The only loadingscreens visible in the video's where either the teleporting or the one where characters entered their personal home image or jumped to another part of their own personal story..........
This does not indicate that there are no instances in this game because : There are Instances in this game:
- Most dungeons are supposed to be instanced for group content just like WoW.
- The very low level part contains a few instances used for story telling (20 minutes of gameplay), just like in the WoW Deathknight starting zone.
-Some parts of the personal story are instanced, to give a more RPG like experience.
- The rest of the world consists of wide open zones, including the lvl 47 dragon encounter, There will be loadingscreens at zoning tough but the open world zones are really hughe, so if you are near that place you allways can access that event.
Its best not to make up things and stick to the facts.
Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)
1. GW1 had incredibly optimized graphic. Its 3D run in all glory even at low end PCs of the time.
I believe they will carry that knowledge to GW2
2. Loading happens dynamically (and hidden) as you move trough the game. Thats why when you teleport there had to be a loading screen. (no connection to instances)
3.As for LAG i give them the benefit of a doubt. So far they proved they deliver all their over the top promises (as withnesed in demo) So if they say there will be no lag. Lets just assume they know what they are talking about (after all they have much more experience than the most)
4.Rumours say that incredible ammounts of money were invested in the game. That money did pay for something.
They have an even bigger problem to deal with W vs W than lag, and that is focus fire. I have not seen an MMO deal with it properly yet, it is the reason why large encounters are not fun. people get focus fired right and left, getting one shot is not fun. I have not seen them address the problem yet either.
They have an even bigger problem to deal with W vs W than lag, and that is focus fire. I have not seen an MMO deal with it properly yet, it is the reason why large encounters are not fun. people get focus fired right and left, getting one shot is not fun. I have not seen them address the problem yet either.
I think the downed mechanic will pretty much balance focus fire; once you go down, enemy players will probably worry more about other players that are still up. Also, in one of today's Q&A sessions, Eric mentioned that one of the unannounced characters will be largely support.
I don't get why people are going on and on about "instance this" or "instance that." The whole term "instance" wasn't even coined till WoW, it's meaning being "special areas in the World of Warcraft where your group or raid party is able to interact with a dungeon privately; that is, without interference from other parties or raids." GW2 does not have "instances" except for the personal story and dungeons, what you MEAN to say is that it is "zoned"... you might remember them from EQ2 or the various other games that came out before WoW made the "open persistent world" standard. I don't pretend to know anything about deltas or whatever technical stuff to do with lag. But it's wrong and misinformative to refer to GW2 as "instanced."
I don't get why people are going on and on about "instance this" or "instance that." The whole term "instance" wasn't even coined till WoW, it's meaning being "special areas in the World of Warcraft where your group or raid party is able to interact with a dungeon privately; that is, without interference from other parties or raids." GW2 does not have "instances" except for the personal story and dungeons, what you MEAN to say is that it is "zoned"... you might remember them from EQ2 or the various other games that came out before WoW made the "open persistent world" standard. I don't pretend to know anything about deltas or whatever technical stuff to do with lag. But it's wrong and misinformative to refer to GW2 as "instanced."
this^
you have an instanced game like gw1, a game that is seamless like rift claims to be, and then zoning in the middle of the spectrum
Its just like i described in the post above this one......
Persistent world confirmed.(again)
just so you know, persistant world =/= open world.
AoC is persistant but heavily instanced. Persistant means the world and environment keeps going when you are not logged in and is not a personal instance which only exists when you are in game.
just so you know, persistant world =/= open world.
AoC is persistant but heavily instanced. Persistant means the world and environment keeps going when you are not logged in and is not a personal instance which only exists when you are in game.
This.
Read this and know the truth, friends.
"Everyone dies. It is how one lives that matters." Artemis Entreri (R.A. Salvatore)
"P.S. MAKE NO DEALS WITH THE WOLF." -Durzo Blint-
"But, there is one they fear.
In their tongue, he is Dovahkiin -- Dragonborn!" -Game of the Century-
No, what AoC had were both zoning - loading screens included - and instances (for the destiny quest, which would be the rough analogue of the personal story in GW2), and also had instanced dungeons. What it also had in its open, persistent world were *channels* which were created to keep the population regulated in any particular zone. The reason channels are not instances is that others who are not in your party can appear in the channels alongside you. We can't just apply the term "instanced" to any old situation we please or it loses its meaning.
