Mind you, I'll be delighted to be mistaken. It's such a freakin rare thing, for me to be mistaken...
Alright I see you also have a pretty severe superiority complex. Well that does explain a lot...
Hard-earned and thoroughly deserved superiority complex. I prefer to think of myself as of modern version of Lord Flashheart. Can't help if I'm that awesome.
Originally posted by Grahor The hell are you talking about? That's developers own words about Landmark (not EQ:N). What "predictions"? That's the reality of Landmark.
That's interpretations on the bullet list you like to quote around. No one still knows how it will eventually work. Many of the points are already contradicting. For example, if it's all fully instanced, why do you need to "claim" an area for yourself?
Yes it might be that you cannot build stuff real time in the "open world", but even that isn't yet confirmed.
Because it's the way to start your building instance - you "claim" an "area", a building instance is created on the server with all the necessary infrastructure around it. Pretty obvious, I think.
Also, throughout the whole history of mmorpgs and gaming no single game or program ever turned out _more_ awesome than developers hyped. If they describe it as instanced "portals" which are to be queued for visitation, it's not going to turn out a free-roaming single-server environment, period. I wasn't actually aware of that particular point, otherwise there wouldn't even be a discussion.
Originally posted by Grahor The hell are you talking about? That's developers own words about Landmark (not EQ:N). What "predictions"? That's the reality of Landmark.
That's interpretations on the bullet list you like to quote around. No one still knows how it will eventually work. Many of the points are already contradicting. For example, if it's all fully instanced, why do you need to "claim" an area for yourself?
Yes it might be that you cannot build stuff real time in the "open world", but even that isn't yet confirmed.
Because it's the way to start your building instance - you "claim" an "area", a building instance is created on the server with all the necessary infrastructure around it. Pretty obvious, I think.
....
Now you are arguing with yourself.
First you say everything the user does is client-side only, now you claim there is "necessary infrastructure on the server".
No wonder the game with your AI didn't ship! (I kid, I kid)
Originally posted by Grahor The hell are you talking about? That's developers own words about Landmark (not EQ:N). What "predictions"? That's the reality of Landmark.
That's interpretations on the bullet list you like to quote around. No one still knows how it will eventually work. Many of the points are already contradicting. For example, if it's all fully instanced, why do you need to "claim" an area for yourself?
Yes it might be that you cannot build stuff real time in the "open world", but even that isn't yet confirmed.
Because it's the way to start your building instance - you "claim" an "area", a building instance is created on the server with all the necessary infrastructure around it. Pretty obvious, I think.
....
Now you are arguing with yourself.
First you say everything the user does is client-side only, now you claim there is "necessary infrastructure on the server".
No wonder the game with your AI didn't ship! (I kid, I kid)
Oh, come on. Don't be ridiculous. A new "building instance" have to be registered on their site, for possible tagging, searching and visit queueing, and it have to be saved on one of the servers once in a while (just not in real time), so you need to register a server address to it, more or less (don't know how to explain it in simple words. ), and put it on the "portal map", etc. Server is responsible for remembering who is allowed to help you with the build and who isn't, etc.
Originally posted by Grahor The hell are you talking about? That's developers own words about Landmark (not EQ:N). What "predictions"? That's the reality of Landmark.
That's interpretations on the bullet list you like to quote around. No one still knows how it will eventually work. Many of the points are already contradicting. For example, if it's all fully instanced, why do you need to "claim" an area for yourself?
Yes it might be that you cannot build stuff real time in the "open world", but even that isn't yet confirmed.
Because it's the way to start your building instance - you "claim" an "area", a building instance is created on the server with all the necessary infrastructure around it. Pretty obvious, I think.
Also, throughout the whole history of mmorpgs and gaming no single game or program ever turned out _more_ awesome than developers hyped. If they describe it as instanced "portals" which are to be queued for visitation, it's not going to turn out a free-roaming single-server environment, period. I wasn't actually aware of that particular point, otherwise there wouldn't even be a discussion.
