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I have been away at college and I had totally 100% forgot about these boards, today I got bored during my fourth hour, so I decided to check up on the old MMORPG boards.
The first thing I see is Darkfall, Darkfall, Darkfall. I quickly ran to the Snackatorium, grabbed myself some popcorn and started reading. God I have missed this shit!
So from what I can see Darkfall is a decent game, except that it only has like what 5,000 people playing it right now! Man I wanted to try this game for years too, how has everyone been holding up through these events? Any intresting stories to tell of the forums?
Comments
Things have been very active. How good the game is seems to be pretty subjective.
There are more arguments and mocking than actual discussions, but that's to be expected.
I'm not an expert on DF, gaming software, or anything web related, but from reading the forums it sounds like a huge obstacle to the long term success of this game how much is "client side." There are already hacks out there and it sounds like Aventurine will have a very tough (impossible?) time keeping them out of the game.
Unless people are overstating the dangers of an mmo running things client side, this might be the fatal, unfixable flaw. Which is disappointing since even people who like the gameplay presented will get tired of a game with a rampant hacking problem.
This client side server side allocation of activities is the first decision to be made in a distributed processing system. AV, the developer, had no choice but to allocate more to client side, because they are hoping to achieve a huge lot within the constraints of real time. Within every single second we live and breathe, they want so much more done than other games, they need to use the processing power of all the gamers' PCs at home. They want a seamless world, lots of PVP, lots of people, lots of everything. They made the wild promise (read their unrealistic wishlist on their website) without taking a look at their own resources or skills. Even if they have the biggest computer from Mars, the necessary traffic to and from clients will kill the game. So they must let the client resolve a lot that the client side must see fast enough for the game to be playable.
Now that they promised the moon and they have to deliver, they have no choice but to take the risk of using client side processing. The well known risks of client side hacking naturally pops up. What can they do?
Given the financial situation facing AV, it is unlikely they can come up with big system based solution. Given they limited manpower, they will not be able to deploy enough wise guys to work out a code based solution. They are in deep trouble here.
This client side server side allocation of activities is the first decision to be made in a distributed processing system. AV, the developer, had no choice but to allocate more to client side, because they are hoping to achieve a huge lot within the constraints of real time. Within every single second we live and breathe, they want so much more done than other games, they need to use the processing power of all the gamers' PCs at home. They want a seamless world, lots of PVP, lots of people, lots of everything. They made the wild promise (read their unrealistic wishlist on their website) without taking a look at their own resources or skills. Even if they have the biggest computer from Mars, the necessary traffic to and from clients will kill the game. So they must let the client resolve a lot that the client side must see fast enough for the game to be playable.
Now that they promised the moon and they have to deliver, they have no choice but to take the risk of using client side processing. The well known risks of client side hacking naturally pops up. What can they do?
Given the financial situation facing AV, it is unlikely they can come up with big system based solution. Given they limited manpower, they will not be able to deploy enough wise guys to work out a code based solution. They are in deep trouble here.
Great post.
This client side server side allocation of activities is the first decision to be made in a distributed processing system. AV, the developer, had no choice but to allocate more to client side, because they are hoping to achieve a huge lot within the constraints of real time. Within every single second we live and breathe, they want so much more done than other games, they need to use the processing power of all the gamers' PCs at home. They want a seamless world, lots of PVP, lots of people, lots of everything. They made the wild promise (read their unrealistic wishlist on their website) without taking a look at their own resources or skills. Even if they have the biggest computer from Mars, the necessary traffic to and from clients will kill the game. So they must let the client resolve a lot that the client side must see fast enough for the game to be playable.
Now that they promised the moon and they have to deliver, they have no choice but to take the risk of using client side processing. The well known risks of client side hacking naturally pops up. What can they do?
Given the financial situation facing AV, it is unlikely they can come up with big system based solution. Given they limited manpower, they will not be able to deploy enough wise guys to work out a code based solution. They are in deep trouble here.
Botting is a nonissue, and the very few so called speedhacks, never seen one myself, or heard of anyone in game that has, but lets assume they exist, are a permabannable offense.
No argument, no warning.
In a competitive game like this u dont need GMs going thru game logs to find cheaters, all u need is to read the reports as anyone trying to cheat in any way will be reported very fast.