Channels are persistent *zones*, not instances. Guild Wars 2 has not declared anything about the requirement for channels in its persistent world, other than to declare that there is a population cap that they do not expect to be reached (they could, obviously, be wrong). However, considering that the demo reached upwards of 60 players in an area fighting the Shatterer without splitting into *channels*, and that PvP is planned to be able to sustain hundreds of players (as opposed to AoC's 48x48 seiges), it is more logical to assume that either channeling does not exist as we know it from games like AoC, or that the population cap is indeed so large that it will not actually be reached.
Or we could assume that ArenaNet is lying about everything and just make up our own solutions to problems we have not yet seen come into existence.
Mike O'Brien: Joining this PvP competition is completely optional, just like it was in the original GW, but if you do compete you’re now going to find that your world welcomes you with open arms. You don’t have to join a party to join the fight. All you have to do is get out there and start helping. Everyone has the same objective, and if your world can get 501 people working for the same goal, that’s only going to be more helpful than 500 people.
One thing that bugs me is the misconseption of the word "lag". Lag happens only on network addressed problems when you don't reveice the data from the server in time or when you don't send data back. Then the game lags and your client displays false information as the enemy is now somewhere totally else or your character is moving in the gameworld but you don't see it.
The "lag" some of you reffer is just client based reduction of frames per second which is presented as shuttering effect(your computer can not process the information in time). This can be removed by buying better hardware. Yes, some games have big problems with the optimalization, when there are lots of models of players in the view. Games like Lineage 2, Warhammer online during sieges(and many others...). With some original coding, this problem should not appear as I am playing GW1 still on a netbook with intel graphics so I trust in the code!
Network side I think the Anet guys have plentifull experience as when the big boom started around GW1 when it started the problems with lags in the cities was resolved fairly quick. This time however they will have to rely on something different than distributing players to more districts so lets just hope they have a good engine to cope with the massive data travelling their networks.
They had 60 people including the npcs take down the Shatterer in the demo and I haven't heard one single complaint from anyone there that participated in the event. That is just pure awesome sauce and pure win right there.
I don't know if anyone mentioned this yet but with regards to system lag (not network) GW1 uses culling ( Think that's the right term ). Objects at a certain distance away from you are replaced by sprites (for scenery) and low poly models (for characters); it's pretty seamless. I guess that "trick" will be applied in GW2 as well.
I don't know if anyone mentioned this yet but with regards to system lag (not network) GW1 uses culling ( Think that's the right term ). Objects at a certain distance away from you are replaced by sprites (for scenery) and low poly models (for characters); it's pretty seamless. I guess that "trick" will be applied in GW2 as well.
i dont think i saw it in the gameplay videos though (but the quality makes it hard to notice) its easy to notice in GW1 though. but not sure that it affected network lag as much. i assume that the only data that needs to be send it, damage, location, effect damage and a few other things, things like running into walls can be done on the local computer. but there is many ways to set this up, we will have to see.
One thing that bugs me is the misconseption of the word "lag". Lag happens only on network addressed problems when you don't reveice the data from the server in time or when you don't send data back. Then the game lags and your client displays false information as the enemy is now somewhere totally else or your character is moving in the gameworld but you don't see it.
The "lag" some of you reffer is just client based reduction of frames per second which is presented as shuttering effect(your computer can not process the information in time). This can be removed by buying better hardware. Yes, some games have big problems with the optimalization, when there are lots of models of players in the view. Games like Lineage 2, Warhammer online during sieges(and many others...). With some original coding, this problem should not appear as I am playing GW1 still on a netbook with intel graphics so I trust in the code!
Network side I think the Anet guys have plentifull experience as when the big boom started around GW1 when it started the problems with lags in the cities was resolved fairly quick. This time however they will have to rely on something different than distributing players to more districts so lets just hope they have a good engine to cope with the massive data travelling their networks.
You are wrong. Latency is slowdown in network. Lag is a more generic term. It means latency and it is also any other kind of slowdown as well. Originally it was a tuneup term for cars. It just means how much one thing follows another.
On this issue, are we going to see shards for any areas (like cities or open zones)? I mean we know cities will have instances in them, and while open zones will be open, I do wonder if that could happen.
