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KarkoMember
Where were you able to see the percentage?
KarkoMemberLooks like crafting won the vote.
KarkoMember95 lets you log onto servers and build with blocks.
1000 gives you access to the software used to generate the worlds.
KarkoMemberI voted
beacon
portal and warp
craft
farmKarkoMemberInfinite resources can be balanced in an MMO, the key is there must be a mechanism of removing them to control the rate of inflation. In EVE this is achieved by losing the ship permanently when its destroyed, and about 75% of items on it being destroyed. This becomes a little more complicated in a PVE environment more EQ or WoW where players are not accustomed to losing their gear permanently when they die, and the player base for this game looks pretty diverse. So the devs are kind of in a bind.
KarkoMemberHere is a view from the top of a sweet pathway someone took the time to build.
I love the design of this new tower. Any idea who built it?
KarkoMemberThe problem is not what happens to protected land. The problem is what happens to the space between in protected land. Walk around these servers they are huge. Factions don’t claim land by spawn. They do about as far away as they are allowed. All the space in between is what we need a solution to.
KarkoMemberThe Enlightened One is correct, let me expand on what he is saying. The game is an MMO and a single universe, and on top of that they want items to be of value and traded. So this pretty much rules out people running their own servers that are connected to the universe, because there will have to be a database backend to keep track of the items for players to travel between servers, and they can’t leave the door open to trusting information sent to them by third party servers, IE dupped items. And the game state can not be run locally for the same reason, data integrity. So we have to play in their environment to make this work.
Now for each player to have their own environment this would require cpu to render the chunks of the world, RAM to keep track of the world around the player, and storage for the chucks to be unloaded into as the player walks around, and logs off. Server resources cost money whether you pay for them or not. The problem is the amount of resources required to give each player their own starting environment will not make business sense. That is why if you just buy the game you will have to play on public servers or on someones that is paying for it, because all of the players being on the same servers helps to reduce the cost maintaining them per player. However if your willing to shoulder the ongoing cost they will provide you with your own environment.
KarkoMemberI am absolutely floored at the power and flexibility of your world generation software. I always though that the biomes in minecraft were bland. So I got into Terrain Control, but this absolutely blows that away. The depth of customization was astounding, combined with the ability to see changes in real time in the development environment. Wow. The possible worlds that can be produced will be so much more diverse than I imagined. I had not given much serious though to master, but this is making me reconsider.
KarkoMemberKarkoMemberHow about a field in the profile that simply ask for a link to a hosted image of x dimensions?
KarkoMemberPut it on the road map. Then we can vote for it and see if their is demand for it. I would definetly be excited for this feature.
KarkoMemberThis is the biggest problem for the developers to solve. Beacons will not fix this problem no matter how they are implemented. The space between the claims will be strip mined into a mess of utter shit. If you have ever played on a minecraft factions server that has been online for a year you know exactly what it looks like. I think regenerating unclaimed land over time is the best solution I have heard so far. Slow resource re-spawn might work, something like rats and asteroids in EVE.
KarkoMemberWhere did you find the patch notes?
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