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The Unreal engine was designed for single player or small multiplayer games. The net code and the way the engine works makes it less than ideal for large scale combat and UI integration. With the developer kits available for Unreal 4 you can easily make a great looking trailer and gameplay footage with minimal effort but that's not even half the battle.
As we can see here the Unreal moderator states that the games replication system is not made to sustain large numbers of players. Further, the system is designed for accurate detection of hit and to-hit variables allowing multiple ticks on a server for competitive gameplay. This along with the replication system can spell disaster when more than 30 - 40 people are on screen.
Past Unreal based MMOs like TERA have had extreme issues coping with large scale combat and still suffer from optimization problems to this day. One can remember "Nexus" conflicts which were major open world events that took place several times a day. The replication system caused the clients to take a beating and too much information going back and forth resulted in lag regardless of graphics settings.
The only option for the developer is to then disable the replication system and make the game engine believe it's in single player mode. This is explained a little bit here. This would take extreme amounts of dedication to deal with synchronization issues that now the developers have to hard code. In short, you'd need some veteran developers with tons of experience to even have a prayer at getting "large scale mass PVP" working without a slide show and ArcheAge-like performance issues.
Moving on, anyone can claim that they are prepared to overcome these problems but in practice (unreal MMOs) it hasn't worked yet. It's also nearly impossible to know if it will work until true load testing is available (hundreds of clients during a test). Veterans of mass PVP games know you cannot utilize FPS engines for MMORPGs. Some names that come to mind would be Mark Jacobs amnd James Boer. Mark Jacobs made proprietary engines for Dark Age of Camelot, Warhammer: Age of Reckoning, and now Camelot:Unchained. James Boer worked on Guild Wars 2 creating its own proprietary engine. These proprietary engines were necessary to allow large scale combat to be lag free.
Moreover, if a guy like Mark Jacobs knew he could utilize an FPS engine like Unreal to get the job done he wouldn't be spending hundreds of man hours creating a proprietary engine. Same with James Boer who could have easily used CryEngine or Unreal. Lastly, an MMO on Unreal can spell outright disaster from the beginning. Take Vanguard: Saga of Heroes as an example there were massive net code issues causing disconnects for months. The game was so bad that it was sold off to Sony.
I do think the Ashes of Creation team has the right ideas in mind in terms of what they want their game to be but without a deviation from the Cost-effective Unreal 4 engine to a proprietary one I believe this game will have extreme issues load balancing large scale conflicts.
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Intrepid Studios said they are going to build their own network engine on top of UE4 and it will work wonderfully so we shouldn't worry. We will also all be shitting rainbows and riding gumdrop unicorns when they deliver all their promises.
Okay seriously I think Ashes of Creation is another pipe dream of ideas that is being marketed to play off the desires and hopes of MMO gamers of old. I was pretty upset with the whole idea and how even their CEO is ignoring Kickstarter's rules of pledging but trying to shed concern about the project gets you banned from their discord channel and forums and nobody really cares enough to listen. So I've learned to watch with an evil sense of glee as people throw money at their screens over the EXACT SAME PROMISES THEY'VE BEEN TOLD A HUNDRED TIMES BEFORE. I thought that was the definition of insanity but maybe we should ask The Steven to define it for us, and maybe get him to define "core viable product" while he's at it since he's made a refund guarantee against delivering one.
So what? Why worry? If the game turns out to be bad life goes on. We move on to other games. Your worry is a trivial thing in the big picture.
Epic Music: https://www.youtube.com/watch?v=vAigCvelkhQ&list=PLo9FRw1AkDuQLEz7Gvvaz3ideB2NpFtT1
https://archive.org/details/softwarelibrary_msdos?&sort=-downloads&page=1
Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."
John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."
FreddyNoNose: "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."
LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"
Archeage is a game riddled with bugs and poor coding, yet XLgames somehow made it work with cryengine. So just because an mmorpg hasn't been done on UE4, that doesn't mean it's impossible and is more likely to be easier than making one in the last 10 years. It's not like anyone is reinventing the wheel here as long as they can hire experienced people that know what needs to be done. Building an engine from the ground up is nice and all but using an existing engine and ripping out the back end can obviously work "good enough" based on the amount of MMORPGs that don't use their own engine.
https://spatialos.improbable.io/
May not resolve how many players can be in tight spaces (that is up to how pretty the developers want their game) but this small zone shit has to go.
Camelot Unchained (CSE) is already doing it with their own engine (with real physics btw) but now other developers can start making some real damn mmorpgs again.