The EQ dev team has been notably bad at its use of common MMO phrases that have turned into a misunderstanding of what was being presented...I remember on release someone said raid like content and content scaling based on the number of players and people immediately assumed instanced server side difficulty scaling when in fact they were talking about you doing the controlling the scale vs the nature of the task you were attempting to take on (by getting more people) in next.
The most recent round table poll on landmark
Do you want to build in public or in private in Landmark?
gave more of an impression of potential phasing than instance in the Rift Shards sense of the word, which would probably be fine, when you are in build mode you could have more control of your character without the strange effect of seeing people floating around the landscape in free view mode on the plot a la second life.
Second Life and mine craft are probably the best examples of open world MMO building we have to date one is over a decade old and the other is a very indie title programmed by someone who has stated he is no expert programmer. Second Life's biggest problem is that you can drop any texture into the world...so it is constantly loading textures at all times which even today on crazy machines causes bandwith type lag when you go into a new area...I don't see landmark allowing you to drop textures in so it shouldn't be as much of a problem.
You can wonder around second life and even teleport around second life within connected plots of land without them being instanced. Of course second life plots of land can be seperated by load zones but they do not have to be and plenty of them are large areas. I am not saying second life is a good example of how landmark should be but I am saying the ability to travel to certain places or bookmark certain places doesn't imply instance by default.
Your use of two bullet points, from a website that is meant to condense what they saw at a panel is not proof of your concept either, I am interested in the technical side of Next's procedural content, and landmarks crafting but the idea of a full instance doesn't jive with some of the other descriptions we have gotten...directly mind you not in third party bullet point format...that mention such things as gathering around crafting tables with other people and the like.
"that mention such things as gathering around crafting tables with other people and the like." - even if it's not about EQ:N and about EQ:L - you can perfectly well gather around "crafting tables" (which, by the way, aren't exactly a way to build a cave and a castle, is it?) within building instance, with people you've granted access; same goes for "private mode".
*shrug* but whatever, people, who am I to break dreams. Even though I don't see how "open world" will be better than instanced locations IN THE FRAKING EDITING TOOL!
"that mention such things as gathering around crafting tables with other people and the like." - even if it's not about EQ:N and about EQ:L - you can perfectly well gather around "crafting tables" (which, by the way, aren't exactly a way to build a cave and a castle, is it?) within building instance, with people you've granted access; same goes for "private mode".
*shrug* but whatever, people, who am I to break dreams. Even though I don't see how "open world" will be better than instanced locations IN THE FRAKING EDITING TOOL!
Open world is always better than instanced. With the exception of "serious" PvP.
Minecraft would have never been such a success without the multiplayer aspect. The multiplayer aspect would never have been successful unless everyone were in the same "instance".
"that mention such things as gathering around crafting tables with other people and the like." - even if it's not about EQ:N and about EQ:L - you can perfectly well gather around "crafting tables" (which, by the way, aren't exactly a way to build a cave and a castle, is it?) within building instance, with people you've granted access; same goes for "private mode".
*shrug* but whatever, people, who am I to break dreams. Even though I don't see how "open world" will be better than instanced locations IN THE FRAKING EDITING TOOL!
Actually it was specifically about landmark and not Next, which you should know before you make large scale pronouncements. The idea was you would find certain crafting tables in your exploration take them back to other areas and people could gather around them for crafting purposes, I personally remember this because I didn't really like the idea as I was wanting something more like a super free form second life crafting environment and they were describing more of an adventure game mindcraft style crafting environment (without creator mode) and I thought this would limit certain type of designers creativity....I know most builders in minecraft use creator mode to do the big things...and all of skyrim's amazing mods were made in the editor not in some "harvest and build" type of game.
That's kinda why it's cool, though. Making an efficient voxel engine is quite difficult. Doesn't mean it's impossible, though, maybe just not available to the average person.
