| 61 posts found | |
|---|---|
|
60% of the official community polled think Darkfall will have over 150,000 subscribers, 40% think over 250,000 and 25% think it will be over 750,000.
General Discussion « Darkfall 8/06/08 3:29:28 PM
Originally posted by hakubylicks
For once i agree with you, Darkfall is 100x better. |
|
|
60% of the official community polled think Darkfall will have over 150,000 subscribers, 40% think over 250,000 and 25% think it will be over 750,000.
General Discussion « Darkfall 8/06/08 3:16:41 PM
i agree those numbers are a bit unrealistic, especially as the percentages reported in your subject add to 125%...
DF devs have said they plan to start with a small number of servers and grow from there, which is IMO the smart way to go. if done well, and not too hardcore, i could see DF getting 250K subscribers over a year or 2.
DF fans may be optimistic, but DF trolls are flat-out stupid. |
|
Originally posted by hakubylicks
It costs hundreds upon hundreds of thousands of dollars. Why do you think Engines like Hero and Big World cost 1 million dollars to own a license to? Now please someone tell me how Aventurine with their measly 20 or 30 amateurs can build a professional grade server and networking system capable of supporting 10,000 or even 3,000 people online at once... in a FPS style gameplay setup.
Well, i've been coding commercial internet-facing applications professionally for over 10 years so i believe i do know a thing or 2 about programming and software development.
you're miles wrong on numerous things: - 100s of thousands of $$ to build a 50 PC cluster is nothing. depending on your supplier, it may well cost you quite a bit less than 6 figures too. - 10K simultaneous connections to a well-built load-balanced server is nothing, as long as you have the bandwidth. - the bandwidth required per connection while playing is actually very small, typically less than 5KB/sec. - EVE handles > 35K concurrent players every night for example, and the architecture described for DF is much more robust & flexible than EVE's. - licenses for the unreal engine start at $300K, anyone can write a 3d game engine, and many people have. they are often written by a single programmer and the amount of code required is relatively small, less than 200K lines for instance. it's the capabilities and speed of the engine that is where the differentiation is. - everything i've read about Darkfall's technical details has been spot on the money for technical accuracy, and has also come across as a really smart way to approach mmo server design de novo.
i understand why you're incredulous, you don't see other MMO trying to do asynchronous zone loading, dynamic distribution & load balancing to try to get high concurrency numbers but frankly this tech has been used for other server applications for many years, it's just been ignored by the conventional game development companies because - i presume - they are more interested in churning games out, not in spending a couplle of years perfecting their server architecture.
|
|
Originally posted by erawropav
fixed. and now i agree with you too. |
|
  link me a reference that says there is Java in the client, because i don't know of one. if you're thinking of the in-game browser, that is most likely the open-source khttp renderer (used on konqueror and Safari browsers), which is C++.
none of that is right. all the physics, collision, loot, AI etc - ie: everything to do with the game - is determined by the server, otherwise it's too easy to packet sniff the netwrok traffic and reverse-engineer a client or mod that allows cheating.
 the world geometry is on both client and server, and all the textures are of course already on the client. all the game decisions are handled by the server though the client may be allowed to do some interpolation (read: guesswork) to give the illusion of less network latency (ie: lag). |
|
Originally posted by Arcken
Yep. We all are. |
|
|
dude the client is not in Java. the server *is* the game, where all the world geometry is, the physics, the AI, loot, etc - all the rules of the game are there. the client is basically just a fancy mp3 player with graphics that displays what it's told to by the server. |
|
Originally posted by Theodgrim
I think there are strong elements of that. IMO they also come across as quite obsessive about getting it all "just right". Put it all together, the game was always going to take a long time. |
|
Originally posted by Arcken
So does Darkfall.
ZING!!!!!
Funny that you love WOW so much you're here following Darkfall too.
DOUBLE ZING!!!!
now that's what i call pwned. |
|
Originally posted by Arcken
Ill take an out dated game over vaporware any day.
except WotLK isn't released either.
ZING!!!
and i would rather do anything than play the pointless, mindless, repetition that is WOW.
|
|
Originally posted by hakubylicks From a graphics sperspective that video is seriously mediocre. below mediocre.
WOW graphics are seriously outdated, I find Darkfall's graphics and graphical style to be considerably better. |
|
|
I agree, it's high time they started putting out more videos/screenshots. Or maybe the August one will be so amazing it'll be enough, who knows. Point is though, pretty much everything they said they would show, they have shown, or are showing soon. |
|
Originally posted by AnIrishPunk
yeah and Half-Life was Valve's first game, etc etc. The trolls choose to ignore the obvious facts in favour of irrelevant minutia, unfounded speculation, and blatant lies, often all three in the one response. the level of delusion can be really quite impressive. |
|
|
Claus Grovdal, Creator of Darkfall and its Lead Designer/Producer and other Darkfall developers CV's.*Update Razorwax AS Bankrupt 2006
General Discussion « Darkfall 8/06/08 8:16:23 AM
Originally posted by Polarization
Oh i know he *has* worked on darkfall, we just don't know if he still is (or not). the last reference to AI programmer we have is Mirco, as i linked.
|
|
Originally posted by zaxtor99
Maybe you should try watching the videos...
I can't understand why u come here when you just keep embarrassing yourself with your lack of knowledge of the game. Try watching all 6 videos and tell us again there's no UI.
so sad...
otherwise, please share with us your theory that all 6 videos and 600+ screenshots are all faked because i need a good laugh.
|
|
 Seriously why do people keep posting this? The UI is clearly visible on the 2005 alpha video (it's even a cam of someone playing it...). the UI is clearly visible on the 2006 game play video. it's a minimal UI people, wake up... you want to see bags of stuff (god knows why...)? ok it's here. duh. oh and all 6 darkfall videos are in-game footage. |
|
|
Claus Grovdal, Creator of Darkfall and its Lead Designer/Producer and other Darkfall developers CV's.*Update Razorwax AS Bankrupt 2006
General Discussion « Darkfall 8/06/08 7:01:08 AM
Originally posted by Polarization yet more utterly irrelvant info... <yawn>
Also, you realise that's an extremely common name in scandanavia, roughly equivalent to John Erik Smith or the like. Very good chance it's not even the same person. In any case i'd like to do that trek sometime too.
And finally, Darkfall's AI programmer is Mirco Sanguinetti.
|
|
Originally posted by hakubylicks
Funny that both AoC and Warhammer are both officially pieces of shit. Maybe they should have followed Darkfall's model and spent all that money and time actually making good GAMEPLAY instead of polished game videos. Warhammer may yet turn out OK (though they are dropping content like whoa) but AoC is 100% for sure a piece of overhyped, buggy & laggy crap.
Don't bother responding, everyone knows this is true.
|
|
Originally posted by dwillpower
People have been saying that for years about darkfall...am i right?
Yep, except for the part about a few months. They haven't set a release date before until now, although they have threatened to release 2-3 times over the course of development but (for not entirely known/disclosed reasons - game wasn't good enough for them?) have chosen otherwise.
Personally, i think the main reason is that the DF devs all have bad OCD. |
|
|
Kjetil is the lead coder and main author of the 3d engine.
OK, you're misunderstanding what 'gameplay' is - gameplay is what's left once you take away all the main game subsystems - input, network stack, graphics engine, sound & mixing libraries, UI widget libraries, etc -- ie: gameplay is the content, the stuff i listed is the vehicle of that content.
By the way, there are basically no MMOs with a game client written in 100% java that don't run in a browser. |
|