idea if this still happens), mobs would actually spawn inside trees and rocks even for the simplistic version. However, it would be fairly straight-forward to keep a copy of just the terrain and static object collision data on the server so that it knows valid areas for spawning with practically zero added calculation. Or even simplified valid spawn regions if the designers wanted to mark them all out. The collision data theoretically should exist anyway to verify server-side that people aren't cheating and to allow proper mob path-finding, but I know a lot of developers skip that step to reduce processing and make gameplay smoother at the expense of opening themselves to speed and wall hacks.

Been around here since '03, don't really remember why I first came here. Average roughly 10 posts a year, normally. :)


Originally posted by A1x2e3l
 
The reason is quite simple: any sophistications of mob AI will significantly increase the client size and in some cases increase lags. Creatures are respawned on the same location and walk along preprogrammed paths (programmers “manually” take in consideration terrain obstacles and levels). Random respawn is not possible because the game engine will not “know” where and how to move them. Have you noticed that after stopping chasing your PC monsters always return to the same place? There are thousands of NPCs in a game, so even few lines of code for everyone results in a huge addition.
I agree with you, that’s annoying and not that realistic, but, probably, nothing can be done.

Mob AI has nothing to do with client size. Mob movement is controlled by the server and the position (not the AI code) is sent to the client. However, increasing AI processing for each mob would have an effect on how much the server has to chug along to keep everything working. It could be mitigated somewhat by smart disabling or reduction of an AI not in range of any players and cleverly designed decision algorithms, but any increase in processing must be multiplied by the total number of mobs that would be active at any given time.

Random respawn is possible and quite easy. The server could simply pick a random spot and spawn the critter there. The client doesn't need any info other than "MOB ID#whatever IS NOW AT (x,y,z)." The reason mobs return to their previous location is entirely due to the AI algorithm coded into the game. To keep things simple, they design the mobs to wander in a very specific area or path, and simply return to that once they've left a certain range. This was added to newer games partly to avoid the 'training' of mobs that occurred in older games (including some mobs which I think are still possible to pull into cities in WoW if they haven't changed it).


Originally posted by jadonc
Gunbad instanced dungeon added
www.warhammeronline.com/specialfeatures/Gunbad_Overview.php
I dont know how new this is, but is sounds awesome.

Added? I thought that was in at release? I only played for a month or two at launch and I've been in there.

Although I'm not a huge fan of having to get to level X before the game changes into something you want to play, I do like the "permadeath" concept where it resets you to a specific high level. You still keep a lot of your necessary base skills to play the game, but the bonus stuff for not dying has to be re-earned. No idea if it would really work in practice though.


Originally posted by SgtFrog

Originally posted by Xadrian

Out of curiousity, why would you want ANY of these?  What's wrong with a username and a password?  These things are unlikely to put a dent in gold spam of any sort, so you're only hurting legitimate customers.



 
SSN and NSN(UK) will get stolen by gold sellers so they can make new accounts...like what happens in china and Korea

Aye, and on top of that the SSN will be sitting in their (likely less-than-secure) database. Instead of losing a CC# that you can cancel, you could lose the one number that makes it super easy to steal your identity.

Out of curiousity, why would you want ANY of these?  What's wrong with a username and a password?  These things are unlikely to put a dent in gold spam of any sort, so you're only hurting legitimate customers.

That's an odd question, isn't the only game like that at all right now Fusion Fall? To be honest, I'm not sure they'll ever be dominate. What will probably happen is companies will develop their own partially-streaming clients for their MMOs so that it's a small initial download with the basic resources and streams data and updates in the background. Stuff based on a browser plugin is much harder to mod, so if they wanted anything like the mods for WoW it would be much easier to have their own client. In addition, there are some restrictions to what the client could do because of security issues with the browsers (though these may not be a factor in the actual game client, I don't know).

For a small-time indie-scale MMO (with obviously a lower customer target), things like Unity may actually be pretty good though, as they allow more rapid development for people without full-blown teams.

And all this time I've been grinding up kittens like a fool...

 EVE keeps growing because the entire game IS end-game.  Most of the latest MMOs have been following the WoW-style quest oriented (and level-based) system.  That can be a lot of fun if done right, but you will run out of content at some point.  Since those games focus entirely on the created content, there's essentially very little else to do.  Arena and PvP in WoW are probably the most sustainable activities long term, but even those are fairly limited.  Additionally, while you can make a name for yourself on one server, most modern MMOs have multiple servers and you are likely completely unknown on the others.