Favorite MMO: Vanilla WoW Currently playing: GW2, EVE Excited for: Wildstar, maybe?
Oh, come on. Don't be ridiculous. A new "building instance" have to be registered on their site, for possible tagging, searching and visit queueing, and it have to be saved on one of the servers once in a while (just not in real time), so you need to register a server address to it, more or less (don't know how to explain it in simple words. ), and put it on the "portal map", etc. Server is responsible for remembering who is allowed to help you with the build and who isn't, etc.
All right, fair enough, I suppose it's possible they could conceivably charge you upkeep even for such small things.
You are completely misinformed. I'm unsure how you can claim to be a programmer who works on AI and graphics engine (and have the gall to say that AI hasn't changed in 20 years, it has significantly). You should understand methods of compression, if I have many voxels with similar properties I don't have to store each individual voxel in memory. Not to mention you are 37 years old according to your profile so that would mean you were working in the "field" since you were 17 which I find highly unlikely. I'm also pretty sure degrees in AI for game design didn't exist 20 years ago (but I'm not that old so I could be wrong).
Anyway the notion that voxels won't work on games with a lot of server side code is false. Go play the Planet Explorers alpha, which has multiplayer and lets you design your own buildings and vehicles and uses similar technology that Everquest Next will use. In actual use the memory footprint of an object using voxels and an object using polygons of similar quality is close to equal. That's like saying games using hundreds of different particles couldn't exist years ago because the memory footprint is too high, simply not true.
I'm unsure how you can claim to be a programmer who works on AI and graphics engine (and have the gall to say that AI hasn't changed in 20 years, it has significantly).
Specifically?
You should understand methods of compression, if I have many voxels with similar properties I don't have to store each individual voxel in memory.
We have talked about compressing metadata here extensively.
Not to mention you are 37 years old according to your profile so that would mean you were working in the "field" since you were 17 which I find highly unlikely. I'm also pretty sure degrees in AI for game design didn't exist 20 years ago (but I'm not that old so I could be wrong).
My degree was in Computer Sciences. The theme of my diploma was "Programming AI in Games". You know the difference between a degree and the theme of diploma, right?
I was working as a programmer since second year in the university. May be it was 18 years ago, not 20. That, of course, completely invalidates everything I've ever said.
Anyway the notion that voxels won't work on games with a lot of server side code is false. Go play the Planet Explorers alpha, which has multiplayer and lets you design your own buildings and vehicles and uses similar technology that Everquest Next will use. In actual use the memory footprint of an object using voxels and an object using polygons of similar quality is close to equal. That's like saying games using hundreds of different particles couldn't exist years ago because the memory footprint is too high, simply not true.
*le sigh* PE uses pre-defined blocks for building in their multiplayer part; custom builds, the one we are talking about in EQ:L happen in its building tool, which is wholely instanced, "single-player" (it's not even a game, it's an editing tool) and is on your computer, and then is imported into the game.
As for PE multiplayer, I've yet to see any videos with more than one person in the screen. But of course everyone can watch PE for themselves and decide if it's what they hope for.
If there's a option of not letting you keep your building private, you clearly don't live on a "client-only" shard, it's a true MMO.
*le siiiigh* people, you read into developers' words the damndest thing. It does nothing of the sort.
Let's check the options. You build in an instance. Do you want your build to be on a "portal map", for others to upload and see it only when you have finished the build? Half-way, using one of intermediate saves of my build? Keep it private and control who can access, load and see it even after I've finalized the build and uploaded final version to servers? Or, the last option, "others - anyone - can download my instance in any step of the build, in read-only format, and I only control by access rights who have the right to add/edit it."
Absolutely nothing here says anything whatsoever against instanced build. On the contrary, it supports instanced builds/intermediary saves/object downloads/access control completely.
I'm unsure how you can claim to be a programmer who works on AI and graphics engine (and have the gall to say that AI hasn't changed in 20 years, it has significantly).
Specifically?