-Darkstar
This client side server side allocation of activities is the first decision to be made in a distributed processing system. AV, the developer, had no choice but to allocate more to client side, because they are hoping to achieve a huge lot within the constraints of real time. Within every single second we live and breathe, they want so much more done than other games, they need to use the processing power of all the gamers' PCs at home. They want a seamless world, lots of PVP, lots of people, lots of everything. They made the wild promise (read their unrealistic wishlist on their website) without taking a look at their own resources or skills. Even if they have the biggest computer from Mars, the necessary traffic to and from clients will kill the game. So they must let the client resolve a lot that the client side must see fast enough for the game to be playable.
Now that they promised the moon and they have to deliver, they have no choice but to take the risk of using client side processing. The well known risks of client side hacking naturally pops up. What can they do?
Given the financial situation facing AV, it is unlikely they can come up with big system based solution. Given they limited manpower, they will not be able to deploy enough wise guys to work out a code based solution. They are in deep trouble here.
Botting is a nonissue, and the very few so called speedhacks, never seen one myself, or heard of anyone in game that has, but lets assume they exist, are a permabannable offense.
No argument, no warning.
In a competitive game like this u dont need GMs going thru game logs to find cheaters, all u need is to read the reports as anyone trying to cheat in any way will be reported very fast.
-Darkstar
Botting and hacking are non issues? Says you? So much authority, without a basis. What do you think AV can do about all those client side irregularities. You still believe AV has so much superior technology that they can resolve long time issues relating to client side processing? If they are so bright, they would have managed their publication better. These guys looks like mud slinging kids, making big claims but delivering nothing sensible. I would trust the dog outside my fence. At least he barks in a predictable manner.
Relying on GM to ban them? Oh good. If they have enuf GMs. And even if they got GMs to deal with this, my gaming experience has to rely on some post event GM intervention. This is your idea of a good game not mine.
Reporting? Oh sure when the population stays at 5000 yes you can expect reports to be processed in time. But the game won't last long with 5000 sub. With 500,000 sub, reports will take days to clear.
Mr Darkstar, I applause your headstrong support for the game, pls present your ideas with some measure of objectivity. You can not convincing anyone, you are driving us off.
This client side server side allocation of activities is the first decision to be made in a distributed processing system. AV, the developer, had no choice but to allocate more to client side, because they are hoping to achieve a huge lot within the constraints of real time. Within every single second we live and breathe, they want so much more done than other games, they need to use the processing power of all the gamers' PCs at home. They want a seamless world, lots of PVP, lots of people, lots of everything. They made the wild promise (read their unrealistic wishlist on their website) without taking a look at their own resources or skills. Even if they have the biggest computer from Mars, the necessary traffic to and from clients will kill the game. So they must let the client resolve a lot that the client side must see fast enough for the game to be playable.
Now that they promised the moon and they have to deliver, they have no choice but to take the risk of using client side processing. The well known risks of client side hacking naturally pops up. What can they do?
Given the financial situation facing AV, it is unlikely they can come up with big system based solution. Given they limited manpower, they will not be able to deploy enough wise guys to work out a code based solution. They are in deep trouble here.
Botting is a nonissue, and the very few so called speedhacks, never seen one myself, or heard of anyone in game that has, but lets assume they exist, are a permabannable offense.
No argument, no warning.
In a competitive game like this u dont need GMs going thru game logs to find cheaters, all u need is to read the reports as anyone trying to cheat in any way will be reported very fast.
-Darkstar
Botting and hacking are non issues? Says you? So much authority, without a basis. What do you think AV can do about all those client side irregularities. You still believe AV has so much superior technology that they can resolve long time issues relating to client side processing? If they are so bright, they would have managed their publication better. These guys looks like mud slinging kids, making big claims but delivering nothing sensible. I would trust the dog outside my fence. At least he barks in a predictable manner.
Relying on GM to ban them? Oh good. If they have enuf GMs. And even if they got GMs to deal with this, my gaming experience has to rely on some post event GM intervention. This is your idea of a good game not mine.
Reporting? Oh sure when the population stays at 5000 yes you can expect reports to be processed in time. But the game won't last long with 5000 sub. With 500,000 sub, reports will take days to clear.
Mr Darkstar, I applause your headstrong support for the game, pls present your ideas with some measure of objectivity. You can not convincing anyone, you are driving us off.
And if your banned you loose $55
These claims of speedhacks, bots or other hacks is something i or anyone else ive talked with ingame seen. Its something created by you trolls.