On the other end of the spectrum is EVE.  Aside from the mission stories (which aren't generally that in-depth), everything is up to the player.  In fact, this tends to be one of the major problems for some new people... too much to do with little overt indication that it can actually be done.  You can decide whether you want to run missions (boring IMHO, but good money), mine (also boring IMHO), scan for exploration sites, scan for ships running missions to steal their crap, haul valuable stuff through potentially dangerous territories, find people to shoot at, go on a low or null sec adventure, manufacture stuff, trade on the market (sometimes more interesting than it sounds), scam people (boo!), find wormholes to unknown space or the other side of the galaxy, fight corp wars, faction warfare, etc.

There's tons to add to that if you join a good corp or get established in null sec space.  Additionally, many of those things have a lot of depth and complexity when you start focusing in on them.  For instance, you could be part of a small mercenary corp.  If you happen to know more about locator agents, good ship builds, sneaky tactics, basic scanning, and just plain playing it smart, you can trounce a well established corp in a war.  And have a blast doing it.

The game is doing well because it frees you up to do whatever you want.  Expanding the content is easy too... since it's in space, they can add physical locations easily.  New items and ship-types mean new opportunities at all levels - component gathering or mining, manufacturing, new tactics for pilots.  I could probably go on for awhile, but I'll stop here.  :)

 

EDIT: Eesh, all that and I somehow didn't even mention the whole "real danger" aspect.  You get blown up, you lose a ship and its equipment.  It effects several areas of the game, and makes the economy work quite well since there is constant demand for various components and ships.  Even if that sounds scary, it's really not bad once you get used to it.  You have to weigh the risks in any given activity and decide if you can afford it.  Makes things seem a little more substantial and purposeful.

 Based on some silly experimenting with the new probing system I did the other day, I'd say the systems are pretty much infinite for all intents and purposes.  I never hit a wall with where my probes could warp to, and they were WAAAAAY the heck out there.  Although after a certain distance I did start hitting some floating point inaccuracies as the probe displays were hopping around eratically within a small space... so you'd probably start to see weird effects (after the millenia of realtime flight it took you to get there).

 

EDIT: As for the technical side - with a system like eve's, there's no reason to implement invisible walls.  Each system has (x,y,z) coordinates for everything, and the objects that are displayed to you are anything within a set amount of distance.  It's easy to split out the network data for efficiency so that's not a concern, and there's nothing like terrain that you need to prevent players from hitting the edge of.

 The skill queue isn't intended to let you automate months of training.  As long as a skill starts within 24 hours, it can be as long as you want.  The whole point is to allow you to set your next training skill even if the current one ends at an inconvenient time.

Walking in stations is supposedly still under development, but I suspect that if it ever sees the light of day it's going to be one of those features that's cool for a few minutes but otherwise pointless.

Originally posted by Sarbocabras

Originally posted by GamerBen

I heard oRvR servers were kinda crummy, a lot of lowbie ganking. Also, you can have peopel go back a tier and destroy people cause they got the levels and the gear.

You can't lowbie gank you turn into a chicken... 

 

You can on Open RvR servers (as he mentioned).  It lets you go back an extra tier, so you can have 20s killing 1s, 40s killing 21s, etc.

Of course I'd want one game world, given that the game itself was massive enough to support it (and had some nice, clever network partitioning to actually make it possible). One of the major things that's fallen by the wayside as a result of multiple servers is GMs interacting in a meaningful way with the players (as in stories and live events rather than just customer service).  It started before WoW, but I believe WoW was one of the first to outright say that they don't do cool GM-run events because they don't want to favor one server or another or have to deal with having staff to run it on every server. 

With a single server, you can dedicate any resources to that single server.  You can even have a branching or dynamic storyline since any changes that are made to the game would make sense - you wouldn't have one server killing big, bad monkey boss deluxe and the other server having their town destroyed.  It makes having an impact on the game world a viable option.

Obviously there are community benefits as well, a stronger in-game economy, more people to associate with, more complex social and political dynamics, etc. The only possible downside is if the game world simply isn't designed to accomodate a large population... well, that and the inevitability of mega-barrens-chat somewhere in game.

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