Going into specifics on everything would take some time, but let's just take pathfinding as an example. Pathfinding 20 years ago was extremely simple, less than optimally plotted, couldn't exist well in a 3D space, and so forth. Since then A* and later improvements to it such as HPA* have been developed to make pathfinding faster, more realistic, and create more optimal paths. While AI (specifically in gaming) certainly hasn't seen advancement at the rate of say something like graphics, to say it hasn't had any improvements in 20 years is just baloney.
You should understand methods of compression, if I have many voxels with similar properties I don't have to store each individual voxel in memory.
We have talked about compressing metadata here extensively.
Then you should understand that memory footprint caused by creating landscapes and objects with voxels isn't going to be much different than with polygons. With polygons you have to store all those vertices, have a texture on each polygon's surface, and so forth, but in reality you can compress effectively for example I don't need to load an individual texture for each surface of a polygon when I can just create one texture that would effectively blanket itself over all of the polygon's surfaces and other poly surfaces. This same concept can be applied to voxels.
Not to mention you are 37 years old according to your profile so that would mean you were working in the "field" since you were 17 which I find highly unlikely. I'm also pretty sure degrees in AI for game design didn't exist 20 years ago (but I'm not that old so I could be wrong).
My degree was in Computer Sciences. The theme of my diploma was "Programming AI in Games". You know the difference between a degree and the theme of diploma, right?
I still have trouble believing they offered this as a "theme" 20 years ago when AI was so simplistic back then. You didn't even really have 3D space to work with. There wasn't much to work with much less make a degree out of.
I was working as a programmer since second year in the university. May be it was 18 years ago, not 20. That, of course, completely invalidates everything I've ever said.
Just shows you may have gotten caught in a lie.
Anyway the notion that voxels won't work on games with a lot of server side code is false. Go play the Planet Explorers alpha, which has multiplayer and lets you design your own buildings and vehicles and uses similar technology that Everquest Next will use. In actual use the memory footprint of an object using voxels and an object using polygons of similar quality is close to equal. That's like saying games using hundreds of different particles couldn't exist years ago because the memory footprint is too high, simply not true.
*le sigh* PE uses pre-defined blocks for building in their multiplayer part; custom builds, the one we are talking about in EQ:L happen in its building tool, which is wholely instanced, "single-player" (it's not even a game, it's an editing tool) and is on your computer, and then is imported into the game.
That's false. Look at how you can customize vehicles and weapons in the game. That's hardly "pre-defined" blocks. You are also making assumptions about how the tool will work without actually getting your hands on it. Building a landscape with voxels isn't going to cause much of a difference than building a landscape with polygons, if you want anything more beyond a smooth surface everywhere you still need to store vertices of all the different polygons as well as any textures you may use. The memory footprint is almost exactly the same. This goes for objects, character models, meshes, etc.
The difference between polygons and meshes is more about what you want to do specifically and there isn't much of a difference in memory footprint. Voxels are better for sandboxes, destructable worlds, creating complex landscapes, since you can create objects with "building blocks" (as you put it) as opposed to the triangular shape of polygons which can complicate things. On the other hand I'd say polygons are better for animation as it's easier to mimic skeletal structure by having polygons move in accordance with other polygons. It's also generally simpler to use polygons than voxels mostly because more programmers and artists are accustomed to using them because it's been the industry standard for 3D for 2 decades now.
As for PE multiplayer, I've yet to see any videos with more than one person in the screen. But of course everyone can watch PE for themselves and decide if it's what they hope for.
You should probably go inform them their game won't work either because you have some silly notion that using voxels is going to cause some massive memory footprint.
>>I still have trouble believing they offered this as a "theme" 20 years ago when AI was so simplistic back then. You didn't even really have 3D space to work with. There wasn't much to work with much less make a degree out of.<<
Okay, that shows the level of discussion you are offering. Off to block you go.
