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8.41

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Darkfall

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Darkfall » General Discussion » Will August be sexy time for DF or...

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 Thread (139 posts)
Xxeon  8/06/08 2:36:57 PM

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Originally posted by erawropav
Originally posted by Aragon100

Personally im 99,9% sure its gonna release this year. They secured a publisher and game is 100% feature complete.

I have my own publisher too. Check them out

http://www.cd-ship.com/

That's exactly what their so called 'publisher" is. Nothing more than a CD replication and distribution company. Because they couldn't find a real video game publisher for their "100% feature complete" amazing MMORPG.

Wake up. Darkfall is a complete failure. It's been a failure for years already. The only thing that has kept it afloat is the fact that no one has actually seen it because the devs hide it like a deformed child.


 

welcome back nice new account i c.

Actully its because most publishers want control of the game darkfalld evs dont want to give it . so your theory there is flawed

 
Trogg13  8/06/08 3:00:47 PM

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Joined: 7/29/08
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Originally posted by hakubylicks
Originally posted by Trogg13

 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.


Do you even know how much it costs to build a professional grade server for a MMORPG?

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. 

 

 

 
Xxeon  8/06/08 3:51:57 PM

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Originally posted by Trogg13
Originally posted by hakubylicks
Originally posted by Trogg13

 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.


Do you even know how much it costs to build a professional grade server for a MMORPG?

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. 

 

 


 

funny thing is trogg is right

 
hakubylicks  8/08/08 3:54:22 PM

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Joined: 7/31/08
Posts: 51

Originally posted by Xxeon
Originally posted by Trogg13
Originally posted by hakubylicks
Originally posted by Trogg13

 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.


Do you even know how much it costs to build a professional grade server for a MMORPG?

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.

so you're 28 years old and you've been coding professionaly for over 10 years? so you think you were a professional at 18 years old? lol

please come back in another 10 years and then we'll talk

 you're miles wrong on numerous things:

- 100s of thousands of $$ to build a 50 PC cluster is nothing.

It is when you don't have it.

- 10K simultaneous connections to a well-built load-balanced server is nothing, as long as you have the bandwidth.

You can have all the bandwidth in the world. It means nothing without a perfectly coded server.

- EVE handles > 35K concurrent players every night for example, and the architecture described for DF is much more robust & flexible than EVE's.

EVE Online is not a game like Darkfall.  It 's in space. It's much easier to do.

- 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.

The major area that differentiates engines is THE TOOLS that come with them. TOOLS build good games. Not rendering engines.

- 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.

Please point out where they describe their setup beyond some vague bullshit.

 i understand why you're incredulous, you don't see other MMO trying to do asynchronous zone loading, dynamic distribution & load balancing  

thats's because their experienced and smart

Darkfall WILL fail. It's not a question of if it will , it's just a question of when it will.
 

 
Xxeon  8/08/08 4:10:50 PM

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Joined: 7/23/08
Posts: 544

Originally posted by hakubylicks
Originally posted by Xxeon
Originally posted by Trogg13
Originally posted by hakubylicks
Originally posted by Trogg13

 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.


Do you even know how much it costs to build a professional grade server for a MMORPG?

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.

so you're 28 years old and you've been coding professionaly for over 10 years? so you think you were a professional at 18 years old? lol

please come back in another 10 years and then we'll talk

 you're miles wrong on numerous things:

- 100s of thousands of $$ to build a 50 PC cluster is nothing.

It is when you don't have it.

- 10K simultaneous connections to a well-built load-balanced server is nothing, as long as you have the bandwidth.

You can have all the bandwidth in the world. It means nothing without a perfectly coded server.

- EVE handles > 35K concurrent players every night for example, and the architecture described for DF is much more robust & flexible than EVE's.

EVE Online is not a game like Darkfall.  It 's in space. It's much easier to do.

- 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.

The major area that differentiates engines is THE TOOLS that come with them. TOOLS build good games. Not rendering engines.

- 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.