It is very true however that the mmo landscape has been so restrictive over the last several years because of limitations created by net and server code. Many players have been brainwashed into thinking it's because the industry wanted this. Nope, it's because developers didn't want to invest in real innovation.
Mark Jacobs and the people over at Improbable luckily had some developer balls.
You stay sassy!
I am surprised to see this question brought up so often. Their team seems to be very confident they can handle the net code.
we all do the same thing he is doing with his kickstarter updates on these forums. talk about our dream game,if all this money is being put into the game already i dont see it or your hiding it somewhere.
I agree here. The unreal engine is my favorite engine, however for a mmo..its one of the worst. ( and I would even put cry engine in here too.) I believe in time they will make it better.
The Unreal engine has the ability to do MORE than other engines i have tried because it can lower polycount w/o even getting into methods if limiting what gets drawn or what we see.
It all comes down to the developer and using an engine as an excuse especially the Unreal is a poor excuse.
The ONLY engine i have personally witnessed as being just bad is the Unity which sadly i believe Pantheon is using and i have had to endure it inside of Blizzard's hearthstone and project Gorgon.
IMO it doesn't matter anyhow,AOC is designed in a way that ANY engine should be able to handle what they are doing,which is not that much.Besides that,if you want ugly Blizzard type graphics,yo can get away with crappy engines and have decent framerates,if you want HD graphics and lots of physics,then you better expect to need a strong cpu/gpu.
It reminds me of the Vanguard era,people coming from Wow complaining of bad framerates in VG,i was like wtf are people really that dumb.
Long story short,AOC is only a midrange game,i would not worry about the engine but more so the developer's abilities.
Never forget 3 mile Island and never trust a government official or company spokesman.
UE4 engine was actually used on few of better and old-schoolish MMOs
The engine sells very well to developers for small multiplayer and single player titles. One example that comes to mind is Gears of War. Since the engines and its past iterations have been successes for the small multiplayer titles they haven't had much need to design them to cope with large amounts of players.
What I am saying is the inherit flaws of the engine in large scale are not being remedied between iterations. Unreal 2 (Vanguard: Saga of Heroes and Lineage 2) has the same issues Unreal 3(TERA, Bless) did with MMOs. That's why I linked explanations from Unreal forum moderators in my OP.
There are products coming to market to try and deal with the problems such as: https://spatialos.improbable.io/. This makes it apparent that there's an issue with large battle and large amounts of players on screen in these engines.
Lastly, a really good example was the upcoming Chinese title Dark and Light Online which is lowering the per server player amounts after early load testing showed issues with high amounts of clients.
Doesn't look too bad.
And Unity is gaining street cred elsewhere https://unity3d.com/pages/adam
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
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"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
거북이는 목을 내밀 때 안 움직입니다
Don't you think Jacobs looked to see if the current engines could support his needs before he decided to create one from scratch? IMHO he did the right thing. Instead of trying to fit a square peg into a round hole, he went and built a square hole.
If there was a pre-existing engine that could do it.. sure it would have been faster, but since there wasn't he had to either cut down on his features and settle for a smaller scale, or create an engine that could handle it.
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
First off, I think he was being sarcastic. Secondly, it's not considered a scam. You're painting with a pretty broad brush. By your categorization, someone on GoFundMe looking for funds for an experimental cancer treatment is a scammer too, right?
In the end, I agree with you, though, if I were you, I wouldn't spend a dime on it. It's quite obvious that crowdfunding isn't for you, and that's fine! Enjoy the end results, and let others put their own money at risk. Don't act like it's a scam, though. The risks are well known and actually documented in the campaign.
Crazkanuk
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Azarelos - 90 Hunter - Emerald
Durnzig - 90 Paladin - Emerald
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Tankinpain - 90 Monk - Azjol-Nerub - US
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Do you know what's also illegal? Libel.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
It's a matter of which dragon you want to fight. Personally, I see Unreal as the lesser of dragons. Actually, you can find plenty of information out there on making an MMO in U4. Actually, there is even an MMO template you can buy which includes source code for world server, persistence, etc. for like $100. So even if it's shitty, it can get you running (or walking). It's either that or try to write your own engine and make things look good, which seems easy, but it's pretty non-trivial work.
Crazkanuk
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Azarelos - 90 Hunter - Emerald
Durnzig - 90 Paladin - Emerald
Demonicron - 90 Death Knight - Emerald Dream - US
Tankinpain - 90 Monk - Azjol-Nerub - US
Brindell - 90 Warrior - Emerald Dream - US
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