>>I still have trouble believing they offered this as a "theme" 20 years ago when AI was so simplistic back then. You didn't even really have 3D space to work with. There wasn't much to work with much less make a degree out of.<<
Okay, that shows the level of discussion you are offering. Off to block you go.
Like your own arrogant and condencending level of discussion is so much better... :P
Yeah, sure. Camping that boss for 6 hours straight with 10 more groups camping him too. Yay open world!
Ok maybe I should rephrase it to "Well designed open world..."
Guild Wars 2 does it right, for example.
Well, I certainly agree that GW2 does it right - but a lot of people will be horrified if that type of, as they call it, "zerg spam" will make it into EQ:N.
>>I still have trouble believing they offered this as a "theme" 20 years ago when AI was so simplistic back then. You didn't even really have 3D space to work with. There wasn't much to work with much less make a degree out of.<<
Okay, that shows the level of discussion you are offering. Off to block you go.
Like your own arrogant and condencending level of discussion is so much better... :P
My arrogance and condescension is deserved and backed up by at least some knowledge. His self-evidently isn't. Makes a world of difference.
But I'm perfectly okay with people blocking me. If they think that my posts will not add anything worthwhile for discussion, they actually should block me rather than to waste their lives on reading worthless posts. That's why I apply block feature liberally - threads become a LOT shorter and easier to read.
>>I still have trouble believing they offered this as a "theme" 20 years ago when AI was so simplistic back then. You didn't even really have 3D space to work with. There wasn't much to work with much less make a degree out of.<<
Okay, that shows the level of discussion you are offering. Off to block you go.
Like your own arrogant and condencending level of discussion is so much better... :P
My arrogance and condescension is deserved and backed up by at least some knowledge. His self-evidently isn't. Makes a world of difference.
But I'm perfectly okay with people blocking me. If they think that my posts will not add anything worthwhile for discussion, they actually should block me rather than to waste their lives on reading worthless posts. That's why I apply block feature liberally - threads become a LOT shorter and easier to read.
Nah I like to read the posts of a complete douche. Reminds me of how fucked up some people are - in the Internet at least.
Yeah, sure. Camping that boss for 6 hours straight with 10 more groups camping him too. Yay open world!
Ok maybe I should rephrase it to "Well designed open world..."
Guild Wars 2 does it right, for example.
Yay conflict, beleive it or not conflit is a good thing, makes thing intresting and less static.
It depends. If there is conflict, the game should be FFA PvP. In the above example your group could fight those 10 other groups over the right to kill the boss. Conflict in a game where you can't actually attack the other players however... not so cool.
But I'm perfectly okay with people blocking me. If they think that my posts will not add anything worthwhile for discussion, they actually should block me rather than to waste their lives on reading worthless posts. That's why I apply block feature liberally - threads become a LOT shorter and easier to read.
Nah I like to read the posts of a complete douche.
I live to serve.
Reminds me of how fucked up some people are - in the Internet at least.
Indeed. Of course, everyone has his own definition of "f-ed up". Me, I'm sometimes overwhelmed by the incoherent mewling mess of pathetic humanity, overflowing this forum in particular, Internet in general and the world at large.
Still, we have to look at the bright side. In the end, it'll all disappear without a trace or memory. Dust in the wind.
Comments
Hard-earned and thoroughly deserved superiority complex. I prefer to think of myself as of modern version of Lord Flashheart. Can't help if I'm that awesome.
Because it's the way to start your building instance - you "claim" an "area", a building instance is created on the server with all the necessary infrastructure around it. Pretty obvious, I think.
Also, throughout the whole history of mmorpgs and gaming no single game or program ever turned out _more_ awesome than developers hyped. If they describe it as instanced "portals" which are to be queued for visitation, it's not going to turn out a free-roaming single-server environment, period. I wasn't actually aware of that particular point, otherwise there wouldn't even be a discussion.
Now you are arguing with yourself.
First you say everything the user does is client-side only, now you claim there is "necessary infrastructure on the server".