One thing that bugs me is the misconseption of the word "lag". Lag happens only on network addressed problems when you don't reveice the data from the server in time or when you don't send data back. Then the game lags and your client displays false information as the enemy is now somewhere totally else or your character is moving in the gameworld but you don't see it.
The "lag" some of you reffer is just client based reduction of frames per second which is presented as shuttering effect(your computer can not process the information in time). This can be removed by buying better hardware. Yes, some games have big problems with the optimalization, when there are lots of models of players in the view. Games like Lineage 2, Warhammer online during sieges(and many others...). With some original coding, this problem should not appear as I am playing GW1 still on a netbook with intel graphics so I trust in the code!
Network side I think the Anet guys have plentifull experience as when the big boom started around GW1 when it started the problems with lags in the cities was resolved fairly quick. This time however they will have to rely on something different than distributing players to more districts so lets just hope they have a good engine to cope with the massive data travelling their networks.
You are wrong. Latency is slowdown in network. Lag is a more generic term. It means latency and it is also any other kind of slowdown as well. Originally it was a tuneup term for cars. It just means how much one thing follows another.
And I was talking as a long-term internet user as of what that word means. If you have a slow computer the game is running 1-1 speed. You may not see all frames needed for a fluent animation, but the game does not slow down or speed up! These effects are seen in network problems a.k.a. lags.
Comments
Oh, so the discussion is about imaginary problem of imaginary lag then... OK, got it. Keep discussing :-)
The only loadingscreens visible in the video's where either the teleporting or the one where characters entered their personal home image or jumped to another part of their own personal story..........
This does not indicate that there are no instances in this game because : There are Instances in this game:
- Most dungeons are supposed to be instanced for group content just like WoW.
- The very low level part contains a few instances used for story telling (20 minutes of gameplay), just like in the WoW Deathknight starting zone.
-Some parts of the personal story are instanced, to give a more RPG like experience.
- The rest of the world consists of wide open zones, including the lvl 47 dragon encounter, There will be loadingscreens at zoning tough but the open world zones are really hughe, so if you are near that place you allways can access that event.
Its best not to make up things and stick to the facts.
Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)
This should probably end most discussion.
Its just like i described in the post above this one......
Persistent world confirmed.(again)
Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)
http://steamcommunity.com/id/Cloudsol/
1. GW1 had incredibly optimized graphic. Its 3D run in all glory even at low end PCs of the time.
I believe they will carry that knowledge to GW2
2. Loading happens dynamically (and hidden) as you move trough the game. Thats why when you teleport there had to be a loading screen. (no connection to instances)
3.As for LAG i give them the benefit of a doubt. So far they proved they deliver all their over the top promises (as withnesed in demo) So if they say there will be no lag. Lets just assume they know what they are talking about (after all they have much more experience than the most)
4.Rumours say that incredible ammounts of money were invested in the game. That money did pay for something.
They have an even bigger problem to deal with W vs W than lag, and that is focus fire. I have not seen an MMO deal with it properly yet, it is the reason why large encounters are not fun. people get focus fired right and left, getting one shot is not fun. I have not seen them address the problem yet either.
I think the downed mechanic will pretty much balance focus fire; once you go down, enemy players will probably worry more about other players that are still up. Also, in one of today's Q&A sessions, Eric mentioned that one of the unannounced characters will be largely support.
I don't get why people are going on and on about "instance this" or "instance that." The whole term "instance" wasn't even coined till WoW, it's meaning being "special areas in the World of Warcraft where your group or raid party is able to interact with a dungeon privately; that is, without interference from other parties or raids." GW2 does not have "instances" except for the personal story and dungeons, what you MEAN to say is that it is "zoned"... you might remember them from EQ2 or the various other games that came out before WoW made the "open persistent world" standard. I don't pretend to know anything about deltas or whatever technical stuff to do with lag. But it's wrong and misinformative to refer to GW2 as "instanced."
this^
you have an instanced game like gw1, a game that is seamless like rift claims to be, and then zoning in the middle of the spectrum
just so you know, persistant world =/= open world.
AoC is persistant but heavily instanced. Persistant means the world and environment keeps going when you are not logged in and is not a personal instance which only exists when you are in game.
This.
Read this and know the truth, friends.
"Everyone dies. It is how one lives that matters."
Artemis Entreri (R.A. Salvatore)
"P.S. MAKE NO DEALS WITH THE WOLF." -Durzo Blint-
"But, there is one they fear.
