Ysh wrote:
If you ask a man if to make this game as it does exist now is financially and practically feasible as team of two men, he will likely tell you no.
What?
Ysh wrote:
If you ask a man if to make this game as it does exist now is financially and practically feasible as team of two men, he will likely tell you no.
Ysh wrote:dageir wrote:So an EVE-like solution with multiple instances/solar systems, but instead continents/islands on separate "shards"/servers/partitions?
Is this doable with this game? And if so, would it be financially and practically feasible?
If you ask a man if to make this game as it does exist now is financially and practically feasible as team of two men, he will likely tell you no.
dageir wrote:Ysh wrote:
If you ask a man if to make this game as it does exist now is financially and practically feasible as team of two men, he will likely tell you no.
What?
Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.
Ysh wrote:Your question I think is not so precise. What is meant by ''feasible?'' Many men consider game as it already exist to be infeasible with level of resource it does have. Infeasible of course do not mean impossible.
VDZ wrote:Dageir probably meant financially feasible in terms of server costs and the like. Servers aren't expensive nowadays so I imagine it should be, and having separate servers per map should be feasible, but it's likely going to lead to a lot of edge cases they'll need to deal with and inter-map travel isn't going to cleanly mesh with the open world. You'll either need plain portals teleporting you to the other map, or some design trickery (special tunnels you need to go through to access the other map or something like that) which still adds a significant number of edge cases.
CyxoB wrote:Ysh wrote:Your question I think is not so precise. What is meant by ''feasible?'' Many men consider game as it already exist to be infeasible with level of resource it does have. Infeasible of course do not mean impossible.
any code that has been written for 10 years without thinking about architecture becomes like this.
As far as the complexity and uniqueness of the game is concerned, it is rather complex and unique for the player than for the programmer.
Any online casual game can be much more difficult in terms of game content and program code, because here the complexity is achieved by the fact that the game mocks the player and constantly complicates his progress.
If the progress was like in the usual casual game "fun farmer" then all the industrial chains would be reduced from several months to several days, and the game would no longer seem so difficult.
So in terms of the code base, this is an ordinary online game. All its uniqueness is the consistent hatred and disdain for the players, and especially newcomers, on the part of the developers. This is what makes it so "difficult".
Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.
Mashadar wrote:VDZ wrote:Dageir probably meant financially feasible in terms of server costs and the like. Servers aren't expensive nowadays so I imagine it should be, and having separate servers per map should be feasible, but it's likely going to lead to a lot of edge cases they'll need to deal with and inter-map travel isn't going to cleanly mesh with the open world. You'll either need plain portals teleporting you to the other map, or some design trickery (special tunnels you need to go through to access the other map or something like that) which still adds a significant number of edge cases.
The idea of multiple shards is to avoid almost all of those edge cases that would occur with multi-threading.
As an example, you can split the world into 4 quadrants with hard borders - as soon as a player crosses the border of a quadrant (which would ideally always be ocean terrain), the server hands off the player and any piloted vehicles to the next server and instructs the client to connect to the new server. For all other intents and purposes, the quadrant border is treated like the end of the world map, meaning neither animals nor any other objects can cross it. That immensely simplifies things.
Of course, there are still some features that require special treatment, such as tracking of stolen items and party tracking, but if you want to be cheap, you can simply choose not to support those features across shard borders.
VDZ wrote:So are you suggesting there should be visible magical barriers, or invisible black hole lines as in legacy (and to a limited extent still present in Hafen) that may swallow up stuff you were playing around with close to the border? If the former, why not just go for magical portals transporting you to other shards?
VDZ wrote:If the latter, what are you going to do when someone places a crate on or over a border?
VDZ wrote:What about players across the borders, do they suddenly spawn in out of nowhere and ambush you while you're still connecting?
VDZ wrote:You say any piloted vehicle but no animals, what happens if you try to pull a wagon across the border?
VDZ wrote:What happens to the horse if you get off and leash it while crossing the border?
VDZ wrote:As long as there's a physical border you can cross, there's going to be tons of edge cases; the more open the border, the more edge cases you can get.
VDZ wrote:What if the other server happens to be down?
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