No wonder the game with your AI didn't ship! (I kid, I kid)
Oh, come on. Don't be ridiculous. A new "building instance" have to be registered on their site, for possible tagging, searching and visit queueing, and it have to be saved on one of the servers once in a while (just not in real time), so you need to register a server address to it, more or less (don't know how to explain it in simple words. ), and put it on the "portal map", etc. Server is responsible for remembering who is allowed to help you with the build and who isn't, etc.
The EQ dev team has been notably bad at its use of common MMO phrases that have turned into a misunderstanding of what was being presented...I remember on release someone said raid like content and content scaling based on the number of players and people immediately assumed instanced server side difficulty scaling when in fact they were talking about you doing the controlling the scale vs the nature of the task you were attempting to take on (by getting more people) in next.
The most recent round table poll on landmark
Do you want to build in public or in private in Landmark?
gave more of an impression of potential phasing than instance in the Rift Shards sense of the word, which would probably be fine, when you are in build mode you could have more control of your character without the strange effect of seeing people floating around the landscape in free view mode on the plot a la second life.
Second Life and mine craft are probably the best examples of open world MMO building we have to date one is over a decade old and the other is a very indie title programmed by someone who has stated he is no expert programmer. Second Life's biggest problem is that you can drop any texture into the world...so it is constantly loading textures at all times which even today on crazy machines causes bandwith type lag when you go into a new area...I don't see landmark allowing you to drop textures in so it shouldn't be as much of a problem.
You can wonder around second life and even teleport around second life within connected plots of land without them being instanced. Of course second life plots of land can be seperated by load zones but they do not have to be and plenty of them are large areas. I am not saying second life is a good example of how landmark should be but I am saying the ability to travel to certain places or bookmark certain places doesn't imply instance by default.
Your use of two bullet points, from a website that is meant to condense what they saw at a panel is not proof of your concept either, I am interested in the technical side of Next's procedural content, and landmarks crafting but the idea of a full instance doesn't jive with some of the other descriptions we have gotten...directly mind you not in third party bullet point format...that mention such things as gathering around crafting tables with other people and the like.
*le sigh*
"that mention such things as gathering around crafting tables with other people and the like." - even if it's not about EQ:N and about EQ:L - you can perfectly well gather around "crafting tables" (which, by the way, aren't exactly a way to build a cave and a castle, is it?) within building instance, with people you've granted access; same goes for "private mode".
*shrug* but whatever, people, who am I to break dreams. Even though I don't see how "open world" will be better than instanced locations IN THE FRAKING EDITING TOOL!
Open world is always better than instanced. With the exception of "serious" PvP.
Minecraft would have never been such a success without the multiplayer aspect. The multiplayer aspect would never have been successful unless everyone were in the same "instance".
>>Open world is always better than instanced.<<
Yeah, sure. Camping that boss for 6 hours straight with 10 more groups camping him too. Yay open world!
Actually it was specifically about landmark and not Next, which you should know before you make large scale pronouncements. The idea was you would find certain crafting tables in your exploration take them back to other areas and people could gather around them for crafting purposes, I personally remember this because I didn't really like the idea as I was wanting something more like a super free form second life crafting environment and they were describing more of an adventure game mindcraft style crafting environment (without creator mode) and I thought this would limit certain type of designers creativity....I know most builders in minecraft use creator mode to do the big things...and all of skyrim's amazing mods were made in the editor not in some "harvest and build" type of game.
Favorite MMO: Vanilla WoW
Currently playing: GW2, EVE
Excited for: Wildstar, maybe?
All right, fair enough, I suppose it's possible they could conceivably charge you upkeep even for such small things.
But we are speculating about one loosely translated sentence, when we could be talking about this https://www.everquestnext.com/round-table?poll=public-private-building, which kind of blows the "Massively Single Player" theory out of the water.
If there's a option of not letting you keep your building private, you clearly don't live on a "client-only" shard, it's a true MMO.