In their tongue, he is Dovahkiin -- Dragonborn!" -Game of the Century-
No, what AoC had were both zoning - loading screens included - and instances (for the destiny quest, which would be the rough analogue of the personal story in GW2), and also had instanced dungeons. What it also had in its open, persistent world were *channels* which were created to keep the population regulated in any particular zone. The reason channels are not instances is that others who are not in your party can appear in the channels alongside you. We can't just apply the term "instanced" to any old situation we please or it loses its meaning.
Channels are persistent *zones*, not instances. Guild Wars 2 has not declared anything about the requirement for channels in its persistent world, other than to declare that there is a population cap that they do not expect to be reached (they could, obviously, be wrong). However, considering that the demo reached upwards of 60 players in an area fighting the Shatterer without splitting into *channels*, and that PvP is planned to be able to sustain hundreds of players (as opposed to AoC's 48x48 seiges), it is more logical to assume that either channeling does not exist as we know it from games like AoC, or that the population cap is indeed so large that it will not actually be reached.
Or we could assume that ArenaNet is lying about everything and just make up our own solutions to problems we have not yet seen come into existence.
This should give you an idea.
Playing now: Cities: Skyline / Ori and the Blind Forest / Banished
what i want to see is the WvsW pvp they have.
How many can participate, is there a cap? will we have to reduce graphics to zero, like disabling toon visuals in aion?
we'll just have to wait i guess.
I need more vespene gas.
probably less thne in that photo.
Now this is just "what he said," but the topic of how many players can fight in WvW combat was touched on in the GW2 design manifesto:
http://www.arena.net/blog/guild-wars-2-design-manifesto#more-1891
Mike O'Brien: Joining this PvP competition is completely optional, just like it was in the original GW, but if you do compete you’re now going to find that your world welcomes you with open arms. You don’t have to join a party to join the fight. All you have to do is get out there and start helping. Everyone has the same objective, and if your world can get 501 people working for the same goal, that’s only going to be more helpful than 500 people.
(emphasis mine)
One thing that bugs me is the misconseption of the word "lag". Lag happens only on network addressed problems when you don't reveice the data from the server in time or when you don't send data back. Then the game lags and your client displays false information as the enemy is now somewhere totally else or your character is moving in the gameworld but you don't see it.
The "lag" some of you reffer is just client based reduction of frames per second which is presented as shuttering effect(your computer can not process the information in time). This can be removed by buying better hardware. Yes, some games have big problems with the optimalization, when there are lots of models of players in the view. Games like Lineage 2, Warhammer online during sieges(and many others...). With some original coding, this problem should not appear as I am playing GW1 still on a netbook with intel graphics so I trust in the code!
Network side I think the Anet guys have plentifull experience as when the big boom started around GW1 when it started the problems with lags in the cities was resolved fairly quick. This time however they will have to rely on something different than distributing players to more districts so lets just hope they have a good engine to cope with the massive data travelling their networks.
I think the WvsWvsW will be instanced... the best choice for a fair competition.
They had 60 people including the npcs take down the Shatterer in the demo and I haven't heard one single complaint from anyone there that participated in the event. That is just pure awesome sauce and pure win right there.
I don't know if anyone mentioned this yet but with regards to system lag (not network) GW1 uses culling ( Think that's the right term ). Objects at a certain distance away from you are replaced by sprites (for scenery) and low poly models (for characters); it's pretty seamless. I guess that "trick" will be applied in GW2 as well.
i dont think i saw it in the gameplay videos though (but the quality makes it hard to notice) its easy to notice in GW1 though. but not sure that it affected network lag as much. i assume that the only data that needs to be send it, damage, location, effect damage and a few other things, things like running into walls can be done on the local computer. but there is many ways to set this up, we will have to see.
You are wrong. Latency is slowdown in network. Lag is a more generic term. It means latency and it is also any other kind of slowdown as well. Originally it was a tuneup term for cars. It just means how much one thing follows another.
On this issue, are we going to see shards for any areas (like cities or open zones)? I mean we know cities will have instances in them, and while open zones will be open, I do wonder if that could happen.
Please check this wiki link: http://en.wikipedia.org/wiki/Lag
And I was talking as a long-term internet user as of what that word means. If you have a slow computer the game is running 1-1 speed. You may not see all frames needed for a fluent animation, but the game does not slow down or speed up! These effects are seen in network problems a.k.a. lags.