Please point out where they describe their setup beyond some vague bullshit.

 i understand why you're incredulous, you don't see other MMO trying to do asynchronous zone loading, dynamic distribution & load balancing  

thats's because their experienced and smart

Darkfall WILL fail. It's not a question of if it will , it's just a question of when it will.
 

to bad you really dont know what your talking about
 

 
Arcken  8/10/08 5:39:12 AM

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Joined: 8/14/04
Posts: 1637

Lets face it, MMOs today are turning into single player console games with a chat box included.

Starting to rain fanbois in here. Grab an umbrella cause last time I saw someone mindlessly tout a game he got burned by 90% of the people on these forums once it was released. Now no takes him seriously, hes turned into a complete joke.

Seriously dont let this game make you look like a chump. (or at least anymore than it already has)

 
Evasia  8/10/08 5:43:42 AM

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Hard Core Member

Joined: 5/22/08
Posts: 749

Originally posted by hakubylicks

The way I see it August is do or die month for this project. A new promised video that is supposed to show a full featured game is coming. So either they deliver on this promise soon or fold.

The majority of people on the official Darkfall boards are not as blind and stupid as one might think. Sure there's a few there that just belong in a cage somewhere to be experimented on but for the most part if they do not really DELIVER with this video there's going to be a huge backlash..

So will Darkfall be having a sexy party in August or will a cheap Nicaraguan hooker with crabs show up and spoil it all?

You know what time it is...

 

Majority of darkfall forums these days are ex wow players, they just come there to annoy the real fans.
 

 
Arcken  8/10/08 5:49:31 AM

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Novice Member

Joined: 8/14/04
Posts: 1637

Lets face it, MMOs today are turning into single player console games with a chat box included.

Originally posted by Evasia
Originally posted by hakubylicks

The way I see it August is do or die month for this project. A new promised video that is supposed to show a full featured game is coming. So either they deliver on this promise soon or fold.

The majority of people on the official Darkfall boards are not as blind and stupid as one might think. Sure there's a few there that just belong in a cage somewhere to be experimented on but for the most part if they do not really DELIVER with this video there's going to be a huge backlash..

So will Darkfall be having a sexy party in August or will a cheap Nicaraguan hooker with crabs show up and spoil it all?

You know what time it is...

 

Majority of darkfall forums these days are ex wow players, they just come there to annoy the real fans.
 

Id be willing to bet that most of the "haters" are pissed off fans that got tired fo being manipulated and lied to. Im eagerly awaiting the planting of the tombstone so that I have a place to try out my new dance moves.
 

I call my first dance the "Frustrated Fanboi Frolick"

after that Ill perform the "Bullshit Bop"

 
scott21493  8/10/08 5:55:26 AM

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Joined: 1/30/04
Posts: 42

I really don't see why most of the people who post are so biased.  Ok, the game might now come out.  What then?  You can't play a game that you've never played before?  I think this game could be a really good idea if it works well and comes out, but if it doesn't what does it seriously hurt?  You haven't given this company money.  You haven't invested time into the game.  I would just really like to know how this game is harming people.

I also have to say, just because a company has big ideas doesn't mean that they're lying.  Lets think of games in terms of movies.  Most movies are the same thing over and over and over again because the company that is producing them knows they will at least turn a little profit.  Look at all of the movies that came after Scary Movie and how fast they're coming out with those.  This is the same thing in the gaming industry.  The major companies are going to want to make something that is already proven because they know it has a higher chance of making them money.

A game like Darkfall, if it comes out and is well made, would be a game like Scary Movie.  It'd be a game that spawns these new ideas for features and shows companies (and gamers) that this can be done.

I got off track there for a minute.  Anyway, I think everyone shouldn't be so stuck on one side or another.  I have a feeling Darkfall won't come out but a video won't really prove that its going to come out either.

 
GMny  8/10/08 7:51:33 AM

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WE'LL GET THE CRABS

 
Xxeon  8/10/08 8:34:56 AM

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Originally posted by hakubylicks
Originally posted by Trogg13

 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.


Do you even know how much it costs to build a professional grade server for a MMORPG?

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 su