David Georgeson
"I love building in public and seeing the world change every time I log in. Why wouldn’t I?"
You are completely misinformed. I'm unsure how you can claim to be a programmer who works on AI and graphics engine (and have the gall to say that AI hasn't changed in 20 years, it has significantly). You should understand methods of compression, if I have many voxels with similar properties I don't have to store each individual voxel in memory. Not to mention you are 37 years old according to your profile so that would mean you were working in the "field" since you were 17 which I find highly unlikely. I'm also pretty sure degrees in AI for game design didn't exist 20 years ago (but I'm not that old so I could be wrong).
Anyway the notion that voxels won't work on games with a lot of server side code is false. Go play the Planet Explorers alpha, which has multiplayer and lets you design your own buildings and vehicles and uses similar technology that Everquest Next will use. In actual use the memory footprint of an object using voxels and an object using polygons of similar quality is close to equal. That's like saying games using hundreds of different particles couldn't exist years ago because the memory footprint is too high, simply not true.
And I have an opinion about you too.
Specifically?
We have talked about compressing metadata here extensively.
My degree was in Computer Sciences. The theme of my diploma was "Programming AI in Games". You know the difference between a degree and the theme of diploma, right?
I was working as a programmer since second year in the university. May be it was 18 years ago, not 20. That, of course, completely invalidates everything I've ever said.
*le sigh* PE uses pre-defined blocks for building in their multiplayer part; custom builds, the one we are talking about in EQ:L happen in its building tool, which is wholely instanced, "single-player" (it's not even a game, it's an editing tool) and is on your computer, and then is imported into the game.
As for PE multiplayer, I've yet to see any videos with more than one person in the screen. But of course everyone can watch PE for themselves and decide if it's what they hope for.
*le siiiigh* people, you read into developers' words the damndest thing. It does nothing of the sort.
Let's check the options. You build in an instance. Do you want your build to be on a "portal map", for others to upload and see it only when you have finished the build? Half-way, using one of intermediate saves of my build? Keep it private and control who can access, load and see it even after I've finalized the build and uploaded final version to servers? Or, the last option, "others - anyone - can download my instance in any step of the build, in read-only format, and I only control by access rights who have the right to add/edit it."
Absolutely nothing here says anything whatsoever against instanced build. On the contrary, it supports instanced builds/intermediary saves/object downloads/access control completely.
Ok maybe I should rephrase it to "Well designed open world..."
Guild Wars 2 does it right, for example.
>>I still have trouble believing they offered this as a "theme" 20 years ago when AI was so simplistic back then. You didn't even really have 3D space to work with. There wasn't much to work with much less make a degree out of.<<
Okay, that shows the level of discussion you are offering. Off to block you go.
Like your own arrogant and condencending level of discussion is so much better... :P
Well, I certainly agree that GW2 does it right - but a lot of people will be horrified if that type of, as they call it, "zerg spam" will make it into EQ:N.
My arrogance and condescension is deserved and backed up by at least some knowledge. His self-evidently isn't. Makes a world of difference.
But I'm perfectly okay with people blocking me. If they think that my posts will not add anything worthwhile for discussion, they actually should block me rather than to waste their lives on reading worthless posts. That's why I apply block feature liberally - threads become a LOT shorter and easier to read.
Yay conflict, beleive it or not conflit is a good thing, makes thing intresting and less static.
Nah I like to read the posts of a complete douche. Reminds me of how fucked up some people are - in the Internet at least.
It depends. If there is conflict, the game should be FFA PvP. In the above example your group could fight those 10 other groups over the right to kill the boss. Conflict in a game where you can't actually attack the other players however... not so cool.
I live to serve.
Indeed. Of course, everyone has his own definition of "f-ed up". Me, I'm sometimes overwhelmed by the incoherent mewling mess of pathetic humanity, overflowing this forum in particular, Internet in general and the world at large.
Still, we have to look at the bright side. In the end, it'll all disappear without a trace or memory. Dust in the wind.